<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://www.buildlogs.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Treliazz</id>
	<title>Internet Movie Firearms Database - Guns in Movies, TV and Video Games - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://www.buildlogs.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Treliazz"/>
	<link rel="alternate" type="text/html" href="https://www.buildlogs.org/wiki/Special:Contributions/Treliazz"/>
	<updated>2026-06-02T03:59:15Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.41.0</generator>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1634144</id>
		<title>Call of Duty: Black Ops Cold War</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1634144"/>
		<updated>2023-12-08T19:06:34Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: /* XM177E1 */ So you can only find this rail on the Vickers Guide AR-15 Vol. 2, and go to page 62. In page 64, you can clearly see the rail.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: Black Ops Cold War&lt;br /&gt;
|picture=CODBOCWCover1.jpeg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=November 13, 2020&lt;br /&gt;
|developer=Treyarch, Raven Software&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: Black Ops Cold War''''' is a first-person shooter developed by Treyarch and Raven Software and published by Activision. It is the sixth game in the ''Black Ops'' series and the seventeenth in the ''Call of Duty'' series. It is also a direct sequel to ''[[Call of Duty: Black Ops]]''. Like previous games in the series, it is composed of three main modes of play, a single-player campaign, a player-vs-player multiplayer mode, and a 1-4 player cooperative zombies mode. &lt;br /&gt;
&lt;br /&gt;
The campaign's setting takes place primarily in 1981 with several flashbacks dating to 1968 during the Vietnam War, and the zombies and multiplayer mode take place simultaneously in 1984, hence, certain weapons are available in these modes that aren't present in the campaign because of the time difference. The player character is a new, customizable operative codenamed &amp;quot;Bell&amp;quot;, who is part of a CIA task force, including Alex Mason, Frank Woods, and Jason Hudson, out to stop a Soviet agent codenamed &amp;quot;Perseus&amp;quot; (based on the real-life conspiracy) from carrying out a decades-long plan that could radically alter the balance of power of the Cold War.&lt;br /&gt;
&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;
=Overview=&lt;br /&gt;
''Black Ops Cold War'' maintains several weapon features from the 2019 ''Modern Warfare'', including Gunsmith and the ability to reload while aiming down sights.&lt;br /&gt;
&lt;br /&gt;
The game features an extensive swimming and underwater mechanic which inaccurately depicts weapons as being able to be fired underwater, something which would lead to malfunctions and possible complete weapon failures (i.e. exploded barrels) in reality, not to mention projectiles can't travel more than a few feet in such environment. Also, bullet velocities for most of the weapon are much slower in-game than in real life, and some weapons unrealistically share the same velocities despite their different calibers and designs.&lt;br /&gt;
&lt;br /&gt;
While Gunsmith offers a wide variety of attachments to equip, it lacks several features from ''Modern Warfare''. It also features some ''staggeringly'' poor attachment descriptions filled with inaccuracies and misused terms. For example, STANAG is used as a catch-all term for extended magazines, despite the real usage being almost the exact opposite of such an idea.&lt;br /&gt;
&lt;br /&gt;
Many of the cosmetic blueprints feature cerakoted designs which is anachronistic for the 80s as cerakoted weapons started appearing at some point in the 2000s or 2010s. In addition to this, heavily altered &amp;quot;Mastercraft&amp;quot; variants feature altered inspection animations.&lt;br /&gt;
&lt;br /&gt;
Weapons from ''Black Ops Cold War'' also make appearances in ''Call of Duty: Warzone'', a standalone battle royale game mode originally released for (and developed on) ''[[Call of Duty: Modern Warfare (2019)]]''. While most weapons are identical between BOCW and ''Warzone'', a number of weapons, especially the ones added post-release, have more detailed animations in ''Warzone''. More rarely, some BOCW weapons have different weapon models when implemented in ''Warzone''.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] appears under the name &amp;quot;Diamatti&amp;quot;. It holds 15 rounds by default, despite having a visibly extended magazine. It also has a slightly shorter barrel by default; the “7.2&amp;quot; Reinforced Heavy” barrel attachment gives it a more correct barrel length, though this one is shown as fluted. Soviet forces use it in the campaign (which is incorrect, as they would use the [[Stechkin APS]] or the APB instead, though it fires in automatic mode), along with Alex Mason in &amp;quot;Echoes of a Cold War&amp;quot;; nevertheless, its scarce appearance would not be suitable for any sort of military during the game's time period.&lt;br /&gt;
&lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm]]&lt;br /&gt;
[[File:M93Rpreview BOCW.jpg|thumb|none|600px|The Beretta 93R in Gunsmith.]]&lt;br /&gt;
[[File:Beretta93rIdle BOCW.jpg|thumb|none|600px|Sims wielding a &amp;quot;Diamatti&amp;quot; in Angola.]]&lt;br /&gt;
[[File:Beretta93rADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:Beretta93rInspect BOCW.jpg|thumb|none|600px|Sims admires what is possibly the most accurate Beretta 93R weapon model in a Call of Duty game to date.]]&lt;br /&gt;
[[File:Beretta93rInspect2 BOCW.jpg|thumb|none|600px|Pulling back the slide for a brass check.]]&lt;br /&gt;
[[File:Beretta93rReload BOCW.jpg|thumb|none|600px|Swapping magazines during a reload.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] is featured in the game, simply referred to as &amp;quot;1911&amp;quot; and featuring a nickel finish similar to the multiplayer 1911 weapon model from ''[[Call of Duty: Black Ops|Black Ops]]''. In the campaign, it is the main sidearm of almost everyone, including the Soviet and North Vietnamese forces, who would much more likely use the [[Makarov PM]] or [[Tokarev TT-33]] as their sidearms. It incorrectly holds 8 rounds in a standard 7-round magazine. Performing takedowns in loud combat also involve the use of the M1911A1 regardless of faction.&lt;br /&gt;
&lt;br /&gt;
In alpha, beta, and pre-release materials, the M1911 appears with a parkerized finish and brown grips. The &amp;quot;Wingman&amp;quot; skin from the &amp;quot;Air Sea Land Pack&amp;quot; for the Ultimate Edition is also an M1911A1, featuring a paint-job similar to that of the P-51 Mustang fighters during WWII. The M1911A1 is also used in the Overpower finishing move.&lt;br /&gt;
&lt;br /&gt;
[[File:NickelPlatedM1911A1.jpg|thumb|none|300px|Nickel Plated Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:1911preview BOCW.jpg|thumb|none|600px|The M1911A1 in Gunsmith. Apparently this 1911 is made by Arrow Armory in-universe.]]&lt;br /&gt;
[[File:1911Idle BOCW.jpg|thumb|none|600px|The M1911A1 in Angola.]]&lt;br /&gt;
[[File:1911ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:1911Inspect BOCW.jpg|thumb|none|600px|Inspecting the M1911.]]&lt;br /&gt;
[[File:1911Inspect2 BOCW.jpg|thumb|none|600px|Inspecting its other side.]]&lt;br /&gt;
[[File:1911reload BOCW.jpg|thumb|none|600px|Much like the 1911 in [[Call of Duty: Modern Warfare (2019)]], the 1911 in Black Ops Cold War features a nice detail in the slide stop engaging the slide after the last round is fired from a magazine.]]&lt;br /&gt;
[[File:1911reload2 BOCW.jpg|thumb|none|600px|The standard reload involves power slinging the slide, there are magazine options that change that to an animation where the player character hits the slide stop.]]&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:BOCW-M1911-2.jpeg|thumb|none|600px|The M1911A1 with a parkerized finish in the alpha multiplayer loadout menu.]]&lt;br /&gt;
[[File:BOCW-1911-1.jpg|thumb|none|600px|The M1911 tucked in Adler's pants in a pre-release trailer. In the final game, the player grabs the pistol to take down a guard - even though they have their own suppressed 1911 at this point with no way to replace it.]]&lt;br /&gt;
[[File:BOCW M1911 trailer silencer.jpg|thumb|none|600px|A suppressed M1911A1 is racked in the multiplayer reveal trailer. Note the Ak 5 with what appears to be Advanced Armament Corporation OMNI 5.56mm suppressor which doesn't appear in actual multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle==&lt;br /&gt;
An anachronistic and visually altered [[Desert Eagle]] fitted with a Laser Products Corporation LPC Model 7 laser sight and an enormous muzzle brake appears as the &amp;quot;Hand Cannon&amp;quot; in the campaign mission &amp;quot;Desperate Measures&amp;quot;. Inspiration for the weapon appears to come from the laser sighted [[AMT Hardballer]] from ''[[The Terminator]]''. Perhaps taking its moniker a little too literally, it fires explosive rounds. The campaign version feeds from an 8-round magazine (which could or could not be correct, its caliber never being stated) and cannot be reloaded; once all eight rounds have been fired, it is discarded. While still inappropriate because of its extreme rarity, the [[AMC Auto Mag Pistol]] (1969) could've been a better fit for the game's time period.&lt;br /&gt;
&lt;br /&gt;
It was added as the &amp;quot;Hand Cannon&amp;quot; streak in Season 4 (with an updated model and animations, which was retroactively applied to the campaign version), with 10 extremely powerful explosive rounds that can take out any streak you can shoot in one to four shots. It is the primary weapon of choice for the &amp;quot;One in the Chamber&amp;quot; gamemode. Its scorestreak icon shows a more accurate rendition of a Desert Eagle, though this one is an even more anachronistic picatinny railed Mark XIX than the Mark VII on which the actual weapon is based. The laser is now green, and aiming uses ironsights mounted on top of the laser. Its role is similar to the &amp;quot;Annihilator&amp;quot; revolver from ''[[Call of Duty: Black Ops III|BO3]]'' and ''[[Call of Duty: Black Ops 4|BO4]]'', even reusing the sounds of that gun from those games.&lt;br /&gt;
&lt;br /&gt;
[[File:DesertEagleMarkVIInickel.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark VII with nickel finish - .44 Magnum]]&lt;br /&gt;
[[Image:Longslide2.jpg|thumb|none|600px|The AMT Hardballer Longslide/LPC Model 7 laser sight combo from ''The Terminator'' which appears to have been the inspiration for the &amp;quot;Hand Cannon&amp;quot;. The in-game laser is incorrectly depicted as being switched on by pressing a fictional button at the rear, while the real thing has a separate switch connected via cables.]]&lt;br /&gt;
[[File:Desert eagle picatinny.JPG|thumb|none|350px|Magnum Research Desert Eagle Mark XIX, current production model with Picatinny railed barrel - .44 Magnum]]&lt;br /&gt;
[[File:COD CW Deagle Menu.jpg|thumb|none|600px|The &amp;quot;Hand Cannon&amp;quot; in the multiplayer menu. The description incorrectly calling it a &amp;quot;revolver&amp;quot; was reused from Black Ops 3/4, though the word has been changed to &amp;quot;handgun&amp;quot; after an update. A round can be seen in the spare magazine.]]&lt;br /&gt;
[[File:BOCWDeagle3rd.jpg|thumb|none|600px|Bell stops admiring his nice shoes to look upon the mutant Deagle in the middle of the KGB headquarters, of all places. This is the only place in the campaign it can be found.]]&lt;br /&gt;
[[File:BOCWDeagle.jpg|thumb|none|600px|Bell holds the Hand Cannon as he awaits enemy forces about to barge into the room. Here the laser sight can be seen more clearly.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Magnum&amp;quot;==&lt;br /&gt;
The &amp;quot;Magnum&amp;quot; is a fictional hybrid revolver that appears to have some influence from a variety of revolvers such as [[Smith &amp;amp; Wesson#Revolvers|Smith &amp;amp; Wesson]], [[Ruger#Revolvers|Ruger]], [[Arminius HW Revolver Series|Arminius]], Alfa, [[Astra#Revolvers|Astra]] and the [[Colt Trooper]]. The rear of the frame and the angle of the grip give it a strong resemblance to the G&amp;amp;G G733 airsoft revolver. The names of some of its muzzle attachments suggest that it is chambered in .45 ACP (misnamed &amp;quot;.45 APC&amp;quot;); this would contradict both the &amp;quot;Magnum&amp;quot; name, and its Warzone incarnation's stated chambering (.357 Magnum). Like other revolvers in previous ''Black Ops'' games, it is reloaded with single rounds by default, and still has the reload logic errors of the player character reloading only the rounds needed to refill the cylinder in gameplay despite the reload animation showing the entire cylinder being ejected.&lt;br /&gt;
&lt;br /&gt;
The Magnum can also accept a suppressor, even though it almost certainly wouldn't work on the revolver in reality due to the gap between the cylinder, which would leak enough propellant gases to render the suppressor useless. The Magnum also has nonsensical 9-round and 12-round cylinders as attachment options; these cylinders are completely identical to the base cylinder dimensionally, with the amount of rounds held in them ''visibly'' remaining 6 rounds. They're only different in their shapes, being an unfluted cylinder and a [[Mateba]]-like hexagonal cylinder respectively. These cylinder options are also very incorrectly referred to as magazines in their attachment names.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Minted&amp;quot; blueprint gives the revolver a barrel that appears similar to the anachronistic [[Smith &amp;amp; Wesson Model 986]], while others give it a [[Dan Wesson]]-style heavy barrel.&lt;br /&gt;
[[File:G&amp;amp;G G733.jpg|thumb|none|350px|'''Airsoft''' G&amp;amp;G G733 airsoft revolver]]&lt;br /&gt;
[[File:ColtPython6In.jpg|thumb|none|350px|Colt Python with 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:TrooperMKV.jpg|thumb|none|350px|Colt Trooper MK V with straight wood grips and a 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:S&amp;amp;WModel17A.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 17-6 - .22LR]]&lt;br /&gt;
[[File:Ruger Speed 6.jpg|thumb|none|350px|Ruger Speed Six with blued finish and 2.75-inch barrel - .357 Magnum]]&lt;br /&gt;
[[File:Astra357-01.jpg|thumb|none|350px|Astra 357, 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:Revolverpreview BOCW.jpg|thumb|none|600px|A close up look of the &amp;quot;Magnum&amp;quot; in Gunsmith, showing its many design inspirations - the sights come from Smith &amp;amp; Wesson revolvers, the cylinder, hammer, trigger &amp;amp; trigger guard from a Colt Python, the barrel seems to be a mix between that of a Python and a Colt Trooper (complete with a partial underlug rather awkwardly merged into a full one), and a Ruger-style recoil shield; the latter is supposed to have the cylinder release mounted on it, but the designer instead decided to put a conventional Astra-esque cylinder release behind it, forcing them to rather awkwardly stretch the frame forward to fit both.]]&lt;br /&gt;
[[File:Revolveridle BOCW.jpg|thumb|none|600px|The mutant &amp;quot;Magnum&amp;quot;, an amalgamation of the leading revolver brands.]]&lt;br /&gt;
[[File:RevolverADS BOCW.jpg|thumb|none|600px|Aiming down the Smith &amp;amp; Wesson sights.]]&lt;br /&gt;
[[File:Revolverinspect BOCW.jpg|thumb|none|600px|Inspecting the revolver involves flipping the Colt cylinder out.]]&lt;br /&gt;
[[File:Revolverinspect2 BOCW.jpg|thumb|none|600px|Inspecting the Colt-esque barrel.]]&lt;br /&gt;
[[File:Revolverreload BOCW.jpg|thumb|none|600px|Reloading by dumping all rounds in the cylinder.]]&lt;br /&gt;
[[File:Revolverreload2 BOCW.jpg|thumb|none|600px|The default reload animation has the player character individually insert rounds off screen; depending on the cylinder you choose in Gunsmith, a speed loader may be used instead (though dual-wielding will always reload both at once). The animation finishes with a wince-inducing flick of the wrist to shut the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Tranquilizer Gun&amp;quot;==&lt;br /&gt;
A hybrid of a [[Ruger Mk II]] and a [[Welrod]] mocked up to be a tranquilizer pistol is used by Bell in the campaign. The detachable magazine holds 8 rounds, and the animations are reused from the M1911 listed above. The bolt from the Welrod is used as a slide when it locks back on an empty magazine, however, the weapon does not eject casings of any kind, which begs the question of what the slide actually does. Some sort of air canister is seen under the barrel, and the weapon makes noises comparable to compressed air being released, which makes sense.&lt;br /&gt;
[[File:Ruger Mark II MK512.jpg|thumb|none|300px|Ruger Mark II - .22 LR]]&lt;br /&gt;
[[File:HPIM0965.jpg|thumb|none|300px|Welrod Mark II - .32 ACP.]]&lt;br /&gt;
[[File:TranqPistolEvidence BOCW.jpg|thumb|none|600px|From this angle, the grip is very clearly inspired by the Ruger Mk II.]]&lt;br /&gt;
[[File:TranqPistol BOCW.jpg|thumb|none|600px|But the ejection port and large knurled breech charging handle is very much Welrod-like.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
A [[Heckler &amp;amp; Koch MP5K]] with a collapsible stock and a threaded barrel is available as the &amp;quot;MP5&amp;quot;. It has an aftermarket and anachronistic Vector Arms MP5K style handstop handguard with perforations instead of a vertical foregrip by default. It uses an HK claw mount with an anachronistic rail when equipping optics. It can be customized into a number of MP5 variants as seen below, having a wide latitude of barrel and stock configurations akin to ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''.&lt;br /&gt;
&lt;br /&gt;
While not anachronistic for the 80s segments, the MP5K is used by US troops in Bell's Vietnam War flashbacks, which is both inaccurate and anachronistic (the MP5K was developed in 1976, and while the standard MP5 was first developed in 1966, it didn't see any form of service in Vietnam until 1975 as the MP5SD with the Green Berets). In this case (along with certain other weapons in the Vietnam missions), it can somewhat be excused by the fact that these are false flashbacks mixed with hallucinations. It is inaccurate for the East German police to be wielding MP5Ks during &amp;quot;Brick in the Wall&amp;quot;, where they would be using Soviet-manufactured rifles, carbines or submachine guns; the same goes with the Spetsnaz forces in other missions as well as the Cuban Revolutionary Armed Forces in &amp;quot;End of the Line&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
All blueprint variants of the MP5 have the same lower receiver as those of ''Modern Warfare'' (being based on the receiver of a [[PTR 9KT]], which is incredibly anachronistic to ''Cold War''), with the triangular parts still facing the opposite direction compared to real S-E-F lowers.&lt;br /&gt;
[[File:Heckler &amp;amp; Koch MP5K fitted with a A3 stock.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K &amp;quot;Reverse Stretch&amp;quot; with A3 stock - 9x19mm]]&lt;br /&gt;
[[File:MP5Kpreview BOCW.jpg|thumb|none|600px|The MP5K in Gunsmith. Note the gripless handguard resembling modern [https://hkparts.net/product/hk-mp5k-sp89-sp5k-forearm-with-handstop-usa-p16466.htm American examples] with added vent holes for creativity points.]]&lt;br /&gt;
[[File:MP5KIdle BOCW.jpg|thumb|none|600px|The MP5K used on board a Soviet salvage ship.]]&lt;br /&gt;
[[File:MP5KInspect BOCW.jpg|thumb|none|600px|Inspecting the default 30 round magazine of the MP5K.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A3===&lt;br /&gt;
The weapon has some barrel attachments that turn it into a full-sized [[MP5A3]]. The “9.5&amp;quot; Extended” barrel has an original slimline handguard, while the “9.5&amp;quot; Ranger” has a &amp;quot;tropical&amp;quot; wide handguard.&lt;br /&gt;
[[File:H&amp;amp;KMP5A3slimforearm.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; handguard - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5A3.jpg|thumb|none|600px|The MP5A3 with a &amp;quot;[[Talk:Call_of_Duty:_Black_Ops_Cold_War#X-Products_9mm_50_round_drum|STANAG 50 Rnd Drum]]&amp;quot; and &amp;quot;Collapsed Stock&amp;quot;.]]&lt;br /&gt;
[[File:MP5A3Idle BOCW.jpg|thumb|none|600px|An MP5A3 in Moscow.]]&lt;br /&gt;
[[File:MP5A3Inspect BOCW.jpg|thumb|none|600px|Turning it over to look at the ejection port and the &amp;quot;40 Rnd Speed Mag&amp;quot;, which is a slightly longer version of the early straight &amp;quot;waffle&amp;quot;-style magazine.]]&lt;br /&gt;
[[File:MP5A3Inspect2 BOCW.jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:MP5A3ADS BOCW.jpg|thumb|none|600px|Looking through the iron sights.]]&lt;br /&gt;
[[File:MP5A3.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with &amp;quot;tropical&amp;quot; wide handguard - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2===&lt;br /&gt;
The combination of the aforementioned barrel with the &amp;quot;Tactical Stock&amp;quot; turns the gun into an [[MP5A2]].&lt;br /&gt;
[[File:HK MP-5 A3.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with original &amp;quot;slimline&amp;quot; handguard and straight &amp;quot;waffle&amp;quot;-style magazine - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5A2.jpg|thumb|none|600px|The MP5A2 from the public beta with a &amp;quot;40 Rnd Speed Mag&amp;quot;. The &amp;quot;Salvo 50 Rnd Fast Mag&amp;quot; uses the same magazine model for some reason, albeit with a different tape and pull loop.]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A2WideForearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with &amp;quot;tropical&amp;quot; wide handguard - 9x19mm]]&lt;br /&gt;
[[File:MP5A2gunsmith BOCW.jpg|thumb|none|600px|The post launch MP5A2, with the &amp;quot;tropical&amp;quot; handguard.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
Combining either of the sound suppressors with the “9.5&amp;quot; Ranger” barrel configurations produces a [[Heckler &amp;amp; Koch MP5SD]] configuration. The “9.5&amp;quot; Extended” and “9.5&amp;quot; Reinforced Heavy” barrels also create an MP5SD with the handguard missing.&lt;br /&gt;
[[File:MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 with S-E-F trigger group - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5SD2.jpg|thumb|none|600px|An MP5SD2 configuration from the public beta with the &amp;quot;Agency Suppressor&amp;quot;.]]&lt;br /&gt;
[[File:MP5SD2gunsmith BOCW.jpg|thumb|none|600px|The post launch MP5SD2 in gunsmith preview.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
Ditto to the above configuration but with the default or one of the collapsible stock variants produces an MP5SD3.&lt;br /&gt;
[[File:MP5SD3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5SD3.jpg|thumb|none|600px|The MP5SD3 with the &amp;quot;Sound Suppressor&amp;quot; and &amp;quot;Jungle-Style Mag&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9 Hybrid==&lt;br /&gt;
A mildly fictionalized [[Intratec TEC-9]] was added with season five. It is depicted with the bolt assembly and charging handle of an [[Interdynamic KG-9]], although it is shown firing from a closed bolt like an actual TEC-9. It also has the front sight of a [[PPSh-41]] and the stock of an Interdynamic MP-9, though the latter can be removed with the &amp;quot;No Stock&amp;quot; attachment. When equipping grip attachments, it uses the base of the factory grip with the actual grip chopped off and replaced with the grip attachment of choice.&lt;br /&gt;
&lt;br /&gt;
It fires in semi-auto by default, but there are attachments that convert it into full-auto (the fire rate of which appears to be slower than in real life) and an inaccurate burst fire mode. It incorrectly holds 21 and 24 rounds (in multiplayer and Warzone respectively) in the actual 32-round magazine, presumably to prevent a burst from having less than 3 rounds.&lt;br /&gt;
&lt;br /&gt;
In terms of chronology, while the earlier MP-9/KG-9 was produced from 1981 (thus being borderline period appropriate for the 1981-1985 multiplayer maps), the TEC-9 has the post-1987 rear sight, rendering it anachronistic for the game.&lt;br /&gt;
&lt;br /&gt;
Dual TEC-9s are used by Perseus operative Kitsune in the season five cinematic trailer. The weapon is also seen in the &amp;quot;Harbinger Of Doom&amp;quot; calling card.&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 (post-1987 version) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:InterDynamicKG99.jpg|thumb|none|300px|Interdynamic KG-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Interdynamic MP-9.jpg|thumb|none|450px|Interdynamic MP-9 with foregrip and telescoping stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Tec9preview BOCW.jpg|thumb|none|600px|The mutant TEC-9 in the preview screen for the season 5 battlepass.]]&lt;br /&gt;
[[File:Tec9idle BOCW.jpg|thumb|none|600px|The TEC-9 in action in the slums of Panama City.]]&lt;br /&gt;
[[File:Tec9ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Tec9inspect BOCW.jpg|thumb|none|600px|Inspecting the gun. Note how, in addition to having the KG-9's bolt and charging handle, it also has its safety notch; the TEC-9 instead used the charging handle itself as a safety, pushing it into the bolt instead of using it to lock the bolt back.]]&lt;br /&gt;
[[File:Tec9inspect2 BOCW.jpg|thumb|none|600px|Checking out the closed bolt on a stock TEC-9]]&lt;br /&gt;
[[File:Tec9reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Tec9reload2 BOCW.jpg|thumb|none|600px|Note the various markings and warnings stamped into the polymer lower.]]&lt;br /&gt;
[[File:Tec9reload3 BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Tec9reload4 BOCW.jpg|thumb|none|600px|Charging the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;KSP 45&amp;quot;==&lt;br /&gt;
The &amp;quot;KSP 45&amp;quot; is a fictional 3-round burst submachine gun, only appearing in multiplayer. The overall shape is similar to the [[T2 MK5|Australian Automatic Arms 9mm SAC]], but takes other cues from submachine guns such as the [[Heckler &amp;amp; Koch UMP45]] with its boxy design, selector switch style, and charging handle with lock open feature (though it is depicted on the right side rather than the left). It has an AR-like bolt release and an AK trigger guard with paddle magazine release. The overall profile of the weapon (minus its stock) also resembles the Hungarian [[KGP-9]] submachine gun. Notably, it also resembles the &amp;quot;MACHT 37&amp;quot; frankengun from ''[[Metal Gear Solid V: The Phantom Pain]]''. Its buttstock seems to combine the socket of a solid MP5 stock, the shape of one from the AAA SAC or the Wieger StG-940, H&amp;amp;K G3 style sling attachment point and the foldability of the UMP stock; the &amp;quot;Tactical Stock&amp;quot; and &amp;quot;SAS Combat Stock&amp;quot; attachments swap this out for a [[PSG-1]]-style stock (without or with a cheek rest, respectively), while the &amp;quot;Wire Stock&amp;quot; attachment gives it a shortened Romanian AK wire stock and the &amp;quot;Duster Stock&amp;quot; gives it a UMP-style stock. Curiously, the &amp;quot;42 Rnd&amp;quot; and &amp;quot;48 Rnd STANAG&amp;quot; magazine attachments, while referred to as drums, are actually shrunken-down HK21 machine gun belt boxes with feed towers instead of belt feed openings; the &amp;quot;42 Rnd Speed Mag&amp;quot; and &amp;quot;SALVO 48 Rnd Fast Mag&amp;quot; are [[Spectre M4]]-esque quad stack mags (of the exact same size, with the only difference being the latter's cloth shroud). &lt;br /&gt;
&lt;br /&gt;
Although it isn't normally written in all caps, &amp;quot;Ksp&amp;quot; is the Swedish abbreviation for &amp;quot;machine gun&amp;quot; (short for ''Kulspruta''); however, the trademarks on the right side of the &amp;quot;KSP 45&amp;quot; identify it as a &amp;quot;Kühn &amp;amp; Schmidt MP-U&amp;quot; and state that it is of West German origin. There is also a &amp;quot;WARNING REFER TO OWNER'S MANUAL&amp;quot; stamp above the fire selector, which is similar to the markings on nonmilitary UMPs and USCs.&lt;br /&gt;
&lt;br /&gt;
It is also depicted as being used by a Vietcong guerilla in the &amp;quot;Brap Brap&amp;quot; calling card implying that it was used in Vietnam in the ''Black Ops'' universe.&lt;br /&gt;
[[File:AAA SAC 9mm.jpg|thumb|none|450px|Australian Automatic Arms 9mm SAC - 9x19mm]]&lt;br /&gt;
[[File:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:HKMP2000Prototype.jpg|thumb|none|450px|Experimental H&amp;amp;K MP2000 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:KGP-9.jpg|thumb|none|400px|KGP-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:KSP45preview BOCW.jpg|thumb|none|600px|The &amp;quot;KSP 45&amp;quot; up close. At full size, the fire selector's 3 positions - &amp;quot;SAFE&amp;quot;, &amp;quot;BURST&amp;quot;, and &amp;quot;AUTO&amp;quot; - can be seen; ignoring the rather obvious fact that the weapon can't be set to full-auto in-game, the lack of a semi-auto position on a select-fire weapon is rather bizarre. Somewhat amusingly, the former is accompanied by a single large white block, while the latter features three small ones, and the three-round-burst position only features two.]]&lt;br /&gt;
[[File:KSP45Idle BOCW.jpg|thumb|none|600px|Holding the KSP 45.]]&lt;br /&gt;
[[File:KSP45ADS BOCW.jpg|thumb|none|600px|Aiming down the sights - here, the folding stock hinge is easily visible.]]&lt;br /&gt;
[[File:KSP45Inspect BOCW.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:KSP45Inspect2 BOCW.jpg|thumb|none|600px|Inspecting the right side. Note the UMP charging handle present over the ejection port and the small AR like brass deflector.]]&lt;br /&gt;
[[File:KSP45reload BOCW.jpg|thumb|none|600px|Reloading the KSP. Note the UMP like handguard covered with checkered texture like the early MP5 slimline forearm.]]&lt;br /&gt;
&lt;br /&gt;
==LAPA SM Modelo 3==&lt;br /&gt;
The [[LAPA SM Modelo 3]] was added during Season 6, under the name &amp;quot;LAPA&amp;quot; (an odd name, as LAPA is the manufacturer of the weapon). The SM Modelo 3 was a prototype weapon with only one example ever made rendering it virtually impossible to be used in any meaningful combat capacity. Appropriate submachine guns of Brazilian origin would either be the INA Model 953 (1950), a modification of the [[Madsen M50]] chambered in .45 ACP or the extremely simple-to-manufacture Mekanika Uru (1977).&lt;br /&gt;
[[File:LAPA SM MOD 3.jpg|thumb|none|450px|LAPA SM Modelo 3 - 9x19mm]]&lt;br /&gt;
[[File:LAPABPpreview BOCW.jpg|thumb|none|600px|The &amp;quot;LAPA&amp;quot; in the preview menu screen.]]&lt;br /&gt;
[[File:LAPAidle BOCW.jpg|thumb|none|600px|The &amp;quot;LAPA&amp;quot; and its owner checking out a parking garage in Miami Beach.]]&lt;br /&gt;
[[File:LAPAADS BOCW.jpg|thumb|none|600px|Aiming down the sights at a shifty looking garage door.]]&lt;br /&gt;
[[File:LAPAinspect1 BOCW.jpg|thumb|none|600px|Inspecting the firearm.]]&lt;br /&gt;
[[File:LAPAinspect2 BOCW.jpg|thumb|none|600px|Checking out the other side.]]&lt;br /&gt;
[[File:LAPAreload1 BOCW.jpg|thumb|none|600px|Reloading after dumping an entire magazine of 9mm into said garage door.]]&lt;br /&gt;
[[File:LAPAreload2 BOCW.jpg|thumb|none|600px|Giving the charging handle a good pull, cocking the gun.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;LC10&amp;quot;==&lt;br /&gt;
The &amp;quot;LC10&amp;quot; is a fictional submachine gun that was added in Season 2. It appears to be based on the [[Walther MPK]], with stylistic elements from (of all things) an [[Accuracy International Arctic Warfare]] sniper rifle ([https://youtu.be/0krEGBnWEag?t=903%20 the developers having stated that in-universe it was made by the same manufacturer as the game's Accuracy International-inspired &amp;quot;LW3 Tundra&amp;quot;]). Its Warzone incarnation was previously stated to be chambered in .45 ACP, but this was later changed to 9mm Parabellum. The muzzle brake and flash guard attachments still have the .45 caliber shown as part of their names (in which case it is mislabeled &amp;quot;.45 APC&amp;quot;). An actual MPK or MPL would be appropriate choices.&lt;br /&gt;
&lt;br /&gt;
[[File:Walther mpk unfolded.jpg|thumb|none|450px|Walther MPK with stock unfolded - 9x19mm]]&lt;br /&gt;
[[File:Arctic Warfare Folding Stock.jpg|thumb|none|450px|Accuracy International AW-F - 7.62x51mm NATO]]&lt;br /&gt;
[[File:LC10loadoutpreview BOCW.jpg|thumb|none|600px|The &amp;quot;LC10&amp;quot; in the loadout menu weapon preview screen. Peculiarly, the wire stock features a cheek pad.]]&lt;br /&gt;
[[File:LC10idle BOCW.jpg|thumb|none|600px|The &amp;quot;LC10&amp;quot; in the rather anachronistic Los Angeles high speed bullet train station ported from ''Black Ops 2''.]]&lt;br /&gt;
[[File:LC10ads BOCW.jpg|thumb|none|600px|Looking through the adjustable rear sight.]]&lt;br /&gt;
[[File:LC10reload1 BOCW.jpg|thumb|none|600px|Reloading from empty involves taking the fresh magazine and flicking the empty mag out by hitting the release paddle with the feed lip.]]&lt;br /&gt;
[[File:LC10reload2 BOCW.jpg|thumb|none|600px|Inserting the new magazine, then charging the bolt.]]&lt;br /&gt;
[[File:LC10inspect1 BOCW.jpg|thumb|none|600px|Much like the AUG, the LC10's transparent polymer magazine models the proper amount of ammunition in each magazine. Despite being depicted as a closed bolt gun, there is no round visible in the breech during the brass check section of the inspect animation.]]&lt;br /&gt;
[[File:LC10inspect2 BOCW.jpg|thumb|none|600px|Note the empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
The [[MAC-10]] was added in Season 1. It is depicted with a custom side cocking charging handle similar to low profile Uzi cocking levers and uses anachronistic front grip adapter and top rail when attaching grip and sight attachments respectively. The side is marked with &amp;quot;Cal .45 Auto&amp;quot;, which is contradicted by the use of a 32-round default magazine, the number &amp;quot;9&amp;quot; as part of some muzzle attachments names, and the use of 9mm Parabellum ammunition in Warzone. The weapon fires correctly from an open bolt in ''Cold War'', but incorrectly from a closed bolt in ''Warzone''.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Quick Judgement&amp;quot; blueprint is based on the Lawgiver MK II pistol from the ''Judge Dredd'' franchise.&lt;br /&gt;
[[File:IngramMAC10.jpg|thumb|none|300px|Ingram MAC-10 - 9x19mm]]&lt;br /&gt;
[[File:MAC10preview BOCW.jpg|thumb|none|600px|The MAC-10 in the battlepass preview screen.]]&lt;br /&gt;
[[File:MAC10idle BOCW.jpg|thumb|none|600px|The MAC-10 being used in a [[Back to the Future|New Jersey mall]].]]&lt;br /&gt;
[[File:MAC10ADS BOCW.jpg|thumb|none|600px|Looking through the basic notch sights. Note the misaligned front and rear sights.]]&lt;br /&gt;
[[File:MAC10inspect1 BOCW.jpg|thumb|none|600px|Inspecting the MAC-10.]]&lt;br /&gt;
[[File:MAC10inspect2 BOCW.jpg|thumb|none|600px|Checking the ejection port.]]&lt;br /&gt;
[[File:MAC10inspect3 BOCW.jpg|thumb|none|600px|Tugging on the charging handle.]]&lt;br /&gt;
[[File:MAC10reload BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:MAC10reload2 BOCW.jpg|thumb|none|600px|And then racking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-02 Kiparis==&lt;br /&gt;
The [[OTs-02 Kiparis]] was added in in the mid-season update for Season 4, under the name &amp;quot;OTs 9&amp;quot;. It is technically anachronistic to the 80s time period of the game, as while it was designed in the seventies, it was first serially produced in 1991. The Sa vz. 82 Skorpion, the aforementioned APS, or the TKB-486 would be better choices for the time period. It uses 20-round magazines by default, though 25, 30, 32 and 40 round magazines are available as attachments, with the 30 rounder being the only real option. The 30 and 40 rounders are regular magazine extensions, while the 25 and 32 rounders are curved &amp;quot;speed mags&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Kiparis is one of the few weapons to have a distinctly different set of animations in ''Warzone'' compared to ''Cold War''.&lt;br /&gt;
[[File:Kiparis.jpg|thumb|none|450px|KBP OTs-02 &amp;quot;Kiparis&amp;quot; - 9x18mm Makarov]]&lt;br /&gt;
[[File:KiparisPreview BOCW.jpg|thumb|none|600px|The Kiparis in the gunsmith preview screen.]]&lt;br /&gt;
[[File:CW OTs9 idle.jpg|thumb|none|600px|Cpt. Price holds the OTs-02 Kiparis in the middle of a paintball arena.]]&lt;br /&gt;
[[File:CW OTs9 inspectleft.jpg|thumb|none|600px|Inspecting the Russian SMG; note that the selector is incorrectly pointing towards &amp;quot;ОД&amp;quot;, which is for semi-auto.]]&lt;br /&gt;
[[File:CW OTs9 inspectright.jpg|thumb|none|600px|Checking the SMG for any stray flecks of paint, here the bolt handle is clearly visible. It apparently moves independently of the rest of the gun during this animation; at the end (and after firing a shot), the bolt visibly drops down a couple of millimeters, suggesting that the animation doesn't quite loop like it's supposed to.]]&lt;br /&gt;
[[File:CW OTs9 irons.jpg|thumb|none|600px|Aiming down the clear ironsights.]]&lt;br /&gt;
[[File:CW OTs9 tacreload1.jpg|thumb|none|600px|Quickly using the magazine release before an employee notices the time-travelling SAS soldier in the middle of the arena.]]&lt;br /&gt;
[[File:CW OTs9 tacreload2.jpg|thumb|none|600px|Inserting a fresh magazine of 9x18mm Makarov.]]&lt;br /&gt;
[[File:CW OTs9 emptyreload beginflick.jpg|thumb|none|600px|The empty reload procedure involves flicking the magazine out, AK style...]]&lt;br /&gt;
[[File:CW OTs9 emptyreload flick.jpg|thumb|none|600px|...which results in the old magazine being knocked to the floor.]]&lt;br /&gt;
[[File:CW OTs9 emptyreload insert.jpg|thumb|none|600px|The penultimate step - loading a new stick mag.]]&lt;br /&gt;
[[File:CW OTs9 emptyreload bolt.jpg|thumb|none|600px|With an overarm tug on the bolt handle, Price is now free to travel back to [[Call of Duty: Modern Warfare (2019)|his own timeline]], taking his anachronistic SMG with him.]]&lt;br /&gt;
[[File:CW OTs9 melee.jpg|thumb|none|600px|But not before he waves the Kiparis around in the air, showing off the future of Russian SMG design to the bewildered paintball arena employees.]]&lt;br /&gt;
&lt;br /&gt;
==PM-63 RAK==&lt;br /&gt;
The [[PM-63 RAK]] was added during Season 3 as the &amp;quot;AMP63&amp;quot;; unlike its incarnation in ''[[Call of Duty: Black Ops|BO1]]'', it is classified as a pistol. Also unlike that incarnation, it has a correct 15-round capacity by default (with 20-, 22-, and 25-round optional magazines available, the latter being the only real one), as well as a more correct rate of fire. Its foregrip and stock are now permanently folded, and it fires from a closed bolt like the PM-63C variant from the Polish firm &amp;quot;Pioneer Arms Corp&amp;quot;. Additionally, its Warzone incarnation is incorrectly chambered in 9mm Parabellum (a feature of the PM-70 prototype) rather than 9x18mm Makarov.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lawgiver&amp;quot; blueprint is based on the Lawgiver MK II pistol from the ''Judge Dredd'' franchise.&lt;br /&gt;
[[File:PM63.JPG|thumb|none|350px|PM-63 RAK - 9x18mm Makarov]]&lt;br /&gt;
[[File:PM63preview BOCW.jpg|thumb|none|600px|The PM-63 in a loadout menu.]]&lt;br /&gt;
[[File:PM63idle BOCW.jpg|thumb|none|600px|The PM-63 wielded by MI6 operative Park in New Mexico.]]&lt;br /&gt;
[[File:PM63ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:PM63inspect1 BOCW.jpg|thumb|none|600px|Inspecting the Polish submachine gun.]]&lt;br /&gt;
[[File:PM63inspect2 BOCW.jpg|thumb|none|600px|Checking the other side.]]&lt;br /&gt;
[[File:PM63reload1 BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:PM63reload2 BOCW.jpg|thumb|none|600px|Sliding in a new magazine.]]&lt;br /&gt;
[[File:PM63reload3 BOCW.jpg|thumb|none|600px|Racking the slide.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
An anachronistic and heavily stylized [[PP-19 Bizon-2]] (developed in the 1990s) appears under the name &amp;quot;Bullfrog&amp;quot;. It is depicted with a ribbed dust cover resembling that of an [[AS Val]], and the rear sight relocated to the rear of the receiver, along many other cosmetic changes. The default helical magazine only holds 50 rounds instead of 64 or 53 like its real-world counterpart (in 9x18mm Makarov and 9x19mm Parabellum, respectively), and its front attachment point is below the front sight (like the earlier Bizon-1). It has a top-folding stock by default, but can be fitted with a side-folding stock similar to that of other Bizon variants, via the &amp;quot;Duster Stock&amp;quot; or the &amp;quot;KGB Skeletal Stock&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:PP-19 Bizon top-folding stock.jpg|thumb|none|450px|PP-19 Bizon-2-01 with top-folding stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Bizonpreview BOCW.jpg|thumb|none|600px|The &amp;quot;Bullfrog&amp;quot; in Gunsmith. The stock is similar to the Dragunov MA prototype (a trials competitor to the AKS-74U) and the grip is shaped similar to the PP-71, another one of Dragunov's prototypes.]]&lt;br /&gt;
[[File:BizonIdle BOCW.jpg|thumb|none|600px|The &amp;quot;Bullfrog&amp;quot; in-game.]]&lt;br /&gt;
[[File:BizonADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:BizonInspect BOCW.jpg|thumb|none|600px|Inspecting involves popping out the helical magazine for a quick glance.]]&lt;br /&gt;
[[File:BizonInspect2 BOCW.jpg|thumb|none|600px|Then turning it over to look at the ejection port.]]&lt;br /&gt;
[[File:BizonReload BOCW.jpg|thumb|none|600px|Dropping an empty magazine.]]&lt;br /&gt;
[[File:BizonReload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine. Note the conspicuous lack of ammunition, made all the more conspicuous by its presence in the inspection animation.]]&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:BOCW Bizon stock.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] was added in Season 3. It is carried by some Red Army soldiers in the intro cutscene of the Zombies map Die Maschine and inaccurately by Soviet troops in the Season 3 cutscene, which is set in 1984. It is also seen in the &amp;quot;Combat Hardened&amp;quot; achievement icon which is based on the &amp;quot;Stand to Death&amp;quot; statue in Volgograd.&lt;br /&gt;
&lt;br /&gt;
By default, it holds 32 rounds; this is a characteristic of the MP41(r), a German 9x19mm conversion of the PPSh-41 from WWII, even though the in-game weapon is modeled with a standard PPSh-41's 35-round magazine. Interestingly, the &amp;quot;VDV 50 Round Fast Mag&amp;quot; attachment gives the weapon a straight magazine looking similar to that of the MP41(r). To confuse matters further, its muzzle attachments imply that it's chambered in .45 ACP (or rather, .45 &amp;quot;APC&amp;quot;), a feature of absolutely no version of the PPSh.&lt;br /&gt;
&lt;br /&gt;
The weapon has a variety of rather strange barrel options - the &amp;quot;15.7&amp;quot; Task Force&amp;quot; barrel, as well as the &amp;quot;Loud Pipe&amp;quot; variant, have a front forend and heat shield styled after the [[SVT-40]] (a setup extremely similar to the &amp;quot;Thrive&amp;quot; and &amp;quot;Snake&amp;quot; variations from ''[[Call of Duty: WWII]]''); the &amp;quot;14.9&amp;quot; Rifled&amp;quot; barrel gives it an [[Erma EMP-35]]'s barrel shroud and the small wooden forend of a [[PPD-40]]; the &amp;quot;14.9&amp;quot; Ranger&amp;quot; barrel has what appears to be a [[Browning M1919]] barrel shroud with a [[Karabiner 98k]] front sight; the &amp;quot;14.9&amp;quot; Reinforced Heavy&amp;quot; barrel is taken from the [[K-50M]] (albeit also fitted with a Kar98k's front sight); the &amp;quot;12.7&amp;quot; Cavalry Lancer&amp;quot; barrel is seemingly inspired by the PPD-40's (albeit shorter, with larger vents and no handguard); and the &amp;quot;14.3&amp;quot; Extended&amp;quot; barrel is taken from the [[PPS-43]]. Stock options include the &amp;quot;Tactical Stock&amp;quot; (an [[MP28]]-style stock with a leather cheekrest), the &amp;quot;Spetznaz Stock&amp;quot; (a regular-looking stock with a cheekrest and two seemingly-random bolts driven directly through the receiver), and the &amp;quot;Marathon&amp;quot;, &amp;quot;Duster&amp;quot;, and &amp;quot;CQB&amp;quot; stocks (all sawn off, with the former having the original wooden side panels, the latter having K-50M-esque metal side panels, and the Duster having the metal side panels of the experimental folding-stocked PPSh-45; these panels are also used by the &amp;quot;Raider Stock&amp;quot;, seemingly a grafted-on rifle stock).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Night Raid&amp;quot; blueprint (a promotional pre-order reward in ''BOCW'' for ''[[Call of Duty: Vanguard]]'') is stylized after WWII planes like the P-40 Warhawk with the addition of a red dot sight stylized after WWII aircraft reflector gunsights like the Mk 20 Mod 4 sight.&lt;br /&gt;
[[File:Ppsh41.jpg‎|thumb|none|450px|PPSh-41 with 35-round box magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:PPSH41battlepasspreview BOCW.jpg|thumb|none|600px|The PPSh-41 in the battlepass preview. Note the 35-round box magazine inaccurately holding only 32 rounds.]]&lt;br /&gt;
[[File:PPSH41idle BOCW.jpg|thumb|none|600px|NATO operator Hunter wields a PPSh-41.]]&lt;br /&gt;
[[File:PPSH41ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:PPSH41inspect1 BOCW.jpg|thumb|none|600px|Inspecting the submachine gun.]]&lt;br /&gt;
[[File:PPSH41inspect2 BOCW.jpg|thumb|none|600px|Flipping it over.]]&lt;br /&gt;
[[File:PPSH41reload1 BOCW.jpg|thumb|none|600px|Taking out an empty magazine.]]&lt;br /&gt;
[[File:PPSH41reload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PPSH41reload3 BOCW.jpg|thumb|none|600px|Cocking the gun.]]&lt;br /&gt;
[[File:PPSH-01-SMG.jpg‎|thumb|none|450px|PPSh-41 with 71 round drum - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:BOCW PPSh drum.jpg|thumb|none|600px|The weapon loaded with a drum magazine, which only holds 55 rounds. A version of this drum with some canvas wrapped around the bottom holds 85, somehow.]]&lt;br /&gt;
[[File:BOCW PPSh SVT barrel.jpg|thumb|none|600px|The &amp;quot;Task Force&amp;quot; barrel makes the front end of the PPSh resemble the [[SVT-40]].]]&lt;br /&gt;
[[File:BOCWMaschine-PPShSVT.jpg|thumb|none|600px|Soviet soldiers with PPSh-41s in the &amp;quot;Die Maschine&amp;quot; intro.]]&lt;br /&gt;
[[File:PPSH 9MM.JPG|thumb|none|450px|PPSh-41 with 9mm conversion - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BOCW PPSh 9m.jpg|thumb|none|600px|The &amp;quot;VDV 50 round fast mag&amp;quot; resembles a 9x19mm converted PPSh.]]&lt;br /&gt;
&lt;br /&gt;
==SOCIMI Type 821==&lt;br /&gt;
The [[SOCIMI Type 821]] appears in-game. It was referred to as the &amp;quot;Type 821&amp;quot; during the alpha, but the name was changed to &amp;quot;Milano 821&amp;quot; in the Beta (with Milano being Italian for Milan, the city where this gun was made) and kept through the final game. It has an anachronistic Masterpiece Arms side cocking charging handle instead of the proper top mounted one like the [[Uzi]] it was based on. It is anachronistic to the campaign's 1981 time period, as it was designed in 1983 and produced in 1984 (the earlier Uzi for American forces and the PPS-42/43 or the later-added PPSh-41 for Communist-state forces would have been a better choice).&lt;br /&gt;
&lt;br /&gt;
[[File:Socimi821.jpg|thumb|none|450px|Socimi Type 821 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Mpa10sst.jpg|thumb|none|300px|MasterPiece Arms MPA10SST - .45 ACP]]&lt;br /&gt;
[[File:Type821preview BOCW.jpg|thumb|none|600px|The Type 821 in Gunsmith. It lacks a stock by default.]]&lt;br /&gt;
[[File:Type821idle BOCW.jpg|thumb|none|600px|The Type 821 in a Nicaraguan cartel plantation, now fitted with a folding stock. Note that the weapon has been modified with a side cocking charging handle from modern Masterpiece Arms MAC 10/11 clones.]]&lt;br /&gt;
[[File:Type821ADS BOCW.jpg|thumb|none|600px|Looking down the notch sights.]]&lt;br /&gt;
[[File:Type821inspect BOCW.jpg|thumb|none|600px|Inspecting the Type 821.]]&lt;br /&gt;
[[File:Type821inspect2 BOCW.jpg|thumb|none|600px|Inspecting the other side. Unfortunately, like the Uzi from the previous [[Call of Duty: Modern Warfare (2019)|Call of Duty]], the open bolt design of the Type 821 is not reflected in the third person model.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] appears as the &amp;quot;Gallo SA12&amp;quot; (''gallo'' means &amp;quot;rooster&amp;quot; or &amp;quot;cock&amp;quot; in Italian). It is used in semi-automatic mode, and the stock is folded by default, but it can be modified with some unfolded stock options, as well as a fixed stock or no stock at all. Attaching optics will automatically unfold the stock as well. It is weirdly used by Soviet forces in the campaign, and also appears anachronistically in the false flashbacks to the Vietnam War. While the [[KS-23]] from ''BO1'' would be a preferable option as it was adopted by Soviet forces (though it is being serial produced at 1981, the year of most of the campaign's events), semi-automatic designs such as the [[MTs 21-12|MTs 21]] or the [[Baikal Semi Auto Shotgun Series|IZh-20]] would be more suitable to a semi-automatic role.&lt;br /&gt;
&lt;br /&gt;
In a rare bit of realism, the carrier latch button is depressed during reloads to allow the user to load shells (unless an optical attachment is used, in which case the player character will grasp the shotgun from the heat shield instead). When not aiming, the weapon will be upended during reloads (as previously seen in ''[[Call of Duty: Modern Warfare 2|Modern Warfare 2 Campaign Remastered]]''), while the weapon will be held right-side up if reloading while aiming. However, the gun is never rechambered after an empty reload. It holds 7 shells, which is possible with 6 round tubes and a 7th shell in the chamber (or with an underloaded 8-round tube), but as this is never depicted, the tube length is fictional. The magazine tube itself looks more like a 5 or 6 shell tube rather than the 7 shells the weapon actually holds.&lt;br /&gt;
&lt;br /&gt;
The extended 9 and 12 round tubes are modeled incorrectly; while the tube does get longer, it only grows by about 0.5 shells length each time to avoid a comically large magazine tube sticking out of the front of the shotgun.&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 with stock folded - 12 gauge]]&lt;br /&gt;
[[File:SPAS12preview BOCW.jpg|thumb|none|600px|The SPAS-12 in Gunsmith.]]&lt;br /&gt;
[[File:SPAS12Idle BOCW.jpg|thumb|none|600px|The SPAS-12 in use on a CIA raid of an East German aircraft hangar.]]&lt;br /&gt;
[[File:SPAS12ADS BOCW.jpg|thumb|none|600px|Aiming down the sights with the stock folded up. This is inaccurate to the real SPAS-12; the end of the stock is solid and you cannot aim down the sights with the stock folded.]]&lt;br /&gt;
[[File:SPAS12Inspect BOCW.jpg|thumb|none|600px|Inspecting the SPAS-12.]]&lt;br /&gt;
[[File:SPAS12Inspect2 BOCW.jpg|thumb|none|600px|Checking the other side.]]&lt;br /&gt;
[[File:SPAS12Reload BOCW.jpg|thumb|none|600px|Loading up the magazine tube.]]&lt;br /&gt;
[[File:ADS SPAS-12 BLOPS CW.jpg|thumb|none|600px|When reloading while aiming, the shotgun is held right-side up with the support hand holding down the carrier latch button.]]&lt;br /&gt;
&lt;br /&gt;
==Henry .410 Lever Action Shotgun==&lt;br /&gt;
A stylized [[Henry USA rifle series#Henry .410 Lever Action Shotgun|Henry .410 Lever Action Shotgun]] was added with Season 6 as the &amp;quot;.410 Ironhide&amp;quot;. It is extremely anachronistic; not only were Henry lever action shotguns not produced until 2017, but the side loading gate version featured in-game was introduced in 2019. It is fitted with a Williams sight. Compared to the game's other shotguns, it is more precision-oriented, with the tightest spread, lowest fire rate, and worst hipfire spread (the weapon's barrel somehow spreading pellets differently based on how the user looks at it); somewhat bafflingly, it also does the most damage out of all the game's shotguns, despite firing the smallest shells by a substantial margin. The only other lever-action shotgun that is appropriate to the game's setting would be a reproduction version of the fullsize [[Winchester Model 1887]]. It is not in .410 gauge, however, but it is at least appropriate for the damage it deals (though it isn't of the same capacity). Another exotic manually-operated shotgun would be the TOZ [[MTs 20 shotgun series]] in 32 gauge and with an extended magazine.&lt;br /&gt;
&lt;br /&gt;
In a reverse of the SPAS-12's errors, the Henry .410 is ''always'' cocked after every reload in ''Cold War''’s multiplayer. However, this is corrected in Warzone, where it is only cocked when empty.&lt;br /&gt;
[[File:H018G-410R.jpg|thumb|none|450px|Henry H018G-410R - .410 bore]]&lt;br /&gt;
[[File:Henry410BPpreview BOCW.jpg|thumb|none|600px|The Henry Lever Action Shotgun in the battlepass preview menu.]]&lt;br /&gt;
[[File:Henry410idle BOCW.jpg|thumb|none|600px|The Henry .410 wielded by NATO operator Park, in a Soviet live fire training compound,]]&lt;br /&gt;
[[File:Henry410ADS BOCW.jpg|thumb|none|600px|Aiming down Main Street, USA.]]&lt;br /&gt;
[[File:Henry410inspect1 BOCW.jpg|thumb|none|600px|Inspecting the time travelling lever action shotgun. Note the top of the receiver is drilled and tapped for an optic mount.]]&lt;br /&gt;
[[File:Henry410inspect2 BOCW.jpg|thumb|none|600px|Flipping the shotgun over and examining the loading gate and ejection port.]]&lt;br /&gt;
[[File:Henry410reload BOCW.jpg|thumb|none|600px|Inserting fresh shells into the loading gate.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
The [[Ithaca 37]] appears in-game as the &amp;quot;Hauer 77&amp;quot;, likely a reference to [[Rutger Hauer]], the late star of the film ''[[Hobo with a Shotgun]]''. The weapon is pumped after every single reload (in both Cold War and Warzone). A unique variant of the shotgun, known as the &amp;quot;Firestarter&amp;quot;, appears in &amp;quot;End of the Line&amp;quot;, firing incendiary shells exclusive to this mission.&lt;br /&gt;
&lt;br /&gt;
A shortened version called the &amp;quot;Sucker Punch&amp;quot; is available as a skin via the &amp;quot;Air Sea Land&amp;quot; pack for the Ultimate Edition. The base weapon can also be shortened by equipping the “19.3&amp;quot; Hammer Forged” barrel and the &amp;quot;No Stock&amp;quot; attachment.&lt;br /&gt;
[[File:IthacaBayo.jpg|thumb|none|450px|Ithaca 37 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:Ithaca37preview BOCW.jpg|thumb|none|600px|The Ithaca 37 in Gunsmith. It is fitted with a heat shield by default, the bayonet lug is removed and the sling loop is attached to the magazine tube.]]&lt;br /&gt;
[[File:Ithaca37idle BOCW.jpg|thumb|none|600px|The Ithaca 37 used on board a Soviet salvage ship.]]&lt;br /&gt;
[[File:Ithaca37ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Ithaca37Inspect BOCW.jpg|thumb|none|600px|Inspecting the Ithaca 37.]]&lt;br /&gt;
[[File:Ithaca37Inspect2 BOCW.jpg|thumb|none|600px|Every weapon inspect for the Ithaca 37 involves the player character working the pump.]]&lt;br /&gt;
[[File:Ithaca37Reload BOCW.jpg|thumb|none|600px|Loading the magazine tube up.]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The [[Penn Arms Striker-12]] was added to the game during Season 1. It has the auto-ejection mechanism (and therefore the shell deflector) of late models, but lacks a rear drum advance lever like early models. The design is anachronistic, as the auto-ejection feature on Striker shotguns (developed in 1989) wasn't yet in existence during game's time period (when the company was called Sentinel Arms), and the original model wouldn't fit in the pre-1983 multiplayer maps either.&lt;br /&gt;
&lt;br /&gt;
It is referred to as the &amp;quot;Streetsweeper&amp;quot;, and incorrectly fires in fully-automatic mode. Unlike its counterpart from previous games, the winding key is correctly used to rotate the cylinder while reloading, although there is a missing step in which the player character is supposed to manually eject the last shell with the ejector rod.&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|400px|Penn Arms Striker-12 - 12 gauge]]&lt;br /&gt;
[[File:Striker12FullLength.jpg|thumb|none|400px|Sentinel Arms Striker-12 with civilian-legal 18&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:Striker12preview BOCW.jpg|thumb|none|600px|The Striker-12.]]&lt;br /&gt;
[[File:Striker12Idle BOCW.jpg|thumb|none|600px|The Striker-12 in service inside a West German US Army base.]]&lt;br /&gt;
[[File:Striker12ADS BOCW.jpg|thumb|none|600px|The Striker-12's iron sights.]]&lt;br /&gt;
[[File:Striker12Inspect BOCW.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:Striker12Inspect2 BOCW.jpg|thumb|none|600px|Carefully reading the warning label on the side of the receiver.]]&lt;br /&gt;
[[File:Striker12Reload BOCW.jpg|thumb|none|600px|Reloading by twisting the winding key for each new shell.]]&lt;br /&gt;
[[File:Striker12Reload2 BOCW.jpg|thumb|none|600px|Inserting a new shell.]]&lt;br /&gt;
&lt;br /&gt;
==TP-82==&lt;br /&gt;
A stylized [[TP-82]] was added in season five as the &amp;quot;Marshal&amp;quot;, an in-universe predecessor to ''BO3''’s [[Talk:Call of Duty: Black Ops III#&amp;quot;Marshal 16&amp;quot;|&amp;quot;Marshal 16&amp;quot;]]. It is used by Woods as a backup sidearm in the season five cinematic trailer. It is classed as a pistol instead of a shotgun.&lt;br /&gt;
&lt;br /&gt;
The weapon lacks the 5.45mm barrel that the actual weapon has, meaning it functions as a regular double-barrel shotgun. Furthermore, it has been rechambered for 12 gauge instead of the 12.5x70mm shells it actually uses. Owing to its pistol classification, it can be dual-wielded. The weapon only has 6 attachments, which include two optics (mounted on an anachronistic Picatinny rail), a cut-down barrel, a longer barrel and dual-wield. The final attachment is &amp;quot;Dragon's Breath&amp;quot; shells, which do not set enemies on fire, instead they just have a flat damage increase and a cosmetic fire effect, but they are still countered by Flak Jacket.&lt;br /&gt;
&lt;br /&gt;
The two hammers on the gun are not dynamically animated in BOCW, but are in ''Warzone''. In BOCW, the right hammer doesn't drop after firing the first shot (from the right barrel), and both hammers will only drop (simultaneously) after firing both shots; the ''Warzone'' animation correctly shows the right hammer dropping after the first shot. This also extends to the reload animations: the BOCW animation only shows the operator cocking both hammers when reloading both both barrels, while the ''Warzone'' animation has an additional animation showing the operator cocking the one dropped hammer when reloading a single barrel.&lt;br /&gt;
&lt;br /&gt;
Markings on the weapon read &amp;quot;Manufactured in the USA&amp;quot; and &amp;quot;Marshal 82&amp;quot;. In a nice bit of attention-to-detail, struck primers can be seen on the fired shells when reloading. &lt;br /&gt;
[[File:TP-82.jpg|thumb|none|400px|TP-82 - 5.45x39mm &amp;amp; 12.5x70mm (roughly 40 gauge)]]&lt;br /&gt;
[[File:TP82preview BOCW.jpg|thumb|none|600px|Gunsmith preview.]]&lt;br /&gt;
[[File:TP82idle BOCW.jpg|thumb|none|600px|The &amp;quot;Marshal&amp;quot; on the map &amp;quot;Diesel&amp;quot;.]]&lt;br /&gt;
[[File:TP82empty BOCW.jpg|thumb|none|600px|After depleting your ammo pool, the hammers will be correctly shown as uncocked.]]&lt;br /&gt;
[[File:TP82ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:TP82inspect1 BOCW.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:TP82inspect2 BOCW.jpg|thumb|none|600px|Flipping it over.]]&lt;br /&gt;
[[File:TP82inspect3 BOCW.jpg|thumb|none|600px|Checking the breech, note the unstruck primers on the shotgun shells.]]&lt;br /&gt;
[[File:TP82reload BOCW.jpg|thumb|none|600px|Reloading the &amp;quot;Marshal&amp;quot;, note the now struck primer on the right.]]&lt;br /&gt;
[[File:TP82reload2 BOCW.jpg|thumb|none|600px|Spent hulls ejected.]]&lt;br /&gt;
[[File:TP82reload3 BOCW.jpg|thumb|none|600px|Fresh shells inserted.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles / Carbines=&lt;br /&gt;
==Ak 5==&lt;br /&gt;
A stylized [[Ak 5]] is featured in the game as the &amp;quot;Krig 6&amp;quot; (''krig'' means &amp;quot;war&amp;quot; in Swedish). It anachronistically appears in the campaign's 1981 period and in the false flashbacks to Vietnam, as it was first produced in 1986 (the [[FN FNC]], from which the Ak 5 was derived, would have been a more appropriate choice for the 80s segments, and it’s predecessor, the [[FN CAL]], was developed in 1966, and it was used by Thai Forces during the Vietnam War). It also uses an anachronistic upper rail when equipping optics. It is used inaccurately by the East German police and Soviet as well as American troops in the campaign, who would much more likely use the [[AKS-74|MPi-AKS-74N]] and [[M16]] respectively. While it may be possible that the Iranian terrorists in &amp;quot;Nowhere Left to Run&amp;quot; stole a few AK 5 rifles, it is highly unlikely, considering it is exclusively used by the Swedish Armed Forces and the Norwegian Police Service.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tactical Stock&amp;quot; gives it a synthetic fixed [[FN FAL]] stock (similar to some FNC configurations), and the &amp;quot;Commando Assembly&amp;quot; stock is taken from a [[SIG SG 550]] series rifle.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|450px|Bofors Ak 5 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Ak5preview BOCW.jpg|thumb|none|600px|The Ak 5 in Gunsmith. Note the stylistically fictionalized handguard, the early FN FNC-style trigger guard, the lack of reinforcement on the wire stock, as well as the addition of a bolt release paddle, something that the actual Ak 5 (lacking a bolt hold open device) does not have. In reality, the bolt hold open device and automatic nature of the feature would not be added to the weapon system until the Ak 5C became finalized and adopted in the mid-2000s.]]&lt;br /&gt;
[[File:Ak5idle BOCW.jpg|thumb|none|600px|The Ak 5 enjoying a snow map, as its heritage demands.]]&lt;br /&gt;
[[File:Ak5ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Ak5inspect BOCW.jpg|thumb|none|600px|Holding up the gun for an inspect.]]&lt;br /&gt;
[[File:Ak5inspect2 BOCW.jpg|thumb|none|600px|Checking the other side. Note how the weapon also has an FNC-style charging handle.]]&lt;br /&gt;
[[File:Ak5reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Ak5reload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:Ak5reload3 BOCW.jpg|thumb|none|600px|Racking the charging handle to chamber a round. The fictional bolt release paddle is slapped instead in the reloads of some of the magazine options.]]&lt;br /&gt;
[[File:BOCW-Ak5-1.jpg|thumb|none|600px|Woods wields an Ak 5 with an upper rail in a trailer. Note the picatinny rail which is of the anachronistic modern style.]]&lt;br /&gt;
[[File:BOCW-Ak5-2.jpg|thumb|none|600px|The Ak 5 going down in a Michael Bay style sequence. For some reason, the flash hider is missing in this sequence, and the stock is clipping through the ground.]]&lt;br /&gt;
[[File:BOCW AK5 Trailer.jpeg|thumb|none|600px|Sims with an Ak 5 in the multiplayer reveal trailer.]]&lt;br /&gt;
[[File:FNC REM Sporter.jpg|thumb|450px|none|FN FNC - 5.56x45mm]]&lt;br /&gt;
[[File:BOCW Ak5-FNC.jpg|thumb|none|600px|The Ak 5 can be configured with an FNC-like or Daewoo K2-like handguard with the “19.7&amp;quot; Ranger” barrel configuration.]]&lt;br /&gt;
&lt;br /&gt;
==AK-47/AKM Hybrid==&lt;br /&gt;
An &amp;quot;[[AK-47]]&amp;quot; is featured in the game. During the alpha and beta stages, it was mostly modeled correctly after an AK-47, albeit with an [[AKM]]-style pistol grip and slant compensator. However, the model of the base gun was changed in the final game: now it also has an AKM's stamped receiver and ribbed top cover, while retaining the AK-47's gas block, gas tube, front sight block, handguard, and stock. &lt;br /&gt;
&lt;br /&gt;
It can be fitted with an [[RPK]]-style barrel and stock via the “20&amp;quot; Liberator” barrel and the &amp;quot;Tactical Stock&amp;quot; respectively. Other notable Eastern Bloc customizations include a Romanian/East German style coat-hanger stock with the added cheek strut piece as the &amp;quot;Wire Stock&amp;quot;. The &amp;quot;Foregrip&amp;quot; is a Romanian type wooden foregrip and the &amp;quot;Patrol Grip&amp;quot; is a Hungarian FEG-style foregrip. It uses a fictionalized Dragunov optics mount modified into a rail mount when equipping optics.&lt;br /&gt;
&lt;br /&gt;
The AK can also take an extended 40-round steel magazine or a 50-round orange Bakelite resin mag.&lt;br /&gt;
&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:AKpreview BOCW.jpg|thumb|none|600px|The launch version model of the &amp;quot;AK-47&amp;quot;, featuring the ribbed dust cover and stamped receiver.]]&lt;br /&gt;
[[File:AK47idle BOCW.jpg|thumb|none|600px|The AK hybrid in an East German training facility.]]&lt;br /&gt;
[[File:AK47ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:AK47inspect BOCW.jpg|thumb|none|600px|Adler removes the magazine during the weapon inspect.]]&lt;br /&gt;
[[File:AK47inspect2 BOCW.jpg|thumb|none|600px|Then does a chamber check. There will always be a round in the chamber, regardless of whether you have ammunition or not.]]&lt;br /&gt;
[[File:AK47reload BOCW.jpg|thumb|none|600px|Reloading from empty involves flinging the old magazine out by hitting the mag release with the feed lip of a new magazine.]]&lt;br /&gt;
[[File:AK47reload2 BOCW.jpg|thumb|none|600px|Then after rocking in the fresh magazine, racking the bolt with an anachronistic underhand charge. The underhand charge is a modern technique that appears to have developed after the 2000s. Interestingly, a more conventional reload was used in the beta but was changed to the underhand method in the final game presumably due to the community's dissatisfaction with the game's reload animations compared to ''Modern Warfare''.]]&lt;br /&gt;
&lt;br /&gt;
===AK-47===&lt;br /&gt;
Many blueprints, such as the &amp;quot;Iron Curtain&amp;quot; and &amp;quot;Soviet Standard&amp;quot;, retain the AK-47's appearance seen in earlier builds of the game. Additionally, some unusable AK-47s can be seen in the CIA Safehouse.&lt;br /&gt;
&lt;br /&gt;
The Season 1 &amp;quot;Prototype&amp;quot; blueprint gives the weapon a green M16-style stock and a modern barrel, and the &amp;quot;Lethal Damage&amp;quot; blueprint has a sporterized stock.&lt;br /&gt;
&lt;br /&gt;
[[File:PolyTechLegendAK47.jpg|thumb|none|450px|Poly Technologies Legend AK with original Russian style front sight, AKM muzzle brake, and bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:BOCW-AK-2.jpeg|thumb|none|600px|The older AK-47 model during the alpha. Note the presence of an AKM-type pistol grip, the opposite of the AKS-74U as seen below.]]&lt;br /&gt;
[[File:BOCW RPK.jpg|thumb|none|600px|A pseudo-RPK build on the loadout wall in the beta.]]&lt;br /&gt;
[[File:BOCW AK Proto.jpg|thumb|none|600px|The odd-looking &amp;quot;Prototype&amp;quot; blueprint.]]&lt;br /&gt;
[[Image:Radom Hunter.jpg|thumb|450px|none|Radom Hunter - 7.62x39mm. Image used to show the sporterized stock.]]&lt;br /&gt;
[[File:BOCW AK sport.jpg|thumb|none|600px|The sporterized stock on the &amp;quot;Lethal Damage&amp;quot; blueprint.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-47===&lt;br /&gt;
Equipping the &amp;quot;Duster Stock&amp;quot; on some blueprints turns the gun into an [[AKS-47]].&lt;br /&gt;
&lt;br /&gt;
[[File:DeactivatedAKS(1954-59).jpg|thumb|none|450px|AKS-47 - 7.62x39mm]]&lt;br /&gt;
[[File:BOCW AKS-47.jpg|thumb|none|600px|An AKS-47 build in the beta. The &amp;quot;Taped Mags&amp;quot; change the reload animations to be all done with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===Type 56===&lt;br /&gt;
The &amp;quot;AK-47&amp;quot; wielded by NVA and VC soldiers in the Vietnam flashback missions is modeled after the Chinese [[Type 56 assault rifle#Type 56 (7.62x39mm)|Type 56]].&lt;br /&gt;
&lt;br /&gt;
[[File:Early type 56.jpg|thumb|none|450px|Type 56, early milled receiver model with bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:Type56-2.jpg|thumb|none|450px|Type 56-2 - 7.62x39mm]]&lt;br /&gt;
[[File:Type56 BOCW.jpg|thumb|none|600px|Bell admiring her newly acquired Type 56.]]&lt;br /&gt;
[[File:Type56 BOCWsights.jpg|thumb|none|600px|Looking down the fully enclosed hood of the front sight post, also note the milled dust cover.]]&lt;br /&gt;
[[File:Type56 BOCWreload.jpg|thumb|none|600px|Reloading shows the early slab sided AK-47 magazine unique to the Type 56 weapon model in game, as well as the folded (and sadly unusable) spike bayonet.]]&lt;br /&gt;
[[File:Type56 BOCWreload2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Type56wm BOCW.jpg|thumb|none|600px|The world model of the Type 56 shows the Type 56-2 style folding stock, which is anachronistic to those (false) flashback missions, because the Type 56-2 was released after the war in 1980. Note how it also has an Type 56/AK-47 style pistol grip rather than the AKM one used on the base AK.]]&lt;br /&gt;
&lt;br /&gt;
===AMD-65===&lt;br /&gt;
The ''[[Rambo III]]'' inspired &amp;quot;Bloodstained&amp;quot; blueprint gives the gun a similar appearance to the [[AMD-65]], except that it retains the AK-47's front sight and gas system.&lt;br /&gt;
&lt;br /&gt;
[[File:AMD65Short.jpg‎|thumb|none|450px|Hungarian AMD-65 as seen in the film - 7.62x39mm. This one has an American copy of an Israeli blank fire adapter (which is slightly longer and thinner than most commonly seen external BFAs. This is the version seen in the movie.)]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is one of the weapons in ''Black Ops Cold War''. In classic ''Call of Duty'' tradition, it is incorrectly classified as a submachine gun and referred to as the &amp;quot;AK-74u&amp;quot;. While not anachronistic for the 80s segments, it's quite overrepresented even with Woods having one in his trunk at a time when the Soviets were just introducing it to service in Afghanistan. It also appears anachronistically in Bell's false flashbacks to the Vietnam War, where it's inaccurately used by the Vietcong.&lt;br /&gt;
&lt;br /&gt;
It has attachment configurations that approximate members of the [[AS Val]] family. The &amp;quot;Duster Stock&amp;quot; is similar the Val stock, the &amp;quot;Commando Assembly&amp;quot; stock is from the [[VSS Vintorez]], and the “10.3&amp;quot; Ranger” barrel configuration uses the SR-3M's handguard. The &amp;quot;40 Rd Speed Mag&amp;quot; is also a 20-round 6L25 9x39mm magazine.&lt;br /&gt;
&lt;br /&gt;
In addition, the drum magazine attachments are straighter-style 7.62x39mm drum magazines.&lt;br /&gt;
[[File:AKS74U.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:AKS-74upreview BOCW.jpg|thumb|none|600px|While this AKS-74U is more accurately modeled than in most previous ''Call of Duty'' titles, it is shown with an AK-47 style pistol grip, apparently having traded grips with the Beta AK-47.]]&lt;br /&gt;
[[File:AKS-74uIdle BOCW.jpg|thumb|none|600px|Sims holds an AKS-74U while looking at some sand dunes.]]&lt;br /&gt;
[[File:AKS-74uADS BOCW.jpg|thumb|none|600px|Aiming down the distinctive rear notch of the AKS-74U.]]&lt;br /&gt;
[[File:AKS-74uInspect BOCW.jpg|thumb|none|600px|Inspecting the AKS-74U.]]&lt;br /&gt;
[[File:AKS-74uInspect2 BOCW.jpg|thumb|none|600px|Checking out the ejection port and correctly positioned safety lever.]]&lt;br /&gt;
[[File:AKS-74uReload BOCW.jpg|thumb|none|600px|Swapping magazines during a reload.]]&lt;br /&gt;
[[File:BOCW AKS-74U 9x39.jpg|thumb|none|600px|The AKS-74U with various 9x39mm components. Either of the suppressor attachments convert into a Val/VSS style suppressor with the &amp;quot;Ranger&amp;quot; and two of the other barrel mods.]]&lt;br /&gt;
[[File:Aks74uEscapeplanblackopscw.jpg|thumb|none|600px|The &amp;quot;Escape Plan&amp;quot; blueprint of the AKS-74U - as with the &amp;quot;Battleworn&amp;quot; AKM from ''Modern Warfare Remastered'', the dust cover is gone and reveals fully modeled internals. Note that the &amp;quot;Spetsnaz PKM Stock&amp;quot; attachment is just a regular AK-type stock in this blueprint. Also note that this game does not contain a PKM, which is odd, as many Warsaw Pact weapons feature stocks with &amp;quot;Spetsnaz PKM stock&amp;quot; as their name.]]&lt;br /&gt;
&lt;br /&gt;
==APS Underwater Rifle==&lt;br /&gt;
The [[APS Underwater Assault Rifle]] was added in an update on May 6, 2022. It is referred to as the &amp;quot;UGR&amp;quot;, and is incorrectly classified as a submachine gun (a fact even its own description seems to acknowledge, given that it is described as an &amp;quot;underwater rifle modified for improved land performance&amp;quot;; these &amp;quot;improvements&amp;quot; are presumably what stops the weapon from physically destroying itself within 180 rounds fired above water).&lt;br /&gt;
&lt;br /&gt;
Like many of the game's weapons, it features several visual alterations compared to its real-world counterpart; most notably, it feeds from a flat-bottomed magazine reminiscent of the QBS-06 (a Chinese derivative of the APS). This holds an incorrect 27 rounds (compared to the QBS's 25 and the APS's 26), presumably to prevent an incomplete burst at the end of a magazine when the unique &amp;quot;Burst Fire Repeater&amp;quot; muzzle device (which somehow makes the weapon fire in three-round bursts, despite being little more than an [[MG81]]-style flash hider) is used. A more appropriate staggered-bottomed magazine (albeit with an even more incorrect 30-round capacity) is the weapon's only alternate ammo option; this is full of explosive-tipped darts, presumably to help drive home the idea of this weapon as an in-universe predecessor to ''[[Call of Duty: Black Ops 4|BO4]]'''s &amp;quot;S6 Stingray&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Interestingly, this is the only weapon that is actually appropriate for the game's otherwise implausible underwater ballistic physics.&lt;br /&gt;
[[File:APS underwater rifle.jpg|thumb|none|450px|APS underwater assault rifle - 5.66x39mm MPS]]&lt;br /&gt;
[[File:QBS-06.jpg|thumb|none|450px|QBS-06 - 5.8x42mm DBS-06]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;CARV.2&amp;quot;==&lt;br /&gt;
The &amp;quot;CARV.2&amp;quot; added during Season 3 is a fictional burst-firing bullpup &amp;quot;tactical rifle&amp;quot; manufactured by the same (in-universe) company that manufactures the &amp;quot;KSP 45&amp;quot;. It appears to be based on the [[Heckler &amp;amp; Koch G11|Heckler &amp;amp; Koch G11 K2]], even using the latter's 4.73mm caseless ammunition in Warzone. It is anachronistic either way, though firing prototypes do exist during the game's time period.&lt;br /&gt;
&lt;br /&gt;
Compared to the real G11, the &amp;quot;CARV.2&amp;quot; is a bullpup rifle with a conventional bullpup configuration, with the magazine placed in the stock instead of above the barrel. It also features a typical charging handle, instead of the wind-up handle on the real G11. It appears shorter and slightly taller than the G11, with a carrying handle instead of the G11's integrated optic, and a rail where the real G11's magazine resides. The handguard is moulded, and the barrel is vented, presumably a way of alleviating the problems the G11 had with its barrel heating up during operation, as there are no brass shells to take the heat out of the rifle. The fire selector is further forward than the real G11, but still features semi-auto, 3-round burst and full-auto, although the rifle is not able to fire in semi-auto or full-auto in gameplay. A more true to the real thing handguard is available as the ''22.5&amp;quot; Task Force'' barrel attachment. &lt;br /&gt;
&lt;br /&gt;
The magazine holds 45 rounds by default, and bizarrely has &amp;quot;.437mm×33&amp;quot; written on it. Oddly, the magazine is also curved, despite the caseless 4.73mm round not being tapered (which is the reason for curved magazines, to allow for the round to feed properly); the in-game weapon apparently uses [https://www.artstation.com/artwork/zO2Qb6 a different, fictional type] of 4.73mm ammo with rounded (though still not tapered) propellant charges and exposed bullets, seemingly based on [https://militarycartridges.com/2018/04/12/5-56mm-x-24mm-caseless/ Frankford Arsenal's experimental 5.56x24mm caseless rounds.] Caseless 4.73mm ammunition would be anachronistic in the 80s maps, as it was not developed at the time.&lt;br /&gt;
&lt;br /&gt;
[[File:G11K2 left.jpg|thumb|none|450px|Heckler &amp;amp; Koch G11 K2 - 4.73x33mm]]&lt;br /&gt;
[[File:CARV2preview BOCW.jpg|thumb|none|600px|The &amp;quot;CARV.2&amp;quot; in the weapon model preview screen. Another fictional rifle inspired by the G11 but using the same feed layout is the [[Metal Gear Solid V: The Phantom Pain#&amp;quot;G44&amp;quot;|G44]] from ''[[Metal Gear Solid V: The Phantom Pain]]''.]]&lt;br /&gt;
[[File:CARV2idle BOCW.jpg|thumb|none|600px|The &amp;quot;CARV.2&amp;quot; in New Mexico.]]&lt;br /&gt;
[[File:CARV2ADS BOCW.jpg|thumb|none|600px|Aiming down the sights at a suspicious step van.]]&lt;br /&gt;
[[File:CARV2inspect1 BOCW.jpg|thumb|none|600px|Inspecting the pseudo-G11.]]&lt;br /&gt;
[[File:CARV2inspect2 BOCW.jpg|thumb|none|600px|Note the absence of an ejection port due to the caseless nature of 4.73mm; the real G11 actually does feature an ejection port, to allow removal of a live round from the chamber (either to get rid of a dud, or simply to clear the weapon).]]&lt;br /&gt;
[[File:CARV2reload1 BOCW.jpg|thumb|none|600px|Swapping out magazines...]]&lt;br /&gt;
[[File:CARV2reload2 BOCW.jpg|thumb|none|600px|...and pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==CETME Model C==&lt;br /&gt;
The [[CETME Model C]] was added in Season 4 as the &amp;quot;C58&amp;quot;, noted due to its slightly curved magazine.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;SASR Jungle Grip&amp;quot; gives it a similar pistol grip to the [[Heckler &amp;amp; Koch PSG-1]], and the &amp;quot;Raider Stock&amp;quot; also resembles a PSG-1 stock. The &amp;quot;CQB Stock&amp;quot; is a sliding design similar to the [[G3A4]].&lt;br /&gt;
&lt;br /&gt;
Interestingly, one of the magazine options is a caliber conversion (the first such attachment in the game), using 5.56x45mm NATO ammunition in a fictional 60-round drum; oddly, the only thing this does is decrease the damage in exchange for a larger-than-normal magazine, with no impact on fire rate, recoil, muzzle velocity, etc. This is not the case for the Warzone counterpart, as that one instead has a 55-round drum option that retains the base 7.62x51mm ammunition.&lt;br /&gt;
&lt;br /&gt;
The curved &amp;quot;25 Rnd Speed&amp;quot; and &amp;quot;Salvo 30 Rnd Fast Mag&amp;quot; resemble HK32 style magazines. The &amp;quot;18.7&amp;quot; Reinforced Heavy Barrel&amp;quot; will give it a handguard resembling that of an [[IMI Romat]]'s while the &amp;quot;18.2&amp;quot; Takedown&amp;quot; to its predecessor the Model B. &amp;quot;15.6&amp;quot; Ultralight&amp;quot; and &amp;quot;18.7&amp;quot; Ranger&amp;quot; will give it a handguard resembling that of a Model E.&lt;br /&gt;
&lt;br /&gt;
[[File:Cetme.jpg|thumb|none|450px|CETME Model C - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CETMEmodelCpreview BOCW.jpg|thumb|none|600px|The CETME Model C in the battlepass preview screen.]]&lt;br /&gt;
[[File:CETMEmodelCidle BOCW.jpg|thumb|none|600px|The CETME Model C in service in Algeria.]]&lt;br /&gt;
[[File:CETMEmodelCADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CETMEmodelCinspect1 BOCW.jpg|thumb|none|600px|Inspecting the Model C.]]&lt;br /&gt;
[[File:CETMEmodelCinspect2 BOCW.jpg|thumb|none|600px|Checking out the other side.]]&lt;br /&gt;
[[File:CETMEmodelCinspect3 BOCW.jpg|thumb|none|600px|Performing a chamber check.]]&lt;br /&gt;
[[File:CETMEmodelCreload1 BOCW.jpg|thumb|none|600px|Locking the bolt back on the reload. Note that it is not completely locked upwards into the locking recess in the cocking tube.]]&lt;br /&gt;
[[File:CETMEmodelCreload2 BOCW.jpg|thumb|none|600px|The empty magazine is removed.]]&lt;br /&gt;
[[File:CETMEmodelCreload3 BOCW.jpg|thumb|none|600px|A fresh magazine is inserted.]]&lt;br /&gt;
[[File:CETMEmodelCreload4 BOCW.jpg|thumb|none|600px|The operator then performs an aggressive &amp;quot;HK Slap&amp;quot; on the charging handle, sending the bolt into battery.]]&lt;br /&gt;
[[File:H&amp;amp;KPSG01LongMag.jpg|thumb|none|450px|Heckler &amp;amp; Koch PSG-1 with 20-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Cetme modelo E.jpg|thumb|none|450px|CETME Model E with Non-genuine translucent magazine. - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-CETME-PSGParts.jpg|thumb|none|600px|The &amp;quot;C58&amp;quot; combined with the &amp;quot;Raider Stock&amp;quot; and &amp;quot;SASR Jungle Grip&amp;quot;.]]&lt;br /&gt;
[[File:Fal13-1-.jpg|thumb|none|450px|IMI Romat - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-CETME-187HeavyBarrel.jpg|thumb|none|600px|The &amp;quot;18.7&amp;quot; Reinforced Heavy Barrel&amp;quot; attached to the &amp;quot;C58&amp;quot;.]]&lt;br /&gt;
[[File:Cetme b30.jpg|thumb|none|450px|CETME Model B - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-CETME-182TakedownBarrel.jpg|thumb|none|600px|The &amp;quot;18.2&amp;quot; Takedown&amp;quot; attached to the &amp;quot;C58&amp;quot; alongside the more curved 25-round speed mag which makes it almost identical to the reference image of the Model B.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield EM-2==&lt;br /&gt;
A stylised arctic model [[Enfield EM-2]] was added in season five. It features its built in scope by default. When equipped for the first time, the character properly presses the fire selector button to switch the weapon to full-auto mode. It is correctly referred as firing .280 British in Warzone and in the names of some of the muzzle attachments. While not anachronistic, its usage by anyone in the 80s is extremely unlikely due to only 59 examples being ever produced.&lt;br /&gt;
&lt;br /&gt;
[[File:EM-2.jpg|thumb|none|450px|Enfield EM-2 - .280 British]]&lt;br /&gt;
[[File:EM-2 arctic model.jpg|thumb|none|450px|Enfield EM-2 arctic model with enlarged trigger guard for use with heavy cold weather gloves - .280 British]]&lt;br /&gt;
[[File:EM2preview BOCW.jpg|thumb|none|600px|The EM-2 in the preview menu for the season 5 battlepass; note the AR-style long birdcage flash hider, fictional checkered pistol grip, and curious setup of a trigger guard within another trigger guard. According to the markings above the magazine well, its full name in the Black Ops universe is &amp;quot;NIGHTFIELD EM280&amp;quot;, referencing the .280 British round the weapon fires.]]&lt;br /&gt;
[[File:EM2idle BOCW.jpg|thumb|none|600px|The EM-2 being used to defend an NSA facility in West Germany.]]&lt;br /&gt;
[[File:EM2ADS BOCW.jpg|thumb|none|600px|The EM-2's integral scope. Note the reticle which is essentially a turned upside down version of the original thing with the addition of a central dot.]]&lt;br /&gt;
[[File:EM2inspect1 BOCW.jpg|thumb|none|600px|Inspecting the EM-2. Note the stylized carry handle reminiscent of the AR pattern. The fire selector above the thumb is properly set to &amp;quot;full-auto&amp;quot; mode.]]&lt;br /&gt;
[[File:EM2inspect2 BOCW.jpg|thumb|none|600px|Admiring the tasteful woodgrain.]]&lt;br /&gt;
[[File:EM2reload1 BOCW.jpg|thumb|none|600px|Reloading from empty; empty reloads are done with the right hand, while non-empty ones are done with the left.]]&lt;br /&gt;
[[File:EM2reload2 BOCW.jpg|thumb|none|600px|As NATO operator Hunter inserts the fresh magazine, the bolt drops and chambers a new round.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Hybrid==&lt;br /&gt;
The &amp;quot;FFAR 1&amp;quot; is a weapon based on the [[FAMAS Valorisé]] combined with a trigger guard and magazine well from FAMAS G2 (both of which would be anachronistic to the game), with some visual features similar to the &amp;quot;FFAR&amp;quot; from ''[[Call of Duty: Black Ops III]]''. The default magazine correctly holds 25 rounds instead of 30 like in past ''Call of Duty'' games.&lt;br /&gt;
&lt;br /&gt;
In the game's lore it appears that this weapon is the successor of the FAMAS from the first ''Black Ops'' game and predecessor to the &amp;quot;FFAR&amp;quot; from ''Black Ops III''.&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|450px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Famas g2.jpg|thumb|none|450px|FAMAS G2 with proprietary bipod deployed - 5.56x45mm]]&lt;br /&gt;
[[File:FFARpreview BOCW.jpg|thumb|none|600px|The &amp;quot;FFAR 1&amp;quot; in Gunsmith. Note the front sight similar to the FAMAS Valorisé but the overall shape reminiscent of the prototype and the G2 trigger guard imposed over the now redundant standard one. Also note the return of the adjustable gas piston block, something that does not exist on the actual FAMAS.]]&lt;br /&gt;
[[File:FFARidle BOCW.jpg|thumb|none|600px|The heavily stylised FAMAS in East Germany.]]&lt;br /&gt;
[[File:FFARADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:FFARinspect BOCW.jpg|thumb|none|600px|Inspecting the bullpup rifle.]]&lt;br /&gt;
[[File:FFARinspect2 BOCW.jpg|thumb|none|600px|The player character giving it a loving caress.]]&lt;br /&gt;
[[File:FFARreload BOCW.jpg|thumb|none|600px|Removing the old magazine.]]&lt;br /&gt;
[[File:FFARreload2 BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FARA 83==&lt;br /&gt;
The [[FARA 83]] was added in Season 2 with the metal stock, marking its first appearance in a video game. The flash hider is of a different design to the real weapon and some sort of gas block is mounted underneath the front sight, which is absent on the real weapon. It is anachronistic for pre-1984 multiplayer maps.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tactical Stock&amp;quot; uses the real fixed stock of the FARA. Oddly, the weapon features some AK stock, with the East German coat hangar AK stock as the &amp;quot;Wire Stock&amp;quot; and a [[Type 56-2]] stock as the &amp;quot;Duster Stock&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:FARA83 2.jpg|thumb|none|450px|FARA 83 with metal stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FARA83loadoutpreview BOCW.jpg|thumb|none|600px|The FARA 83 in base form.]]&lt;br /&gt;
[[File:FARA83idle BOCW.jpg|thumb|none|600px|NATO operator Hunter wields a FARA 83 in a Laotian village.]]&lt;br /&gt;
[[File:FARA83ADS BOCW.jpg|thumb|none|600px|Aiming down the sights of the Argentinian rifle.]]&lt;br /&gt;
[[File:FARA83inspect1 BOCW.jpg|thumb|none|600px|Inspecting the rifle. The weapon features accurate marking and bears a serial number of [[Call of Duty: Modern Warfare 2|00141]]. The fire selector is also set to auto.]]&lt;br /&gt;
[[File:FARA83inspect2 BOCW.jpg|thumb|none|600px|Checking out the other side.]]&lt;br /&gt;
[[File:FARA83reload1 BOCW.jpg|thumb|none|600px|Ejecting the empty mag.]]&lt;br /&gt;
[[File:FARA83reload2 BOCW.jpg|thumb|none|600px|Rocking in a new mag.]]&lt;br /&gt;
[[File:FARA83reload3 BOCW.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:Fara 83.jpg|thumb|none|450px|FARA 83 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[IMI Galil ARM]] was added in Season 6, and is called the &amp;quot;Grav&amp;quot; like in ''[[Call of Duty: Black Ops 4|BO4]]''. It has an [[AS Val]] stock and a slightly shorter barrel by default, but can be fitted with a longer barrel in Gunsmith. What’s interesting is that the weapon could have the FN FAL pistol grip, which was used on the prototype Balashinkov (Galil prototype).&lt;br /&gt;
&lt;br /&gt;
[[File:GalilARM-2.jpg|thumb|none|450px|IMI Galil ARM - 5.56x45mm NATO]]&lt;br /&gt;
[[File:GalilBPpreview BOCW.jpg|thumb|none|600px|The Galil ARM in the battlepass preview menu.]]&lt;br /&gt;
[[File:GalilIdle BOCW.jpg|thumb|none|600px|The Galil ARM used on a field trip to the Moscow Zoo.]]&lt;br /&gt;
[[File:GalilADS BOCW.jpg|thumb|none|600px|The iron sights of the Galil. For some reason, the Galil doesn't have its rear sights in ''Warzone''.]]&lt;br /&gt;
[[File:GalilInspect BOCW.jpg|thumb|none|600px|Inspecting the Galil; note the wooden handguard lacking the grooves and screws of the real deal. Also note the &amp;quot;F-S&amp;quot; selector markings, indicating that it is based on a civilian model.]]&lt;br /&gt;
[[File:GalilInspect2 BOCW.jpg|thumb|none|600px|Checking to see if the safety is disengaged.]]&lt;br /&gt;
[[File:GalilReload BOCW.jpg|thumb|none|600px|Reloading from an empty magazine.]]&lt;br /&gt;
[[File:GalilReload2 BOCW.jpg|thumb|none|600px|Rocking in the new magazine.]]&lt;br /&gt;
[[File:GalilReload3 BOCW.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:Galilarm-05.jpg|thumb|none|450px|IMI Galil ARM chambered in 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==K31==&lt;br /&gt;
The [[K31 Rifle]] was added to the sniper rifles category in Season 3, under the name &amp;quot;Swiss K31&amp;quot;. It has a shortened barrel by default, though the “24.9&amp;quot; Extended” barrel attachment gives it the correct barrel length.&lt;br /&gt;
&lt;br /&gt;
The Warzone incarnation of the K31 is correctly chambered in 7.5x55mm. Despite this, some barrel attachment make it seem like the weapon fires .308 Winchester/7.62x51mm NATO, which would be incorrect.&lt;br /&gt;
&lt;br /&gt;
[[File:SchmidtRubinK31.jpg|thumb|none|450px|Karabiner K31 Rifle - 7.5x55mm Schmidt Rubin GP-11]]&lt;br /&gt;
[[File:K31battlepasspreview BOCW.jpg|thumb|none|600px|The K31 in the battlepass preview.]]&lt;br /&gt;
[[File:K31idle BOCW.jpg|thumb|none|600px|The K31 on Mount Yamantau, equipped with the aforementioned &amp;quot;24.9 Extended&amp;quot; barrel, along with its original iron sights.]]&lt;br /&gt;
[[File:K31ADS BOCW.jpg|thumb|none|600px|The K31's iron sights.]]&lt;br /&gt;
[[File:K31inspect1 BOCW.jpg|thumb|none|600px|Inspecting the K31.]]&lt;br /&gt;
[[File:K31inspect2 BOCW.jpg|thumb|none|600px|Hunter pulling the bolt back for a chamber check.]]&lt;br /&gt;
[[File:K31reload1 BOCW.jpg|thumb|none|600px|Reloading the K31 involves opening the action and removing the magazine.]]&lt;br /&gt;
[[File:K31reload2 BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:K31reload3 BOCW.jpg|thumb|none|600px|And closing the bolt, chambering a new round.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] appears in the game as the &amp;quot;DMR 14&amp;quot;. It is modeled after an airsoft G&amp;amp;G Armament GR14 and as such it sports a synthetic stock (though equipping the Duster Pad stock gives it a chequered wooden stock), fires semi-automatically, and is classified as a &amp;quot;tactical rifle&amp;quot; in multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[File:M14 rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Springfield Armory M1A Black.jpg|thumb|none|450px|Springfield Armory M1A with synthetic stock, for comparison - 7.62x51mm]]&lt;br /&gt;
[[File:M14preview BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:M14Idle BOCW.jpg|thumb|none|601px|The M14 on a bright Miami day.]]&lt;br /&gt;
[[File:M14ADS BOCW.jpg|thumb|none|601px|Looking down the iron sights.]]&lt;br /&gt;
[[File:M14ChamberCheck BOCW.jpg|thumb|none|601px|NATO operator Hunter holds the rifle up to inspect.]]&lt;br /&gt;
[[File:M14Inspect2 BOCW.jpg|thumb|none|600px|Checking the other side of the rifle. Note the circular cutout with two holes and the presence of selector switch complete with a cutout in the stock for it, confirming it as an airsoft G&amp;amp;G Armament GR14.]]&lt;br /&gt;
[[File:M14Inspect3 BOCW.jpg|thumb|none|600px|Performing a chamber check.]]&lt;br /&gt;
[[File:M14Reload BOCW.jpg|thumb|none|601px|Swapping out magazines.]]&lt;br /&gt;
[[File:M14Reload2 BOCW.jpg|thumb|none|601px|Hunter inserting a fresh magazine.]]&lt;br /&gt;
[[File:M14Reload3 BOCW.jpg|thumb|none|600px|Tugging on the charging handle to chamber a round.]]&lt;br /&gt;
[[File:BOCWM14Wood.jpg|thumb|none|600px|The wooden M14 stock when equipping the Duster Pad. It seems to be inspired by [https://salem-poor-squadron-75.tumblr.com/post/179129731667/springfield-armory-m1a-socom-16-the-shorter-and/amp this] particular M1A SOCOM 16 custom stock made by LAW483 Enterprises and an ATI Fiberforce Recoil Pad. It should be noted that such custom made or synthetic stocks are most likely anachronistic for the 80s and a basic wooden one would have sufficed instead.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] appears under the &amp;quot;tactical rifles&amp;quot; class. It is simply referred to as the &amp;quot;M16&amp;quot; in the HUD, but actually has &amp;quot;M16.A2&amp;quot; markings on the magwell. It incorrectly holds 30 rounds in a 20-round magazine, and the pin for the auto sear on the lower receiver is absent, which in reality would prevent the rifle from firing in bursts. It is anachronistic to the campaign's 1981 time period, as the M16A2 was not adopted for service yet, first being adopted in 1983 by the USMC and in 1986 by the Army. Rather than removing the carry handle as in previous Black Ops games, it uses an anachronistic carry handle rail when equipping optics. Said carry handle rail appears to be a modern 1913 rail attached using a clamp and screw system from a Colt 3x or 4x AR-15 scope somehow mated together. The weapon boasts surprisingly high damage, able to kill enemies in a single burst at some range compared to the fully-automatic rifles.&lt;br /&gt;
&lt;br /&gt;
The M16's alternate barrel options include “16.3&amp;quot; Rapid Fire”, “20.5&amp;quot; Cavalry Lancer”, “16.3&amp;quot; Titanium”, “20.2&amp;quot; Takedown”, and “15.9&amp;quot; Strike Team”; of these, the 20.5&amp;quot; barrel options are visually just the default barrel but fluted (&amp;quot;Cavalry Lancer&amp;quot;) or dimpled (&amp;quot;Takedown&amp;quot;). For the short barrel options, the &amp;quot;Rapid Fire&amp;quot; and &amp;quot;Strike Team&amp;quot; both give the gun a short triangular handguard (the difference is that &amp;quot;Rapid Fire&amp;quot; has a smooth barrel while &amp;quot;Strike Team&amp;quot;'s is fluted), while &amp;quot;Titanium&amp;quot; gives the gun a short round handguard, the end result somewhat resembling a Colt Model 723 14.5&amp;quot; A1 barrel.&lt;br /&gt;
&lt;br /&gt;
The M16's stock options include &amp;quot;Tactical Stock&amp;quot;, the normal M16A2 stock with a cheek pad, &amp;quot;Wire Stock&amp;quot;, an M231 FPW-like wire stock, &amp;quot;Duster Stock&amp;quot;, a Doublestar Ace skeleton stock (which might be anachronistic), &amp;quot;Commando Assembly&amp;quot;, a 2nd generation collapsible stock, and &amp;quot;Buffer Tube&amp;quot;, an exposed buffer tube with a rubber pad.&lt;br /&gt;
&lt;br /&gt;
Magazine options include the classic ''Black Ops'' jungle-style fast mags made with either duct tape or clamps, a 30-round STANAG magazine depicted as a 45-rounder, a 20-round STANAG magazine with an improvised duct tape magazine assists somehow also depicted as a 45-rounder, and a severely underloaded MAG5-100 100-round magazine holding 54 rounds (which also appears on the in-game &amp;quot;XM4&amp;quot;, where it holds 50 rounds).&lt;br /&gt;
[[File:M16A2.jpg|thumb|none|450px|Colt M16A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A2preview BOCW.jpg|thumb|none|600px|The M16A2 in Gunsmith.]]&lt;br /&gt;
[[File:M16A2Idle BOCW.jpg|thumb|none|600px|The M16A2 in service inside a Nevadan nuclear weapons test site.]]&lt;br /&gt;
[[File:M16A2ADS BOCW.jpg|thumb|none|600px|Aiming down the carry handle sights.]]&lt;br /&gt;
[[File:M16A2inspect BOCW.jpg|thumb|none|600px|Inspecting the rifle. Note that the in-universe stand in for Colt appears to be the fictional &amp;quot;Arrow Armory&amp;quot; (the same manufacturer stamped on the ''BOCW'' M1911A1) based in Hartford, Connecticut, standing in for Colt, the real life manufacturer of both weapons, which is also based in Hartford, CT.]]&lt;br /&gt;
[[File:M16A2inspect2 BOCW.jpg|thumb|none|600px|Performing a rather enthusiastic chamber check; pulling the bolt this far back would likely eject the currently-chambered round.]]&lt;br /&gt;
[[File:M16A2Reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:M16A2Reload2 BOCW.jpg|thumb|none|600px|Inserting a fresh 20 round steel GI mag.]]&lt;br /&gt;
[[File:BOCW M16A2 Constable.jpg|thumb|none|600px|The &amp;quot;Constable&amp;quot; blueprint, which has an anachronistic Aim Sports AR free float rifle length quad rail/V3 or Monstrum Tactical 12 inch free float quad rail.]]&lt;br /&gt;
&lt;br /&gt;
===Colt XM4 Carbine===&lt;br /&gt;
The combination of the “16.3&amp;quot; Titanium” barrel attachment with the &amp;quot;Commando Assembly&amp;quot; stock attachment approximates the [[M4 Carbine|XM4 Carbine]], sans the proper stepped barrel used for early models. The exact same configuration can be made by removing all attachments from the &amp;quot;SOG Commando&amp;quot; blueprints for the gun referred to as the &amp;quot;XM4&amp;quot; in game and then reattaching the longest barrel option. The handguard seems to be inspired from the later models of the XM4 (as well as early M4s and M4A1s, which consider it’s fully-automatic with a fix carry handle makes it a M4E1). It is however anachronistic, as this model is the 1986 model, consider the early XM4 used the A1 receiver when it was revealed in 1983.&lt;br /&gt;
[[File:XM4 1986 model.jpg|thumb|none|450px|XM4 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BOCW M16-XM4.jpg|thumb|none|600px|The XM4 on the loadout workbench.]]&lt;br /&gt;
[[File:XM4Idle BOCW.jpg|thumb|none|600px|The XM4 being used in Moscow.]]&lt;br /&gt;
[[File:XM4ADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:XM4Inspect BOCW.jpg|thumb|none|600px|Inspecting the XM4 build.]]&lt;br /&gt;
[[File:XM4Inspect2 BOCW.jpg|thumb|none|600px|Looking at the other side of the gun.]]&lt;br /&gt;
[[File:XM4Inspect3 BOCW.jpg|thumb|none|600px|The final part of the inspect animation involves tugging back on the charging handle for a chamber check.]]&lt;br /&gt;
[[File:XM4Reload BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:COD CWBO Beta Key Art.jpg|thumb|none|600px|A nearly identical build is seen in the key art for the beta, which is horizontally flipped. Some parts are missing from the gun's model, including the case deflector, the magazine release button, and a portion of the fence around it.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14 Groza==&lt;br /&gt;
A stylized [[OTs-14 Groza]] with a shortened receiver was added to the game in Season 1. It is anachronistic, as the real weapon was produced in 1992. It feeds from 5.45x39mm style magazines, something which is not confirmed to have existed on a real Groza, but is actually used on a Groza-inspired bullpup AK pistol developed in the late 2010s by US-based Bad Element Co. In contrast, its Warzone incarnation is stated to be chambered in &amp;quot;7.62 Soviet&amp;quot; (i.e. 7.62x39mm), and some of its muzzle attachments have &amp;quot;7.62&amp;quot; as part of their name.&lt;br /&gt;
&lt;br /&gt;
[[File:OTS-14.jpg|thumb|none|450px|OTs-14-4A-01 Groza - 9x39mm]]&lt;br /&gt;
[[File:Grozapreview BOCW.jpg|thumb|none|600px|The Groza in the battlepass preview screen. It isn't entirely clear why the weapon has been so heavily stylized, especially considering that one of the perks of adding a Groza to a game with other AKs is that you can re-use parts of their models (including more or less the entire receiver sans optic rail).]]&lt;br /&gt;
[[File:GrozaIdle BOCW.jpg|thumb|none|600px|The Groza in the hands of NATO operator Baker.]]&lt;br /&gt;
[[File:GrozaADS BOCW.jpg|thumb|none|600px|Looking through the Groza's iron sights. The rear sight notch is missing and the sights are misaligned.]]&lt;br /&gt;
[[File:GrozaInspect BOCW.jpg|thumb|none|600px|Inspecting the stylized Groza.]]&lt;br /&gt;
[[File:GrozaInspect2 BOCW.jpg|thumb|none|600px|Performing a chamber check, note the piston rod.]]&lt;br /&gt;
[[File:GrozaReload BOCW.jpg|thumb|none|600px|Removing the entirely fictional magazine.]]&lt;br /&gt;
[[File:GrozaReload2 BOCW.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:GrozaReload3 BOCW.jpg|thumb|none|600px|Performing an underhand charge. This would be impractical in reality, given the location of the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-95-1==&lt;br /&gt;
An anachronistic [[QBZ-95-1]] rifle appears in the game, featuring several retro-styled cosmetic alterations. It was briefly seen in the Gunsmith trailer, labeled the &amp;quot;Type 15&amp;quot;, but the name was changed to &amp;quot;QBZ-83&amp;quot; in the Beta and retained in the current version of the game. The Type 95's development began in 1989, with the first prototypes being made in 1990. The in-game weapon bears some cosmetic resemblances to [http://www.163.com/dy/article/EK33QH8D05355H7O.html some of the Type 95's early prototypes], but is still clearly based on the QBZ-95-1, which began its development in 2004 and was adopted in 2010. The Type 86S (a Chinese AK-platform weapon in the bullpup form) would be more appropriate, but it would be anachronistic and inappropriate on early maps as well as the campaign.&lt;br /&gt;
&lt;br /&gt;
The weapon's trigger and trigger guard shape come from the [[HS Produkt VHS|HS Produkt VHS-2]], with the latter being made from stamped metal rather like the FAMAS. Its magazines appear to be loosely based on Chinese steel AK magazines. It also has three vents on the upper handguard and a birdcage-like muzzle device, both elements of the QBZ-97. The fire selector also only has safe/fire positions like a civilian model.&lt;br /&gt;
&lt;br /&gt;
The side of the gun is marked with &amp;quot;T97NSR-PWC-CAL 5.56 mm&amp;quot;; T97NSR refers to a semi-auto only civilian variant of the 5.56mm QBZ-97A sold in Canada named Type 97 NSR. This likely suggests that Treyarch modeled the gun after a Type 97 NSR then modified it to make it resemble a Chinese QBZ-95 (with its distinct magazine shape and paddle magazine release) and &amp;quot;retro-ified&amp;quot; it. Some of its muzzle attachments also have &amp;quot;5.56&amp;quot; as part of their names, though it is unclear if this is an intentional reference to the QBZ-97 connections or a result of the generally confused state of attachment name/descriptions in ''BOCW''; its Warzone incarnation is also supposedly chambered in 5.56 NATO.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;QBZ-83&amp;quot; name would suggest that it was adopted in 1983 in the ''Black Ops'' universe which would still be anachronistic to the pre-83 maps.&lt;br /&gt;
[[File:Norinco QBZ95-1.jpg|thumb|none|450px|QBZ-95-1 - 5.8x42mm]]&lt;br /&gt;
[[File:Norinco QBZ-97.jpg|thumb|none|450px|QBZ-97 - 5.56x45mm]]&lt;br /&gt;
[[file:BOCW QBZ-83.jpg|thumb|none|600px|The QBZ on the Beta loadout wall. The indent behind the pistol grip is marked with a bizarre and grammatically broken string of Chinese text: &amp;quot;名字叫常 梦想&amp;quot; (Pinyin: míng zì jiào cháng / mèng xiǎng; more clearly seen [[:File:BOCW_QBZ-83_Beta.jpg|here]]); literally, it means &amp;quot;name is called Chang / Dream&amp;quot;. Considering that the QBZ-83 is modelled by Treyarch weapon artist [https://www.artstation.com/artwork/bKQ34r Pawin Changkiendee], it is possible that the broken Chinese was an attempt at inserting an oblique dev signature on the gun model. The artist's ArtStation images also show that the same text is marked on the bolt carrier on the release model.]]&lt;br /&gt;
[[File:QBZ95-1preview BOCW.jpg|thumb|none|600px|The QBZ in Gunsmith the released game, showing the Type 97 NSR markings more clearly. Note that the receiver marking has been changed to &amp;quot;83式自动步枪&amp;quot; (Pinyin: 83 shì zì dòng bù qiāng), meaning &amp;quot;Type 83 automatic rifle&amp;quot;. The word &amp;quot;中国&amp;quot; (Pinyin: zhōng guó), meaning &amp;quot;China&amp;quot;, is also faintly marked on the magazine well, and the rear of the stock is ''very'' faintly marked with &amp;quot;梦想&amp;quot; (Pinyin: mèng xiǎng), or &amp;quot;dream&amp;quot;.]]&lt;br /&gt;
[[File:QBZ95idle BOCW.jpg|thumb|none|600px|The &amp;quot;QBZ-83&amp;quot; in Nuketown.]]&lt;br /&gt;
[[File:QBZ95ADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:QBZ95inspect BOCW.jpg|thumb|none|600px|Inspecting the gun. Note Adler's jacket sleeve clipping through the magazine, a phenomenon also seen in ''[[Battlefield 4]]'''s depiction of the rifle.]]&lt;br /&gt;
[[File:QBZ95inspect2 BOCW.jpg|thumb|none|600px|Performing a chamber check.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;RAI K-84&amp;quot;==&lt;br /&gt;
The &amp;quot;RAI K-84&amp;quot; (standing for &amp;quot;Reactorniy Avtomat-Izluchatel Kuhlklay-84&amp;quot;, translated &amp;quot;Reactor Automatic Radiator Kuhlklay-84&amp;quot;) is a &amp;quot;Wonder Weapon&amp;quot; in the Zombies map Firebase Z released during Season 1. It is based on an [[AK-74]] with the depiction of a milled receiver; such a configuration exists on the Waffen Werks WW-74M, a US-made semi-automatic rifle, though the in-game weapon has two rivets at the rear like the stamped receiver of a standard AK-74. It is fitted with an underbarrel &amp;quot;Vortex&amp;quot; grenade launcher called the &amp;quot;GP-6K2&amp;quot; and modeled after a [[GP-25]].&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:BOCW RAI K-84 1.jpg|thumb|none|600px|The &amp;quot;RAI K-84&amp;quot; as seen in the Firebase Z trailer.]]&lt;br /&gt;
[[File:BOCWRAIKHold.jpg|thumb|none|600px|Grumbling at the fact that Primis and Ultimis were replaced by literal nobodies, of which he is one of them, the Requiem Operator in Firebase Z consoles himself by looking at his shiny space AK. The jumbled mess of parts and components welded to a traditional assault rifle base at least backs up its designation as a prototype.]]&lt;br /&gt;
[[File:BOCWRAIKInspect.jpg|thumb|none|600px|Inspecting the magazine-shaped cell holder used to power the rifle, vaguely resembling the Kalash magazines in the ''Metro'' games. It would probably not be wise to place one's fingers anywhere near the cells in the magazine, considering they are actively and visually ''sparking''.]]&lt;br /&gt;
[[File:BOCWRAIKReload.jpg|thumb|none|600px|At least reloading the weapon shows more careful finger placement. As a bit of trivia, intel in the map notes that the RAI K-84 was based off of a &amp;quot;Generator Khaosa Zavoyski-45&amp;quot; weapon that was developed in-universe in WWII. This is a reference to the otherwise completely fictional &amp;quot;GKZ-45 Mark3&amp;quot; Wonder Weapon from the ''[[Call of Duty: Black Ops III]]'' map Gorod Krovi, implying the RAI K is a successor to it. This is backed up by it operating like a more powerful version of the GKZ; a powerful laser bolt firing weapon with a secondary, grenade-type fire that explodes when shot at with the former.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1==&lt;br /&gt;
A [[Steyr AUG A1]] with the bayonet lug from the F88 Austeyr appears in the game as the &amp;quot;AUG&amp;quot; and is classified as a &amp;quot;tactical rifle&amp;quot; in multiplayer. It incorrectly fires in three-round bursts, a feature of the much later (2005) AUG A3 (as well as the similar-looking &amp;quot;ABR 223&amp;quot; from ''BO4'', which its weapon properties are likely based out of). Its foregrip is folded by default, but it can be unfolded via the &amp;quot;Field Agent foregrip&amp;quot;; it also has some rail-mounted foregrip options. Like the M16A2, the weapon boasts surprisingly high damage, able to kill enemies in a single burst at some range compared to the fully-automatic rifles. Originally the weapon was going to have an A2 sight, but it was replaced by the A1 sight by default.&lt;br /&gt;
&lt;br /&gt;
For some reason, Soviet troops use this weapon in the side-mission &amp;quot;Operation Red Circus,&amp;quot; which is incorrect.&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|450px|Steyr AUG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Austeyr.jpg|thumb|none|450px|F88 Austeyr - 5.56x45mm. Note bayonet lug halfway down the projecting part of the barrel and visible ALO tab at the bottom of the trigger]]&lt;br /&gt;
[[File:AUGidle BOCW.jpg|thumb|none|600px|The AUG A1 in service on an estate in the Hollywood Hills.]]&lt;br /&gt;
[[File:AUGADS BOCW.jpg|thumb|none|600px|Looking through the integral Swarovski scope. The offset backup iron sights are modelled correctly, but the reticle is incorrect.]]&lt;br /&gt;
[[File:AUGinspect1 BOCW.jpg|thumb|none|600px|Inspecting the rifle. The F88's bayonet lug is more visible here.]]&lt;br /&gt;
[[File:AUGinspect2 BOCW.jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:AUGEmpty BOCW.jpg|thumb|none|600px|The AUG is one of the few weapons in game to correctly track how many rounds are available in each mag, as can be seen with this empty magazine with follower visibly modeled. Unfortunately, ''Cold War'' does not model the last round bolt hold open mechanism that the IRL AUG A1 has.]]&lt;br /&gt;
[[File:AUGinspect3 BOCW.jpg|thumb|none|600px|Checking the ejection port.]]&lt;br /&gt;
[[File:AUGreload1 BOCW.jpg|thumb|none|600px|Removing the magazine during a reload.]]&lt;br /&gt;
[[File:AUGreload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:AUGreload3 BOCW.jpg|thumb|none|600px|Slapping the charging handle home.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A2===&lt;br /&gt;
Equipping any optical attachments turns the weapon into an anachronistic [[Steyr AUG A2|AUG A2]].&lt;br /&gt;
[[File:SteyrAUGSR.jpg|thumb|none|450px|Steyr AUG Special Receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[File:AUGA2gunsmithpreview BOCW.jpg|thumb|none|600px|The AUG A2 build.]]&lt;br /&gt;
&lt;br /&gt;
==Type 63==&lt;br /&gt;
The [[Type 63 rifle]] is available in the game, classified as a &amp;quot;tactical rifle&amp;quot;. Despite being select-fire in reality, it is restricted to semi-automatic mode in-game; the spike bayonet is also unusable. It uses what appears to be an anachronistic M14 rifle style rail mount when equipping optics. The default magazine initially held a correct 20 rounds in the closed alpha, but this was increased to an incorrect 25 in the beta and final game.&lt;br /&gt;
&lt;br /&gt;
Player character Bell and Woods use this rifle in &amp;quot;Redlight, Greenlight&amp;quot; instead of a more appropriate American M14.&lt;br /&gt;
[[File:Type63.jpg|thumb|none|450px|Type 63 - 7.62x39mm]]&lt;br /&gt;
[[File:Type63preview BOCW.jpg|thumb|none|600px|The Type 63 in Gunsmith.]]&lt;br /&gt;
[[File:Type63idle BOCW.jpg|thumb|none|600px|The Type 63 in Uzbekistan.]]&lt;br /&gt;
[[File:Type63ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Type63inspect BOCW.jpg|thumb|none|600px|Inspecting the Type 63.]]&lt;br /&gt;
[[File:Type63inspect2 BOCW.jpg|thumb|none|600px|Turning it over.]]&lt;br /&gt;
[[File:Type63inspect3 BOCW.jpg|thumb|none|600px|Brass check time.]]&lt;br /&gt;
[[File:Type63reload BOCW.jpg|thumb|none|600px|Reloading by flicking the old magazine out with a fresh one, much like the AK-47 reload.]]&lt;br /&gt;
[[File:Type63reload2 BOCW.jpg|thumb|none|600px|Then chambering the gun with a tug of the bolt handle.]]&lt;br /&gt;
&lt;br /&gt;
==VAHAN==&lt;br /&gt;
The [[VAHAN]], a somewhat obscure prototype Armenian assault rifle, was added in the 1.29 update; this makes ''BOCW'' the weapon's first known media appearance. The in-game version is somewhat stylized, and goes by the name &amp;quot;Vargo 52&amp;quot;; this presumably references the fact that design work on the project began in 1952 (with an earlier rifle called the &amp;quot;MBC-2&amp;quot;), though the VAHAN itself wasn't designed or built until 1992, making its in-game appearance anachronistic.&lt;br /&gt;
&lt;br /&gt;
[[File:VAHAN.jpg|thumb|none|450px|VAHAN with Bushnell scope - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==XM16E1==&lt;br /&gt;
The fully-automatic [[XM16E1]] appears exclusively in the campaign. It is labeled &amp;quot;M16A1&amp;quot; in the HUD and on the magwell (though the pick-up text spells it with a lowercase &amp;quot;a&amp;quot;, for some reason), but it actually has the appearance of a 'faux' XM16E1, as seen in some movies where the guns are built from M16A1s. This is firstly evidenced by the combination of an XM16E1's 3-prong flash hider with an M16A1's full fence lower. The weapon also appears to have a chrome bolt carrier, which was present on the XM16E1, but not on the M16A1. For some reason, the XM16E1 has an anachronistic A2 pistol grip, while the XM4 has an A1 pistol grip.&lt;br /&gt;
&lt;br /&gt;
In a small though somewhat confusing detail, the receiver bears a forge code mark, C H. This would indicate a rifle with an upper receiver built from Harvey Aluminum billets, but this code would have been in use from the mid 1970s to the early 1980s, well after Vietnam and never on an actual XM16E1 (though M16A1s were made with this code). Due to the nature of the game's storyline, this could be justified as intentional anachronism, however. &lt;br /&gt;
&lt;br /&gt;
It appears in the two Vietnam flashback levels, as well as a few other missions where it is available alongside the M16A2. It is incredibly powerful, as the weapon's damage was balanced for occasional bursts rather than consistent fully-auto firing, made even easier with the game's rather controllable muzzle climb. It uses the same reloading animations as the M16A2, but has a different firing sound. It is also seen in the &amp;quot;Good Enough&amp;quot; calling card.&lt;br /&gt;
[[File:XM16E1.jpg|thumb|none|450px|Mockup of an XM16E1 rifle with 20-round magazine - 5.56x45mm NATO. This can be identified as a mockup by its full magazine fence and strengthened front pivot point, neither of which appeared on the XM16E1.]]&lt;br /&gt;
[[File:XM16E1 BOCW.jpg|thumb|none|600px|Bell holds an XM16E1 in a Vietnamese village.]]&lt;br /&gt;
[[File:BOCW-M16-2.jpg|thumb|none|600px|Note the full fence lower, indicating that this is not a true XM16E1.]]&lt;br /&gt;
&lt;br /&gt;
==XM177E1==&lt;br /&gt;
The [[XM177E1]], specifically the later model with a full fence lower, appears under the name &amp;quot;XM4&amp;quot;. It is depicted with a flat top, seeming to be the result of a chopped off carry handle with a bolted rail (which was done in the 1980s by Olympic Arms and some other manufacturers). It has an anachronistic rear sight which is a hybrid between the Troy Battle Sight and Midway Industries Flip Up Sight, and the flash hider has been altered to resemble an A1. It also appears to have been based on a civilian model, as it has semi-auto only selector markings (Fire/Safe).&lt;br /&gt;
&lt;br /&gt;
The weapon is wrapped in slings with a portion tucked behind the bolt catch like the &amp;quot;Commando&amp;quot; from the first ''[[Call of Duty: Black Ops|Black Ops]]'', although the default empty reload animation in this case correctly uses the charging handle instead of trying to hit the bolt release, which couldn't possibly work with a cloth strap tucked behind it (that said, some reload animations, like the jungle mags reload animation, still involve hitting the sling-padded bolt catch). Equipping any stock customization removes the sling wrap. Mounting optics removes the front sight but keeps the gas block.&lt;br /&gt;
&lt;br /&gt;
The XM4 designation is anachronistic for the time period of 1981, as the XM177 wouldn't be designated as &amp;quot;XM4&amp;quot; until 1983, and even then would be attached to an [[:File:XM4 Carbine &amp;amp; M16A2 (1982).jpg|improved model of the XM177E2]]. However, the “11.8&amp;quot; Ranger” give the weapon an 11.5 inch barrel making it the XM177E2. The A1 pistol grip is inaccurately depicted as being solid instead of hollow.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Black Tide&amp;quot; blueprint replaces the regular handguard with a carbine-length [[M203]] grenade launcher heat shield; it also has a yellow tiger stripe camouflage paint similar to the [[M79 grenade launcher|M79]] used by &amp;quot;The Roach&amp;quot; in ''[[Apocalypse Now]]''. The &amp;quot;Giantsbane&amp;quot; variant uses an anachronistic [[Z-M LR 300]] handguard and front sight (the LR 300 having been introduced in 2000). It is also seen in the &amp;quot;Reaper Of The Dead&amp;quot; calling card.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Inconspicuous&amp;quot; blueprint uses the M16A2's upper receiver, while retaining the XM177E1's earlier teardrop forward assist, however. It has an [[Olympic Arms OA-93]] style handguard with vents patterned after the Advanced Armament Corporation OMNI suppressor, an Israeli style elastic handguard band, what appears to be a faux suppressor, a tactical light, a stock cheek pad and a [[Talk:Call of Duty: Black Ops Cold War#SureFire MAG5-60|SureFire MAG5-60]] magazine. The &amp;quot;Fly Trap&amp;quot; blueprint has an A2 handguard, an A2 pistol grip, and an A2 forward assist. The &amp;quot;Ultimate Hunter&amp;quot; has an anachronistic quad rail handguard (it was based on the prototype Knight’s Armament “Lego”), a muzzle brake with a breach face, a scope with some cosmetic similarities to a Trijicon ACOG, and a collapsible stock modelled after various offerings from the late 2000's onwards. The 13.7&amp;quot; Takedown, and original SOCOM will make the weapon resembles to the current M4A1 Carbine, which is anachronistic.&lt;br /&gt;
&lt;br /&gt;
[[File:Colt 609-XM1771E1 Late.jpg|thumb|none|451px|Colt Model 609 / XM177E1 - 5.56x45mm NATO. This is a late model with a full fence lower.]]&lt;br /&gt;
[[File:Muzzle A1.jpg|thumb|none|350px|A1 &amp;quot;Birdcage&amp;quot; flash hider]]&lt;br /&gt;
[[File:XM177E1preview BOCW.jpg|thumb|none|600px|The XM177E1 in Gunsmith.]]&lt;br /&gt;
[[File:XM177E1Idle BOCW.jpg|thumb|none|600px|The XM177E1 wielded by CIA agent Russel Adler. Note the MACV-SOG patch on the sling, yet another throwback to the iconic ''Black Ops 1'' &amp;quot;Commando&amp;quot;.]]&lt;br /&gt;
[[File:XM177E1ADS BOCW.jpg|thumb|none|600px|Aiming down the sights at some communist concrete.]]&lt;br /&gt;
[[File:BOCW new XM4 sights.jpg|thumb|none|600px|The updated sights, which now block less of the screen. This was changed in Season 4 for a few other weapons too, including the QBZ and the Ak 5.]]&lt;br /&gt;
[[File:XM177E1Inspect BOCW.jpg|thumb|none|600px|Inspecting involves checking the magazine.]]&lt;br /&gt;
[[File:XM177E1Inspect2 BOCW.jpg|thumb|none|600px|Then tapping it against the magwell, reinserting the magazine, and performing a chamber check. The phrase &amp;quot;This is my rifle&amp;quot; can be seen marked on the ejection port's cover, a reference to the USMC's Rifleman's Creed.]]&lt;br /&gt;
[[File:XM177E1reload BOCW.jpg|thumb|none|600px|Note the animated bolt release catch, as well as an animated magazine release tab actuating as the player character ejects and inserts magazines.]]&lt;br /&gt;
[[File:XM177reload2 BOCW.jpg|thumb|none|600px|The last step for default reloads is a firm jerk of the charging handle.]]&lt;br /&gt;
[[File:BOCW Inconspicuous.jpg|thumb|none|600px|The &amp;quot;Inconspicuous&amp;quot; variant as seen the Warzone preview.]]&lt;br /&gt;
[[File:Pseudo-M4A1.jpg|thumb|none|600px|The &amp;quot;Ultimate Hunter&amp;quot; variant with some attachments to become a psuedo-M4A1 Carbine as seen the Black Ops Cold War preview.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International PM/AW Hybrid==&lt;br /&gt;
The &amp;quot;LW3 - Tundra&amp;quot; is a hybrid of the [[Accuracy International Precision Marksman]] and the [[Accuracy International Arctic Warfare|Arctic Warfare]], along with some fictional elements. It has a Precision Marksman-style stock, and lacks a finger cutout in the magwell like this model, but has the safety of an Arctic Warfare (incorrectly set to the rear position, which would lock the bolt and the trigger), as well as an adjustable cheek pad and a flash hider like the latter. Curiously enough, it also uses Picatinny rails like the AW, but with a PM-like scope mount and backup rear sight used on it. The rifle is mildly anachronistic, as the Precision Marksman wasn't developed until 1982 and the Arctic Warfare wasn't developed until 1988, while the campaign takes place in 1981 and multiplayer takes place between 1981-1985. The name Tundra suggests it was intended to be based off of the Arctic Warfare, but they went with PM elements to keep it to the multiplayer's time period.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it is inaccurately and anachronistically used by Soviet snipers (which would likely use a SVD or a M1891 Mosin Nagant instead).&lt;br /&gt;
&lt;br /&gt;
[[File:L96A1G.jpg|thumb|none|450px|Accuracy International PM - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International AW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:AccuracyInternationalAW-PMpreview BOCW.jpg|thumb|none|600px|The hybrid Accuracy International rifle in Gunsmith.]]&lt;br /&gt;
[[File:AW-PMidle BOCW.jpg|thumb|none|600px|The hybrid Accuracy International rifle on a Miami Beach boardwalk.]]&lt;br /&gt;
[[File:AW-PMinspect BOCW.jpg|thumb|none|600px|Initiating the inspect animation.]]&lt;br /&gt;
[[File:AW-PMreload BOCW.jpg|thumb|none|600px|Good view of the other side.]]&lt;br /&gt;
[[File:AW-PMreload2 BOCW.jpg|thumb|none|600px|Taking out the magazine.]]&lt;br /&gt;
[[File:AW-PMreload3 BOCW.jpg|thumb|none|600px|Chambering new 7.62x51mm round.]]&lt;br /&gt;
[[File:AW-PMreload4 BOCW.jpg|thumb|none|600px|Ready to go.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M82A1M==&lt;br /&gt;
The [[Barrett M82A1M]] appears in the game as the &amp;quot;M82&amp;quot;. It is anachronistic to the game, since it was developed in the 1990s; the original M82 would be more accurate for some multiplayer maps. To balance out its semiautomatic firing mode, the M82A1M is comically the ''weakest'' sniper rifle in terms of per-shot damage, not even able to break the bulletproof armor scorestreak or even Soviet armored units in the campaign in one shot. Due to the lack of a Soviet sniper rifle, the Soviet forces use the Barrett as their sniper (instead of the aforementioned SVD), which is incorrect.&lt;br /&gt;
&lt;br /&gt;
[[File:Barrett M82A1M.jpg|thumb|none|450px|Barrett M82A1M - .50 BMG]]&lt;br /&gt;
[[File:M82preview BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:M82idle BOCW.jpg|thumb|none|600px|The M82A1M in Miami.]]&lt;br /&gt;
[[File:M82inspect BOCW.jpg|thumb|none|600px|Inspecting the M82A1M.]]&lt;br /&gt;
[[File:M82inspect2 BOCW.jpg|thumb|none|600px|Brass check.]]&lt;br /&gt;
[[File:M82inspect3.jpg|thumb|none|600px|Note the &amp;quot;MOD 82A1&amp;quot; stamped on the magwell.]]&lt;br /&gt;
&lt;br /&gt;
==Mechem NTW-20==&lt;br /&gt;
The [[Mechem NTW-20]] was added in the Season 2 Reloaded update as the &amp;quot;ZRG 20mm&amp;quot;. It is heavily stylized and fitted with a PSO-1 scope with incorrect reticle by default. It is also far shorter than the real weapon, making the weapon shorter then the in-game Barrett M82A1M, despite the NTW-20 being roughly twice the length of the Barrett. It is anachronistic by more than a decade (1998) and is set up for left-handed use, with the magazine and bolt handle on the right and left side respectively, opposite what it should be.&lt;br /&gt;
&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Mechem NTW-20 - 20x82mm MG151]]&lt;br /&gt;
[[File:Svu.jpg|thumb|none|450px|SVU Dragunov - 7.62x54mmR, image used to show PSO-1 scope.]]&lt;br /&gt;
[[File:NTW20gunsmithpreview BOCW.jpg|thumb|none|600px|The &amp;quot;ZRG 20mm&amp;quot; in Gunsmith preview. Note the oversized PSO-1 and short appearance.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 700PSS==&lt;br /&gt;
The [[Remington 700PSS]] appears as the &amp;quot;Pelington 703&amp;quot;, complete with a permanently attached Harris bipod (which can be deployed by equipping the &amp;quot;Front Grip&amp;quot; or &amp;quot;Bipod&amp;quot; underbarrel attachments). Like the M40 and R700 rifles in ''[[Call of Duty 4: Modern Warfare]]'', it is reloaded with individual rounds. It is anachronistic for the game as it was designed in 1986 while the 80s segments of ''Black Ops Cold War'' take place in 1981-1985; the scope also mounts on an anachronistic rail. It is also inaccurately used by Spetsnaz and Cuban snipers and also appears in Bell's Vietnam War false flashbacks, fitted with a wooden stock and is depicted as being used by the US troops, though it is likely standing in for the Remington M40 in this case. Its Warzone incarnation is stated to use .308 ammunition (most likely Winchester).&lt;br /&gt;
&lt;br /&gt;
[[File:RemingtonPSS700.jpg|thumb|none|450px|Remington 700PSS with Leupold Mark 4 scope and Harris bipod - .300 Win Mag]]&lt;br /&gt;
[[File:R700PSSpreview BOCW.jpg|thumb|none|600px|The Remington 700 in Gunsmith.]]&lt;br /&gt;
[[File:R700idle BOCW.jpg|thumb|none|600px|The Remington 700PSS in service in Soviet Uzbekistan.]]&lt;br /&gt;
[[File:R700inspect BOCW.jpg|thumb|none|600px|Turning the gun over to read the engraved &amp;quot;Pelington&amp;quot; manufacturer branding, which is very clearly meant to evoke the Remington trade dress on the real Remington 700.]]&lt;br /&gt;
[[File:R700inspect2 BOCW.jpg|thumb|none|600px|Inspecting the Remington 700 involves a very elaborate animation, where the player character will eject a live round...]]&lt;br /&gt;
[[File:R700inspect3 BOCW.jpg|thumb|none|600px|Catching it in their right hand...]]&lt;br /&gt;
[[File:R700inspect4 BOCW.jpg|thumb|none|600px|Then slipping it back into the chamber and sending the bolt into battery.]]&lt;br /&gt;
[[File:R700reload BOCW.jpg|thumb|none|600px|Reloading is done with individual rounds.]]&lt;br /&gt;
[[File:CODBOCWWoodsSniper1.jpeg|thumb|none|600px|Woods holding the sniper rifle in a promotional image.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==CETME Ameli==&lt;br /&gt;
The late NB model [[CETME Ameli]] was added in Season 4. It is inaccurately fitted with an early NA variant flash hider. It appears under the Spanish Army's designation &amp;quot;MG 82&amp;quot;. It is borderline anachronistic for pre-1982 maps, as it was recently unveiled and put into Spanish service at the time. It is fitted with a 100-round box magazine by default, with fictional 125 and 150-rounders as options; the real life Ameli accepts either a 100 or a 200-round belt box.&lt;br /&gt;
&lt;br /&gt;
[[File:CetmeAmeli556.jpg|thumb|none|450px|CETME Ameli (late NB model) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Amelipreview BOCW.jpg|thumb|none|600px|The CETME Ameli in the battlepass preview screen. Note the MG42 like conical muzzle from the early NA variant. Fitting this one to an NB model is dubious as the NA muzzle is part of the barrel shroud while the NB straight flash hider is part of the barrel.]]&lt;br /&gt;
[[File:AmeliIdle BOCW.jpg|thumb|none|600px|The CETME Ameli in the hands of NATO operator Baker, onboard a luxury yacht.]]&lt;br /&gt;
[[File:AmeliADS BOCW.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AmeliInspect1 BOCW.jpg|thumb|none|600px|Inspecting the Spanish LMG.]]&lt;br /&gt;
[[File:AmeliInspect2 BOCW.jpg|thumb|none|600px|The other side. As with previous ''Call of Duty'' entries, the transparent backside of the box magazine isn't depicted here.]]&lt;br /&gt;
[[File:AmeliReload1 BOCW.jpg|thumb|none|600px|Reloading by racking the charging handle; unlike its appearances in ''Ghosts'' and ''Advanced Warfare'', the Ameli is correctly depicted with a non-reciprocating charging handle.]]&lt;br /&gt;
[[File:AmeliReload2 BOCW.jpg|thumb|none|600px|Opening the top cover.]]&lt;br /&gt;
[[File:AmeliReload3 BOCW.jpg|thumb|none|600px|Replacing the ammo box.]]&lt;br /&gt;
[[File:AmeliReload4 BOCW.jpg|thumb|none|600px|And inserting a fresh belt into the feed tray.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
A handheld [[M134 Minigun]] is featured in the game. It is shown with a 4-flange barrel clamp (like an original General Electric M134) combined with a Dillon Aero flash hider. It is obtainable in the campaign mission &amp;quot;The Final Countdown&amp;quot;, under the name &amp;quot;M134 Minigun&amp;quot;. It was later added to multiplayer and Zombies in Season 2 as the &amp;quot;Death Machine&amp;quot;, with a slightly altered model.&lt;br /&gt;
&lt;br /&gt;
It also appears mounted on helicopters, including the &amp;quot;Chopper Gunner&amp;quot; scorestreak in multiplayer, and as part of the &amp;quot;Sentry Turret&amp;quot; scorestreak. A helicopter-mounted version can be used by Bell during a setpiece in &amp;quot;Fracture Jaw&amp;quot;, though when the helicopter was shot down during the aforementioned mission, it somehow still manages to operate without the assistance of a power supply.&lt;br /&gt;
&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|450px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M134deathmachine BOCW.jpg|thumb|none|600px|The &amp;quot;Death Machine&amp;quot; in the scorestreak selection menu. This configuration resembles the airsoft Classic Army M134-A2 CO2/HPA.]]&lt;br /&gt;
[[File:BOCW-Minigun-1.jpg|thumb|none|600px|The M134 at the far right, in both door and subsystem mounts. Note that ''Black Ops Cold War'' continues the ''Modern Warfare'' trend of fictionalizing its vehicles, evident by the addition of backwards Pave Low style air intakes and overall stylized appearance of the faux Huey.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Death Machine&amp;quot; (Dead Ops Arcade 3)===&lt;br /&gt;
The &amp;quot;Death Machine&amp;quot; model from ''[[Call of Duty: Black Ops III]]'', a futuristic man-portable rotary gun based on the [[General Dynamics GAU-19/A]], appears exclusively as a power-up in the Zombies map Dead Ops Arcade 3: Rise of the Mamaback.&lt;br /&gt;
&lt;br /&gt;
[[File:GAU19.jpg|thumb|none|450px|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The [[M60 machine gun|M60]] is one of the machine guns in ''BOCW''; it is the original model, as opposed to the M60E3 featured in past games.&lt;br /&gt;
&lt;br /&gt;
A mounted version can also be found in &amp;quot;End of the Line&amp;quot;, which somehow ended up to the Cuban forces. It is also seen in the &amp;quot;Harvest Time&amp;quot; calling card.&lt;br /&gt;
&lt;br /&gt;
[[File:M60GPMG.jpg|thumb|none|450px|M60 gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M60preview BOCW.jpg|thumb|none|600px|The M60 in Gunsmith. The belt box only holds 75 rounds by default instead of 100, though it has a correct capacity in Warzone.]]&lt;br /&gt;
[[File:M60idle BOCW.jpg|thumb|none|600px|The M60 in the lobby of a fancy Miami Beach hotel.]]&lt;br /&gt;
[[File:M60ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:M60inspect BOCW.jpg|thumb|none|600px|Woods holds the M60 up in the inspect animation.]]&lt;br /&gt;
[[File:M60inspect2 BOCW.jpg|thumb|none|600px|Getting a good look at the ammo box, note the rounds in the belt appear to have struck primers.]]&lt;br /&gt;
[[File:M60inspect3 BOCW.jpg|thumb|none|600px|Checking out the charging handle and link ejection port.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-1-Pull.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-2-Push.jpg|thumb|none|600px|Pushing it back into position.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-3-ThrowCasings.jpg|thumb|none|600px|After the cover is opened, the remaining M13 belt link is swiped away. This is the only difference between an empty and partially-empty reload.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-4-BoxRemove.jpg|thumb|none|600px|Removing the ammo box.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-5-BoxNew.jpg|thumb|none|600px|Inserting a full ammo box into its hang slit.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-6-AlignBullets.jpg|thumb|none|600px|Aligning the belt.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-7-LidClose.jpg|thumb|none|600px|Closing the M60's cover lid. In reality, the original M60 (and not later versions depicted in previous games) requires the charging handle to be locked back in order to properly close the top-cover, as reloading with the handle forward would not allow the top-cover to be fully closed. Using fast mags produces a different reloading animation where the cover isn't flipped up, and the belt is instead pushed into the gun, which is then charged twice to put the round in place.]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
The [[RPD]] appears under its real name, with an incorrect disintegrating ammunition belt. The &amp;quot;Fast Mag&amp;quot; reload animation shows the RPD reload in a unique manner by having the new belt pulled through the closed top cover, whereas the default reload involves using the feed tray cover.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it is used by Soviet forces in 1981, at a time when it had already been phased out in favor of the [[PKM]] and the [[RPK-74]].&lt;br /&gt;
&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:RPDpreview BOCW.jpg|thumb|none|600px|The RPD in Gunsmith. It only holds 50 rounds (formerly 75) by default instead of 100 in its belt container.]]&lt;br /&gt;
[[File:RPDidle BOCW.jpg|thumb|none|600px|The RPD in use on a Nicaraguan cartel plantation.]]&lt;br /&gt;
[[File:RPDADS BOCW.jpg|thumb|none|600px|Looking through the iron sights.]]&lt;br /&gt;
[[File:RPDinspect BOCW.jpg|thumb|none|600px|Inspecting the RPD.]]&lt;br /&gt;
[[File:RPDinspect2 BOCW.jpg|thumb|none|600px|Turning the RPD over.]]&lt;br /&gt;
[[File:RPDreload BOCW.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:RPDreload2 BOCW.jpg|thumb|none|600px|Lifting the dust cover.]]&lt;br /&gt;
[[File:RPDreload3 BOCW.jpg|thumb|none|600px|Feeding the new ammo belt in.]]&lt;br /&gt;
[[File:BOCW-RPD-1.jpg|thumb|none|600px|Adler and Belikov brandish RPDs as they prepare to shoot their way out of KGB headquarters.]]&lt;br /&gt;
&lt;br /&gt;
==Stoner 63A==&lt;br /&gt;
The [[Stoner 63A]] is available in-game. Its in-game configuration primarily matches the Commando configuration, feeding from the right and featuring a bottom cocking handle. By default, it has a long barrel generally associated with the LMG configuration, though it can be modified with a Commando barrel via the “16&amp;quot; SOR Cut Down” attachment; this is a rather strange name, given that the Commando-length barrel was a factory option. A few Soviet heavies in the campaign are seen using these instead of the more faction-appropriate [[PKM]].&lt;br /&gt;
&lt;br /&gt;
The gun can use a 100-round drum modeled after the real gun's left-feeding 100-round drum, mirrored to feed from the right instead of the left (and also featuring some cosmetic differences). The gun also has a fictional 125-round box option.&lt;br /&gt;
[[File:Stoner 63A Commando Right Feed.jpg|thumb|none|450px|Stoner 63A, Commando configuration (Mark 23 Mod 0) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Stoner 63 LMG.jpg|thumb|none|450px|Stoner 63, light machine gun configuration (XM207) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Stoner63preview BOCW.jpg|thumb|none|600px|The Stoner 63 in Gunsmith. Like the M60, it only holds 75 rounds by default instead of 100 in its belt box.]]&lt;br /&gt;
[[File:Stoner63idle BOCW.jpg|thumb|none|600px|The Stoner 63 in Nuketown.]]&lt;br /&gt;
[[File:Stoner63ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Stoner63inspect BOCW.jpg|thumb|none|600px|Initiating inspect animation.]]&lt;br /&gt;
[[File:Stoner63inspect2 BOCW.jpg|thumb|none|600px|Checking the right hand side.]]&lt;br /&gt;
[[File:Stoner63reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Stoner63reload2 BOCW.jpg|thumb|none|600px|Taking out the ammo box.]]&lt;br /&gt;
[[File:Stoner63reload3 BOCW.jpg|thumb|none|600px|Inserting a fresh ammo box.]]&lt;br /&gt;
[[File:Stoner63reload4 BOCW.jpg|thumb|none|600px|Taking the new belt of 5.56x45mm. Like the RPD and the M60, the Fast Mags reload animation shows the belt being pulled through the gun rather than put into the gun after flipping up the feed tray cover.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==FIM-43 Redeye==&lt;br /&gt;
The [[FIM-43 Redeye]] appears under the name &amp;quot;Cigma 2&amp;quot;. Despite being a dedicated MANPADS in reality, the weapon can still be fired even without a lock-on and against ground targets. It somehow appears in a secret Soviet training facility in &amp;quot;Redlight, Greenlight&amp;quot;, though it may be possible that Soviet forces somewhat stole a few Redeyes from the Afghan mujahideen during the Soviet–Afghan War or otherwise, it would likely be fired ones for research use. Cuban forces in &amp;quot;End of the Line&amp;quot; also somehow ended up with Redeye launchers, where the RPG-7 already featured in the game would be a better choice.&lt;br /&gt;
&lt;br /&gt;
[[File:FIM-43 Redeye display.jpg|thumb|none|450px|Dummy FIM-43 Redeye Block I/II with sling - 70mm]]&lt;br /&gt;
[[File:FIM43preview BOCW.jpg|thumb|none|600px|The Redeye in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
The &amp;quot;RAI K-84&amp;quot; wonder weapon in Zombies is fitted with an underbarrel &amp;quot;Vortex&amp;quot; grenade launcher, called the &amp;quot;GP-6K2&amp;quot; and taking the form of a [[GP-25]].&lt;br /&gt;
&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:BOCWGP6K2.jpg|thumb|none|600px|The Requiem Operator readies his Vortex launcher. Rather than relying on its own source of ammunition, the launcher instead takes ten shots from the magazine every time it is fired.]]&lt;br /&gt;
[[File:BOCWRAIKReload.jpg|thumb|none|600px|Wires between the launcher and the main body of the gun can be better seen while reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Hawk MM1 grenade launcher==&lt;br /&gt;
The [[Hawk MM1 grenade launcher]] appears as the &amp;quot;War Machine&amp;quot; scorestreak. Bell wields one that somehow manages to hold 36 rounds in one of the final missions of the campaign. It appropriately holds 12 in multiplayer and Zombies mode.&lt;br /&gt;
[[File:MM1.jpg|thumb|none|400px|Hawk MM1 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:HawkMM1scorestreakmenu BOCW.jpg|thumb|none|600px|The Hawk MM1 in the scorestreak selection menu.]]&lt;br /&gt;
[[File:BOCW MM-1 Beta.jpg|thumb|none|600px|The MM1 as seen in the beta. Lacking sights of any sort, the MM1's &amp;quot;aiming&amp;quot; animation consists of simply zooming in the user's view slightly.]]&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
The [[M79 grenade launcher]] is one of the launchers in the game. It appears in the missions &amp;quot;End of the Line&amp;quot; and the false Vietnam flashback mission &amp;quot;Desperate Measures,&amp;quot; as well as &amp;quot;Redlight, Greenlight&amp;quot; as part of an easter egg.&lt;br /&gt;
&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|400px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:M79preview BOCW.jpg|thumb|none|600px|The M79.]]&lt;br /&gt;
[[File:M79idle BOCW.jpg|thumb|none|600px|The M79 in Nuketown.]]&lt;br /&gt;
[[File:M79ADS BOCW.jpg|thumb|none|600px|Looking down the ladder sight.]]&lt;br /&gt;
[[File:M79inspect BOCW.jpg|thumb|none|600px|The inspect animation for the M79 is very simple, with the player character turning it over from left to right.]]&lt;br /&gt;
[[File:M79inspect2 BOCW.jpg|thumb|none|600px|The other side.]]&lt;br /&gt;
[[File:M79reload BOCW.jpg|thumb|none|600px|Ejecting the spent 40mm casing.]]&lt;br /&gt;
[[File:M79reload2 BOCW.jpg|thumb|none|600px|Reloading with another round.]]&lt;br /&gt;
[[File:M79reload3 BOCW.jpg|thumb|none|600px|Flipping the breech shut.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is one of the launchers in ''BOCW''. This time, its flip-up sight is in the correct position unlike the previous ''Black Ops'' games where the flip up sight is backwards.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RPG7preview BOCW.jpg|thumb|none|600px|The RPG-7 in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==F-1 Hand Grenade==&lt;br /&gt;
Several multiplayer character skins have unusable [[F-1 Hand Grenade]]s attached to the belt.&lt;br /&gt;
[[Image:deactivated f1.jpg|thumb|none|350px|F-1 High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[File:BOCW-ArtistF1Grenade.jpg|thumb|none|600px|The &amp;quot;[[Léon: The Professional|Artist]]&amp;quot; skin for the operator Portnova from season 2 in-game.]]&lt;br /&gt;
[[File:BOCW-F1Grenade1.jpg|thumb|none|600px|The &amp;quot;Violent Nature&amp;quot; skin in-game.]]&lt;br /&gt;
[[File:BOCW-F1Grenade2.jpg|thumb|none|600px|The &amp;quot;Meltdown&amp;quot; skin in-game.]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is carried by US soldiers in Vietnam in the campaign. M18s with inverted color scheme are also carried by Naga. On the 2021 released map &amp;quot;Apocalypse&amp;quot;, several M18s with purple smoke lying around the ruins.&lt;br /&gt;
[[File:M18yellow actual.jpg|thumb|none|150px|M18 smoke grenade, yellow]]&lt;br /&gt;
[[File:BOCW-M18-Smoke-1.jpg|thumb|none|600px|An M18 with an incorrect &amp;quot;WHITE&amp;quot; marking on a soldier.]]&lt;br /&gt;
[[File:BOCW-M18-Smoke-2.jpg|thumb|none|600px|An unusable unprimed M18 releasing endless, incorrectly-colored smoke.]]&lt;br /&gt;
[[File:AmericanSniperANM8.jpg|thumb|none|250px|Screen-used stunt AN/M8 smoke grenade (Marc Lee's; with a foam magazine) from ''[[American Sniper]]''. Image used to illustrate Naga's inverted color M18 grenades.]]&lt;br /&gt;
&lt;br /&gt;
==M26 hand grenade==&lt;br /&gt;
What appears to be an [[M26 hand grenade]] is carried by Woods in promotional media. The &amp;quot;Wrecking Ball&amp;quot; skin has an unusable M26 hanging from his belt.&lt;br /&gt;
[[File:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW-M26Grenade1.jpg|thumb|none|600px|The &amp;quot;Wrecking Ball&amp;quot; skin in-game.]]&lt;br /&gt;
&lt;br /&gt;
==M34 White Phosphorous grenade==&lt;br /&gt;
The [[M34 White Phosphorous grenade]] appears as the &amp;quot;Smoke Grenade&amp;quot;.&lt;br /&gt;
[[File:M34 2-1-.jpg|thumb|none|150px|M34 White Phosphorous grenade.]]&lt;br /&gt;
[[File:BOCW M34 WP.jpg|thumb|none|600px|The &amp;quot;Smoke Grenade&amp;quot; in the loadout.]]&lt;br /&gt;
&lt;br /&gt;
==M67 hand grenade==&lt;br /&gt;
The [[M67 hand grenade]] appears as the &amp;quot;Frag&amp;quot;. It is also depicted on the &amp;quot;Quartermaster&amp;quot; perk.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 fragmentation grenade.]]&lt;br /&gt;
[[File:BOCW M67.jpg|thumb|none|600px|A M67 frag grenade in the &amp;quot;Lethal&amp;quot; equipment section.]]&lt;br /&gt;
&lt;br /&gt;
==M83 smoke grenade==&lt;br /&gt;
An anachronistic M83 instead of the period-appropriate AN/M8 HC smoke grenades are carried by Sims and US troops in &amp;quot;Fracture Jaw&amp;quot;.&lt;br /&gt;
[[File:M87.JPG|thumb|none|200px|M83 TA smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
An [[M84 stun grenade]] is carried by Woods in the campaign and is seen in cinematics. The same fictionalized M84 from ''Modern Warfare'' is also carried by multiplayer operator Zeyna. It is anachronistic as it was used from 1995 in reality.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:BOCW M1911 trailer silencer.jpg|thumb|none|600px|M84 stun grenades seen in the arsenal of a Perseus team in the multiplayer reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 hand grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is seen in the key art for the game's beta.&lt;br /&gt;
[[file:MK2 grenade DoD.jpg|thumb|150px|none|Mk 2 hand grenade]]&lt;br /&gt;
[[File:COD CWBO Beta Key Art.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MK3A2 offensive hand grenade==&lt;br /&gt;
The [[MK3 offensive hand grenade|MK3A2]] concussion grenade appears as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
[[File:MK3A2.jpg|thumb|none|150px|MK3A2 offensive hand grenade]]&lt;br /&gt;
[[File:BOCW Mk3A2.jpg|thumb|none|600px|The MK3A2 as seen in the loadout section.]]&lt;br /&gt;
&lt;br /&gt;
==Rheinmetall MK13 Mod 0 BTV-EL flash grenade==&lt;br /&gt;
MK 13 flashbang grenades are carried by US troops in cutscenes and are seen on the default skins for multiplayer operators Adler and Song and Naga's &amp;quot;Warlord&amp;quot; skin. Most likely anachronistic.&lt;br /&gt;
[[File:MK13 Mod 0 BTV-EL.jpg|thumb|none|200px|Rheinmetall MK13 Mod 0 BTV-EL flash grenade]]&lt;br /&gt;
[[File:BOCW Adler M18.jpg|thumb|none|600px|Adler with an MK 13 flashbang on his belt.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgrante==&lt;br /&gt;
Seven unusable [[Model 24 Stielhandgranate]]s can be seen on the &amp;quot;Die Maschine&amp;quot; Zombies map, right behind the Kingtiger tank.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|350px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW-Stielhandgrante1.jpg|thumb|none|600px|Looking at &amp;quot;potato mashers&amp;quot;.]]&lt;br /&gt;
[[File:BOCW-Stielhandgrante2.jpg|thumb|none|600px|Closer view of three stick grenades, it appears that the model is reused from ''Black Ops III'' and ''Black Ops 4''.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5==&lt;br /&gt;
Unusable [[RGD-5]] grenades are visible on the harness of multiplayer operators Portnova and Garcia and on Naga's &amp;quot;Warlord&amp;quot; skin.&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|160px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW Garcia grenades.jpg|thumb|none|600px|Garcia's character model on the beta's main multiplayer screen.]]&lt;br /&gt;
&lt;br /&gt;
==RG-42==&lt;br /&gt;
Also seen hanging on Garcia's belt is an [[RG-42 hand grenade]].&lt;br /&gt;
[[File:RG-42 HG.jpg|thumb|none|160px|RG-42 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW Garcia grenades.jpg|thumb|none|600px|The RG-42 is just barely visible on Garcia's belt, by his left hip.]]&lt;br /&gt;
&lt;br /&gt;
==Simulator Hand Grenade M116A1==&lt;br /&gt;
The [[M116A1 training grenade|Simulator Hand Grenade M116A1]] appears as the &amp;quot;Flashbang&amp;quot;. In reality, this is a training grenade and not an actual combat device.&lt;br /&gt;
[[File:M116a1pullcord.jpg|thumb|none|300px|Simulator Hand Grenade M116A1 with pullcord fuse]]&lt;br /&gt;
[[File:M116A1Flashbang BOCW.jpg|thumb|none|600px|The M116A1 in the operator loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==TM-46 anti-tank mine==&lt;br /&gt;
A cosmetically modified [[TM-46 anti-tank mine]] appears as the &amp;quot;Proximity Mine&amp;quot; field upgrade.&lt;br /&gt;
[[File:Tm-46.jpg|thumb|none|450px|TM-46 anti-tank mine]]&lt;br /&gt;
[[File:BOCW Prox Mine.jpg|thumb|none|600px|The Proximity Mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Type 67 Stick Grenade==&lt;br /&gt;
Several unusable Chinese [[Type 67 stick grenade|Type 67 Grenades]] are seen on the Vietcong guerillas found in the campaign. In the multiplayer, an operator skin for Baker can be purchased with Season 2, which also has two Type 67 Stick Grenades attached to the belt.&lt;br /&gt;
[[File:Type67Grenade.jpg|thumb|none|350px|Type 67 High-Explosive Fragmentation stick grenade]]&lt;br /&gt;
[[File:BOCW-Type67grenade.jpg|thumb|none|600px|Bell looks at a dead Vietcong fighter.]]&lt;br /&gt;
[[File:BOCW-Type67grenade2.jpg|thumb|none|600px|The &amp;quot;Last One Standing&amp;quot; skin in-game.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==8.8 cm Flak 37==&lt;br /&gt;
Bell destroys several Flak 37s in &amp;quot;The Final Countdown&amp;quot;. It is inaccurately depicted as being mounted on Czechoslovakian type carriage and mount.&lt;br /&gt;
[[Image:FlaK37.jpg|thumb|none|400px|8.8 cm FlaK 37 (note the pointer dials, the rectangular boxes on the side of the gun cradle with two circles) - 88x571mm R]]&lt;br /&gt;
[[File:BOCW-Flak1.jpg|thumb|none|600px|In a truly Bond villain fashion, &amp;quot;Perseus&amp;quot; have mated the poor Flak 37 to a [http://www.frajasw.cz/gallery/lizard/pldvk_vz_53/pldvk_vz_53.html Czechoslovakian towed 30-mm anti-aircraft installation ZK.453].]]&lt;br /&gt;
[[File:BOCW-Flak2.jpg|thumb|none|600px|As evident from this image, the combination of a much larger Flak 37 with the ZK.453 carriage is dubious to work in reality as the latter is obviously designed for a smaller weapon. As for why would a rogue Soviet element use a WWII German flak, that's probably due to asset recycling from a previous game.]]&lt;br /&gt;
&lt;br /&gt;
==30mm ZK.453==&lt;br /&gt;
In &amp;quot;Red Light, Green Light&amp;quot;, some 30mm ZK.453 anti-aircraft guns can be seen.&lt;br /&gt;
[[File:BOCW-AAZK1.jpg|thumb|none|600px|The ZK.453 which unlike the aforementioned mutant flak, actually fits the carriage it was meant for.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
Five bent [[Browning M2 Aircraft]] Machine Guns in fixed and flexible mount are seen on a crashed Boeing B17 &amp;quot;Flying Fortress&amp;quot; on the Zombies map &amp;quot;Die Maschine&amp;quot;. This bomber is first seen during the &amp;quot;Nacht der Untoten&amp;quot; cutscene from ''[[Call of Duty: World at War|World at War]]''.&lt;br /&gt;
[[File:M2aircraft.jpg|thumb|none|450px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, flexible - .50 BMG]]&lt;br /&gt;
[[File:BOCW-BM2Air.jpg|thumb|none|600px|Looking at the top turret with two mounted Brownings.]]&lt;br /&gt;
[[File:BOCW-BM2Air1.jpg|thumb|none|600px|The barrel of a waist gunner position.]]&lt;br /&gt;
[[File:BOCW-BM2Air2.jpg|thumb|none|600px|A rear view of the same MG inside the bomber shows the spade grips of the flexible Browning variant. The last two MGs of the tail gunner position can be seen outside the map.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
[[Browning M2HB]]s are mounted on M1 Abrams tanks.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:M242 25mm gun.jpg|thumb|none|450px|M242 Bushmaster chaingun - 25mm]]&lt;br /&gt;
[[File:BOCW-M2HB1.jpg|thumb|none|600px|It appears that the M2HB has also been fictionalized somewhat, because &amp;quot;legal reasons&amp;quot;. Among these fictionalizations are reinforcing ribs added at the front of the receiver, an extension to the receiver that separates the receiver and the barrel shroud and also mounts the front sight, the barrel shroud only having 3 vent holes instead of 4 (none of which are actually modeled, but textured onto the gun) and also being bottlenecked similar to an [[M242 Bushmaster chaingun]], and lightening cuts added to the top cover. The Abrams tank it is mounted to is the M1A1 variant, easily identified by the different profile of the bore evacuator on the M256 120mm cannon and the lack of the M1A2's thermal viewer for the commander; the M1A1 Abrams is anachronistic to this level, set in 1983, as the M1A1 was only accepted into service some time between 1985 and 1986.]]&lt;br /&gt;
[[File:BOCW-M2HB2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==DShKM Heavy Machine Gun==&lt;br /&gt;
A [[DShK Heavy Machine Gun|DShKM Heavy Machine Gun]] appears to be mounted gunboats, tanks and bunkers in multiplayer and also on the ''Slava''-class, and inappropriately, the ''Ticonderoga''-class cruisers on the map Armada. It can be used in the campaign mission &amp;quot;Redlight, Greenlight&amp;quot;, mounted on a (anachronistic) BTR-80 APC.&lt;br /&gt;
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
==General Electric M61 Vulcan==&lt;br /&gt;
F-14A Tomcats, armed with [[M61 Vulcan]] cannons, are seen taking off from a ''Nimitz''-class carrier in the reveal trailer. The carrier also sports Vulcan cannons in CIWS installations.&lt;br /&gt;
[[File:M61vulcan.jpg|thumb|none|450px|GE M61 Vulcan Cannon - 20x102mm]]&lt;br /&gt;
[[File:Phalanx.jpg|thumb|none|400px|Phalanx Block 1 CIWS - 20x102mm]]&lt;br /&gt;
[[File:BOCW Nimitz Carrier.jpg|thumb|none|600px|A Tomcat launching into the danger zone from the supercarrier, with CIWS visible on both sides of the bow.]]&lt;br /&gt;
&lt;br /&gt;
==M40 Recoilless Rifle==&lt;br /&gt;
The [[M40 Recoilless Rifle]] is seen on jeeps inside Camp Haskins.&lt;br /&gt;
[[File:M40 Type 73 jeep mount.jpg|thumb|none|400px|M40 Recoilless Rifle (Licensed in Japan as the Type 60) mounted on Type 73 Kyu jeep - 106mm Rocket]]&lt;br /&gt;
[[File:BOCW-M40Recoilless.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The Panzerkampfwagen VI Ausf. B Tiger II &amp;quot;Königstiger&amp;quot; heavy tank on the &amp;quot;Die Maschine&amp;quot; Zombies map has a hull-mounted [[MG34]].&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BOCW-MG34Panzerlauf.jpg|thumb|none|600px|The hull-mounted MG34. It appears that the weapon plus the entire tank model are reused from ''Black Ops III''.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
An [[MG42]] with a drum magazine appears only as an emplaced weapon in the Vietnam War flashback mission &amp;quot;Fracture Jaw&amp;quot;. It is confirmed that the MG34 was used in Vietnam as military aid from the Soviet Union which had captured stockpiles from WWII thus the appearance of the MG42 in this context is also plausible.&lt;br /&gt;
[[File:mg42drummag.jpg|thumb|none|450px|MG42 with drum magazine - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BOCW-MG42-1.jpg|thumb|none|600px|An MG42 in Vietnam. It appears that the model is lifted from ''Black Ops III''.]]&lt;br /&gt;
[[File:BOCW-MG42-2.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
&lt;br /&gt;
==Yakushev-Borzov Yak-B==&lt;br /&gt;
A [[Yakushev-Borzov Yak-B]] is mounted on in-game Hind-D attack helicopters.&lt;br /&gt;
[[File:Mil Mi-24D Yak-B closeup.jpg|thumb|none|400px|Closeup of Yakushev-Borzov Yak-B mounted on Mi-24 Hind-D - 12.7x108mm]]&lt;br /&gt;
[[File:YakB Hind BOCW.jpg|thumb|none|600px|The chin-mounted Yak-B as seen in the vehicle customization menu in Cold War.]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-23==&lt;br /&gt;
The &amp;quot;VTOL Escort&amp;quot; (Modeled after the Yak-38) has two [[Gryazev-Shipunov GSh-23]] autocannons mounted in underwing UPK-23 gunpods. While the pod itself is correctly modeled, it is incorrectly depicted as a flexible aiming system (independent from the Yak's nose direction) due to gameplay reasons and controls. It is also seen mounted with an NPPU-23 helicopter turret inaccurately onto a Mi-8 helicopter piloted by Kravchenko in &amp;quot;Mauer Der Toten&amp;quot;.&lt;br /&gt;
[[File:GSh-23-2.jpg|thumb|none|400px|Grayzev-Shipunov GSh-23 with ammo belt - 23x115mm]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-2==&lt;br /&gt;
[[Gryazev-Shipunov GSh-30-2]] cannons are used by the Sukhoi Su-25 &amp;quot;Frogfoot&amp;quot; jets against ground targets when conducting the &amp;quot;Strafe Run&amp;quot; scorestreak.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==150 lb Crossbow==&lt;br /&gt;
A 150 lb crossbow similar to those by Velocity Archery and Wizard Archery appears as the &amp;quot;R1 Shadowhunter&amp;quot;. Those designs are most likely anachronistic.&lt;br /&gt;
[[File:R1crossbowpreview BOCW.jpg|thumb|none|600px|The &amp;quot;R1 Shadowhunter&amp;quot; in the gunsmith preview menu.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower (modified)==&lt;br /&gt;
A modified [[M2 Flamethrower]] was added as a scorestreak with Season 5. It consists of the gun group with added custom smaller fuel tanks, modified muzzle and a stock. Its icon shows it consisting of a normal M2 wand paired with M9 fuel tanks.&lt;br /&gt;
[[File:M9 with M2 wand.jpg|thumb|none|450px|M9 Flamethrower with M2 wand]]&lt;br /&gt;
&lt;br /&gt;
==Recurve Bow==&lt;br /&gt;
A recurve bow which appears to be based on [[Rambo]]'s bows appears in the campaign and as a scorestreak in multiplayer. It is inaccurately depicted as being usable underwater which doesn't hinder in any way the arrow's movement nor the flame of the fire arrows.&lt;br /&gt;
&lt;br /&gt;
==Beretta 92F==&lt;br /&gt;
A [[Beretta 92F]] is seen on a movie poster in the map &amp;quot;Amerika&amp;quot;.&lt;br /&gt;
[[File:Beretta92F EarlyModel.jpg|thumb|none|300px|Beretta 92F - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Beretta92Fmovieposter BOCW.jpg|thumb|none|600px|The movie &amp;quot;Hot 'Nuff&amp;quot; with the Beretta 92F.]]&lt;br /&gt;
&lt;br /&gt;
==China Lake Grenade Launcher==&lt;br /&gt;
The [[M79 grenade launcher|M79]]'s master calling card shows a [[China Lake Launcher]] instead of a proper M79.&lt;br /&gt;
[[File:China Lake.jpg|thumb|none|450px|China Lake Launcher - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
Two [[Colt SAA]] revolvers are seen in the &amp;quot;Dead Still&amp;quot; calling card.&lt;br /&gt;
[[File:ColtSAALongBarrel.jpg|thumb|none|300px|Colt Single Action Army with 7.5&amp;quot; barrel known as the &amp;quot;Cavalry&amp;quot; model - .45 Long Colt]]&lt;br /&gt;
[[File:BOCW-SAACard.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
[[Enfield L85A2]] rifles are seen in the &amp;quot;Hardcore Kill Collector&amp;quot; calling card.&lt;br /&gt;
[[File:L85A2Iron.jpg|thumb|none|450px|L85A2 with iron sights - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BOCW CC L85.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Sci-Fi Rifle==&lt;br /&gt;
A fictional sci-fi rifle inspired by the [[M41A Pulse Rifle]] from the ''Alien'' franchise is featured in posters for the fictional movie &amp;quot;Two Days On The Moon&amp;quot; in the map Express.&lt;br /&gt;
[[File:M41a02.jpg|thumb|none|450px|Opposite side view of an M41A Pulse Rifle from ''Aliens''.]]&lt;br /&gt;
[[File:BOCW alien rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Sniper Rifle==&lt;br /&gt;
A fictional sniper rifle seemingly based on the &amp;quot;Sniper Rifle&amp;quot; from ''[[Fallout 3]]'' appears in the &amp;quot;Saving PhD Ryan&amp;quot; campaign calling card.&lt;br /&gt;
[[File:FNV_Sniper_Rifle.jpg|thumb|none|450px|The &amp;quot;Sniper Rifle&amp;quot; from ''Fallout 3''.]]&lt;br /&gt;
[[File:BOCW CC F3SR.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Handflammpatrone DM34==&lt;br /&gt;
Handflammpatrone DM34 single-shot incendiary pistols are used in two executions - Woods' &amp;quot;Spare A Light&amp;quot; and Kitsune's &amp;quot;Tortured&amp;quot;.&lt;br /&gt;
[[File:Handflammpatrone.jpg|thumb|none|350px|Handflammpatrone DM34]]&lt;br /&gt;
&lt;br /&gt;
==IWI Galil ACE 21==&lt;br /&gt;
A soldier wields two [[Galil ACE 21]]s in the &amp;quot;Armed To The Teeth&amp;quot; calling card.&lt;br /&gt;
[[File:Galil ACE 21.jpg|thumb|none|450px|IWI Galil ACE 21 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
What appears to be [[M1 Garand]]s are seen on the &amp;quot;Down Range&amp;quot; bundle picture.&lt;br /&gt;
[[File:M1 Garand.jpg|thumb|none|450px|M1 Garand - .30-06.]]&lt;br /&gt;
[[File:BOCW-DownRange.jpg|thumb|none|600px|The last WWII-style American soldier on the right carries the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==M114 155 mm howitzer==&lt;br /&gt;
M114 155 mm howitzers are seen in firebase Ripcord in the mission &amp;quot;Fracture Jaw&amp;quot;. The &amp;quot;Artillery&amp;quot; scorestreak also consists of a barrage from M114 155 mm howitzers.&lt;br /&gt;
[[File:M114 155m howitzer.jpg|thumb|none|450px|M114 Howitzer - 155mm]]&lt;br /&gt;
[[File:M114Scorestreak BOCW.jpg|thumb|none|600px|The selection menu artwork for the &amp;quot;Artillery&amp;quot; scorestreak shows an M114 battery. This reflects their usage in the context of the Vietnam War through the game's Southeast Asian multiplayer maps are set in the 80s.]]&lt;br /&gt;
[[File:BOCW-M114Howitzer.jpg|thumb|none|600px|The barrels of the howitzers can be seen in the distance.]]&lt;br /&gt;
&lt;br /&gt;
==M20 &amp;quot;Super Bazooka&amp;quot;==&lt;br /&gt;
An [[M20 &amp;quot;Super Bazooka&amp;quot;]] is seen in Vietnam War archival footage in the intro of &amp;quot;Fracture Jaw&amp;quot;.&lt;br /&gt;
[[File:M20 Super Bazooka.jpg|thumb|none|450px|M20 &amp;quot;Super Bazooka&amp;quot; - 3.5&amp;quot; rocket]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Marshal 16&amp;quot;==&lt;br /&gt;
The fictional [[Talk:Call of Duty: Black Ops III#&amp;quot;Marshal 16&amp;quot;|&amp;quot;Marshal 16&amp;quot;]] from ''Black Ops III'' appears as the &amp;quot;Classic Marshal&amp;quot; charm.&lt;br /&gt;
[[File:Marshal16 BO3.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Matchlock Musket==&lt;br /&gt;
A Spanish conquistador firing a [[Matchlock Musket]] is seen in the &amp;quot;Iron Sight Assassin&amp;quot; calling card that could be earned during season 2 at level 180.&lt;br /&gt;
[[file:MatchlockMusket.jpg|thumb|none|450px|European Matchlock musket.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M91/30==&lt;br /&gt;
A scoped [[Mosin-Nagant M91/30]] is seen in the &amp;quot;Power Killer&amp;quot; calling card. A Mosin is also depicted on a huge banner showing the Tiergarten Soviet War Memorial statue in he map Moscow.&lt;br /&gt;
[[file:M9130-Sniper-PE.jpg|thumb|none|450px|Mosin Nagant M1891/30 Sniper Rifle with PE scope - 7.62x54mm R]]&lt;br /&gt;
[[File:BOCW-MosinCard.jpg|thumb|none|600px|The rifle is equipped with a PEM sniper scope instead of the better-known PU scope.]]&lt;br /&gt;
&lt;br /&gt;
==Tippman 98 Custom==&lt;br /&gt;
In Season 4 Reloaded, the map &amp;quot;Rush&amp;quot; from ''Black Ops II'' was added. As with the original map, [[Air Guns#Tippmann 98 Custom|Tippmann 98 Customs]] appear in a store display of paintball guns, despite being anachronistic for the new setting of the 1980s (as opposed to ''BO2'''s 2025 setting).&lt;br /&gt;
[[Image:Tippmann 98 Custom.jpg|thumb|none|400px|Tippmann 98 Custom Paintball Marker - .62 caliber]]&lt;br /&gt;
&lt;br /&gt;
==Tippmann X7 G36==&lt;br /&gt;
In Season 4 Reloaded, the map &amp;quot;Rush&amp;quot; from ''Black Ops II'' was added. As with the original map, Tippmann X7 G36s appear in a store display of paintball guns, despite being anachronistic for the new setting of the 1980s (as opposed to ''BO2'''s 2025 setting).&lt;br /&gt;
[[File:Tippmann X7 G36.jpg|thumb|450px|none|A Tippmann X7 G36 paintball gun.]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified Repeating Rifle==&lt;br /&gt;
A scoped repeating rifle (possibly a [[Marlin Firearms|Marlin]]) is seen briefly in archival footage during the intro of &amp;quot;Brick in the Wall&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Valmet M76F==&lt;br /&gt;
A [[Valmet M76F]] is seen in the City Ripper bundle picture.&lt;br /&gt;
[[File:ValmetM76F.jpg|thumb|none|450px|Valmet M76F with side folding tubular stock - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK==&lt;br /&gt;
A suppressed [[Walther PPK]] is seen held by Adler in the &amp;quot;Action Packed&amp;quot; calling card.&lt;br /&gt;
[[File:WaltherPPkSilenced.jpg|thumb|none|350px|Walther PPK with a sound suppressor - .380 ACP (Brown factory grips).]]&lt;br /&gt;
[[File:BOCW-PPK1Card.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873==&lt;br /&gt;
What appears to be a [[Winchester Model 1873]] is seen in the &amp;quot;One Shot Kill&amp;quot; calling card.&lt;br /&gt;
[[File:Winchester1873.jpg‎|thumb|none|450px|Winchester Model 1873 carbine - 1st generation rifle - 44-40 Winchester]]&lt;br /&gt;
[[File:BOCW CC repeater.jpg‎|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified Selfloading Rifle==&lt;br /&gt;
An unknown self loading rifle of Soviet type is seen on a soldier statue in the multiplayer map Moscow. The statue is based on the Tiergarten Soviet War Memorial in Berlin which actually depicts a Mosin. Curiously, a proper depiction of the soldier complete with the Mosin can be seen on a huge banner in the same map.&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
Three unusable [[Glock 18C]] pistols can be seen hanging on a wall on the multiplayer map &amp;quot;Checkmate&amp;quot;. Their appearance is anachronistic as the map takes place in January 1985, while the Glock 18 was produced in 1986 - the 3rd Generation variants were introduced after 1998. A Glock pistol is also seen in the &amp;quot;Grizzled Veteran Master&amp;quot; calling card.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|300px|Glock 18C (3rd Generation) - 9x19mm. This model has compensator cuts on the slide and barrel to reduce muzzle climb while firing.]]&lt;br /&gt;
[[File:BOCW-Glock.jpg|thumb|none|600px|The pistol in a highly unlikely place to be found, an East German training facility. Despite having the 18C's compensator cuts, the slide markings label it as a standard Glock 18.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Two [[Makarov PM]]s appear on Helen Park's &amp;quot;Scorched&amp;quot;, &amp;quot;Bad Blood&amp;quot;, &amp;quot;Hellion&amp;quot;, and &amp;quot;Commando&amp;quot; outfits, as well as on Samantha Maxis' &amp;quot;Dark Aether&amp;quot; outfit and Portnova's &amp;quot;Handler&amp;quot; outfit. Aleksandra Valentina also carries a holstered one in the Zombies mode cutscenes.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|300px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:BOCW Park Makarovs.jpg|thumb|none|600px|The grips of both Makarovs can be seen in weird waist holsters on her vest.]]&lt;br /&gt;
&lt;br /&gt;
==Sedgley Fist Gun==&lt;br /&gt;
Scattered throughout the CIA Safehouse used as the in-game mission hub are various unusable [[Sedgley Fist Gun|Sedgley Fist Guns]].&lt;br /&gt;
[[File:OPG Glove device.jpg|thumb|none|325px|Sedgley Fist Gun - .38]]&lt;br /&gt;
[[File:SedgleyFistGun BOCW.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:SedgleyFistGun2 BOCW.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Strife&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;Strife&amp;quot; pistol from ''[[Call of Duty: Black Ops 4|Black Ops 4]]'' can be seen on a table in the side mission &amp;quot;Operation Red Circus&amp;quot;. Unusable and completely anachronistic to the game's setting, the gun was likely originally used as a placeholder during the mapping process that went overlooked and wasn't removed.&lt;br /&gt;
[[File:S&amp;amp;WSigma9F.jpg|thumb|none|300px|Smith &amp;amp; Wesson Sigma SW9F - 9x19mm Parabellum]]&lt;br /&gt;
[[File:S&amp;amp;W SD40.jpg‎|thumb|none|300px|Smith &amp;amp; Wesson Sigma SD40 - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:S&amp;amp;W M&amp;amp;P 2.0.jpg|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P 2.0 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BOCWStrife.jpg|thumb|none|600px|Mason takes the time out of chasing a known enemy of the state to admire a time-traveling literal space pistol. While one could chalk it up to THE NUMBERS making him hallucinate guns that wouldn't exist for at least five (and at most seven) decades more, its appearance in the multiplayer map based off of this mission (Crossroads, taking place in 1983) marks it as a placeholder that never got removed.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33==&lt;br /&gt;
The [[Tokarev TT-33]] is used by some Red Army soldiers in the intro cutscene of the Zombies map Die Maschine.&lt;br /&gt;
[[File:TT-33-Wartime.jpg|thumb|none|300px|Tokarev TT-33 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:BOCWMaschine-TT1.jpg|thumb|none|600px|One soldier points his Tokarev at a suspicious German.]]&lt;br /&gt;
[[File:BOCWMaschine-TT2.jpg|thumb|none|600px|The cameraman defends himself with a TT-33.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
Unusable [[AKM]] rifles can be seen next to the Glock 18 pistols in the multiplayer map &amp;quot;Checkmate&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
The [[SVT-40]] is used by some Red Army soldiers in the intro cinematic of the Zombies map Die Maschine.&lt;br /&gt;
[[File:SVT-40.jpg|thumb|none|450px|Tokarev SVT-40 - 7.62x54mmR]]&lt;br /&gt;
[[File:BOCWMaschine-PPShSVT.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BOCWMaschine-SVT.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:M16_rifle_series&amp;diff=1629078</id>
		<title>Talk:M16 rifle series</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:M16_rifle_series&amp;diff=1629078"/>
		<updated>2023-11-19T04:47:11Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: /* Question About This Page With a Big Change! */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Other Images=&lt;br /&gt;
==Screen Used Rifles==&lt;br /&gt;
[[File:M16A1M203ScarfaceCombo.jpg |thumb|none|500px|World IMFDB Exclusive:  Screen used Faux M203 Launcher with M16A1 with Quadrant and Front ladder sight - 5.56x45mm.  This is verified screen used from the film ''[[Scarface (1983)|Scarface]]''. Two 30 round magazines have been taped together with black gaffer's tape to emulate the way Tony Montana loaded his weapon in the film.  What is interesting is that the tape in the movie does really appear to be motion picture gaffer's tape, which would only be common on ... a movie set.]]&lt;br /&gt;
[[File:M4 SWAT-1-.jpg|thumb|none|500px|M4A1 with Trijicon TA47 ACOG scope and Surefire M500AB weaponlight. This is one of the screen-used weapons seen in ''[[S.W.A.T. (2003)|S.W.A.T.]]'' - 5.56x45mm.]]&lt;br /&gt;
[[File:Colt Law Enforcement Model 6920 Carbine..jpg|thumb|none|400px|Colt Law Enforcement Carbine with ACOG scope and PentagonLight MD3R weaponlight, screen-used weapon from ''[[I Am Legend]]'' - 5.56x45mm]]&lt;br /&gt;
[[File:M16 Rubber Prop.jpg|thumb|none|500px|A rubber prop of M16, used in ''[[We Were Soldiers]]''.]]&lt;br /&gt;
[[File:20131014 171117 .jpg|thumb|500px|none|Screen used custom AR-15 carbine carried by Sgt. Michael Stonebridge ([[Philip Winchester]]) in ''[[Strike Back - Season 4]]'' - 5.56x45mm]]&lt;br /&gt;
[[File:20131102 122415.jpg|thumb|500px|none|Screen used custom AR-15 sniper rifle carried by Sgt. Julia Richmond ([[Michelle Lukes]]) in ''[[Strike Back - Season 4]]'' - 5.56x45mm]]&lt;br /&gt;
[[File:SuicideS Ex 06.jpg|thumb|none|500px|Deadshot's custom AR-15. Note that as opposed to the one seen in the film, this one is fitted with a standard AR-15 pistol grip instead of the Magpul MOE and a Magpul AFG instead of an vertical foregrip.]]&lt;br /&gt;
[[File:AmericanSniperMk12Mod1.jpg|thumb|none|500px|Screen used stunt SEAL Team 3 Mk 12 Mod 1 SPR from ''[[American Sniper]]''. Image from Prop Store of London.]]&lt;br /&gt;
[[File:AmericanSniperMk12Mod12.jpg|thumb|none|500px|Screen used stunt SEAL Team 3 Mk 12 Mod 1. Image from Prop Store of London.]]&lt;br /&gt;
[[File:AmericanSniperMK18Mod0.jpg|thumb|none|500px|Screen used stunt MK 18 Mod 0 CQB (Kyle's) from ''American Sniper''. Image from Prop Store of London.]]&lt;br /&gt;
[[File:AmericanSniperMK18Mod02.jpg|thumb|none|500px|Screen used stunt MK 18 Mod 0 (Kyle's). Image from Prop Store of London.]]&lt;br /&gt;
[[File:MK18 N4 Extraction2.jpg|thumb|none|400px|Daniel Defense MK18 upper fitted to Noveske N4 lower, used ''[[Extraction 2]]'' - 5.56x45mm. Image courtesy of '''ISS''' (Independent Studio Services).]]&lt;br /&gt;
&lt;br /&gt;
==AR15 Variants==&lt;br /&gt;
[[File:M16A1 with bayonet.jpg|thumb|none|500px|Colt M16A1 with M7 bayonet - 5.56x45mm]]&lt;br /&gt;
[[File:Colt 601 Green.jpg|thumb|none|500px|Colt 601 with M7 bayonet - 5.56x45mm]]&lt;br /&gt;
[[File:M16A2 with M9 bayonet.jpg|thumb|none|500px|Colt M16A2 with M9 bayonet - 5.56x45mm]]&lt;br /&gt;
[[File:M16A1 SP1 A2.jpg|thumb|none|500px|Colt AR-15 Sporter II (SPII) with M16A2 hand guards (M16A1 Barreled Upper receiver with M16A2 Handguards, built on a Full Auto Conversion SP1 Lower receiver) - 5.56x45mm]]&lt;br /&gt;
[[File:OlympicArmsAR15.jpg|thumb|none|500px|Olympic Arms AR-15 (note: Olympic arms did not renamed their rifles with the &amp;quot;K&amp;quot; designation until after the 1990s) with A2 Handguards and the Olympic Arms stowaway pistol grip - 5.56x45mm]]&lt;br /&gt;
[[File:Colt AR15 Match Target Competition HBAR II 6731.jpg|thumb|500px|none|Colt AR-15 Match Target HBAR II (Model MT6731) with 5-round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:AR-15 Sporter 2 late.jpg|thumb|none|500px|Colt Sporter II Carbine (Model R6420), late model with A2 style upper receiver - 5.56x45mm. This is a &amp;quot;transitional&amp;quot; carbine being sold as both a late version of the R6420 Sporter II Carbine, and an early version of the R6520 Government Carbine.]]&lt;br /&gt;
[[File:Colt M4LE Carbine.jpg|thumb|none|500px|Colt M4LE Carbine - 5.56x45mm]]&lt;br /&gt;
[[File:Colt P0923 APC.jpg|thumb|none|500px|Colt Advanced Piston Carbine - 5.56×45mm]]&lt;br /&gt;
[[File:M4A1 with suppressor.jpg|thumb|none|500px|Colt M4A1 with suppressor - 5.56x45mm]]&lt;br /&gt;
[[File:M4A1-RAS-MRE.jpg|thumb|none|500px|Colt M4A1 with KAC RAS Modular Rail Extension, vertical foregrip, and Aimpoint CompM2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:CRM16A1.jpg|thumb|none|500px|Modern M16A1 replica (Colt M16A1 &amp;quot;Retro Reissue&amp;quot;) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:R0901.jpg|thumb|none|500px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Colt Sporter Competition.jpg|thumb|none|500px|Colt Sporter Competition - 5.56x45mm]]&lt;br /&gt;
[[File:Colt model 655.jpg|thumb|none|500px|Colt Model 655 with carry handle mounted scope - 5.56x45mm]]&lt;br /&gt;
[[File:AR-15A2 Governemnt Carbine.jpg|thumb|none|500px|Colt AR-15A2 Government Carbine - 5.56x45mm]]&lt;br /&gt;
[[File:Colt Match Target HBAR II.jpg|thumb|none|500px|Colt Match Target Competition HBAR II with 5 round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:AR-15 Sporter Match HBAR R6601.jpg|thumb|none|500px|Colt AR-15 Sporter Match HBAR (Model R6601) - 5.56x45mm]]&lt;br /&gt;
[[File:XM4 1986 model.jpg|thumb|none|500px|XM4 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M653IDF.jpg|thumb|none|500px|Colt Model 653 &amp;quot;M16A1 Carbine&amp;quot; with a 13&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:m4commando.jpg|thumb|none|450px|Colt M4 Commando with a 11.5&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:Colt M733 with Flattop.jpeg|thumb|450px|none|Colt Model 933 with Fiberlite stock, A1 profile barrel, slim handguards, and no bayonet lug - 5.56x45mm NATO]]&lt;br /&gt;
[[File:GeisseleSuperDuty.jpg|thumb|none|450px|Geissele Super Duty - 5.56x45mm]]&lt;br /&gt;
[[File:KM16A11.jpg|thumb|none|451px|Colt Model 603K/South Korean contract M16A1 with round forward assist - 5.56x46mm NATO]]&lt;br /&gt;
[[File:Bushy-XM15-Middy.jpg|thumb|none|450px|Bushmaster XM-15 MOE M4 A3 mid-length AR-15 - 5.56x45mm]]&lt;br /&gt;
[[File:NorCQ.jpg|thumb|none|451px|Norinco CQ M311-1/Chinese unlicensed M16 - 5.56x46mm NATO]]&lt;br /&gt;
[[File:Colt_733_A1_upper.jpg|thumb|none|450px|Colt Model 733 with A1 upper - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Additional Variants==&lt;br /&gt;
[[File:CAR-15 SMG 607.jpg|thumb|none|500px|Colt Model 607 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Colt Model 614.jpg|thumb|500px|none|Colt Model 614 - 5.56x45mm NATO. This is an export variant of the M16, and is equivalent to later models of the Model 604 used by the USAF.]]&lt;br /&gt;
[[File:model 656.jpg|thumb|none|500px|Colt Model 656 M16A1 Special Low Profile fitted with scope and 20-round magazine - 5.56x45mm NATO]] &lt;br /&gt;
[[File:ColtModel605.jpg|thumb|none|500px|Colt Model 605 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Colt Model 607.jpg|thumb|none|500px|Colt Model 607 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Colt 609-XM1771E1 Late.jpg|thumb|none|501px|Colt Model 609 (XM177E1), late model with full fence lower receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mockcommando.jpg|thumb|none|500px|Colt XM177E2 mock-up - 5.56x45mm NATO]]&lt;br /&gt;
[[File:GAU-5AA with A1 flash hider.jpg|thumb|none|500px|Colt GAU-5A/A - 5.56x45mm NATO. This variant of the GAU-5 XM177 features an 11.5&amp;quot; barrel (in this case fitted also with an A1-style flash-hider) rather than the 10&amp;quot; barrel with moderator.]]&lt;br /&gt;
[[File:GAU5-upper-with-SP1-lower.jpg|thumb|none|500px|Colt Sporter upper cut down to emulate a USAF Variant of the XM177E2 upper, the slab side called GAU-5A/B with XM-style brake removed and standard birdcage installed, mounted on an SP1 lower - 5.56x45mm]]&lt;br /&gt;
[[File:K3BM4-A3.jpg|thumb|none|500px|Olympic Arms K3BM4-A3 with detached carrying handle - 5.56x45mm NATO]]&lt;br /&gt;
[[File:GUU-5P.jpg|thumb|none|500px|GUU-5/P - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A1 Wood Furniture.jpg|thumb|none|500px|Custom M16A1 with wooden furniture, similar to the one in ''[[Fallout: New Vegas]]'' -  5.56x45mm NATO]]&lt;br /&gt;
[[File:FN M16A4.jpg|thumb|none|500px|FN-manufactured M16A4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FN 15 M4.jpg|thumb|none|500px|FN-15 M4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Taser X26 (X-Rail mount).jpg|thumb|none|500px|A compact AR-15 carbine fitted with a [[Taser X26]] with Taser International's proprietary X-Rail mount.]]&lt;br /&gt;
[[File:CustomM16Pistol.jpg|thumb|none|500px|Custom Short M16 &amp;quot;Stubby&amp;quot; - this one was built by Canadian Manufacturers on a Fulton Armory F-AR-15 Lower. It is a select fire M16 pistol with the old style CAR-15 stock and A1 Upper receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Blackwater AR-15.jpg|500px|thumb|none|Blackwater AR-15 (a.k.a. &amp;quot;BW15&amp;quot;) with Magpul PRS stock, Magpul PMAG magazine, Harris bipod, and scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Ar15dissipator.jpg|thumb|none|500px|Astra Defense StG4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PWS Diablo.jpg|thumb|500px|none|PWS MK1 Diablo - 5.56x45mm NATO]]&lt;br /&gt;
[[File:YHM Desert Enforcer.jpg|thumb|500px|none|YHM Desert Enforcer - 5.56x45mm NATO]]&lt;br /&gt;
[[File:C7NLD.jpg|thumb|none|500px|C7NLD with Grip Pod and Aimpoint sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:C8NLD.jpg|thumb|none|500px|C8NLD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BDR153G.jpg|thumb|none|500px|F-1 Firearms BDR-15-3G - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BDR-15-3G Skeletonized Pistol.jpg|thumb|none|500px|BDR-15-3G Skeletonized Pistol - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Olympic Arms Multimatch ML-2.jpg|500px|thumb|none|Olympic Arms Multimatch ML-2 - .223 Remington]]&lt;br /&gt;
[[File:LaFranceM16K.jpg|thumb|none|500px|LaFrance Specialties M16K - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ar15magpulmoe6920.jpg|thumb|none|500px|Colt LE6920 with a Magpul MOE handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MARCK-15 HYDRA 7.62X39.jpg|thumb|none|500px|MG Industries MARCK15-AK47-001 - 7.62x39mm]]&lt;br /&gt;
[[File:Colt Model 607A.jpg|thumb|none|450px|Colt Model 607A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:DRD cdr-15.jpg|thumb|500px|none|DRD Tactical CDR-15 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:AR-15 VLTOR CAS-V Midlength.jpg|thumb|none|500px|AR-15 with VLTOR CAS-V handguard - 5.56x45mm]]&lt;br /&gt;
[[File:VLTOR TS3.jpg|thumb|none|500px|Vltor TS3 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Radian 10.5 SBR.jpg|thumb|none|500px|Radian Model 1 SBR - .223 Wylde]]&lt;br /&gt;
[[File:Hera Arms CQR.jpg|thumb|none|500px|Hera Arms CQR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:NDAD SURG 8.jpg|thumb|none|500px|Nous Defions Arsenal Democracy Suppressed Upper Receiver Group 8&amp;quot; (or NDAD SURG 8 for short) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Ruger-SR556-E-rifle.jpg|thumb|none|500px|Ruger SR556E rifle - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Savage Arms MSR 15 Recon.jpg|thumb|none|500px|Savage Arms MSR 15 Recon rifle - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RA-15.jpg|thumb|none|500px|Russian RA-15 rifle - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ADMUICMOD2.jpg|thumb|500px|none|ADM UIC MOD2 - 5.56x45mm]]&lt;br /&gt;
[[File:M16A1ColtModel611.jpg|thumb|none|500px|Colt M16A1 Model 611 with 20-round magazine and M60 bipod - 5.56x45mm]]&lt;br /&gt;
[[File:Mk18-pistol2.jpg|thumb|none|400px|Daniel Defense MK18 AR Pistol with 10 inch barrel and SB Tactical SOB Pistol Brace. - 5.56x45mm NATO]]&lt;br /&gt;
[[File:AR-15 ''RIGHTEOUS SIDE CHARGING EDITION'' Pistol Kit.jpg |thumb|none|450px|AR-15 &amp;quot;Righteous Side Charging Edition&amp;quot; Pistol Kit - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Bushmaster Predator Rifle.jpg|thumb|none|450px|Bushmaster Predator Rifle - .223 Remington]]&lt;br /&gt;
[[File:M4CwRem870mcs Masterkey.jpg|thumb|none|450px|Colt M4A1 with 4 position collapsible stock, folding rear sight, ACOG scope and Remington 870 MSC Masterkey - 5.56x45mm]]&lt;br /&gt;
[[File:KE-15.jpg|thumb|none|450px|KE-15 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FN F15.jpg|thumb|none|450px|FN-15 M4 w/ACOG scope and vertical grip and flashlight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:JP7handguard.JPG|thumb|none|450px|JP Enterprises JP-15 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ATHENA PRECISION CHASSIS TACTICAL RIFLE.jpg|thumb|none|450px|Drake Associates Athena Precision Chassis - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Colt ACR.jpg|thumb|none|450px|Colt Advanced Combat Rifle, aka M16A2E2 - 5.56x45mm NATO / &amp;quot;Duplex&amp;quot;]]&lt;br /&gt;
[[File:Wilson Combat SBR Tactical.jpg|thumb|none|450px|Wilson Combat SBR Tactical - 5.56x45mm NATO/.300 AAC Blackout]]&lt;br /&gt;
[[File:M-15TBN.jpg|thumb|none|450px|ArmaLite M-15TBN - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Hera-Arms-CQR.jpg|thumb|none|450px|Hera Arms CQR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Herring MSR.jpg|thumb|none|450px|Herring MSR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Zion-15 Rifle.jpg|thumb|none|450px|IWI Zion-15 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:KM16A1.jpg|thumb|none|450px|South Korean-produced M16A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Olympic Arms M4.jpg|thumb|none|450px|Olympic Arms M4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Geisseleurgi115.jpg|thumb|none|450px|Geissele URGI Mk 16 11.5 inch upper receiver]]&lt;br /&gt;
[[File:AR15 RF 762R.jpg|thumb|none|450px|The Radical Firearms AR-15 RPR M-LOK 16 - 7.62x39mm]]&lt;br /&gt;
[[File:UKROP UAR-15.jpg|thumb|none|450px|UKROP UAR-15-like build - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M4A1ACOGPEQ15.jpg|thumb|none|450px|Colt M4A1 carbine with Trijicon ACOG and AN/PEQ-15 ATPIAL - 5.56x45mm]]&lt;br /&gt;
[[File:AR-15-3.jpg|thumb|450px|none|A mockup [[AAC Honey Badger]] Custom AR-15 - 5.56x45mm]]&lt;br /&gt;
[[File:M16A4Custom.jpg|thumb|450px|none|Colt M16A4 with bipod, railed handguards, foregrip and a Magpul MOE collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Fort-AR15.jpg|thumb|none|450px|Fort AR-15 (early version) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Fort-AR15-02.jpg|thumb|none|450px|Fort AR-15-02 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FORT-AR15-04.jpg|thumb|none|450px|Fort AR-15-04 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===.22 LR Variants===&lt;br /&gt;
[[File:Adler-Jager AP-74 Subcompact.jpg|thumb|none|500px|Adler-Jäger AP-74/I - .22 LR]]&lt;br /&gt;
[[File:Compact AP-15.jpg|thumb|none|500px|Compact Armi-Jager AP-15 - .22 LR]]&lt;br /&gt;
&lt;br /&gt;
===Pistol-Caliber Variants===&lt;br /&gt;
[[File:Model 633 SMG DOE.jpg|thumb|none|450px|Colt 9mm SMG DOE (Model 633), shortened variant of the Model 635 produced for the Department Of Energy - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Double diamond 9mm lower vltor vis upper.jpg|thumb|none|500px|Custom 9mm AR-15 with Double Diamond dedicated 9mm lower, Vltor VIS upper, Vltor Modstock, and RIS foregrip - 9x19mm Parabellum]]&lt;br /&gt;
[[File:QC10 VLTOR MUR.jpg|thumb|none|500px|Custom AR-15 PCC with Quarter Circle 10 lower receiver and VLTOR MUR upper receiver - 9x19mm Parabellum]]&lt;br /&gt;
[[File:NFA15.jpg|thumb|none|500px|New Frontier Armory AR-15 Dedicated 9MM - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Quarter Circle 10 9mm Pistol.jpg|thumb|none|500px|Quarter Circle 10 Ranger (GSF) Rear Charging 9MM AR Pistol - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
===High-Caliber Variants===&lt;br /&gt;
[[File:Bohica Arms FAR-50 MK-III.jpg|thumb|none|500px|Bohica Arms FAR-50 MK-III - .50 BMG]]&lt;br /&gt;
[[File:Tactilite T2.jpg|thumb|none|500px|Tactilite T2 - .50 BMG]]&lt;br /&gt;
[[File:Falkor Defense Petra.jpg|thumb|none|500px|Falkor Defense Petra - .300 WinMag]]&lt;br /&gt;
&lt;br /&gt;
===Shotgun Variants===&lt;br /&gt;
[[File:T-14Classic.jpg|thumb|none|500px|Safir T-14 shotgun - .410 bore]]&lt;br /&gt;
&lt;br /&gt;
===Less-Lethal Variants===&lt;br /&gt;
[[File:Umarex T4E TM4.jpg|thumb|none|500px|Umarex T4E TM4]]&lt;br /&gt;
[[File:M4A1nongun.jpg|thumb|500px|none|M4A1 Non Gun]]&lt;br /&gt;
&lt;br /&gt;
===Variants with Underslung Launchers===&lt;br /&gt;
[[File:M16M203PredatorCombo.jpg|thumb|none|500px|Screen-used Faux M203 launcher attached to M16/SP1 configured as seen in ''[[Predator]]'' - 39mm / 5.56x45mm NATO. © Copyright MPM2008 - 2009 Licensed to www.imfdb.org ]]&lt;br /&gt;
[[File:M148.jpg|thumb|none|500px|XM177E2 with a mounted [[XM148 grenade launcher]] - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:M203xm177.jpg|thumb|none|500px|Colt XM177E2 with M203 grenade launcher - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:M4 m203 old.jpg|thumb|none|500px|Colt Model 727 with [[M203 grenade launcher]] - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:C7A2M203.jpg|thumb|none|500px|[[M16 rifle series#Diemaco C7/Colt Model 715|Colt Canada C7A2]] with ELCAN scope and [[M203 grenade launcher]] - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:M16A4M203ACOG.jpg|thumb|none|500px|Artwork of an M16A4 rifle with ACOG scope and M203 grenade launcher - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:M653M203.jpg|thumb|none|500px|Colt Model 653 with magazine removed and M203 grenade launcher - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:CM4-M203.jpg|thumb|none|500px|M4A1 carbine with M203A1 grenade launcher - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:Sopmod m4 m203 06.jpg|thumb|none|500px|M4A1 carbine with Aimpoint CompM2 red dot scope, flip-up rear sight, and M203 grenade launcher - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:M4 AGC.jpg|thumb|none|500px|Colt M4 carbine with mounted [[Heckler &amp;amp; Koch AG36|Heckler &amp;amp; Koch AG-C]] - 5.56x45mm NATO / 40x46mm]]&lt;br /&gt;
[[File:RM Equipment M203PI carbine SOLA.jpg|thumb|none|500px|RM Equipment M203PI attached to an AR-15 carbine with a SOLA (Snap-On Launcher Assembly) interbar - 40x46mm]]&lt;br /&gt;
[[File:M4a1cobray.jpg|thumb|none|500px|Cobray CM203 mounted to an [[M4A1 carbine]] - 5.56x45mm / 37mm flare]]&lt;br /&gt;
[[File:XM148.jpg|thumb|none|500px|Colt XM16E1 with XM148 grenade launcher - 5.56x45mm NATO &amp;amp; 40x46mm grenade]]&lt;br /&gt;
[[File:M303.jpg|thumb|none|500px|M16A2 rifle with [[FN 303]] this variant called M303) - 5.56x45mm NATO &amp;amp; 18mm less-lethal projectile]]&lt;br /&gt;
[[File:M4Block2M203A1.jpg|thumb|none|500px|M4A1 Block II with [[M203A1 grenade launcher]], ELCAN SpecterDR,AN/PEQ-15 ATPIAL, SureFire Scout light, and suppressor - 5.56x45mm NATO/40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Photoshopped Images==&lt;br /&gt;
&lt;br /&gt;
Note: It is possible that some of the images below are genuine photographs that are used as the basis for other photoshopped images.&lt;br /&gt;
&lt;br /&gt;
[[File:M16wEarlyCM203.jpg|thumb|none|500px|Colt M16A1 with Early Model Cobray CM203 Flare Launcher - 5.56x45mm / 37mm]]&lt;br /&gt;
[[File:M16A1wNewCM203.jpg‎|thumb|none|500px|Colt M16A1 with Updated Model Cobray CM203 Flare Launcher - 5.56x45mm / 37mm]]&lt;br /&gt;
[[File:M16-SP1-withM203launcher.jpg|thumb|none|500px|M16/SP1 with [[M203 grenade launcher]] - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:M16wM203.jpg|thumb|none|500px|Colt M16A1 with [[M203 grenade launcher]] - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:M16A2 M203.jpg|thumb|none|500px|M16A2 with M203 grenade launcher - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:M16A4M203.jpg|thumb|none|500px|M16A4 with M203 grenade launcher - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:UVARCarbine.jpg|thumb|500px|none|CAR-15 like the one used in ''[[Uncommon Valor]]'' - 5.56x45mm NATO]]&lt;br /&gt;
[[File:CustomNorthHollywoodAR15.jpg|thumb|none|500px|Custom AR-15/M16 Hybrid gun (5.56x45mm NATO) made to resemble the firearm used by Emil Matasareanu in the 1997 North Hollywood Bank Of America Shootout, represented in the film ''[[44 Minutes: The North Hollywood Shootout]]''.]]&lt;br /&gt;
[[File:AR15 Sporter carbine solid.jpg|thumb|none|500px|Colt Sporter-II Carbine with solid stock (photoshopped image) - 5.56x45mm]]&lt;br /&gt;
[[File:ColtM4A1-2.jpg|thumb|none|500px|Colt M4A1 with 6 position collapsible stock and carrying handle removed (photoshopped image) - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Airsoft Replicas==&lt;br /&gt;
[[File:Lancer-Tactical-MK18-MOD-0-M4-CQB-AEG.jpg|thumb|none|450px|Lancer Tactical Mk 18 Mod 0 CQB Airsoft carbine]]&lt;br /&gt;
[[File:GP M4 MOE CQBR Black.jpg|thumb|none|500px|'''Airsoft''' G&amp;amp;P M4 MOE CQBR]] &lt;br /&gt;
[[File:AEG GG BB CQBR lg.jpg|thumb|none|500px|'''Airsoft''' G&amp;amp;G M4 CQB-R Combat Machine]]&lt;br /&gt;
[[File:WellFire M16A2 airsoft.jpg|thumb|500px|none|'''Airsoft''' WellFire &amp;quot;M16A2&amp;quot;]]&lt;br /&gt;
[[File:Wellfire M4 RIS.jpg|thumb|none|500px|'''Airsoft''' WellFire M4A1 carbine]]&lt;br /&gt;
[[File:Tokyo Marui M4 S-System.jpg|thumb|none|500px|'''Airsoft''' Tokyo Marui M4A1 S-System]]&lt;br /&gt;
[[File:TM M933 AEG with Tan furniture.jpg|thumb|none|500px|Tokyo Marui Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm (fake)]]&lt;br /&gt;
[[File:BW15 Carbine.jpg|thumb|none|500px|'''Airsoft''' BW15 Carbine]]&lt;br /&gt;
[[File:WELL M16A3.jpg|thumb|none|500px|'''Airsoft''' WELL &amp;quot;M16A3&amp;quot; with vertical foregrip, laser sight, and PAQ-4 styled flashlight, as seen in artwork for ''[[Saints Row: The Third]]'']]&lt;br /&gt;
[[File:CAXM177.jpg|thumb|none|500px|'''Airsoft''' Classic Army XM177 (of the type used by SF troops in some scenes of the movie ''[[Green Zone]]'').]]&lt;br /&gt;
[[File:CA-M15.jpg|thumb|none|500px|'''Airsoft''' Classic Army M15 rifle]]&lt;br /&gt;
[[File:Cam15a4tacticalcarbine.jpg|thumb|none|500px|'''Airsoft''' Classic Army M15A4 carbine]]&lt;br /&gt;
[[File:TMGO13M16.jpg|thumb|none|500px|'''Airsoft''' Tokyo Marui &amp;quot;Golgo 13&amp;quot; M16 rifle, based on the M16 of similar configuration found in the manga ''Golgo 13''.]]&lt;br /&gt;
[[File:G&amp;amp;GM16A3.jpg|thumb|none|500px|'''Airsoft''' G&amp;amp;P M16A4 rifle with replica M203]]&lt;br /&gt;
[[File:Colt XM177E2 with M203 grenade launcher.jpg|thumb|none|500px|'''Airsoft''' G&amp;amp;P XM177E2 with replica M203]]&lt;br /&gt;
[[File:XM177 shorty.jpg|thumb|none|500px|'''Airsoft''' CAR-15]]&lt;br /&gt;
[[File:Icsm4ris2006.jpg|thumb|none|500px|'''Airsoft''' M4A1 carbine with a RIS foregrip and AN/PEQ-2 IR designator]]&lt;br /&gt;
[[File:GG GR4 G26.jpg|thumb|none|500px|'''Airsoft''' G&amp;amp;G GR4 G26]]&lt;br /&gt;
[[File:M4A1 airsoft carbine Magpul black.JPG|thumb|none|500px|'''Airsoft''' M4A1 with Black Magpul furniture]]&lt;br /&gt;
[[File:Magpul equipped M4 rifle.jpg|thumb|none|500px|'''Airsoft''' M4A1 with Tan Magpul furniture]]&lt;br /&gt;
[[File:MattelMarauder1.jpg|thumb|none|500px|Mattel M-16 Marauder Toy Gun]]&lt;br /&gt;
[[File:M4a1-fixed-stock.jpg|thumb|none|500px|'''Airsoft''' M4A1 with fixed M16 buttstock]]&lt;br /&gt;
[[File:A&amp;amp;K SPR Carbine.jpg|thumb|none|400px|'''Airsoft''' A&amp;amp;K SPR Mod 0 Carbine]]&lt;br /&gt;
[[File:T16LE.jpg|thumb|none|400px|RAP4 T16 - .68 caliber paintballs]]&lt;br /&gt;
[[File:Well-D99-M4-airsoft-rifle.jpg|thumb|none|500px|Well D99 M4]]&lt;br /&gt;
[[File:JG-M4-M231-Stubby-Tanker-AEG.jpg|thumb|none|500px|'''Airsoft''' JG M4 M231 Stubby Tanker]]&lt;br /&gt;
[[File:MGC M733 airsoft.jpg|thumb|none|500px|'''Airsoft''' MGC M733 with A2 upper]]&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
== Interesting ==&lt;br /&gt;
...I seriously doubt anyone will ever see an underslung version of the M203 used in a film, all by itself, ...&lt;br /&gt;
&lt;br /&gt;
but there have been stand alone M203 launchers (modified with a pistol grip and stock like the M79LF 37mm launchers) as well as the M203 being attached to guns other than the M16 (take Rambo III for example where they attached it to an AK).  Having a section on the M16 w M203 on the M16 page makes sense since that is where people will look if they're curious about that particular combo appearing in a movie.  But I like having a separate page for the M203 to address more detailed history of the launcher plus any applications where the launcher is used with other weapons.  Just a thought...&lt;br /&gt;
::We do need a page where M203s are used as stand alone launchers, rare, but it has happened.  But we should shift all M203s underslung to M16s to the M16 Page and have a note directing users to that page when looking for that combination on the M203 page.  Just IMHO.... [[User:MoviePropMaster2008|MoviePropMaster2008]] 01:27, 12 November 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
Makes sense, that configuration. Also, there was a standalone M203 on Bones, and there might be others (sometime WAY in the future, when a director wants to use a &amp;quot;modern&amp;quot; version of an M79, like how James Cameron used the fictional roto-craft in place of the Huey).&lt;br /&gt;
&lt;br /&gt;
== Do well really need to have an &amp;quot;A2&amp;quot; and &amp;quot;A3&amp;quot; category?==&lt;br /&gt;
&lt;br /&gt;
[[User:MoviePropMaster2008|MoviePropMaster2008]] has already explained that just about all of the &amp;quot;M16A2s&amp;quot; used in movies are actually A2 uppers on A1 lowers, often with A1 flash hiders. By this definition, none of them are true &amp;quot;M16A2s&amp;quot;, and might actually be considered M16A3s roughly. But since they're usually seen impersonating M16A2s, I say designate by receiver style only (both the A2 and A3 have what is usually called the &amp;quot;A2 receiver&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
In other words, I think we should ditch the M16A3 category completely. It makes no sense to distinguish between A2s and A3s when basically all of the &amp;quot;Hollywood&amp;quot; A2s and A3s are the same type of gun. -[[User:MT2008|MT2008]] 20:39, 3 January 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I never got anyone's feedback on this, but...I decided to go ahead and ditch the M16A3 entry, for the reasons I explained above. It doesn't make sense to try and distinguish between &amp;quot;A2s&amp;quot; and &amp;quot;A3s&amp;quot; in movies when MoviePropMaster has explained that they're all basically the same thing - A2-style uppers on fully automatic A1 lowers. By that definition, none of them are true &amp;quot;M16A2s&amp;quot;, but since they're obviously supposed to portray such rifles in movies, it makes more sense to call them A2s. -[[User:MT2008|MT2008]] 01:15, 23 January 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I agree, because the M16A3 was made for Navy SEALs and SeeBees, no civilian hands hae touched them. -Winchester (1-26-09)&lt;br /&gt;
I believe the 1995 remake of Village of the Damned  portrayed the National Guard using burst fire. --[[User:AdAstra2009|AdAstra2009]] 03:12, 2 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
(the above was in reply to a comment that the author deleted as i posted.) --[[User:AdAstra2009|AdAstra2009]] 03:28, 2 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Also I think Colt sold A3s to foreign entities, National police of allied countries, Elite units, etc.  Any country with which we are friendly and Colt has sold weapons in the past.  I've heard that A3s were sold as samples to France, U.K. and Germany (but that was a casual comment that I heard years ago).  There 'could' be A3s in the armories of foreign movie productions.  That is a completely grey area with which I have no one to verify anything.  :(   [[User:MoviePropMaster2008|MoviePropMaster2008]] 05:15, 2 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This is strange. I posted a comment here a couple hours ago, asking how many movies are there were burst fire is portrayed? I know Black Hawk Down has one instant. [[User:Excalibur01|Excalibur01]] 05:22, 2 December 2009 (UTC)&lt;br /&gt;
::I've seen some films that had three round burst fire.  I will try to get the titles and list them [[Special:Contributions/205.172.16.102|205.172.16.102]] 01:38, 30 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
There is a significant difference between a true A2 and A3 M16. Externally, they look identical, however the A3 is full auto and the A2 is 3 shot burst. Simply put: A1 and A3 are full auto, A2 and A4 are 3 shot burst. The external differences are what make it a little easier to identify. We all know what an A1, A2, and A4 M16 look like, but the A3 is just an A2 that is full auto. Hope this helps; Its my first time posting. --[[User:Ranger12|Ranger12]] 10:14, 29 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
== The caption to the M16A1 w/ M16A2 handguards... ==&lt;br /&gt;
I was in the National Guard in the early '90's and that's exactly what we had.  I was also issued an M16A1 with A2 handguards in basic training.  It turns out that it's simpler and--from what I heard--cheaper to replace the 'A1 guards with 'A2 guards because the 'A2's are less complex and you only need to stock one type instead of 'lefts' and 'rights'.  Also, the 'A1'a in the national guard were freshly rebuilt, tested, and had the serial numbers laser etched into the bolt carriers.  They were issued with all 'A2 furniture.&lt;br /&gt;
&lt;br /&gt;
:Yeah, I've seen plenty of A1s with A2 hand guards elsewhere. In fact, if you ever watch footage of the current offensive into Gaza, you can see both IDF personnel and Hamas militants using them. The Israelis received a lot of M16A1s and have updated many of them with the M16A2 hand guards. Many of these rifles were passed into Israeli's &amp;quot;allies&amp;quot; in Fatah, and then Hamas stole plenty of them during their war with Fatah (some were also probably stolen from the IDF themselves). -[[User:MT2008|MT2008]] 22:53, 9 January 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
just for the record here is an M16A1 with A2 handguards in service &lt;br /&gt;
[[Image:RP Marines assault line DM-SD-06-10463.JPEG|thumb|none|600px|RP Marines armed with M16A1s with A2 handguards.]] &lt;br /&gt;
--[[User:AdAstra2009|AdAstra2009]] 22:06, 1 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mark 12 Special Purpose Rifle ==&lt;br /&gt;
&lt;br /&gt;
Does anyone have an image of one?&lt;br /&gt;
-[[User:AdAstra2009]]&lt;br /&gt;
&lt;br /&gt;
:I put one on the ''[[Live Free or Die Hard]]'' page that I took from another site. -[[User:MT2008|MT2008]] 01:06, 23 January 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks I pasted it from that page but we should probably look into getting a noncopyrighted one.&lt;br /&gt;
-[[User:AdAstra2009]]&lt;br /&gt;
&lt;br /&gt;
::Well, you can ask MoviePropMaster2008 if he has a Mark 12 upper in his company's inventory. I imagine he also knows armorers at Cinema Weaponry (the guys who supplied the weapons for ''[[Live Free or Die Hard]]''), so he might even be able to get us one of the same guns used in that movie. But he's very busy of course and has LOTS of other image requests to tend to, so it might be a while before he gets around to it. -[[User:MT2008|MT2008]]&lt;br /&gt;
&lt;br /&gt;
== Rate of Fire on the M16A1 ==&lt;br /&gt;
Does anyone know the rate of fire on the M16A1?[[User:Oliveira|Oliveira]] 22:05, 17 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I assume it's about 800 rounds a minute [[User:Excalibur01|Excalibur01]] 08:48, 6 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That would be correct, it's around 750 to 800 RPM. [[User:Spartan198|Spartan198]] 15:28, 18 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== What is this? ==&lt;br /&gt;
It's not really from a movie, but a music video, and I havn't been able to figure out what this AR is yet, there are two others in the video, one's an M16A1, the other an A2, but I just can't figure this one out.&lt;br /&gt;
&lt;br /&gt;
http://www.imfdb.org/index.php/Image:RA_Rifle1.JPG&lt;br /&gt;
http://www.imfdb.org/index.php/Image:RA_Rifle2.JPG&lt;br /&gt;
http://www.imfdb.org/index.php/Image:RA_Rifle3.JPG&lt;br /&gt;
http://www.imfdb.org/index.php/Image:RA_Rifle4.JPG&lt;br /&gt;
http://www.imfdb.org/index.php/Image:RA_Rifle5.JPG&lt;br /&gt;
&lt;br /&gt;
Looks like an M733, what is this from? [[User:Excalibur01|Excalibur01]] 08:47, 6 June 2009 (UTC)&lt;br /&gt;
:The gun in the first 'cap looks different from the CAR-15s in the other pictures. Maybe it's a fake XM177?-[[User:Oliveira|Oliveira]] 12:52, 6 June 2009 (UTC)&lt;br /&gt;
::It's from the music video for Hero Of War by Rise Against, the main soldier uses it, his two buddies use an M16A1 and M16A2, I'm almost 100% sure there are only three rifles in the video. Yeah, I'm thinking M733 too... [[User:Alex T Snow|Alex T Snow]]&lt;br /&gt;
&lt;br /&gt;
==XM607 Commando Carbine==&lt;br /&gt;
I do remember the weapon from ''[[Pink Cadillac]]'' an XM607, or an AR-15 modified to imitate one. The weapon may not have been officially adopted but kits were released to the public though:&lt;br /&gt;
&lt;br /&gt;
* [http://totalsilenceinc.com/XM607_pages/questions.html 1]&lt;br /&gt;
* [http://www.retroblackrifle.com/ModGde/CrbGde/607.html 2]&lt;br /&gt;
* [http://www.fototime.com/A2FFCE89093C8E7/standard.jpg 3]&lt;br /&gt;
&lt;br /&gt;
[[User:Cutaway|Cutaway]] 18:54PM, 3/7/2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I changed the entry after I watched the trailer for the movie. The trailer is on YouTube, and the gun in question is visible at the 00:27-00:28 mark:&lt;br /&gt;
&lt;br /&gt;
:http://www.youtube.com/watch?v=LddykTA8nVg&lt;br /&gt;
&lt;br /&gt;
:That is definitely an older-model LaFrance Specialties M16K. It doesn't have the triangular front sight post of the XM607. -[[User:MT2008|MT2008]] 18:08, 3 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The Photoshopped M16 images==&lt;br /&gt;
&lt;br /&gt;
Can people '''please''' stop posting the images of M16 variants that were edited using MPM's photos? There's a reason I've removed them before. We don't need to have every variant on the page, and many of them are inaccurate, anyway. The only one we allow is the XM16E1, because we don't have a good photo of one of those yet, and even that may get replaced. -[[User:MT2008|MT2008]]&lt;br /&gt;
&lt;br /&gt;
*The Colt 607 image I posted wasn't one of MPM's [unless someone stole it and re-hosted it], I got it from google. Only put it here because the page for the The World Is Not Enough videogame didn't have a 607 image. [[User:Vangelis|Vangelis]] 05:18, 3 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Why do we have Colt Model 727 by itself==&lt;br /&gt;
When the Model 727 is just the commercial Colt name for the M4 carbine?  it doesn't make sense to have the exact GUN made by Colt with it's commercial name (for law enforcement sales or international sales) with a separate category, when it should just be merged in with the M4/M4A1 category.  The M16 page is getting out of control.   MPM2008&lt;br /&gt;
&lt;br /&gt;
:I agree that the Model 727 should be merged with the M4 category, but it's not exactly a commercial name for an M4.  The Model 777 is the commercial name for the very first M4 (the one that didn't have the detachable carry handle).  The 727 and 777 are identical, but the 727 is safe-semi-auto and the 777 is safe-semi-burst. -[[User:MT2008|MT2008]]&lt;br /&gt;
&lt;br /&gt;
:::Good point.  But in the overall view, I think all that info (a) should be in the M4 category, (b) should be a footnote, NOT a separate category and (c) people are endlessly creating separate categories for weapons that are essentially the same guns as other categories.  Experienced IMFDB users/Mods already know that most of the M16 variants seen in films are build ups of other guns.  We usually just get the accessories and barreled uppers and put them on our full auto or semi auto lowers.  Why spend thousands to get new guns when we're sitting on dozens and dozens of other M16s?  Also, in VideoGames and Anime, again, they don't have to specify the new or commercial model unless it's specifically stated or named explicitly.  Even then it can be a footnote in the original category.   &lt;br /&gt;
&lt;br /&gt;
==Adding images==&lt;br /&gt;
&lt;br /&gt;
I'm getting a little annoyed with people adding images we don't need on the page, including many that are crap and which aren't necessary.  Not to mention that half of them aren't even using the &amp;quot;&amp;lt;nowiki&amp;gt;br clear=all&amp;lt;/nowiki&amp;gt;&amp;quot; command to ensure that the images won't drift into the next gun entry.  So, I'm putting a stop to this now.  No more without talking about it here first.  Next person who doesn't respect my wishes gets a 1-week time out. -[[User:MT2008|MT2008]] 17:23, 18 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:They're still doing it.  I have removed the custom A1 upper mounted on an SP1 lower with A2 handguards from this page several times.  It is not a common real like frankengun (but it has happened).  I originally built this and photographed it for the HEAT page until better screenshots proved that Wes Studi's AR15 was an A1 style lower, not an SP1.  [[User:MoviePropMaster2008|MoviePropMaster2008]] 21:35, 1 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I couldn't agree more, for some reason, these users seem to think that every single picture of a gun needs to be on it's page. It especially frustrates me when they're sticking all customized guns that only appear in one movie onto a page, they may look cool, but they're not even standard configurations! All they end up doing is turning the gun page into a cluttered, sloppy mess of pictures, I mean just look at the [[Remington 870]] and [[Mossberg 500]] pages.--[[User:Alienqueen11|Alienqueen11]] 22:37, 18 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Would it be alright if I added the following image to the [[M16 rifle series#M4/M4A1 with M203 Grenade Launcher|M4/M4A1 with M203 Grenade Launcher]] section?&lt;br /&gt;
&lt;br /&gt;
[[Image:Sopmod m4 m203 06.jpg|thumb|none|350px|M4A1 5.56x45mm with M68 Aimpoint red dot scope, flip-up rear sight, and M203 grenade launcher 40mm]]&lt;br /&gt;
&lt;br /&gt;
Figured that since the other sections on the page have pics of the 'basic' and 'tricked-out' versions, why not this one? [[User:Orca1 9904|Orca1 9904]] 21:40, 5 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Does anyone have any pictures of a heavily modified M4 style platform? ex- The Unit, BlackHawk Down, Tears of the Sun? [[User:Dirtdiver6421|Dirtdiver6421]] 17:13, 2 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So why not update this page to include current issue M16A4 rifles?&lt;br /&gt;
(unless you don't know what they are....)&lt;br /&gt;
&lt;br /&gt;
==A Warm Thank-You==&lt;br /&gt;
For years I have been trying to find out what the guns were Peter &amp;amp; Roger used in Dawn of the Dead. This site solved what the problem so many other &amp;quot;gun experts&amp;quot; on IMDb could not. Again, thank you.&lt;br /&gt;
:Thats what IMFDB is for =) --[[User:AdAstra2009|AdAstra2009]] 18:03, 22 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Let's See If You Can Figure This Out==&lt;br /&gt;
I couldn't find a real picture so I put this together. Its an M4A1 with the old style stock, and a straight (no cuts) 16&amp;quot; barrel; or its a Sporter (or one of those older three number ones like that) with a removable carry handle; take your pick. I was just wondering what it actually is...&lt;br /&gt;
&lt;br /&gt;
P.S. Every detail is intentional and exactly how its supposed to be even though its not a real picture, just so everyone knows that. ;)&lt;br /&gt;
[[Image:M4A1COD4.jpg]]&lt;br /&gt;
&lt;br /&gt;
:It would be a hybrid commercial AR variant.  It has an M16A1 style lower receiver, so it is NOT a Sporter I or II.  Basically, it's an M4 Carbine with a flat top and detachable carry handle, with an old style buttstock and a civilian HBAR Carbine barrel outfitted with RIS forearms.  Various manufacturers made similar guns to this design, like Bushmaster and a few others.  Also many builders of AR15s made similar guns from parts kits from M&amp;amp;A, Patriot Arms, (the now defunct Nesard), Sun Valley, and others.  With the advent of custom builds from aftermarket parts from dozens of manufacturers, the AR15 has become the ultimate &amp;quot;mutt&amp;quot;.  I can tell you this is NOT an issued military variant, so it would NOT have an &amp;quot;M&amp;quot; designation unless it was built from an M4 to begin with.   Also nearly everyone uses the step down M4 style barrels for carbines, unless it's the ultra light.  The HBAR Carbine style barrels are becoming rarer by the day since their heyday was the 1990s. [[User:MoviePropMaster2008|MoviePropMaster2008]] 07:30, 12 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thanks a lot, very informative answer. This is the &amp;quot;M4 Carbine&amp;quot; in Call Of Duty 4, and I've been trying to figure out exactly what it really is for a while. I didnt say where it was from because I figured the answer I'd get would be something like &amp;quot;its a videogame, so its probably not a real model&amp;quot;, but I knew that ;) I like the look and have been trying to make it as an airsoft project, this helps a lot... too bad airsoft HBAR barrels are very hard to come by. [[User:Alex T Snow|Alex T Snow]] 07:43, 12 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::How did you make that? At first I thought it was Pimp My Gun, but PMG doesn't have an M16A1 pistol grip yet. [[User:Spartan198|Spartan198]] 14:22, 12 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::No, you thought right my friend, it is Pimp My Gun, I just used MS Paint to remove the little finger nub and made the HBAR barrel by copying and pasting the largest part of the barrel over the rest of it. That's all the &amp;quot;photoshopping&amp;quot; that I did. [[User:Alex T Snow|Alex T Snow]] 07:45, 13 &lt;br /&gt;
February 2010 (UTC)&lt;br /&gt;
::If it's from CoD4, then blame lack of details on modelers that made that gun model. They simply saved some poligons for improved performance of the game. Same thing with lack of gas-block when front sight is removed. It supposed to be M4A1 and i'm 100% sure they had pictures of military issued M4A1's as a reference.&lt;br /&gt;
:::I'm sure they wanted it to be an M4A1, but I've seen a lot of movies where HK94s were converted to be MP5s, or 92FSs were converted to be 93Rs and last I checked on this site we identify guns on what they are, not what they're supposed to be... [[User:Alex T Snow|Alex T Snow]] 00:03, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== M16A1 series' portray ==&lt;br /&gt;
&lt;br /&gt;
In the present, does anyone think that like the Ak47 and its variants, the M16A1 series is sometimes stereotypically portrayed as a bad guy's gun?&lt;br /&gt;
I've seen the IRA, FARC guerillas, Mexican drug lords and some gangbangers use them.&lt;br /&gt;
Overall is this true?&lt;br /&gt;
:In the real world, the USSR dumped millions of AKs into the hands of satellite states and insurgents around the world.  In the Vietnam and immediate post Vietnam years the U.S. dumped millions of M16A1s to our allies.  With the fall of Vietnam, all of the South Vietnamese M16A1s ended up in the hands of communist guerillas (as well as the AK).  The AK and the M16 were the most prolifically distributed weapons of the last 50 years.  There is no conspiracy to make them 'look bad'.  They're in the hands of everyone so it is invevitable.&lt;br /&gt;
:Even Iran uses a variant of the M16A1, a copy of the Norinco CQ called the ''S-5.56'', as their standard rifle. [[User:Spartan198|Spartan198]] 15:18, 15 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== AR Series firing 5.7 Ammo??? ==&lt;br /&gt;
&lt;br /&gt;
I was in a gun shop in Michigan today and saw a weapon with an AR-15 type body but with the mag of a P-90 running along the rail.  I asked the guy at the shop and he did confirm the weapon did fire the 5.7 round.  Anyone have any idea who makes the weapon and what it may be called?  Incidentally the store was The Firing Line in Westland Michigan. --[[User:Charon68|Charon68]] 03:44, 9 May 2010 (UTC)&lt;br /&gt;
::They sell those uppers here in California all the time.  My local gun store has 5.7mm firing AR15 uppers that take the P90 magazine.  But I never bothered to check who made it, that's what GOOGLE is for.  I just never had an interest [[User:MoviePropMaster2008|MoviePropMaster2008]] 07:07, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I have seen examples of this conversion as well. It is actually a specially-made upper receiver that can be mounted onto pretty much any AR-15 style lower receiver. The magazine mounts along the top of the weapon as with the P90, and the original magazine well in the lower receiver becomes the ejection port with the spent brass falling down through there instead of being spit out to the side. As for the manufacturer, I can't quite recall who makes it, but it is definitely quite an interesting piece of hardware. [[User:Orca1 9904|Orca1 9904]] 07:16, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
As long as my memory goes, is called the AR-57 and is manufactured by 57Center, or something like that --[[User:Yocapo32|Yocapo32]] 15:17, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I remember when Impact Guns got those in.  You can buy them here: http://www.impactguns.com/store/AR-57%20UR.html&lt;br /&gt;
&lt;br /&gt;
::The manufacturer's web site, as Yocapo32 pointed out, is 57 Center.  Their web site is here: http://www.57center.com/&lt;br /&gt;
&lt;br /&gt;
::What's interesting is that the AR magazine well is where the brass gets ejected.  The only problem I can see with having a P90 magazine mounted on top is that it leaves limited rail space on top for mounting accessories.  You could have a scope or iron sights, and not much else. -[[User:MT2008|MT2008]] 15:44, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks for the info guys, again, I know this was not germane to the topic, it was just a little odd to see something like that as I had never heard of it before. --[[User:Charon68|Charon68]] 16:05, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Stolen M4A1s==&lt;br /&gt;
&lt;br /&gt;
In real life is there ever any incidents where police have seized M4A1 carbines from criminials or terrorists during raids?&lt;br /&gt;
&lt;br /&gt;
:Do you mean mil-spec M4s, as opposed to semi-auto AR-15 carbines that are patterned after the M4?  I would doubt it. -[[User:MT2008|MT2008]] 21:25, 14 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Never, or else it has never been reported anywhere, ever.  And I am talking about real select fire 14.5&amp;quot; barreled M4/M4A1 carbines.  However, California has had a rash of MP5s and MP5Ks stolen out of police cars, which were left unlocked when the cops were in a strip club.  Seriously.   they have not shown up since....[[User:MoviePropMaster2008|MoviePropMaster2008]] 06:31, 15 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::They're probably somewhere in Mexico right now, if you catch my drift. [[User:Spartan198|Spartan198]] 03:39, 29 March 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Suitable combat weapon==&lt;br /&gt;
&lt;br /&gt;
Which weapon is considered better for infantry? An M16A1/M203 combo or an OICW?&lt;br /&gt;
:M16A1/M203. The XM29 weighs damn near 20 lbs., compared to 8 or 9 lbs. for the M16 when fitted with a 203. Fire control system or not, the last thing I'd want to be stuck with on a 60 mile march is an F-ing 20 lbs. rifle. And sign your posts by typing four '''~''' after them. [[User:Spartan198|Spartan198]] 23:17, 14 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The M16/M203 combo is definitely superior; it has been proven in real-world combat situations over the last 30-plus years, whereas the only live-fire situation the XM29 has seen at the most is at the Aberdeen testing ranges. The closest replacement the M16/M203 will likely see anytime soon is an [[FN SCAR]]/[[Heckler &amp;amp; Koch M320|M320]], and even then the SCAR is only in limited use with the 75th Ranger Regiment at present. [[User:Orca1 9904|Orca1 9904]] 05:12, 20 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The real question is whether or not the XM8 Carbine is better than the M4A1/derivatives (H&amp;amp;K 416, REC7, etc). And we probably won't ever know.  &lt;br /&gt;
&lt;br /&gt;
Also, the OICW was more of a man-portable version of a Doom gun than anything that you would actually bother carrying on duty. 20mm airburst auto-loader, saboted sub-5.56mm rounds? What could you use that for other than trying to clear a drug cartel's fortified mansion by yourself?&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/72.189.150.170|72.189.150.170]]&lt;br /&gt;
&lt;br /&gt;
:One of the many things that led to the death of the XM29 was its sheer size. The Army wanted it scaled down to the size of an M4 [http://www.ghostrecon.net/images_arms/xm29_1.jpg] and 14 lbs max (which an M4 with all its mods gets pretty close to), but with today's technology, it just wasn't possible. Maybe in 20 years or so it will be, but the XM29 is presently dead for the foreseeable future. [[User:Spartan198|Spartan198]] 17:47, 28 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Installation of a front Flip up/down Iron sights. ==&lt;br /&gt;
&lt;br /&gt;
I was watching The Losers, and while I agree that those 4 characters all had M4A1s, they seemed to switch between fixed front sight and flip up/down iron sights.  I was wondering how hard it would be to take an M4A1, remove the front factory sight and replace it with a flip up/down sight.  I know it's pretty easy for the rear sight, but I wasn't sure about the front sight.  (OK, I also want to ask this question because I, like many people, have played Modern Warfare 2 and seen the M4 with a flip up/down front sight.) --[[User:Gunkatas|Gunkatas]] 03:46, 28 May 2010 (UTC)&lt;br /&gt;
:Not really that difficult. [[User:Spartan198|Spartan198]] 04:24, 28 May 2010 (UTC)&lt;br /&gt;
:I believe the process would involve removing the muzzle brake and the existing front sight/gas block assembly and replacing it with a gas block that has either a rail to mount your choice of front sight, or a folding front sight, then reinstalling the muzzle brake. You can find instructional videos for this process at various gunsmithing websites. [[User:Orca1 9904|Orca1 9904]] 14:31, 28 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Forward Assist ==&lt;br /&gt;
Does anyone know when reloading if it is a good idea to hit the forward assist after hitting the bolt release or its ok just to start firing after hitting the bolt release?&lt;br /&gt;
&lt;br /&gt;
:The idea behind hitting the forward assist after reloading is to ensure the bolt is fully seated and that the weapon is ready to fire. It's generally not really nessicary at the range, but when in a combat situation where you might have dirt or whatnot fouling the chamber, it's a good idea to do that to ensure that the weapon will fire when you need it to.[[User:Orca1 9904|Orca1 9904]] 23:22, 28 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The M16 series are the ONLY assault rifles (except the [http://www.hkpro.com/index.php?option=com_content&amp;amp;view=article&amp;amp;id=83:g41-series&amp;amp;catid=8:the-automatic-rifles&amp;amp;Itemid=5/ HK G41], which is made to be like the M16 and is no longer produced) in the world to have a forward assist. Why don't other assault rifles have a forward assist? (ie. the AK-74, G36 etc.) Because other assault rifles are more reliable and don't need it. :)&lt;br /&gt;
::Uh more associated with the design of the Bolt than being more reliable.  The AK series have a bolt handle attached DIRECTLY to the bolt carrier as do many other designs.  If there is debris or fouling in the chamber which keeps a round from seating properly you can just jam the handle forward (I've done this in the field when my AK / Garand / Galil / M 14 / etc jammed)  I once had a tiny piece of bark (I was firing  under trees) which fell from above and fell into the ejection port and made the round 'stick' really badly in the chamber so that it would not seat properly.  The M16 design has no way other than the forward assist to nudge the bolt &amp;amp; carrier forward enough to fire and kick that crap free of the action.  But I wouldn't bash the M16 as an &amp;quot;unreliable&amp;quot; rifle.  I'd sure take it into battle right now. [[User:MoviePropMaster2008|MoviePropMaster2008]] 20:13, 23 August 2010 (UTC)&lt;br /&gt;
:::Alright, I understand. thanks for the extra info. I'm not saying the M16/M4 is a complete piece of crap, but it's definitely not the BEST ASSAULT RIFLE IN THE WORLD! like we Americans like to state all the time (*rolls eyes*). You and me both know the M16/M4 is no where as reliable as the G36 or the AK series. But at least it's better than the L85 series, now that's a piece crap rifle. :D *Edit: Well at least the L85A1, the L85A2 is OK. kinda like the M16/M16A1s sucks but the M16A2/A4s are good.&lt;br /&gt;
&lt;br /&gt;
::::I have to completely disagree with what you say, i don't wish to come off as passive aggresive but you sound like a mall ninja that learned their weapons knowledge from seeing them perform in videogames or hearing public opinions on weapons from the news or other sources. The M16 family of rifles are both fine and fairly reliable weapons, while much of that view has been skewed by the fact they were portrayed as unreliable during conflicts such as Vietnam, is incorrect to a degree. The M16 is a reliable and capable weapon when cleaned and properly maintained, it simply lacks the ability to stay so when not properly serviced, as some other rifles such as the AKM can function fine without cleaning, the M16 can not. As for your comment on the L85 series, yes they were somewhat poor and unreliable weapons at first, coupled with poor grips and clumsy to handle for certain users, however the newer models have made large improvements and are very capable firearms. As i feel it needs to be said (or typed) a common mistake people make is assuming that militaries have access and funding to field their troops with the best weapons available, which is not always the case as most countries don't have the money to field an Army with rifles that can cost up to $5000-10000 per unit. Which is where the workhorses like M16's come in, you go for the &amp;quot;good&amp;quot; rifle not the &amp;quot;great&amp;quot; one. Also, although off-topic it somewhat pertains to the M16, most mall ninja's assume the AK-family is better because it is more reliable and fires a heavier cartridge, I've always asked &amp;quot;would you want a round that's going to pierce right through an enemy and leave an easy to treat wound, or have a round that hits an enemy and fragments inside them causing an ungodly bloody mess?&amp;quot; Hopefully esteemed imfdb members such as MPM2008 will agree with and share my viewpoint concerning this subject, as well as not condemn me for my long comment. [[User:Doc345|Doc345]] 13:24, 06 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::The issues of jamming during the Vietnam War had more to do with ammunition and the lack of a chrome-lined chamber and barrel than the rifle's so-called &amp;quot;dirty&amp;quot; gas system. In 1964 the Army switched from stick powder to ball powder, which increased the rate of fire to over 1,000 RPM and left a lot of dirty residue in the weapon. This was only exacerbated by the lack of cleaning kits and training on how to maintain the weapon. They fixed the issue by fitting the rifle with a buffer system (which slowed the ROF down) and chrome-plated chamber. Training programs in weapon maintenance were instituted and an instruction book on how to maintain the rifle was circulated among troops. After further modifications resulted in the M16A1, many of the reliability issues disappeared (although even today, the weapon has yet to shed its bad reputation). The M16A2, A3, A4, and M4 carbine of today are an entirely different breed of warrior than the prototypes that were issued back in the 60s. While it may admittedly be a bit finicky, the M16 today is a good weapon. [[User:Spartan198|Spartan198]] 11:29, 19 June 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::::Yeah but it's still a very fussy weapon, it's not very durable, and it has much more malfunctions/jams then say the H&amp;amp;K G36, but none the less it's still a excellent weapons platform, mostly. - [[User:Mr. Wolf|Mr. Wolf]] 14:28, 19 June 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::::: I was always taught that the forward assist, while useful in combat, in situations where dirt or grime can jam a weapon, overall, if you DO need to use it, its a good indication of a malfunction and should be addressed, especially if its at a range. Theres a video somewhere on youtube, of a guy shooting some sort of AR, and repeatedly hits the forward assist, without clearing or checking the bore, until the entire gun explodes, probably from a round hitting one stuck in the bore. -MissySummers- 18:47, 8 January 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
:::::::Are you talking about the video where the magazine blows apart on one guy's AR-15 when he pulls the trigger? If so, I've seen it and while I don't recall exactly what the description said the cause was, I'm pretty sure it was an issue with the ammunition (probably a hot cartridge) rather than the oh-so-pined-upon gas system. [[User:Spartan198|Spartan198]] 03:48, 29 March 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:::::::::One element to remember when criticising the AR-15's reliability is that when it was first issued in the field, it was touted to not need any maintenance nor be cleaned. Immediately, this was realised to be a mistake, but that initial belief that it never needed cleaning and inevitable memory of fouling sticks around. --[[User:Rebusdi|Rebusdi]] 14:20, 14 August 2012 (CDT)&lt;br /&gt;
::::::::::No, the AR-15 was ''never'' touted as not needing maintenance or cleaning. The belief that it was is a myth, one of the ''many'' surrounding the weapon system. It was an &amp;quot;educated&amp;quot; assumption made based on previous experiences with the AR-15's predecessor, the AR-10, which ''did'' prove to be quite reliable without maintenance or cleaning (I believe it was the Sudanese who used it in sub-Saharan Africa and gave reviews that were nothing short of glowing). Now whether AR-10s manufactured today share this trait, I don't know. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:50, 8 January 2013 (EST)&lt;br /&gt;
:::::::::::When soldiers were trained on it they were told it was pretty much self-cleaning, but don't know if this was from Colt of an invention by the US Army. Although there were cleaning kits they were only issued at a rate of something like 2 per platoon, as it was not believed that the weapon would require regular maintenance. When the Marines got it they had no cleaning kits at all. The parts which they were critically short of until the late 60s were the cleaning rods, and chamber brushes. Chamber brushes were not originally issued as the chamber was stated as not requiring specific cleaning, and it wasn't until 1966 after repeated protests from in theatre officers that it was procured. Something else that is worth bearing in mind, is that instructions on how to clean the M16 were not published until (I think) December 1966, so up until this point it was pretty much word of mouth and hearsay leading to a lot of misconceptions (for example a lot of troops were lubricating their ammunition, which was a big no-no leading to a lot of malfunctions with both the magazines and rifles). --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 08:46, 8 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== The comment about the SPR Mk 12 shooting full auto... ==&lt;br /&gt;
&lt;br /&gt;
The design--at least the original ones--used a match grade trigger group that actually fired full auto.&lt;br /&gt;
&lt;br /&gt;
If my Web Fu is correct, NSN 1005-01-562-0901 from Knight's Armament.  &lt;br /&gt;
&lt;br /&gt;
The original, intended purpose was to allow the uppers to be swapped out for a short barreled model initially so a marksman could use a short range weapon on the way in and out and the more accurate upper at the objective.&lt;br /&gt;
&lt;br /&gt;
Sources:  https://www.fbo.gov/?s=opportunity&amp;amp;mode=form&amp;amp;id=003aa7475e95c9b56d5814227cc5d4ec&amp;amp;tab=core&amp;amp;_cview=0&lt;br /&gt;
&lt;br /&gt;
::https://www.fbo.gov/index?s=opportunity&amp;amp;mode=form&amp;amp;id=fbd46923c9e6d18cd916b8a6e7d3cfdf&amp;amp;tab=core&amp;amp;_cview=0  &lt;br /&gt;
&lt;br /&gt;
States the Special Purpose Receiver (Early designs) specifies:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;(C) OTHER PERFORMANCE GOALS: (1) Increased reliability, durability, corrosion resistance, ease of cleaning, lubricity/reduced friction; fully functional for a minimum of 15,000 rounds (Threshold)/30,000 rounds (Objective), performing up to the standards and firing rates to be published in the Solicitation, functional reliability exceeding that of the standard M4A1 carbine at high and low temperature extremes as well as other hostile (sand/dust/dirt/mud/surf) environmental conditions (2) Improved safety- delay cook-off, fail-safe features, fires/functions safely and without delay of draining in the Over-The-Beach (surf zone, weapon flooded with water) environment. (3) User Acceptance: operational suitability, increased live-fire hit scores, decreased live-fire engagement times, speed/accuracy of engagement, '''controllability in semi-automatic and full automatic fire''', improved handling qualities, light weight, snag free in movement through vegetation and battlefield obstacles.&amp;quot;  (Accent added)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Standard Issue M4 vs. M4A1 ==&lt;br /&gt;
&lt;br /&gt;
Does the Army issue regular infantry (i.e. 4th Inf. Div.) the three-round burst M4 or the M4A1? I always thought it was the M4A1 (and please forgive me if I got to the party late), but from what I've read, it seems like they issue the regulars the Model 920, leaving the 921 for Special Forces and the like. -&lt;br /&gt;
&lt;br /&gt;
i think it all depends on the on-base armory. for example some armory's might still have some M4s. but i think the regular infantry does use the M4A1. however. Special forces dont use the M4A1 or the M4. they use the hK416/417. [[User:Dirtdiver6421|Dirtdiver6421]] 17:11, 2 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:- Though I don't know for certain, I wouldn't imply Spec-Ops units use ''only'' the new HK rifles - As you've said, it all depends on what's around, and to a degree what the soldiers prefer (in the case of Special units). Though the aforementioned HK rifles are in inventory, that doesn't automatically cancel the M4s out - some personnel might still use 'em. Plus there are other weapons around, namely the FN SCAR series. Though I would agree use of the M4 with Special Forces probably isn't as common these days.&amp;lt;br&amp;gt; As for a regular-issue weapon, I agree that the M4 and M4A1 are both in use nowadays, with the A1 perhaps being more prominent. [[User:StanTheMan|StanTheMan]] 19:40, 2 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Actually, Stan, my understanding is that it's the opposite.  The M4 is the most common version, not the M4A1.  U.S. military doctrine still discourages full-auto for infantry rifles, so it seems unlikely to me that the M4A1 is going to be more common.  As for the SCAR, SOCOM just decided this past June that they weren't going to order any more SCAR-Ls for the foreseeable future, which means that even amongst most SF units, the M4 will remain their standard weapon. -[[User:MT2008|MT2008]] 01:11, 3 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:- Well, I wasn't too sure, but I guess that does make sense to stick with the burst-fire M4. Good point. [[User:StanTheMan|StanTheMan]] 01:51, 3 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The only SF unit that uses the M4 (920) that I can think of is the Asymmetric Warfare Group, but that's only 'cause they had to hand in their HK416s. According to a book I've got, that decision went over like a lead balloon with the AWG. -&lt;br /&gt;
&lt;br /&gt;
thank god. im not a huge fan of the SCAR-L i find it pointless. if you want to go with a new alternative to the M4/M16. why the hell would you take an unfamiliar weapon. alas the hK416. same rate of fire. same Picatanny rail, same attachments, same stock, same barrel, same trigger group, and extremely similiar internals. and Stan, i do agree. if i made it sounds like all SF use the hK416, i didnt mean to. i/we really DONT no what they all use. they pick their own. they could carry an AK-47 or a CAR-15 if they wanted to. we cant make generalizations about units that get custom made equipment. [[User:Dirtdiver6421|Dirtdiver6421]] 20:07, 3 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
- No prob, dude - I'm just glad you got what I was gettin' at. [[User:StanTheMan|StanTheMan]] 20:56, 3 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
i would be shocked if they couldnt pick their weapons. their the best soldiers on the planet. it just doesnt make sense not to be able to. it would be like giving a star baseball player a 10 dollar glove. itll do but why wouldnt they get the best thats out there. [[User:Dirtdiver6421|Dirtdiver6421]] 01:52, 4 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Reg army units use the burst M4, not the full auto A1. [[User:Spartan198|Spartan198]] 05:10, 4 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
A couple of months ago when I was at a military base there were Marines conducting a weapons demo with the M4 carbine. It was the 3-round burst rifle, but a question came up about the M4A1.  One Marine said that they got rid of all M4A1s and only have M4s.  I personally don't see the need for a full-auto rifle and 3-round burst is fine because it forces the user to slow down and most of the time the user uses semi-only, combat or not, but that is my opinion.  The M4A1 is still probabley used by the US Military, but I'm not sure, I haven't seen one in a long time.--[[User:MarineCorps1|MarineCorps1]] 23:29, 21 July 2011 (CDT)&lt;br /&gt;
:From what I hear, the Army is planning on replacing every full-size M16 and original M4 with the M4A1 by 2014; dunno how that'll work out. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 04:18, 2 March 2013 (EST)&lt;br /&gt;
::I think that has more to do with the trigger pull than fire modes. I've heard the burst trigger is shyte, though I'm not familiar with the technical side of it ATM. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 08:04, 5 March 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Colt Accurized Rifle ==&lt;br /&gt;
&lt;br /&gt;
After seeing several pages of real firearms appearing in only one film or game, I was wondering if I should expand this page with a new section for the [http://www.colt.com/law/car.asp Colt Accurized Rifle], which to my knowledge has only ever appeared in [[S.W.A.T. 4]]. Before I do that, I need to confirm two things: &lt;br /&gt;
&lt;br /&gt;
*Is the Colt Accurized Rifle indeed another variant on the M16 line of rifles, or a separate take on the AR-15 design altogether? I suppose there's a reason why we don't include the [[Z-M LR 300]] in the M16 page because it's the latter--I need to know if the Colt Accurized Rifle falls in that category.&lt;br /&gt;
*Including it on this page would make it the first Designated Marksman Rifle variant here. So far I only see assault rifles or carbines here. Would including a DMR in this page be a problem or not? &lt;br /&gt;
&lt;br /&gt;
If there are no real problems, I'll make a new section for it, but I have no idea where I'll get a non-copyright infringment image of one. --[[User:Mazryonh|Mazryonh]] 01:44, 13 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It'd be the '''second''' DMR on the page. [[User:Spartan198|Spartan198]] 05:51, 24 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks for the info, but can someone confirm that the Colt Accurized Rifle is indeed descended from the M16 line of assault rifles and not a separate take on the AR-15 design like the aforementioned LR-300 is? I still have no idea where I can get a photo of this DMR that respects copyright. All I have are game screenshots. Some help here, please? --[[User:Mazryonh|Mazryonh]] 22:47, 24 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Removeable Carry Handle for Colt 9mm SMG? ==&lt;br /&gt;
&lt;br /&gt;
Does such a Gun exist?&lt;br /&gt;
&lt;br /&gt;
:Not as a production gun (Colt's website makes no mention of one, anyway), but the modular nature of the AR system makes such a configuration entirely possible. [[User:Spartan198|Spartan198]] 14:46, 14 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Why do we have a Colt AR-15 SP1 category that is separate from the M16/SP1 category?==&lt;br /&gt;
The guns look the same, sure the SP1 had a design change in 1978 (three prong flash hider was changed to birdcage, rear sling swivel was changed to A1 style and the color went from greenish grey to straight grey) but unless we see the stamp on the side that says &amp;quot;Property of  U.S. Government&amp;quot; we can't tell if it's a real M16 (which WERE sold via Title II dealers to armories) and a Colt AR15 SP1 which was converted to full auto (which was done A LOT prior to 1986).  [[User:MoviePropMaster2008|MoviePropMaster2008]] 19:10, 30 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== About M4 Commando and M16A4 Full Auto ==&lt;br /&gt;
&lt;br /&gt;
Full Auto M16A4 (Model 905) is [http://www.colt.com/mil/M16_2.asp Model 901]&lt;br /&gt;
&lt;br /&gt;
[http://www.colt.com/mil/M4Com_2.asp Model 933] ''is'' M4 Commando (Full Auto)&lt;br /&gt;
&lt;br /&gt;
[http://www.colt.com/mil/home.asp Manufacturer's site] says it all.&lt;br /&gt;
&lt;br /&gt;
== Colt Model 653 barrel length ==&lt;br /&gt;
&lt;br /&gt;
Am trying to pin down what a gun is for a page I'm working on. It has a forward assist but no deflector, A1 rear sight, M4 length tubular handguard, 16&amp;quot; barrel with birdcage flash hider and a solid stock. Basically it matches the gun in the picture for the Model 653 on the main page, apart from having a solid stock but that is easily changeable. However, every source I can find about the 653 says that it has a 14&amp;quot; barrel. Was the gun made in different barrel lengths but kept the same designation, and if not, anyone know what the gun is that is pictured as a 653? Also, while I'm on the topic of obscure colt carbines, does anyone know of a model that will match a 725 (original C8 without the flat-top) but has an A2 rear sight? Thanks, --[[User:Commando552|commando552]] 18:16, 16 April 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Can anyone figure out what this is? ==&lt;br /&gt;
&lt;br /&gt;
I found this hidden in my computer, I think it's a Colt Canada C7A1 as a base, I can tell it's C7 because of the Canadian leaf on the the lower receiver, it would be an A1 because of the removable carrying-handle. What the heck is that hand-guard? - [[User:Mr. Wolf|Mr. Wolf]] 01:02, 28 April 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt Canada C7A1 SPW.jpg|thumb|none|600px|Colt Canada C7A1 SPW?]]&lt;br /&gt;
&lt;br /&gt;
:Colt Model 750/Diemaco C7 Light Support Weapon - A modified C7 with an enlarged gas tube (hence the square handguard) and a heavy barrel for sustained fire in the squad automatic weapon role. The C7 LSW is not used by the Canadian Forces but has seen service with the Dutch and Danish militaries. --[[User:Markit|Markit]] 01:34, 28 April 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Ha! I thought so, thanks. :) Should I remove this section or keep it. - [[User:Mr. Wolf|Mr. Wolf]] 13:53, 28 April 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:That's not Colt LSW, that's [http://www.colt.com/mil/CAR.asp Colt Automatic Rifle]. Follow the link and you will see that the image is the larger version of the official one. Meanwhile, [http://www.coltcanada.com/lsw-page.htm Colt LSW] has optional folding carry handle. --[[User:Masterius|Masterius]] 09:09, 29 April 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks guys. :) - [[User:Mr. Wolf|Mr. Wolf]] 12:02, 29 April 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Just to clarify, the Colt automatic rifle, LSW and LMG are all the same weapon. The original version that looks like the one above was the Colt Model 750, which featured a fixed A2 carry handle and barrel mounted bi-pod, and the newer version above is the current production Model 950, with the relocated bi-pod and A4 rear sights. As you said, the folding carry handle is removeable, and the picture on the Colt website is just one without it fitted (note the longer centre vent on the top of the handguard is the mounting point for the handle).  --[[User:Commando552|commando552]] 02:48, 1 May 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::The original version was based on M16A1:&lt;br /&gt;
&lt;br /&gt;
::[[File:M16A1 CAR.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
::The one you described was based on M16A2:&lt;br /&gt;
&lt;br /&gt;
::[[File:M16A2 CAR.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
Guys, remember back in the 1980s when Colt was trying to vie for the SAW role?  Sure the FN Minimi was never knocked off its perch, but Colt came out with a Colt light Machine gun that looked a lot like this.  They were selling the barreled uppers on the market for a while in the early 1990s (I know a few friends who have them, but I never got one).  This looks like that reincarnated!!! LOL![[User:MoviePropMaster2008|MoviePropMaster2008]] 15:24, 29 April 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Well, that's all written on [http://world.guns.ru/machine/usa/m16-lsw-lmg-e.html Modern Firearms] :P&lt;br /&gt;
&lt;br /&gt;
::Ah yes, you only read about it monkeyboy ;)  I was handling and firing that sucker! LOL [[User:MoviePropMaster2008|MoviePropMaster2008]] 03:11, 1 May 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Oh, and I've found articles of why AR is more advantageous than SAW to US Marine Corps:&lt;br /&gt;
&lt;br /&gt;
:[http://www.mca-marines.org/gazette/m249-employment-concepts M249 Employment Concepts]&lt;br /&gt;
:[http://www.mca-marines.org/gazette/m249-light-machinegun-automatic-rifle-role The M249 Light Machinegun In The Automatic Rifle Role]&lt;br /&gt;
&lt;br /&gt;
:Interesting reading, methinks :) --[[User:Masterius|Masterius]] 03:13, 30 April 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Yeah it was. :) You know, I kinda knew LMGs were dying out. :/ - [[User:Mr. Wolf|Mr. Wolf]] 01:07, 1 May 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::: Not overall, it's just the role they are being used in (automatic rifleman). SAW is still very good in defensive role and laying fire on attacking forces ;) --[[User:Masterius|Masterius]] 11:33, 1 May 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Heat Dissipation Performance of Carbine Barrel Types? ==&lt;br /&gt;
&lt;br /&gt;
I was wondering, does anyone know what kind of effects the 'cuts' (originally meant for the mounting of the M203 grenade launcher) in the barrel of the M4 and similiarly-styled M16 &amp;amp; AR-15 series carbines has on the heat dissipation performance of the barrel? Do the cuts help the weapon release heat from prolonged firing better than a barrel that has a uniform thickness, or does it hamper that? Any input anyone can provide on this would be greatly appreciated. [[User:Orca1 9904|Orca1 9904]] 17:46, 8 May 2011 (CDT)&lt;br /&gt;
:The step down for the grenade launcher is actually pretty negligible in terms of cooling (although it does create a point of weakness to bending), as what you can't see is the fact that as soon as the barrel goes under the handguard it is reduced down to the same narrow diameter as in the cut out, which creates a much bigger effect on cooling. The narrower profile sections have the effect of cooling down the barrel quicker, but they also conversely mean that the barrel heats up quicker, and the heat has a larger effect on the accuracy of the gun. The main advantage however is that it reduces the weight quite a bit. The original reason that the M4 barrel reduces in size behind the handguard is based on the M16A2, which does exactly the same thing where its heavy barrel is actually only thicker past the front sight. This was due to a cock up in the design, where they designed the gun with a full thickness straight barrel, and found that they could then no longer clamp the M203 to the barrel, so the barrels were simply turned down from behind the front sight post. The front of the barrel was left thick due to the fact that the thinner barrels on the M16A1 were being bent at the front from being used as pry-bars to get the loading bands off of shipping pallets.  --[[User:Commando552|commando552]] 04:53, 6 June 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:There is a heavier &amp;quot;SOCOM-profile&amp;quot; barrel that maintains the same diameter beneath the handguards as the standard M4-profile barrel does around the M203 cut and it can mount the M203 just fine.[http://www.bravocompanyusa.com/v/vspfiles/photos/BCM-URG-M4-14SOCOM-2.jpg] [[User:Spartan198|Spartan198]] 11:40, 19 June 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
== can you tell me what model of m16/car 15 this is ==&lt;br /&gt;
&lt;br /&gt;
sorry i do not have a pic but i can tell you what is like. me and my dad were talikng about some of the guns he used in the army and he was telling me about this one he said was like an carbine version of the m16a2 and it was like the m4 but had a fixed carring handle and it was used befor the m4 it had safe semi and burst and he said it just had ar15 on the side.-Steviebleckley&lt;br /&gt;
&lt;br /&gt;
:Sounds like the first batch of M4s that were delivered. This is the Colt Model 777, which is basically an M4 with a fixed carry handle, and 3-round burst as opposed to full auto. It is the brother of and visually identical to the 727 mentioned on the main page, where the 727 as full auto as opposed to the burst. If it didn't have the M4 profile barrel though, god knows. Probably a model 654 on an M16 lower receiver or something. --[[User:Commando552|commando552]] 15:02, 13 June 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
yes it had the same profile as the m4. i gess it was the 777.I will show him the pic of the the 727 since there the same well the 727 is full auto thanks for the info - Steviebleckley&lt;br /&gt;
&lt;br /&gt;
== Question about the buffer tube ==&lt;br /&gt;
&lt;br /&gt;
I'm not one hundred percent sure what it does, and (like the forward assist) that almost no other guns have it. If someone could just clarify, what does it do, why does this rifle series have it, and why don't others/what replaces the buffer tube in other rifles? Thank you in advance. --[[User:Rebusdi|Rebusdi]] 07:27, 12 July 2011 (CDT)&lt;br /&gt;
:Basically, it was installed in order to slow down the rate of fire. The very first M16s ended up using a different ammunition powder than they were designed for, which caused a higher rate of fire than desired (about 800 to 1000 rpm I think), leading to excessive fouling in the chamber, and hence lots of stopages. From the M16E1 onwards a buffer tube was added to slow the rate of fire to about 600-700 rpm, and a chrome lined chamber and barrel was added as well.  --[[User:Commando552|commando552]] 11:47, 12 July 2011 (CDT)&lt;br /&gt;
I'm not sure if this is practical in any way, or even possible, but is their a way to increase the rate of fire on an M16 without the problems of the carbon build-up in the chamber?--[[User:MarineCorps1|MarineCorps1]] 23:29, 21 July 2011 (CDT)&lt;br /&gt;
:Why would you want to increase the rate of fire? - [[User:Mr. Wolf|Mr. Wolf]] 00:40, 22 July 2011 (CDT)&lt;br /&gt;
No reason, just wondering if it's even possible with a full-auto M16.--[[User:MarineCorps1|MarineCorps1]] 08:09, 22 July 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Probably, I see no reason why you couldn't. - [[User:Mr. Wolf|Mr. Wolf]] 13:40, 22 July 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:I'm assuming the reason that the high rate of fire caused fouling was that the rate of fire was so quick that the bolt was unlocking and opening before all the powder was fully burnt in the chamber, leaving residue. I'd imagine that you could increase the rate of fire by removing the buffer, and just make sure that whatever powder you were using was fully burnt in the time it takes the bolt to open.  --[[User:Commando552|commando552]] 14:29, 22 July 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::That would make sense, since I heard the nightmare version of that was when the gas pressure was still holding the spent case in place while the extractor was trying to eject it, which tended to result in Horrible Things happening to the case while it was still inside the rifle. [[User:Evil Tim|Evil Tim]] 21:08, 27 July 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
This might be a silly question, but why is it that the AR-15 design required the buffer tube, and other rifles do not? Is it just located differently, and if so why? It just strikes me that the lack of a folding stock option is a poor design, especially when compared to most assault rifles designed today, SCAR, ACR, etc. --[[User:Rebusdi|Rebusdi]] 18:57, 27 July 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:I'm guessing here, but from what I've read it's that the rifle had already been designed, so they had to work inside the box, as it were. The only options were either to make the components of the action a lot heavier so their momentum prevented the weapon cycling too fast (which would rather defy the point of using a lightweight aluminium receiver and suchlike) or add something on to slow it down, which is what they did. Rifles designed since have been designed from the ground up to avoid this kind of problem, so don't need to have a tube attached to a hole in the back of the receiver to fix them. [[User:Evil Tim|Evil Tim]] 21:08, 27 July 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:The buffer tube does two things: 1) contains the buffer and spring and 2) allows the bolt carrier to recoil part of the way into it.  The combination means that the AR15-series rifles are functionally a long-recoil design where the bolt does not slam into anything rigid during recoil and stops based on the pressure of the buffer spring.  This--in turn--enhances the straight-line recoil and therefore controllability during automatic fire or rapid semi-automatic fire.  It also allows the AR15 design to use the rear of the bolt carrier to actuate the automatic sear meaning the probability in this design that you can set a round off with the bolt unlocked during automatic fire is nil.  (Look up some of the problems with the &amp;quot;Lightning Link&amp;quot; to get a better idea of why this works the way it does.)&lt;br /&gt;
&lt;br /&gt;
:Other designs often do incorporate additional recoil buffers in the stock, the FN FAL's without folding stocks do this and the plastic-stocked SAW's, but the AR15 design simply trades the ability to fold a stock for enhanced recoil handling...  The idea behind the design was to make a weapon where the entire recoil force is in a direct line between your shoulder and the end of the barrel with as little jarring as possible.  This is also one reason for the use of a direct gas impingement system and one reason why gas-piston AR's tend to eat the front of the buffer tube and buffer tube area of the lower receiver due to bolt carrier &amp;quot;tilt&amp;quot;.  The &amp;quot;lateral&amp;quot; forces of the piston tapping the top of the bolt carrier misaligns the bolt carrier off its straight line path and pushes that chunk of steel into the aluminum.&lt;br /&gt;
&lt;br /&gt;
:Oh, and the forward assist is to compensate for not having a rigidly connected bolt handle.  (Like someone already mentioned).  The reason why is the design is meant to be operated in a manner where you ONLY use the charging handle for initial loading and then unloading at the end (administratively).  Every other time, you actuate the bolt using the bolt release on the left side of the weapon...  --[[User:Deathbunny|Deathbunny]] 01:28, 11 September 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Noob Question ==&lt;br /&gt;
&lt;br /&gt;
Ok I have a really dumb question, what is the difference between the Colt M4A1 and the Colt M4A1 Carbine? Or are they the same exact thing? The only reason I asked is when I was looking at the page, the M4A1 and the M4 Carbine look exactly the same, so how can you tell one from the other? - [[User:1morey]] July 22, 2011 11:21 AM (EST)&lt;br /&gt;
&lt;br /&gt;
: The M4A1 and M4A1 'Carbine' are the same thing, the 'carbine' is just optionally showing the proper firearm type. As for the M4 and M4A1, well it ''does'' say the difference in the section but to answer - the M4 has Safe-Semi-Burst fire selection ala the M16A2/M16A4, the M4A1 has full-automatic instead of burst, ala the earlier M16s/M16A1/M16A3. Otherwise they're pretty much identical appearance wise (The M4A1 also has a heavier barrel inside the handguard, which of course you can't tell from the outside). It also notes some commercial AR-15 carbines are given an 'M4' moniker, but aren't the same as actual military M4s. [[User:StanTheMan|StanTheMan]] 12:17, 22 July 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Colt or not? ==&lt;br /&gt;
&lt;br /&gt;
If a M4 or M16 variant is listed on a page, should it by prefixed by Colt? I've noticed some people doing this but isn't it incorrect as the term M16 is the army designation as opposed to the Colt name (for example the Colt Model 603 for the M16A1). Either way, I would imagine that quite a few M16s or M4s in movies are manufactured by companies other than Colt, and even the US military rifles are not necessarily made by Colt these days.  --[[User:Commando552|commando552]] 17:43, 3 September 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:I am curious... if the military M4 and M16 are not made by Colt these days then by whom? --[[User:Masterius|Masterius]] 14:58, 6 September 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::There was a stretch in the 1990s when Colt lost the military contract and all the M16s were built by Fabrique Nationale (FN).   Though many companies build AR15 platforms, only the company who has the contract with the Dept. of Defense can  call the M16 theirs.  If there ARE any other manufacturers being represented on the battlefields of Afghanistan and Iraq, someone needs to find out.  I certainly don't have any contacts who would know information which is THAT current. :(  [[User:MoviePropMaster2008|MoviePropMaster2008]] 15:48, 6 September 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::FN have stated that “the vast majority of M16A2, A3 and A4 contracts as well as spare parts contracts for these systems since 1989”, and they had a $7 million contract to make M16A4s between 2005 and 2008. Sabre defence also won a contract for a minimum of 4,952 M16A3 and 702 M16A4 rifles in July 2008 for the US navy/Marine corps respectively. Having said that FN also stated: ”...never was FN Manufacturing LLC, or any other small arms manufacturer, awarded M4 contracts. The M4 cannot be competed and always has been awarded sole source to Colt because of licensing rights restricting full and open competition until 2009” although it has stated its intention to bid for M4 contracts past this point. The US government took ownership of the M4 design on the 1st July 2009, so the M4 can now be manufactured for the government by other companies, but I don't know if this has actually been done yet. Regardless, M4 and M16 are government designations, so surely calling a gun a &amp;quot;Colt M4&amp;quot; is incorrect?  --[[User:Commando552|commando552]] 17:09, 6 September 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::::Just checked the United States Army [http://www.army.mil/features/ official website]. It lists [http://www.army.mil/factfiles/equipment/individual/m4.html M4 Carbine] as being manufactured by Colt and [http://www.army.mil/factfiles/equipment/individual/m16.html M16 Rifle] by Colt and Fabrique Nationale.&lt;br /&gt;
::::Oh, and take a note of M16: ''&amp;quot;The '''M-16A3''' is identical to the M-16A2 but has a removable carrying handle that is mounted on a Picatinny Rail (for better mounting of optics) and is without burst control. The '''M-16A4''' is identical to the M-16A2 except for the removable carrying handle and Picatinny Rail.&amp;quot;''&lt;br /&gt;
::::United States Marine Corps websites: [http://www.marines.mil/] [http://www.marines.com/] don't mention the current manufacturer for [http://www.marines.com/main/index/winning_battles/gear/weapons_and_equipment/m16 M16 Rifle]. So I am not sure about them. --[[User:Masterius|Masterius]] 02:24, 7 September 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::::Just to throw a bit of confusion in here, there are actually a number of different rifles designated as the M16A3 by the US military. The first is the Colt Model 646, also known as the M16A2E3, which was introduced in small numbers at the same time as the M16A2 and is an A2 with an A1 lower. Then you have the flat-top Colt Model 901 which was introduced at the same time as the M16A4 (in 1994 I think) and I'm assuming this is the version that the above page refers to. You also have the Colt Models 941 and 942 which are the HBAR and HBAR LMG models respectively, but I don't know if they are used. Not that any of this really matters as we identify all these guns as A2/A4 anyway.  --[[User:Commando552|commando552]] 03:24, 7 September 2011 (CDT)&lt;br /&gt;
::::::Well, that's because armorers don't have access to military M16A3s, so they just slap A2/A4 uppers to A1 lowers (correct?) because what Hollywood film director would want fixed burst firing gun (ignoring the fact that that's what soldiers and marines use) ? Or modify civilian semi-automatic replicas to fully automatic fire. In which case the weapon is to be identified as such. --[[User:Masterius|Masterius]] 03:54, 7 September 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::::::Didn't mean to imply we are doing anything wrong, just that the definition of the A3 models isn't that important as they don't appear. Having said that, the original M16A3/M16A2E3 was just an A2 upper on an A1 lower, so this is actually what a number of movie guns are, but I understand that they are going for a standard A2. Regardless, back to my original question, do we call them Colt or not?  My opinion is no obviously, as it seems that some if not the majority of M16s are manufactured by other companies, and there is the future possibility of this with M4, and regardless it is a military designation of a rifle that goes by another Colt name.  --[[User:Commando552|commando552]] 05:31, 7 September 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::::::My opinion: M4 &amp;amp; M4A1 should remain as Colt. And so should older M16s. Modern M16s (M16A3 &amp;amp; M16A4), since they have ''at least'' 3 official manufacturers (Colt, Fabrique Nationale and Sabre Defence), should go without Colt. --[[User:Masterius|Masterius]] 06:37, 7 September 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
For the record, the M4/M4A1 was sole-source production from Colt between initial adoption up until just recently. This was because, unlike the M16, Colt was sole owner of the M4 technical data package. The US government providing this TDP to other manufacturers (Bushmaster, etc.), who built their own M4 carbines from it, was one of the reasons of the &amp;quot;M4&amp;quot; lawsuit. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 20:25, 24 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== How to NOT shoot an M16 rifle! ==&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=Oh1lyMyejpI] - Seriously, this is either really funny, or just painful to watch... you decide. --[[User:ThatoneguyJosh|ThatoneguyJosh]] 00:19, 25 September 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Wow, that was bad. Glad that guy's alright! - [[User:Mr. Wolf|Mr. Wolf]] 20:46, 25 September 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Also, notice how many times the gun clicks and the guy keeps saying it's a &amp;quot;bad primer&amp;quot;. And then he keeps hitting the forward assist, pulling on the charging handle (which is seen ejecting the unfired rounds) and hitting the bottom of the magazine even though it's already back in the gun after he kept taking it out and putting it back in prior (Someone else in the video even says 'Jesus [name withheld], you don't know how to load these.' and the shooter responds with 'I didn't load these, [name withheld] did.'). I think that could have been a contribution to the gun exploding in his hands. But then again, I'm not the expert on M16 rifles, I'm only guessing. Anyone else got a better explanation? --[[User:ThatoneguyJosh|ThatoneguyJosh]] 17:05, 26 September 2011 (CDT)&lt;br /&gt;
:::It was the shooter saying that the guy who came to help didn't know how to load them, and then that assisting guy said it was someone else. There is nothing wrong with tapping the magazine even when it appears to be seated correctly, as it makes sure it is all the way into the well. Although he did hit forward assist unnecesarily once or twice, I don't think it would have done any harm or contributed to the kaboom. The file description and all the comments say that this was a squib, and it was all the shooters fault for not identifying it and checking the barrel (there are also quite a few people that seem to think it is possible the load 2 or 3 rounds into the chamber at a time by repeatedly pulling the charging handle, but this is Youtube after all). But I don't think it was, as on the first misfire there was only the click of the hammer, and when he pulled the bolt back a round was ejected which wouldn't have been chambered if the previous &amp;quot;bang&amp;quot; was a squib. I've never fired a round with primer but no powder, but surely there would still be an audible &amp;quot;bang&amp;quot; rather than just the click of the hammer? When exactly did the bullet get stuck in the barrel, or am I missing something? Regardless, I would never use ammo I hadn't loaded myself, particularly not done by a friend of a friend.  --[[User:Commando552|commando552]] 17:33, 26 September 2011 (CDT)&lt;br /&gt;
::::I think it's safe to say that the idea of unintentionally loading 2 or 3 rounds into the chamber of an M16 rifle is an overstatement and pretty much absurd (I've NEVER heard of such a thing happening with the M16 rifles). But one person's explanation in the comments is that when the hammer struck the primers of the &amp;quot;squib&amp;quot; rounds, the 'click' in question was the popping of the primer, which popped with enough force to lodge the bullets into the barrel of the gun, but without the 'bang' sound since the powder of the &amp;quot;squib&amp;quot; rounds were bad. So when the explosion happened, it was because the hammer struck a perfectly fine round, or one with enough charge in it's powder load, and that bullet impacted the other bullets stuck in the barrel, which caused a high-pressure situation ending with the magazine blowing apart, and leaving the M16 rifle damaged (probably for good). Talk about good craftsmanship going to waste! But at least the shooter in the video was not injured in any way. --[[User:ThatoneguyJosh|ThatoneguyJosh]] 05:51, 30 September 2011 (CDT)&lt;br /&gt;
:::::I could be wrong as have never done it myself (I am not a moron) but I am fairly sure that a primer going off with no powder in the round makes a louder noise than just a click, which is all that is heard in this video. Anyone know how loud just the primer from a .223 would be?  --[[User:Commando552|commando552]] 07:05, 30 September 2011 (CDT)&lt;br /&gt;
::::::Apparently [http://www.youtube.com/watch?v=pS1K1zJQhOQ this] is a .308 primer. Now bear in mind how far down the audio is turned (as you don't have to wear ear protection when he fires), I can ''kinda'' see that might end up sounding like a click. [[User:Evil Tim|Evil Tim]] 07:52, 30 September 2011 (CDT)&lt;br /&gt;
:::::::Yeah, most of the time all cameras (except for maybe the professional ones used by filmmakers) capture certain sounds differently. It is possible for the primers of &amp;quot;squib&amp;quot; rounds to discharge with enough force to lodge the bullets into the barrel of whatever gun it's fired from (and sometimes it will stay there until the owner disassembles their weapon and removes the lodged bullet), and most of the time, the &amp;quot;popping&amp;quot; sound of the primers sounds like a &amp;quot;click&amp;quot; when captured on a camera similar to the one used in the video of the M16 blowing up in that guy's face. --[[User:ThatoneguyJosh|ThatoneguyJosh]] 00:28, 1 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:I've seen this video before, looks like the guy was pulling a half-assed SPORTS drill several times while the weapon was malfunctioning on him. But yeah, shooting custom-loaded ammo with no reliable means of quality control is definitely not a good idea, as this video clearly demonstrates. [[User:Orca1 9904|Orca1 9904]] 23:52, 4 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Not working ==&lt;br /&gt;
&lt;br /&gt;
Why is the M16 page not working. It locks up my computer, and the network wont respond. It takes about 5 to 10 minutes before it will work.[[User:Gunner5|Gunner5]]&lt;br /&gt;
&lt;br /&gt;
:It might be your browser and / or RAM is having trouble with the size of it; this is the largest page on the site. What's the spec of your PC? [[User:Evil Tim|Evil Tim]] 00:03, 5 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Difference between original M16 and M16A2==&lt;br /&gt;
I know how to distinguish XM16E1s, M16A1s, and M16A4s from each other, but how are both the M16 and the M16A2 different visually? Both rifles have no forward assist or removable carrying handles and the M16 can also appear with a &amp;quot;birdcage&amp;quot; flash hider. - [[User:Kenny99|Kenny99]] 00:34, 6 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:M16-SP1-30Mag.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;
[[Image:M16A2.jpg|thumb|500px|none|M16A2 Rifle - 5.56x45mm.  Select Fire rifle (Safe/Semi/3 round Burst Only).]]&lt;br /&gt;
&lt;br /&gt;
:I'll try.  Also with the caveat that I have to replace the movie M16s on the site.  An IMFDB member whom I am eternally grateful for, pointed out that I had A2 lowers on A1 uppers.  Though that works, it's also not correct.  I have to replace the M16 pics with exact versions of each one, but that will take time.  I just point this out to make sure that people know I'm aware of it.&lt;br /&gt;
&lt;br /&gt;
1) M16: original USAF contract in Vietnam and in the U.S.  slab side upper and lower, 1st pattern duckbill three prong flash hider, original buttstock with foldable rear sling swivel.  Early models had counter-turning screws in stead of pivot pins to attach the upper and lower receiver.&lt;br /&gt;
&lt;br /&gt;
1) XM16E1: 2nd pattern three prong flash hider, Chromed bolt, exposed mag release button (no ribbing) but there is a partial rib for the front pivot detent pin and spring, old M16 style buttstock and rear sling swivel, tear drop forward assist.&lt;br /&gt;
&lt;br /&gt;
2) M16A1: Birdcage Flash hider, Phosphate bolt but chromed chamber, mag release button ribbing to protect against accidental mag dump and full ribbing to the front pivot detent pin and spring, A1 style buttstock with fixed rear sling swivel (with stowaway compartment in the buttplate)&lt;br /&gt;
&lt;br /&gt;
3) M16A2: A2 style flash hider with no holes on the lower part, ring washer instead of lock washer, heavy barrel, round forearm, full ribbing on mag release button and front pivot detent pin and spring, front part of lower receiver is beefier and thicker as well as the rear part near the base of the tube ring.  Updated and longer (by about 1&amp;quot;) rear  buttstock and thicker buttplate, slight finger ledge on the pistol grip about midway down.  Adjustable rear sights with elevation control as well as side to side.  A2 does NOT have a detachable carry handle.  &lt;br /&gt;
&lt;br /&gt;
Hope this helps.  [[User:MoviePropMaster2008|MoviePropMaster2008]] 02:26, 6 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Don't forget that the M16A2 has semi/3-round burst as opposed to semi/full auto in the M16 (though you rarely see this feature used on-screen as most directors feel the full auto looks better than a 3-round burst). [[User:Orca1 9904|Orca1 9904]] 04:15, 6 October 2011 (CDT)&lt;br /&gt;
No versions of the M16 has screws rather than push pins at the front of the receiver. The only rifles that have these are the Sporter 1 rifles (which is what all of the pictures on the main page are actually of). The M16s that pre-date the captive push pin (Models 601 and 602) have a large headed push pin that is held in place by a ball detent on the pin itself. Also, the &amp;quot;M16&amp;quot; category can be separated out into 3 different guns which the USAF used seqeuntially in turn. First is the original 601 which has green furniture, original &amp;quot;duckbill&amp;quot; flash hider and triangular charging handle (around 14,500 were made, 8,500 to USAF, 1,000 to the Army for evaluation and the rest to special forces, police, and a number of Asian countries). The 602 is the quintessential slab sided M16, and introduced the updated 3 pronged flash hider, black furniture, the current &amp;quot;T&amp;quot; shaped charging handle. The third &amp;quot;M16&amp;quot; is what is often called the USAF M16 and was the most produced variant, and was the Model 604. Early versions had the M16E1 type partial fence lower, whilst the later versions had the M16A1 full fence lower, and these weapons continued to be used by Air Force until 2001, when all M16s were updated to the A2 standard.  --[[User:Commando552|commando552]] 06:58, 6 October 2011 (CDT)&lt;br /&gt;
::Cool!  Thanks [[User:Commando552|commando552]]  As I've said before, I pulled movie armory weapons.  Very rarely do I get access to actual firearms museums, but then 99% of the full auto guns were probably sporter conversions, since it was much easier to convert a title I to a class III gun prior to 1986.  I have a LONG laundry list of photos to update thanks to you guys! ;)  But the information helps.  Also only in recent months have i realized how many franken guns were built in the 1970s/80s and 90s on the M16 platform.  [[User:MoviePropMaster2008|MoviePropMaster2008]] 22:24, 21 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pics of the different M16s I mentioned above:&lt;br /&gt;
[[File:Colt 601.jpg|thumb|500px|none|Colt Model 601 - 5.56x45mm]]&lt;br /&gt;
[[File:Colt 602.jpg|thumb|500px|none|Colt Model 602 - 5.56x45mm]]&lt;br /&gt;
[[File:USAF Colt Model 604.jpg|thumb|500px|none|Colt Model 604 (USAF M16) - 5.56x45mm]]&lt;br /&gt;
--[[User:Commando552|commando552]] 10:48, 6 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Historical Question ==&lt;br /&gt;
&lt;br /&gt;
Anyone knows why XM177 never dropped the 'X' letter in it? If 'X' usually implies the prototype and testing stage, then why did XM177 have it with both upgrades and use in service, and the jamming M16s in Vietnam didn't? Or some other reasons? --[[User:Masterius|Masterius]] 13:02, 23 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Ignoring the USAF rifles  (which got official GAU designations) the US Army only purchased  a few thousand XM177s and the kinks were never really ironed out, so it is fair to call it an XM program still. Rifle was still in development stages really when US Army cut the funding due to Vietnam war involvement being scaled back..  --[[User:Commando552|commando552]] 13:27, 23 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Were the Colt Commandos used in Somalia much more refined versions of XM177 program? If yes, I wonder why they were not put back in official service... --[[User:Masterius|Masterius]] 02:19, 24 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::Do you have a pic of them, not sure what rifles you are talking about. If you are talking about the Model 733, that is not really related to the XM177s. US forces purchased a small number of Model 733s for Special Forces and was called the M16A2 commando, although Colt later offered it as the M4 Commando. Rangers and Delta in Somalia also used both Model 723s (A1 rear sight a straight barrel) and 727s (A2 rear sight with M4 profile barrel) and these weapons were known initially as M16A2 carbines, before morphing into the M4. Till the early 90s there were still some Model 653s (called the M16A1 carbine) and XM177s with the long moderators replaced with birdcages knocking around as well, so there were probably a lot of different guns knocking around Somalia. These guns were not refinements though, they were guns from the 60/70s that were still being used due to the fact that the US Army did not produce a standard issue carbine till the M4. I'm not even gonna mention the franken-guns that would  have been used by the USAF special forces at the time. --[[User:Commando552|commando552]] 09:08, 24 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::::Ah, thanks, that explains it. [http://www.ar15.com/forums/t_3_123/449652_going_for_a_1993_Somalia_car15_build_and_need_your_help.html Here are the various photos]. --[[User:Masterius|Masterius]] 10:26, 24 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::::And keep in mind that the Air Force is too concerned with F-22s and F-35s to actually replace the majority of their small arms, so a GUU-5 today can run the gambit from identical in every way to an M4, all the way to a vintage 1960s XM177-style carbine complete with slabside/slickside receiver components. To put it simply, AF carbines are built from a hodgepodge of refurbished spare parts that in a lot of cases are older than the men using them. The only units I know of that have ''actual'' M4s are PJ and STS squadrons. Case in point [http://upload.wikimedia.org/wikipedia/commons/f/f0/USAFSecurity.jpg]. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:50, 29 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Colt Carbine/Model 653/Model 727/Model 733 ==&lt;br /&gt;
&lt;br /&gt;
Firstly, forgive my ignorance in things regarding the variety of AR-15 models. In the model description it says that it was 'never adopted formally by the US Military, and thus never had an &amp;quot;M&amp;quot; or &amp;quot;XM&amp;quot; designation.' However, in the following section where it lists the movies in which we can find this rifle it is often found as the M653. Can someone more knowledgeable either clear up why there is this discrepancy? Thanks --[[User:Rebusdi|Rebusdi]] 18:34, 23 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Editors (and video game developers) often confuse the 'Model', 'M' and 'MK' designations. M653 should be changed to Model 653. --[[User:Masterius|Masterius]] 02:14, 24 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Correct. Model &amp;quot;___&amp;quot; is the official COLT designation and usually comes first.  Only when the weapon is adopted as an official front line weapon does it get the &amp;quot;M&amp;quot; designation.  And all these minutia of details in the weapons history STILL gives me a headache! ;)  [[User:MoviePropMaster2008|MoviePropMaster2008]] 03:01, 24 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::So does that mean we need to clean up this section to take all the 'M's away?--[[User:Rebusdi|Rebusdi]] 08:11, 24 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::::I've replaced the &amp;quot;M&amp;quot;s with Models  --[[User:Commando552|commando552]] 09:22, 24 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Colt Model 978 ==&lt;br /&gt;
&lt;br /&gt;
'''I took this from Wikipedia, so it might be wrong.''' A lot of video games like to portray the M4A1 with additional burst mode. I read that the Colt Model 978 (a.k.a. &amp;quot;M4 Carbine Enhanced&amp;quot;) is an M4 that features a S-1-3-F trigger group. I wonder how popular this variant was/is and most importantly when was it finalized and released? (if it was ever) - [[User:Bozitojugg3rn4ut|bozitojugg3rn4ut]] 14:15, 25 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:The four position fire selector weapons were adopted by nobody as far as I know, with the exception of Greece who bought the Model 778 (don't know how widespread this was, have just seen a few in some pics), which is basically a Model 727 with the four position selector. You can actually buy parts for a four position selectors, sears and disconnectors from Colt, so guns can be modified to this standard. However, I guarantee you that no guns in games actually have the correct four position selector, as it looks different to the standard one. Can't find any pics right now, but the four position selector is a flat plate with a ridge along the centre that ends in an odd knurled dome, sort of like a citrus juicer.&lt;br /&gt;
&lt;br /&gt;
:I have also heard of US Special Forces having the four posiiton M4A1s (Model 978), but may just be rumors, and if true there are very few of them and certainly not widespread. They could also be modifications to standard M4s. Below is a pic of the side of a Model 738 M4 Commando Enhanced (Model 733 with the four position selector) showing the selector switch design.&lt;br /&gt;
&lt;br /&gt;
:--[[User:Commando552|commando552]] 16:37, 25 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:[[File:Colt Model 738.jpg|thumb|500px|none|Colt Model 738 &amp;quot;M4 Commando Enhanced&amp;quot; fire selector.]]&lt;br /&gt;
&lt;br /&gt;
:Which games portray the M4A1 with additional burst mode, for example? --[[User:Masterius|Masterius]] 06:40, 26 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Ghost Recon features the normal A1 and the &amp;quot;M4 SOCOM&amp;quot; which has the bonus burst mode. Same in The Sum of All Fears game (both Tom Clancy games). Cannot think of any other games right now. (Maybe I was a little exaggerating when I wrote &amp;quot;a lot of&amp;quot; since in most games you can't even toggle the rof.) So, according to what commando552 wrote, it is possible that the M4A1 with S-1-3-F group in Ghost Recon was intentional, since you control a (fictional) U.S. special force. (And the correct trigger groups: We (at least I) don't take the selectors into account, since in most games you cannot even see them, or are set to safe while the gun goes all rock&amp;amp;roll.)- [[User:Bozitojugg3rn4ut|bozitojugg3rn4ut]] 07:55, 26 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::Well, yeah, the universe of Tom Clancy is the one where the prototypes and ultra rare things come true, including weapons and vehicles, so the presence of AR-15-type firearm with four-position selector switch shouldn't come as surprise ;) --[[User:Masterius|Masterius]] 08:48, 26 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::::Bozitojugg3rn4ut, the selector really should be taken into account, as apart from the receiver markings the selector switch is the only external difference between the regular Colt carbines and the Enhanced version with burst and auto. If it has the regular fire selector and lacks the markings on the receiver, then it is simply and M4 with the wrong fire control group. Is very hard to tell from the Ghost Recon screen shots as there aren't any of the relevant side, but you can just make out that there are only 3 positions marked on the right side of the receiver, making the physical model that of a regular M4/M4A1 rather than an Enhanced M4.  --[[User:Commando552|commando552]] 09:09, 26 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
Interestingly, this discussion is the first result when one Googles &amp;quot;Colt Model 978&amp;quot;. [[User:Spartan198|Spartan198]] 21:05, 19 December 2011 (CST)&lt;br /&gt;
&lt;br /&gt;
== Main Page ==&lt;br /&gt;
&lt;br /&gt;
There are 2 issues:&lt;br /&gt;
&lt;br /&gt;
1) Shouldn't it be called AR-15, since ArmaLite AR-15 is the weapon that started it all?&lt;br /&gt;
&lt;br /&gt;
2) There is at least 1 not-rifle on the page: [[M16 rifle series#Colt 9mm Submachine Gun|Colt 9mm Submachine Gun]]&lt;br /&gt;
&lt;br /&gt;
--[[User:Masterius|Masterius]] 03:58, 30 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:I agree, AR-15 makes much more sense to me. I would call the page &amp;quot;AR-15 Variants&amp;quot;, gets rid of the problem that &amp;quot;M16&amp;quot; is only relevant 5 or 6 of the 30 or so guns on the page, and the fact that rifle is not necessarily the correct term for all of them.  I'm not sure how the site mechanics work, but would changing the name of the page create a massive problem for the 1000+ pages that link here, or would the redirects sort it all out?  --[[User:Commando552|commando552]] 12:44, 30 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Need to contact admins and ask them about this. I support your version, as more appropriate one. --[[User:Masterius|Masterius]] 13:17, 30 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::Though you are technically correct, M16 is the most widely recognized nomenclature for the weapons that appear in films. Remember that we are not a gun encyclopedia, we are a weapons in MOVIE/TV/et al wiki.  Sure, we utilized those rules of starting with the original weapon when it came to more obscure weapons (like grouping the R4s in with the Galils), but really famous weapons have their own pages, weapons that a firmly entrenched with their own identity in the mind of the movie going public. We also did not start a StG-44 page and then branch the AK-47s out from that even though the AKs obviously were a stepchild of the StG-44 Design theory.  Very rarely are guns 'presented' as AR-15s in media.  In fact many movie goers don't even recognize the term. [[User:MoviePropMaster2008|MoviePropMaster2008]] 18:13, 30 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::::I don't remember many movies where the character says: &amp;quot;Here is my M16!&amp;quot; or where the weapon is listed in closing credits :\&lt;br /&gt;
::::The reason for AK-47 not being on the same page as StG-44 is having completely different design. AK-47 was ''inspired'' by StG project, nothing more. There are a lot of weapons that bear a ''resemblance'' to AK-47 or AR-15 but have different design and thus their own page. --[[User:Masterius|Masterius]] 02:29, 31 October 2011 (CDT)&lt;br /&gt;
::::'''P.S.''' Imagine IMFDB consisting of pages: ''&amp;quot;M1911&amp;quot;'', ''&amp;quot;Desert Eagle&amp;quot;'', ''&amp;quot;MP5&amp;quot;'', ''&amp;quot;Garand&amp;quot;'', ''&amp;quot;M14&amp;quot;'', ''&amp;quot;M16&amp;quot;'', ''&amp;quot;AK-47&amp;quot;'', ''&amp;quot;Everything Else&amp;quot;'' :D&lt;br /&gt;
&lt;br /&gt;
::::Now, [http://kingshamus.files.wordpress.com/2010/05/official.jpg THIS] made me laugh xD --[[User:Masterius|Masterius]] 13:34, 4 November 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
== What is the point of the Colt 9mm SMG? ==&lt;br /&gt;
&lt;br /&gt;
Every time I look at it just seems so useless. I mean, why would anyone want what is essentially an M4 that does less damage with less range? Recoil would be lower I presume, but I cant see an M4 having a gigantic amount of recoil. I'm sure someone could help provide me with some insight but at the moment I'm finding it very hard pressed to find a purpose of this thing. [[User:Lurker McNasty|Lurker McNasty]] 14:20, 14 December 2011 (CST)&lt;br /&gt;
:I imagine it had more to do with some guys at Colt wanting to get in on the 9mm subgun market but not wanting to design an entire new platform to do it with. The 9mm round also gives you less penetration, which is good if, say, you're trying to shoot the guy you're aiming at only rather than him and the three things behind him. This is why the majority of people who actually use it are police or police-like units. [[User:Evil Tim|Evil Tim]] 14:42, 14 December 2011 (CST)&lt;br /&gt;
::The main advantage of it is that it is an SMG with the same ergonomics as an AR-15 platform, which makes training easier. --[[User:Commando552|commando552]] 15:27, 14 December 2011 (CST)&lt;br /&gt;
:::9mm is much easier to suppress compared to 5.56. But Evil Tim's answer about Colt not wanting to design a whole new SMG is probably the right one.--[[User:Predator20|Predator20]] 16:13, 14 December 2011 (CST)&lt;br /&gt;
&lt;br /&gt;
== M4 Scope optics ==&lt;br /&gt;
&lt;br /&gt;
Can someone give me some info on what is the standard scope optic for the military, and what is the best scope optic to use on the M4? i was just curious--Gunner5&lt;br /&gt;
&lt;br /&gt;
:Which military? The M4 is used by a number of them in some capacity. [[User:Spartan198|Spartan198]] 20:53, 19 December 2011 (CST)&lt;br /&gt;
&lt;br /&gt;
U.S. Military.--Gunner5&lt;br /&gt;
&lt;br /&gt;
:The most common, I would think, are the ACOG and Aimpoint RDS, but just about any optic can be used on it. As far as what's the best optic to use, &amp;quot;best&amp;quot; is a relative term and depends on the individual shooter and what he/she prefers. [[User:Spartan198|Spartan198]] 02:01, 20 December 2011 (CST)&lt;br /&gt;
&lt;br /&gt;
::Not to mention different optics are more effective in certain situations than others; most ACOGs typically use 4x magnification and are effective for engaging targets at a distance, while red dot sights don't use magnification and are more suited for close-range engagements. [[User:Orca1 9904|Orca1 9904]] 21:21, 12 March 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== USE WITH S.A.S ==&lt;br /&gt;
&lt;br /&gt;
Why does the S.A.S use the M16A2 as their standard rifle? In Bravo Two Zero (the book), Andy McNab calls the M16A2 a 4x4, and the SA80 a Rolls-Royce. Looking back, the S.A.S have a history of using foreign weapons. Why is this? Do Britain not make good enough weapons? Sure, the only thing we currently make and export are Accuraccy International's (which are the best sniper rifles in the world, and I don't care what anyone else says. It strikes me as strange, though, why the S.A.S use the AW50 and not the AS50 as their heavy-caliber sniper rifle), but why do the S.A.S have to use American weapons? Why not use German?&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;...''have'' to use American weapons?&amp;quot; You have some kind of grudge against American weapons or something? :P In any case, the events of ''Bravo Two Zero'' took place during the first Gulf War, so I really doubt they're still using M16A2s in this age of optics and rail systems. It's my understanding that their ''current'' &amp;quot;standard&amp;quot; long gun is the C8FTHB carbine, which is essentially an M4A1 with a 16&amp;quot; barrel of different profile to that of a standard M4. As to why, well, they use what they ''want'' to use, whether it be British, American, German, whatever. Much like their American counterparts in CAG and DEVGRU, they have the leeway and budget to get a little bit of everything because their mission calls for it. [[User:Spartan198|Spartan198]] 10:30, 7 January 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
::The SAS adopted the M16 as a replacement for the 7.62 L1A1 SLR which was the standard British rifle at the time. The SLR was superior in terms of reliability, accuracy and range, but the M16 had a major weight advantage in terms of both the weapon and the ammunition, could mount a grenade launcher, and was capable of automatic fire (so was the SLR, but a match was required to be inserted into the action). One of the reasons they continued to use it after the introduction of the SA80 rifles was due to initial reliability problems, along with the fact that until relatively recently the SA80 culd not use an underbarrel grenade launcher (M16s were also used by other units, such as some Royal Marine units and the Pathfinders). Don't really know the exact reason why the SAS (along with Military Police and Royal Marine close protection along with a few others) use the C8SFW/CQB rather than the SA80 but would imagine it is partially due to the lower weight and the modularity of the SFW (bear in mind that the SA80 didn't have a railed forened until a few years ago and has only just gotten a MIL-STD-1913 on the top for different sights). Unlike the M16s adopted before, the C8 has actually been officially adopted by the MOD as the L119A1 (both the SFW and the CQB share the same designation though).  --[[User:Commando552|commando552]] 16:17, 7 January 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
:::L119A1 is the official designation for C8 SFW in British SF service. C8 CQB is just its variant. An analogy would be M4A1 (official service) and Colt Commando (unofficial service). --[[User:Masterius|Masterius]] 13:50, 8 January 2012 (CST)&lt;br /&gt;
::::The Colt Commando moniker has never been attached to the M4, it's been primarily used to refer to previous A1-pattern carbines like the XM177 series. [[User:Spartan198|Spartan198]] 15:30, 13 March 2012 (CDT)&lt;br /&gt;
:::::Colt currently markets the Model 933 as the M4 Commando, and several models have the &amp;quot;M4 Commando&amp;quot; rollmarks on the left side of the lower receiver as well. It is a bit messed up though also being stamped as the &amp;quot;M16A2 Commando&amp;quot; (making no sense as it is a flattop), or simply &amp;quot;M4LE&amp;quot; on law enforcement Commandos. The Commandos in particular demonstrate the practice of cobbling guns together from whatever bits are available.  --[[User:Commando552|commando552]] 19:44, 13 March 2012 (CDT)&lt;br /&gt;
::::::Colt adopted the M4 designation as a marketing ploy, the 11.5&amp;quot; 933 isn't used by the military in any capacity that I know of and not likely to start since those that need shorter barrels already have access to even ''shorter'' 10.3&amp;quot; CQBR URGs and 10.5&amp;quot; Mark 18s, neither of which are M4s since they don't match the physical specs of an M4. Heck, I can pull up a pic of a flat-topped GUU-5/P that to the untrained (or uncaring) eye would be identified as an M4A1, but isn't because it uses a slab-sided pre-A1 lower receiver. A lot of M4A1s in use by SOCOM units also can't technically by Colt naming standards be considered M4s since SOCOM now has 12.5&amp;quot; URGs for use on M4 lowers. [[User:Spartan198|Spartan198]] 01:55, 29 March 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::::::Delta Force used the weapon, when it was known as 'M16A2 Commando' (CAR-15 in article), in Somalia.[http://www.guns.com/the-us-special-forces-and-their-guns-and-gear-or-at-least-the-stuff-we-know-about.html] I'd also recommend to get the book &amp;quot;Weapons of Delta Force&amp;quot; by Fred Pushies.&lt;br /&gt;
::::::::I already have that book, of which the factual accuracy of it is dubious, and yes, I know they used the Model 727, as it's ''actually'' called. That website you linked to mistakenly refers to the M4 Commando as predating the M4, which at the time of the Battle of Mogadishu hadn't been formally adopted yet (maybe a few Deltas had them and were field testing, at best) and was still known as the XM4. How could there be a Commando version of the M4 before there was even an M4? Not to mention, they show a picture of a short-barreled ACC-M (Advanced Colt Carbine - Monolithic) on their M4 Commamndo page, instead of an actual so-called M4 Commando. M4 is a military designation that Colt adopted as a marketing ploy, just like they did with the Commando nickname when it was coined back in the '60s. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:59, 27 October 2012 (EDT)&lt;br /&gt;
:::::::Force Recon also knows Model 733 as 'Colt Commando'.[http://www.forcerecon.com/strongmenarmed3.htm]&lt;br /&gt;
::::::::That website isn't actually linked to the Marine Corps, it's some kind of fan site or unofficial biography or something. At any rate, &amp;quot;Commando&amp;quot; is still a nickname, not an official designation. With the exception of the Air Force, none of the various smatterings of M16-based carbines following the XM177 received any official designation until Colt started developing the XM4 (which was previously nicknamed the &amp;quot;Abu Dhabi Carbine&amp;quot;, BTW) in the '80s. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:59, 27 October 2012 (EDT)&lt;br /&gt;
:::::::::Colt do actually give their various rifles &amp;quot;names&amp;quot; for lack of a better word. They were used by Colt in marketing materials and catalogues and can, depending on the specific rifle, be found stamped on the lower receiver. For example the Model 733 was originally marketed as the &amp;quot;M16A2 Commando&amp;quot;, and you can find it with either this stamped on the lower, or simply &amp;quot;Colt Commando&amp;quot;. Colt did also start marketing 733s as &amp;quot;M4 Commandos&amp;quot; after the M4 was adopted, despite the fact it did not have a flat top rail. These names are not necessarily unique to a single rifle and can be used for multiple model numbers, for example the name &amp;quot;M16A2 Carbine&amp;quot; was used for the Model 723 and 727, as well as the 720 before it was given the XM4 designation.&lt;br /&gt;
:::::::In essence, more modern (meaning, without older parts) M4 CQBR and M4 Commando are just that. M4 Carbine with shorter barrel. --[[User:Masterius|Masterius]] 02:52, 29 March 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
::::Another reason the SAS don't use the SA80 is because you cannot use it in your left hand and they prefer to be able to use a weapon in both hands as it's better for shooting from behind cover. --[[User:Cool-breeze|cool-breeze]] 13:12, 12 February 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
:::&amp;quot;Why not use German?&amp;quot; Aside from the fact that if you say SAS most people with think of &amp;quot;Black Kit&amp;quot; with an MP5, there is still some rumours flying around about them using the 416 and 417. [[User:The Wierd It|The Wierd It]] 04:30, 13 February 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
::::Probably thrown around by HK's PR department, they sold a ton of MP5s off the back of the SAS using them to break up the Iranian Embassy Siege. [[User:Evil Tim|Evil Tim]] 07:20, 13 February 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
:::::Using the HK416 might be BS, but British Special Forces do use the HK417. It was bought a few years ago as a DM rifle before the army got the L129A1. It was also more widely tested by the Royal Marines in the role, but was replaced when the L129A1 was adopted. [http://www.eliteukforces.info/images/gallery/uksf/sfsg-multicam-hr.jpg Here] is a photo of an SFSG team, the guy second from the left in the first row has a suppressed HK417. They guy behing may also have one, but can only make out the stock so could be another AR-15 pattern rifle.  --[[User:Commando552|commando552]] 07:51, 13 February 2012 (CST)&lt;br /&gt;
::::::He's got a Minimi Para with a PIP stock like the guy second from the right in the front row; you can see the iron sight against his shirt. [[User:The Wierd It|The Wierd It]] 11:50, 13 February 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
== Page Title ==&lt;br /&gt;
&lt;br /&gt;
While this page contains many weapons based on the AR-15, shouldn't it be called &amp;quot;AR-15 family of weapons&amp;quot; or something like than rather that just &amp;quot;M16 rifle series&amp;quot;? --[[User:RaNgeR|RaNgeR]] 12:36, 15 February 2012 (CST)&lt;br /&gt;
:Look 4 topics above this one. If it was up to me I would call it &amp;quot;AR-15 rifle series&amp;quot; or something like that, but MPM2008 made the point that although this would be technically correct the average person coming to site would be much more familiar with the term M16, which is fair enough.  --[[User:Commando552|commando552]] 12:53, 15 February 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
== Sniper Rifles? ==&lt;br /&gt;
&lt;br /&gt;
How are we defining &amp;quot;Sniper Rifles&amp;quot; for [[:Category:Sniper Rifle]]. It seems to me that all the guns on this page are Assault Rifles. I know that you can certainly convert an M16 to a sniper rifle but all the images seem to be of Assault rifles. Just curious! --[[User:Zackmann08|Zackmann08]] 19:47, 18 March 2012 (CDT)&lt;br /&gt;
:The main rifle on here that I would class as a sniper rifle is the Mk 12 SPR but there are also the Vietnam-era M16 sniper variants, the Model 655 and 656. There are also some &amp;quot;target&amp;quot; AR-15s like the Colt Accurized Rifle and the Match Target Competitions that I would probably class as sniper rifles if I had to put them into a category.  --[[User:Commando552|commando552]] 20:21, 18 March 2012 (CDT)&lt;br /&gt;
:::Sadly, it seems that Colt has discontinued the Colt Accurized Rifle for the time being. I checked my old link on the [[SWAT 4]] page and it no longer works, nor is the Colt Accurized Rifle anywhere to be found on their product page sections of their website (maybe it just couldn't compete with similar products from other companies?). I was hoping the Colt Accurized Rifle would have been included on this page--I guess that won't be the case now, for how can a firearm be included here on this wiki if it failed to make much of an impact (to the point that it was discontinued) and thus won't be in many pieces of audio-visual media? --[[User:Mazryonh|Mazryonh]] 21:57, 18 March 2012 (CDT)&lt;br /&gt;
::I missed the Mk 12 SPR. I 100% agree with you on that one, that is DEFINATELY a sniper. Thanks for clarifying! Any change we could could put a definition on the [[:Category:Sniper Rifle]] page like the one that is on the [[:Category:Assault Rifle]] page? --[[User:Zackmann08|Zackmann08]] 20:28, 18 March 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
::The 655 and 656 were full-auto capable, so I wouldn't exactly lump them in as sniper rifles. Same goes for the Mark 12, if you want to get technical. The Mark 12 grew out of a program to create a SOPMOD upper receiver component that the shooter could switch out with his M4 upper when in need of increased range and accuracy. So in its original form, the SPR was still technically an assault rifle (and as such it's still frequently used in that manner by SOF who switch out uppers on full-auto lowers), it just had a high-magnification scope, and we all know that just sticking a scope on an AR doesn't make it a sniper rifle. It didn't lose its full auto capability until it was type-classified as an individual weapon. Mark 12s in regular grunts' hands would likely be dedicated sniper rifles, but those you see in use by SOF are more than likely just SPR uppers on M4 lowers. There's a similar distinction between Mark 18s (complete type-classified weapon with 10.5&amp;quot; uppers on refurbished M16A1 lowers) and &amp;quot;M4A1 CQBRs&amp;quot; (10.3&amp;quot; uppers on M4 lowers). [[User:Spartan198|Spartan198]] 20:55, 18 March 2012 (CDT)&lt;br /&gt;
:::Just because something has full automatic capability doesn't mean it is not a sniper rifle. It is unusual and arguably unnecessary, but as far as I know there is no official definition of what a sniper rifle does and does not have. In my opinion it is a sniper rifle if it is designed for and used in the sniping role. Hell, you can even call small caliber stuff like the Ruger 10/22 a sniper rifle as it has been used as one. For the purposes of this site though, I think the category should be used if the rifle ''appears'' to be a sniper rifle to the average user who might be trying to identify something. In other words, a catch all term for sniper, designated marksman, target and hunting rifles.  --[[User:Commando552|commando552]] 21:14, 18 March 2012 (CDT)&lt;br /&gt;
:I was under the impression that a dedicated sniper rifle had to have (at a minimum) a scope, be chambered in a full-size rifle round (so as to allow for accurate distant shots with high stopping power, a key part of sniping), be ergonomically suited for use while prone (i.e., its magazine must not be so large as to create an obstruction when lying on the ground on your stomach, and preferably have a bipod) and allow for accurate semi-automatic/bolt-action fire (fully-automatic or burst-fire is possible but counter-productive for accurate long-range shots, and such capability is usually reserved for Designated Marksmen who must travel with a squad and still keep some close-quarters firepower if necessary). So something like the VSS Vintorez wouldn't count because its round is short-ranged (up to 400 meters only given its subsonic velocity, so it's more of an accurized &amp;quot;special purpose&amp;quot; assault rifle), while the SVD would, due to its scope, 7.62x54mmR caliber, small magazine size to ensure it doesn't get in the way when used while prone (I'm very confused as to why the Soviets never put a bipod on the SVD, however), and semiautomatic-only nature. --[[User:Mazryonh|Mazryonh]] 21:57, 18 March 2012 (CDT)&lt;br /&gt;
::As we only have the sniper rifle category here, I would class the VSS Vintorez as such, as it is designed as a suppressed sniper rifle. By virtue of the fact that it is suppressed it uses a lower power shorter range cartridge than a typical sniper rifle, but not all sniping is long range. If you were to use an integrally suppressed [[Accuracy_International_Arctic_Warfare_series#Accuracy_International_Arctic_Warfare_Suppressed|AWS]] with subsonic ammunition the range would be limited like on the Vintorez, but that doesn't mean it is no longer a sniper rifle. In particular, for police and some special forces uses long range is not as important in a sniper rifle as accuracy and other considerations. Like I said before, silenced Ruger 10/22s have been used by special forces for almost silent sniping. Another example would be the Russian SV-99, which is a silent sniper rifle based on a .22LR biathlon rifle. Weapons like these are specialized sniper rifles, but they are still sniper rifles none the less. I'm not sure whether trying to make a fixed definition for a sniper rifle is a good idea, as you will always find exceptions. Not all &amp;quot;sniper rifles&amp;quot; even use telescopic sights, an example being the Barrett M82A2 which uses a 1x red dot sight as it was actually designed for shooting from the shoulder as a low cost anti helicopter weapon. Another rifle that breaks your definition would be the [[BMS Milcam Rifle Series|BMS Snicam]] which is undeniably a sniper rifle, but uses a 5.56mm cartridge from 20/30 round STANAG magazine. Different sniper rifles have wildly different characteristics depending on the specific task they are designed for. The only thing I can say about what should be in the sniper rifle category is if it looks like one, put it in there. This isn't an encyclopaedia, the idea of the categories is to help people identify unknown guns, so if it looks like a sniper rifle that is the category they will be looking in.  --[[User:Commando552|commando552]] 07:13, 19 March 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== About charging handle ==&lt;br /&gt;
&lt;br /&gt;
From [http://www.thetruthaboutguns.com/2011/11/foghorn/ask-foghorn-what-does-a-forward-assist-do/ The Truth About Guns]:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Ever since, part of the military’s manual of arms for loading the M16 and its variants includes a mandatory smacking of the charging handle even if it isn’t necessary.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Is it about racking the charging handle? --[[User:Masterius|Masterius]] 01:51, 28 March 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
:That is a mistake, smacking the charging handle does nothing on an AR-15. As it had previously been talking about the introduction of the forward assist (the button on the right rear of the upper receiver), I assume it is meant to say ''&amp;quot;Ever since, part of the military’s manual of arms for loading the M16 and its variants includes a mandatory smacking of the '''forward assist''' even if it isn’t necessary.&amp;quot;''  --[[User:Commando552|commando552]] 05:01, 28 March 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Ah, thanks for the explanation. --[[User:Masterius|Masterius]] 07:50, 28 March 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== AKM front sight on an M16? ==&lt;br /&gt;
&lt;br /&gt;
Was just doing a bunch more caps for the [[Bravo Two Zero]] page and came across this:&lt;br /&gt;
[[File:Bravo Two Zero (3634).jpg|thumb|500px|none|]]&lt;br /&gt;
This is the SP1 that is carried by Baz (Ian Curtis) fitted with a CM203 launcher but it looks as if (to me at least) it is fitted with an AKM front sight. Has anyone ever seen anything like this before or know of after-market parts that look like this? This seems like an absolutely random modifications for an armourer to do to a rifle, only thing I can think of would be if the sight on the gun wa damaged during filming so they slapped this on.  --[[User:Commando552|commando552]] 08:40, 2 April 2012 (CDT)&lt;br /&gt;
::The movie was filmed completely in South Africa.  Could the SA armorers be using any Vektor rifles disguised as American guns? [[User:MoviePropMaster2008|MoviePropMaster2008]]&lt;br /&gt;
:::I really need to get around to updating the page to show it, but the weapon is a straight SP1 apart from the front sight so it isn't a Vektor. You can actually see the existing M16 gas block, and this looks like the top part of the gas block/sight has been sawed off and an AKM sight welded on. As it switches between a regular SP1 and this one with the cobbled together sight, I'm guessing that the rifle was broken part way during shooting and an AKM sight was the only vaguely suitable spare part they could get their hands on. I've actually taken a bundh of caps for this film bu have forgotten about them till now, will try and add them later to show what I mean.  --[[User:Commando552|commando552]] 14:44, 24 June 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== RAS on M16A4 ==&lt;br /&gt;
What is this rail system?&lt;br /&gt;
[[Image:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|500px]]&lt;br /&gt;
It doesn't appear to be a KAC M5 RAS because it lacks the cut-out in the upper half to accommodate the M203 barrel clamp. If you don't know what I mean, zoom in on the front sight area in this pic and notice how the side rails are shorter than the top and bottom [http://upload.wikimedia.org/wikipedia/commons/b/b4/USMC_M16A4_Rifle.JPG]. I've only seen this kind of rail on airsoft M16s. Is the rail in MPM's image above an airsoft replica? [[User:Spartan198|Spartan198]] 22:17, 13 April 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
:I was having hard time trying to find that specific handguard... While it looks very similar to the KAC's M5, maybe IT IS an airsoft replica, though not 100% sure. --[[User:RaNgeR|RaNgeR]] 10:27, 30 May 2012 (CDT)&lt;br /&gt;
::Nope it is NOT an airsoft replica.  Those rails are REAL and damned heavy as well. :D  I think on this particular gun it had an aftermarket rail system.  Not all guns on screen have KAC Rails.  I will hunt down the rifle and take more detailed pics of the rails. [[User:MoviePropMaster2008|MoviePropMaster2008]] 01:15, 24 June 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;M4 Commando&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Both Model 933 and Mk 18 Mod 0 sections mention that the M4 Commando is not an official designations. I don't really understand this, as that is how Colt calls it on their webpage. [http://www.colt.com/ColtMilitary/Products/ColtM4CommandoR0923CQB.aspx]- [[User:Bozitojugg3rn4ut|bozitojugg3rn4ut]] 11:07, 12 May 2012 (CDT)&lt;br /&gt;
:About the Model 933, when they were first offered I'm not sure if they were marketed as &amp;quot;M4 Commandos&amp;quot; but they definitely are now. In fact, they even have &amp;quot;M4 Commando&amp;quot; stamped on the magazine well. The Mk 18 is a different kettle of fish, as that is not an &amp;quot;official&amp;quot; colt model and is just put on whatever lower receiver.  --[[User:Commando552|commando552]] 11:37, 12 May 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Question ==&lt;br /&gt;
Why isn't the M16A3 listed on here and just about every other site.Just wanted to know?Is that its an unofficial variant or is it just a M16A2 that fires full-auto?--[[User:DJsputnik|DJsputnik]] 00:50, 24 June 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
:It's just an M16A2 with full-auto in place of burst. Almost all &amp;quot;M16A2s&amp;quot; in movies are essentially M16A3s since they're A2 uppers on older A1 or SP1 full-auto lowers. [[User:Spartan198|Spartan198]] 11:57, 24 June 2012 (CDT)&lt;br /&gt;
::Let's not forget that it can be flat-top also. - [[User:Bozitojugg3rn4ut|bozitojugg3rn4ut]] 13:05, 24 June 2012 (CDT)&lt;br /&gt;
:::I'm noy sure if the full auto version of the A2 that people call the A3 was ever actually officially designated as the A3, but for clarity I tend to call it the Model 646 or M16A2E3 (which was its official name). I save the M16A3 name for the full auto version of the M16A4, the Model 901, whih is currently officially designated by the US as the M16A3.  --[[User:Commando552|commando552]] 13:26, 24 June 2012 (CDT)&lt;br /&gt;
::::Defense Industry Daily disagrees. [http://www.defenseindustrydaily.com/the-usas-m-16-rifle-purchases-04517/] [[User:Spartan198|Spartan198]] 18:46, 24 June 2012 (CDT)&lt;br /&gt;
:::::The rifle that the DID article is referring to is the later Model 901. They may refer to it as a full auto version of the A2, but they also talk about the order from FN in 2007 for new A3s and A4s, which were definitely both using the flat top receiver. The flat top A3 was developed in the 90s with the A4, so rifles built in 2007 would not be to the old spec. That article is either unclear and is referring to two different models, or it is a typo (or just wrong) about referring to the &amp;quot;A3&amp;quot; they are talking about as being a full auto A2.  --[[User:Commando552|commando552]] 19:08, 24 June 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Anyone recognise this variant? ==&lt;br /&gt;
&lt;br /&gt;
I just came across this rifle on the ''[[Strike Back - Season 1]]'' page where it is listed as an M4A1:&lt;br /&gt;
[[File:Strikeback-M4-1.jpg|thumb|500px|none|]]&lt;br /&gt;
However, it isn't a Colt rifle as the flat top rail is higher than on a normal AR-15 pattern gun. Also, it has an A1 forward assist plunger, A1 lower receiver (although I imagine this is a replacement to allow full auto) and a non Colt stock (curved in front of the locking bolt as opposed to vertical, several companies like Tapco make their stocks like this). I've read somewhere on here (a ''[[Stargate]]'' page probably) that Olympic Arms flat top rifles have a higher scope rail compared to other AR-15s, is this one of them? I know bugger all about Olympic Arms rifles and can't seem to find many pictures of them, but all the ones I can find show them with a standard height rail, kind of like I can never find a picture of one with the &amp;quot;Stowaway&amp;quot; pistol grip that the ''[[Stargate]]'' pages also state that they have.  --[[User:Commando552|commando552]] 04:25, 11 July 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Doesn't look too different from a standard M4 carbine to me. The telescoping stock isn't much of an identifier as to the model of the weapon; the standard stock can be easily swapped out for third-party aftermarket stocks (in fact you'll note that there are images of the M4 with both four and six-position stocks on this site). As for the forward assist button, it can be swapped out just as easily as the stock. [[User:Orca1 9904|Orca1 9904]] 06:11, 11 July 2012 (CDT)&lt;br /&gt;
::The forward assist and stock are secondary, they just add to the likelihood of it not being a Colt gun. Another thing that is easily replaceable but just adds to the whole weirdness of this gun in that fact that it has an A1 rather than A2 flash hider. The main thing is the scope rail. It is higher than on a standard AR-15 pattern gun made by Colt, or the majority of other manufacturers. The easy place to see this is at the rear above the charging handle, where the receiver above the charging handle slot is about twice the thickness. I've just noticed as well that the brass deflector looks odd, the top edge of it slopes upwards and goes higher up the weapon. This is definitely a live fire gun as they are used throughout the series firing blanks, but it is definitely not a Colt M4. Was hoping someone would be able to recognise the profile of the upper receiver, as that is the unique part which makes this gun unidentifiable.  --[[User:Commando552|commando552]] 08:03, 11 July 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
::I am the one who wrote that comment about Olympic Arms flattop receivers on the ''[[Stargate: SG1]]'' page, and several other pages. If you want a better example of what the earliest OlyArms flattop rifles looked like, check out the pics of the K23B Stubby which is used by [[Gary Sinise]] in ''[[Reindeer Games]]''. My understanding (and I asked about this on the OA message board) is that OlyArms' first flattop receivers were a bit taller (by about .25&amp;quot;) than the current mil-spec standard seen on the M4/M16A4, and had a rail that was copied from the Colt ACR (which looks very different from the Picatinny rail). This style receiver was only produced for a short time before Oly started making their flattop ARs with the same type of receiver that Colt had introduced on the M4.&lt;br /&gt;
&lt;br /&gt;
::As for the M4 in ''[[Strike Back - Season 1|Strike Back]]'', I agree with you that the flattop receiver is clearly taller than that of a mil-spec M4, but unlike early OlyArms flattops, it appears to have the Picatinny rail. So unless Oly manufactured tall flattops that had Picatinny rails (and I have no idea if they did), that upper is probably from some other manufacturer. -[[User:MT2008|MT2008]] 19:44, 11 July 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
M4s with these uppers seem to be returning in Season 4. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 02:37, 10 August 2013 (EDT)&lt;br /&gt;
:Here's a pic of one from season 4 (I made a special effort to get good shots of the rail when capping it):[[File:Strike Back S04E01 037.jpg|thumb|500px|none|]]My theory about these is that they are fixed carry handle uppers that have been modified (I made a [http://forum.imfdb.org/showthread.php?t=2081 topic] about this possibility in the forum due to the show having a flat top sniper AR-15 that somehow had what otherwise appeared to be an SP1 upper). If you look closely you can see that the rail is a separate piece of metal that has been bolted on, and also has a black finish rather than the grey of the receiver. Also, at the front and back of the rail you can see the shape of the receiver where the carry handle previously joined onto the upper. Either these guns are made by a company that took carry handle forgings and just machined off the handle and bolted a sight on rather than doing a new upper, or they are built form an original complete A1E1/A2 style upper that has been modified. I'm more inclined to believe the latter due to the scattershot nature of the variants on display, with slight differences in the heights of the rail or how they attach, different forward assists, different brass deflector sizing and different lowers. I don't have a good shot of it, but one of the rifles also had the finish totally worn off at the front of the receiver, but the rail was fine suggesting that this was installed when the gun was already old. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 18:25, 12 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== M16 and SP1 sections ==&lt;br /&gt;
&lt;br /&gt;
As it is impossible to tell an original Model 602 M16 from a Model R6000 Sporter without seeing a detailed view of the front receiver pin (the M16 has a flat push pin whereas the SP1 has a screw headed pin) should they have separate sections? Furthermore from what I can tell the vast majority of the weapons listed in the M16 section are SP1s, as are all the images in that section. I would sugest merging the SP1 section into the M16 section and making a note of the fact that the vast majority of &amp;quot;M16s&amp;quot; in film/TV are actually SP1s. Also, I think the M16/M203 and M4/M203 sections should be merged into the main weapon sections as firstly (in the case of M16s) it doesn't distinguish by variant, and secondly most of the time an M203 is attached to a weapon people just list it under the notes section rather than putting it in these sections. Thoughts anyone?  --[[User:Commando552|commando552]] 07:43, 31 July 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== 50-round mags ==&lt;br /&gt;
&lt;br /&gt;
Every time a video game includes a M16 or M4 with 50-round magazines it is listed as an incorrect capacity, why? According to some research, the M16 rifle series use STANAG magazines, which include the 50-round capacity, so why would a 50-round M16 be unrealistic? --[[User:Ultimate94ninja|Ultimate94ninja]] 03:03, 8 August 2012 (CDT) ''(I previously forgot to sign my post, so here it is)''&lt;br /&gt;
:I've never heard of a 50-round STANAG magazine, I thought they only came in 20 and 30 rounds. And please sign your posts. --[[User:Funkychinaman|Funkychinaman]] 14:14, 7 August 2012 (CDT)&lt;br /&gt;
Some companies do make quad stack 50 round magazine, Surefire for example. However, these magazine look different to a regular 30 rounder widening outside of the magazine well to double thickness. If the gun is modelled with a 30 round mag and has a capacity of 50 then it is incorrect, just as a gun modelled with a 20 round mag holding 30 rounds is incorrect. To the best of my knowledge no game has featured quad stack AR-15 magazines yet, so any game where the weapon holds 50 rounds is wrong.  --[[User:Commando552|commando552]] 14:31, 7 August 2012 (CDT)&lt;br /&gt;
::Edit: My mistake, Surefire mags only come in 60 or 100 rounds, not 50. Think there are still 50 round ones out there, Magpul have files a patent for a 50 round version of the PMAG. Come to think of it, I really don't know why surefire didn't make the mags 50 rounders, as then the length would be about the same as a 30 rounder making it less obtrusive and more compatible with existing vests and pouches, but whatever.  --[[User:Commando552|commando552]] 18:13, 7 August 2012 (CDT)&lt;br /&gt;
:I can't find anything on Google about 50-round STANAG mags. Maybe the OP could enlighten us? [[User:Spartan198|Spartan198]] 16:49, 7 August 2012 (CDT)&lt;br /&gt;
::On the Wikipedia page [http://en.wikipedia.org/wiki/STANAG_Magazine STANAG magazine] it says that there are 40, 50 and 90-round magazines (in addition of the usual 20, 30 and 100), which drew my attention on the 50-round mag --[[User:Ultimate94ninja|Ultimate94ninja]] 03:03, 8 August 2012 (CDT)&lt;br /&gt;
Wikipedia sucks as a source of information. STANAG Magazines are designed to fit into an M16 magazine well. STANAG magazines are supost to be 30 rounds. 5,10,20,40,50, 60,90,100 round magazines are not STANAG magazines although they will fit into a STANAG magazine well. There was a 50 round magazine made durring vietnam and it was proven unreliable and removed from service as fast as it was designed and built. Thus ever 50 round magazine in videogames is erronious. Standard magazine capacity for a M16 is a 30 round STANAG magazine.[[User:Rockwolf66|Rockwolf66]] 15:10, 14 August 2012 (CDT)&lt;br /&gt;
:Yeah, ''that'' wiki is a terrible source of info, according to someone on ''this'' wiki. I'm sure I can produce someone on ''another'' wiki that claims ''this'' wiki is also a terrible source of info. Calling the kettle black there, don't you think, Rock? ;) [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 05:56, 25 October 2012 (EDT)&lt;br /&gt;
::Also, I don't think you are actually totally right in saying that STANAG mags are 30 round only. First off, as STANAG 4179 was never ratified there is no actual standard in the first place, just a proposed standard that some countries have chosen to adhere to. Every time something says &amp;quot;STANAG compliant&amp;quot; it should technically say &amp;quot;draft STANAG compliant&amp;quot; when talking about magazine dimensions. Further more, the proposal was only a dimensional standard for the top of the magazine not for the capacity, so any size of magazine would be draft STANAG compliant. Using the widely used term &amp;quot;STANAG magazine&amp;quot; can be kind of confusing as it implies that there is one single magazine that was '''the''' STANAG magazine, rather than the actual case where it is just a standard that a magazine can meet.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 08:09, 25 October 2012 (EDT)&lt;br /&gt;
[[File:Navyseal50round.jpg|thumb|500px|none|Navy SEAL with 50 round STANAG Magazine]]&lt;br /&gt;
Is this the 50-round STANAG magazine that was proven unreliable during Vietnam? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:22, 10 November 2012 (EST)&lt;br /&gt;
:Can't see all of it, but it looks like it. I have a very clear, full-body picture of the 40-round mag also tested during Vietnam and this looks longer than that one. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:30, 22 November 2012 (EST)&lt;br /&gt;
Very old discussion, I know :P but [http://www.xproducts.com/high-quality-extremely-durable-fully-encased-alloy-50-round-drum-magazine-for-the-ar15-ar-15 here]'s a 50-round mag for it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 12:48, 20 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Strange M16 upper reciever ==&lt;br /&gt;
&lt;br /&gt;
I was reading the Irish Sun newspaper and I seen an article where the Mexican police captured a big time cartel lad. There was a photo of 2 policemen in SWAT uniforms hold the suspect for the cameras and they had some m16 looking guns on slings with a strange upper reciever: It looked like the forward assist was integrated into the brass deflector. It was the 4th September edition if someone wants to have a look at it. I was looking for it on the interweb and I could'nt find anything like it?? Anyone ever seen anything like this? [[User:EoghanG93|EoghanG93]] ([[User talk:EoghanG93|talk]]) 15:38, 5 September 2012 (EDT)&lt;br /&gt;
:is [http://thestar.com.my/news/story.asp?file=/2012/9/5/worldupdates/2012-09-05T020017Z_1_DEE88401N_RTROPTT_0_MEXICO-CARTEL-DETENTION&amp;amp;sec=Worldupdates this] the story you are talking about ([http://static.vg.no/uploaded/image/bilderigg/2012/09/05/1346797246956_738.jpg higher res])? If so the brass deflectors and forward assists look normal to me (think they are [[Colt Model 727]]s). if this is a different story, the only thing that i can think of that has the two sort of combined is the [http://www.vltor.com/mur.htm Vltor MUR], which is used on the [[Noveske Rifleworks rifle series]].  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 15:49, 5 September 2012 (EDT)&lt;br /&gt;
Ah no that wasn't it lad. It was just like a regular brass deflector but with a button (like the forward assists button) on the back of the deflector. It could have been some custom job ?? [[User:EoghanG93|EoghanG93]] ([[User talk:EoghanG93|talk]]) 04:23, 9 September 2012 (EDT)&lt;br /&gt;
:If it was a .308 could have been a DPMS rifle, they combine the deflector and forward assist on some of their uppers such as [http://www.dpmsinc.com/COMPACT-HUNTER_ep_151-1.html this] one. There might be other companies that do this but this is the one that springs to mind. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 05:50, 9 September 2012 (EDT)&lt;br /&gt;
::Way late to the discussion.  Those look like normal A2 uppers except the wear pattern on the guns is odd.  Most of the gun is a nice, dark black, but the high points--including the &amp;quot;tip&amp;quot; of the deflector--are worn through the finish to the metal.  It's an odd look probably because that wear pattern is only on the high points and probably from regular, everyday carry without much else wear and tear.  So, casing, uncasing, and rubbing against uniforms instead of firing.  Download the picture, put it in a photo editor and crank the brightness up to see what I mean.  --[[User:Deathbunny|Deathbunny]] ([[User talk:Deathbunny|talk]]) 17:26, 24 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== CAR-A4 DEA Carbine ==&lt;br /&gt;
Since the only page it was used on was deleted and the pic of the weapon itself is placed under the Additional Variants section at the top of this page, maybe its section on the main page could be deleted? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 01:38, 14 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Film Use of MGC Replica (moved from main page)==&lt;br /&gt;
* U.S. Air Force personnel in ''[[WarGames]]'' (1983)&lt;br /&gt;
&lt;br /&gt;
* [[Goldie Hawn]] as Pvt. Benjamin in ''[[Private Benjamin]]'' (1980)&lt;br /&gt;
&lt;br /&gt;
* [[Tom Berenger]] as Gen. Buck Swain in ''[[Diplomatic Siege]]'' (1999)&lt;br /&gt;
&lt;br /&gt;
* ''[[Apocalypse Now]]'' : mounted on the PBR boat, shot up by tracer rounds.&lt;br /&gt;
&lt;br /&gt;
* ''[[Full Metal Jacket]]'' : the MGC M16 was visible being held by all soldiers who carried the M16.  Only when they were firing on screen, did it switch to a live version of the weapon.&lt;br /&gt;
&lt;br /&gt;
* ''[[Hamburger Hill]]'' : used by background Airborne Soldiers during a medical Evac.&lt;br /&gt;
&lt;br /&gt;
* ''[[The Spy Who Loved Me]]'' : used by the British/Russian/US Navy Sailors during the gun battle on the ''Liparus''.&lt;br /&gt;
&lt;br /&gt;
* ''[[Octopussy]]'' : used by the South American soldiers during the pre-credits sequence.&lt;br /&gt;
&lt;br /&gt;
* ''[[Predator]]'' : Used by Dutch ([[Arnold Schwarzenegger]]), for a scene where his rifle is blown up by the Predator.&lt;br /&gt;
&lt;br /&gt;
* ''[[Commando]]'' : Used by bad guys who kidnap Matrix and hold their M16s on him.&lt;br /&gt;
&lt;br /&gt;
* ''[[Uncommon Valor]]'' : in any of the armory scenes or flashback scenes of soldiers not firing their M16s, the MGC M16 is evident.  Also the CAR-15 replica is heavily used by the LRRP teams in the beginning of the film.  &lt;br /&gt;
&lt;br /&gt;
* ''[[First Blood]]'' : the Army National Guardsmen are seen holding many MGC M16 rifles.  Only when an actor fired, did the weapon change to a real weapon. &lt;br /&gt;
&lt;br /&gt;
* ''[[Rambo: First Blood Part II]]'' : seen in the weapons hold of the pirate boat used to smuggle Rambo up river.&lt;br /&gt;
&lt;br /&gt;
* ''[[Hulk]]'' : when the Hulk explodes out of the ground on Powell Street in San Francisco, many of the U.S. Army Soldiers were carrying MGC-16 replica rifles (in addition to real AR15-A2 rifles).  One of the soldiers holding the fake rifle has a closeup in one of the 'split screen' shots of their reaction to the Hulk.  &lt;br /&gt;
&lt;br /&gt;
* ''[[The Final Countdown]]'' : used by Marines on the deck of the Nimitz in scenes where there is no firing.&lt;br /&gt;
&lt;br /&gt;
* ''[[Barb Wire]]'' : outfitted with ill fitting 30 round magazines, A2 handguards and A1 birdcage flash hiders, held by Congressionals.&lt;br /&gt;
&lt;br /&gt;
* ''[[Dragon Wars: D-War]]'' :  outfitted with ill fitting 30 round magazines, A2 handguards and A1 birdcage flash hiders, used by background U.S. Army troops defending Los Angeles.&lt;br /&gt;
&lt;br /&gt;
* Used by many cadets in ''[[Taps]]''&lt;br /&gt;
&lt;br /&gt;
* ''[[Ghostbusters]]'' : some of the Army National Guard soldiers near the climax can be seen with these weapons fitted with A1-style flash hiders, supplimenting real M16A1's.&lt;br /&gt;
&lt;br /&gt;
* An L.A.P.D. SWAT officer in ''[[Bandits]]'' (fitted with A2-style handguards)&lt;br /&gt;
&lt;br /&gt;
* Used by soldiers in ''[[Land of the Dead]]''&lt;br /&gt;
&lt;br /&gt;
* Used briefly in ''[[Red Spectacles, The|The Red Spectacles]]''&lt;br /&gt;
&lt;br /&gt;
==Can someone find a picture of Daryl's M4?==&lt;br /&gt;
[[File:TWDS04E08M4A1.jpg|thumb|none|600px]] I think it's a 6 position collapsible stock, PMAG and EOTech holosight.&lt;br /&gt;
&lt;br /&gt;
== AR-15 Carbine Section  ==&lt;br /&gt;
&lt;br /&gt;
Well I don't remember my login on the form so I'll say it here. &lt;br /&gt;
&lt;br /&gt;
I think the &amp;quot;AR-15 Carbine&amp;quot; section is redundant and should me merged with the Colt AR-15A3 Tactical Carbine section since the &amp;quot;AR-15 Carbine&amp;quot; image is just a duplicate of the AR-15A3 Tactical Carbine image and the Colt AR-15A2 and Colt AR-15A3 '''''are''''' the AR-15 Carbines. Thoughts? [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 22:02, 16 May 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
:''Very'' late reply, but I agree with you that something should be done here. Though I think that the two entries in the &amp;quot;AR-15 Carbine&amp;quot; should be moved to an &amp;quot;unidentified AR-15 derivatives&amp;quot; section because their work pages did not provide a clear identification to their weapons. The duplicate images should be deleted, and the description of the section might be reworked into a page introduction or something. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 01:32, 6 June 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Model 654 Image==&lt;br /&gt;
[[File:Colt Model 654.jpg‎|thumb|501px|none|Colt Model 654 &amp;quot;M16A1 Carbine&amp;quot;, the export model of the Model 653 without forward assist - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
It states 'without forward assist' but unless I need a new prescription, there appears to be one on this image, which essentially means its a duplicate Model 653 image. Any possibility of getting an actual slab-side Model 654 image, or at least a decent Photoshop job of a slab receiver on on 653 to rectify this? [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 14:04, 13 June 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think the lower is just scratched in just the right place to ''look'' like the back end of a forward assist button. If you look at the image at full size, you can see the lip where the upper and lower receivers join. On the 653 image, you can't see this lip because it's obscured by the forward assist. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 04:57, 15 June 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Bah, looking at it again closely (especially comparing the two images), seems like you're right. I hate that though, it really did look off. Still does actually. It wasn't just that piece at the rear though - There's a discoloration/demarcation behind the ejection port, which, on the 2D flat-on image, looks kinda like the angled rake for a forward assist - Most slab uppers look clearly and continuously smooth all the way back in most of all the other AR images, which is why I got thrown off -&lt;br /&gt;
[[Image:Colt-Sporter-I-Carbine.jpg|thumb|none|500px|Colt Sporter I Carbine - 5.56x45mm.]]&lt;br /&gt;
[[Image:ColtSporterIIw30RdMag.jpg|thumb|none|500px|Colt Sporter II Carbine - 5.56x45mm.]]&lt;br /&gt;
Still looks off a bit, but thinking about it, the image isn't high-detail so that doesn't help. Could also just be a photoshop flub. Anyway.. guess this is nothing after all. Would be nice if the pic could be cleaned up a bit though, more like the 653 image, that might help. Just a thought. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 13:52, 15 June 2014 (EDT)&lt;br /&gt;
:I uploaded that image but i didn't make it, I got it is the old version of a different file but I can't remember which one. Originally I thought it was just discolouration on the upper making that mark (as it is not in quite the right place for the forward assist forging as I think it goes too far forward). On closer inspection though it looks like it is a transparent overlay of an A1 upper over a slickside one. I have tried to tweak it in photoshop to correct this and updated the image.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:44, 15 June 2014 (EDT)&lt;br /&gt;
:: Looks substantially better there, thanks C552. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 21:55, 15 June 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== M4 without carry handle pic ==&lt;br /&gt;
No offense to the person that did it, but that 'shop job is an eyesore. How about replacing it with this one[https://upload.wikimedia.org/wikipedia/commons/0/08/PEO_M4_Carbine_RAS.jpg]? It's an M4 rather than an M4A1, but I've been on the lookout for a suitable one and this is all I've been able to find that wasn't an obvious airsoft. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 18:09, 25 June 2014 (EDT)&lt;br /&gt;
: I don't like that picture, as it's at a slight angle and also has a fully railed handguard - I think getting/keeping an image like the present one (which isn't that good, I grant you) would be preferable, as there are several pages I have seen that show it in that config (regular handguard, no handle). But there are some that no doubt have it that way, too.. Bah, I don't know (The Burst trigger group doesn't mean anything, that is the only difference (visual or otherwise) between the M4 and M4A1). Perhaps MPM can get a better pic in due course, or someone can at least get a better edit job going for the meantime. But it's not my call. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 21:41, 25 June 2014 (EDT)&lt;br /&gt;
::I actually made the picture in question with MSPaint, years ago. Just to show a friend what a 'flat top' was. Granted, looking at it now, it's terrible. I could probably give it another crack if anyone cares?--[[User:MikeyACH|MikeyACH]] ([[User talk:MikeyACH|talk]]) 02:12, 17 January 2015 (EST)&lt;br /&gt;
:::&amp;lt;nowiki&amp;gt;*weighing in on an old discussion*&amp;lt;/nowiki&amp;gt; The image was even worse before, I remember years ago I (very slightly) improved it by adding parts of the version with an Aimpoint CompM2, but yeah it's gonna need more work. Another indication that the Aimpoint CompM2 image is photoshopped, and I'm pretty sure the SOPMOD image is too. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:39, 20 November 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
==M4A1 without forward assist==&lt;br /&gt;
Does such model exist? I browsed M16 Gallery and AR-15 identification page but I didn't find one. I'm currently documenting weapons of Conflict Global Storm, and the M4A1 in the game does not have forward assist, modelled on the weapon nor textured. Is it safe to assume it's just a low definition model and call it M4A1 anyway? --[[User:CnC Fin|CnC Fin]] ([[User talk:CnC Fin|talk]]) 06:19, 27 January 2015 (EST)&lt;br /&gt;
[[Image:CGS_M4A1_forward_assist.jpg|thumb|none|500px|M4A1 lacking forward assist.]]&lt;br /&gt;
:That is an M4/M4A1, it is just that the texture is of the left side of the gun. Note that on the upper receiver there is no ejection port, and on the lower there is no magazine release and the selector switch is visible. I do not know if they have simply gotten the textures reversed (in that on the left side of the gun there are all the right side features) but my guess is that more likely they only have a texture for one side of the gun and mirrored it. This is quite common on older games, particularly on the world model.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 06:48, 27 January 2015 (EST)&lt;br /&gt;
::They were doing it at least as recently as ''[[:File:MW2SpOpsM4.jpg|Modern Warfare 2]]''. ''Archer'' has flipped guns all the time as well. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 11:03, 27 January 2015 (EST)&lt;br /&gt;
:Actually, from the length of the barrel it could be a [[Colt Law Enforcement Carbine]], but I think more likely it is just that they have messed with the proportions as the relative end of the M4 and M203 barrel is more like that of an M4 (although the barrel of the M203 looks like it has been stretched so it really isn't clear what length it is meant to be).  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 06:52, 27 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== M4 trademark lawsuit ==&lt;br /&gt;
I know this is an old subject, but it's kind of irking me. It states at the end of the M4 description paragraph that a court ruled that the name &amp;quot;M4&amp;quot; refers to a ''type'' of firearm, but this is factually false. It refers to a ''specific'' firearm, just like &amp;quot;Prius&amp;quot; refers to a specific car and &amp;quot;Portland&amp;quot; refers to a specific city. So by this court's logic, I should be well within my right to build a pick-up truck and market it as an F-150 with Ford unable to do a thing about it. So if you ask me, Colt had a legitimate beef in that other manufacturers were marketing their clones as &amp;quot;M4 carbines&amp;quot; when Colt was producing the ''real'' M4 carbine. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:19, 2 September 2015 (EDT)&lt;br /&gt;
:Even Colt use the term &amp;quot;M4&amp;quot; as a type though rather than a specific weapon though, they have probably had about a dozen different guns that have been marked and marketed as an &amp;quot;M4&amp;quot; of one kind or another. Lets not forget, it isn't like Colt actually came up with the M4 designation. Their original weapon was the Colt Model 920 which the US designated as the M4. Just like the M16s, if they are made by a company other than Colt they will still be M4s so as far as I see it Colt don't have a monopoly on the term.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:25, 2 September 2015 (EDT)&lt;br /&gt;
::That's what I was thinking. I don't see how Colt has a legal leg to stand on here. Did anyone ever appeal this? --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 13:42, 2 September 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I agree with [[User:Commando552|Commando552]] and [[User:Funkychinaman|Funkychinaman]].  M4 is a designation that was put on the rifle by the US Military, not Colt.  Thus Colt doesn't 'own' the name and can't apply it to the civilian version of their product.  That's like DODGE RAM trucks suing anyone who makes an outwardly similar version of the CUCV / M880 Utility truck and sells it as such.  Dodge doesn't own those names, the US Army designated those names. :)  [[User:MoviePropMaster2008|MoviePropMaster2008]] ([[User talk:MoviePropMaster2008|talk]]) 22:19, 14 August 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== When was the Colt Model 733 introduced? ==&lt;br /&gt;
&lt;br /&gt;
It was nagging me that I couldn't find the date when the Colt Model 733 was made, I scoured the internet and I personally couldn't find anything mentioning its date of introduction. I was guessing in the late 70's or early 80's. Anyone here know? [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 02:48, 24 July 2016 (EDT)&lt;br /&gt;
:I believe it was actually 1985. It was in the 1985 colt catalogue but cant find an appearance of it earlier than that, and I believe that the type of stock that it is fitted with was introduced in 1985 for Colt's new carbines, like the 733 along with the 723.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 08:36, 24 July 2016 (EDT)&lt;br /&gt;
::Thank you, I really appreciate it. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 17:11, 24 July 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== M4 First Model ==&lt;br /&gt;
&lt;br /&gt;
[[File:M4 Carbine First Model (1984).jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
This is the first model of the XM4. The A2 Upper sight was made until 1986. This Rare gun was tested on May 1985.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 00:07, 12 October 2017 (EDT)&lt;br /&gt;
:I'm not certain that this gun is absolutely the first model, as I seem to remember hearing that the very first XM4s used a Commando length 11.5&amp;quot; barrel (after all, the reason it is M4 is that it was the successor to the M3 SMG) but they were quickly changed to the 14.5&amp;quot; barrel so that they could take a bayonet.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 08:27, 12 October 2017 (EDT)&lt;br /&gt;
::Like the GAU-5A/A, the first XM4 model has a slicksilde upper but it has a A1 Flash Hider.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 12:29, 12 October 2017 (EDT)&lt;br /&gt;
:::I have not idea if that gun has a slickside upper or not as it is only an image of the left side and I have never seen a picture of one of the 11.5&amp;quot; prototypes, but I have done some looking into it and it appears that all of these rifles that didn't have an A2 upper were just very early tests and proofs of concept (basically throwing shit at the wall to see what sticks) so I imagine that they could have been built form whatever parts they had lying around so they could have anything. Not sure, but I think that Colt had even stopped making the slickside uppers by this point, as I think that the last SP1s were in 1985 and they were using up existing stock. It wasn't until June 1985 when a contract was signed with Colt to deliver XM4 prototype rifles that a design was actually cemented and it was given its actual designation: &lt;br /&gt;
::::''&amp;quot;Design to utilize the newly adopted M855 Ball and M856 tracer cartridges. Also to be compatible with existing M193 Ball and M196 tracer ammunition as well as M200 blank cartridges. The carbine will use the current M16A2 upper receiver and three-round limited burst control. The carbine will use an improved handguard to enhance firing/handling under normal operation conditions. The carbine shall have a collapsible/sliding stock. Barrel should be 14 1/2 inches in length. Mean Rounds Between Stoppages (MRBS) will equal or exceed 600 rounds when using issue M855 ammunition. The carbine will be configured to accept MILES laser transmitter as well as the M203 grenade launcher.&amp;quot;''&lt;br /&gt;
:::I imagine that it was always their intent to use A2 receivers, as when the program was first launched they wanted maximum parts compatibility with the standard issue M16A2 (which was adopted by the USMC in 1983, a year before they started looking into a new carbine).  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 10:43, 13 October 2017 (EDT)&lt;br /&gt;
[[File:Colt 720.jpeg|thumb|none|550px|Early model Colt 720 with M203 with grip. - 5.56x45mm NATO]]&lt;br /&gt;
Here's another one with a M203 GL with a grip, and you see that this gun has a slicksilde upper.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 10:24, 4 February 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== M16 Toy Gun ==&lt;br /&gt;
&lt;br /&gt;
I found this image in the IMFDB page for [[The Green Berets]]. I want to include this around the M16 subpages in case somebody might need to use it for ID, but I'm not comfortable with adding it to the categories at the top. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:49, 8 December 2017 (EST)&lt;br /&gt;
[[Image:MattelMarauder1.jpg|thumb|none|400px|Mattel M-16 Marauder Toy Gun]]&lt;br /&gt;
&lt;br /&gt;
Eh, the airsoft replica section seems like as good a place as any for it, IMO. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 01:32, 8 December 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== Custom XM177? ==&lt;br /&gt;
&lt;br /&gt;
[[File:Stinger R37.jpg|thumb|400px|none|]]&lt;br /&gt;
&lt;br /&gt;
This gun has a A1 Upper, a M4 Stock, a A1 full fence lower receiver, A1 pistol grip, A1 Flash Hider, a bayonet lug--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 15:27, 30 December 2017 (EST)&lt;br /&gt;
:Well, it is a cheap springer airsoft gun is it isn't really anything. It looks related to the Wellfire M4A1 listed in the images section at the top of this page, except it has a carry handle rather than a flat top and has an ARMS #51 type SIR handguard. Is this relevant to a page?  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 15:46, 30 December 2017 (EST)&lt;br /&gt;
::I think is a Custom XM177, because the M4 don't have a A1 pistol grip. The gun's upper and lower receiver is the XM177E1's receiver. The M4 don't have a A1 Flash Hider, but rare XM177 do have A1 Flash Hider (Rare XM177). Even though the M4 has the SIR handgurad, it's possible for the XM177 has a SIR handgurad. I would say this gun is actually a XM177E1 with M4 Stock, and SIR handguard.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 16:32, 30 December 2017 (EST)&lt;br /&gt;
:::Like I said, it isn't really anything specific as with cheap springer guns like this they tend to be cobbled together from whatever parts they have. There aim is to make extra variants so they can make more money while still using the moulds that they have. That is why all of these guns use A1 style receivers, like [[Media:WellFire M16A2 airsoft.jpg|this &amp;quot;M16A2&amp;quot;]] and [[Media:Wellfire M4 RIS.jpg|this &amp;quot;M4A1 RIS&amp;quot;]]. The latter has a flat top, but it is still missing the brass deflector as the mould is based off of an A1 one. Also, note that all 3 of these guns use the same M4 profile barrel which has been chopped off at the front of the M203 step. Similarly, they all use A1 pistol grips to save on different parts. None of the cheap springers like this (even if they have different brand names they tend to be made in the same factories or use the same tooling) are very accurate replicas of particular guns, as that is not their goal. They want to crank out as many varieties as they can for as little cost as possible. Lastly, the flash hider is irrelevant to anything, as it is neither an A1 or A2 as it is symmetric like the A1 but this flash hider only has 4 ports rather than the correct 6.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 16:55, 30 December 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== Rare XM177s ==&lt;br /&gt;
&lt;br /&gt;
[[File:XM177 Handgaurd.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
A Rare handguard with a 57mm recoilless rifle shell during the Vietnam War.&lt;br /&gt;
&lt;br /&gt;
[[File:XM177 Prototype?.jpeg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
I think this is a prototype Handguard.&lt;br /&gt;
&lt;br /&gt;
[[File:XM177 With A1 Hider.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
XM177E1 with A1 Flash Hider used by the MACV-SOG during the Vietnam War.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 00:12, 4 January 2018 (EST)&lt;br /&gt;
:::Your personal sandbox is probably a better place for this. I can help you set it up if need be. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 09:13, 4 January 2018 (EST)&lt;br /&gt;
:Could you stop uploading images of obscure weapons that don't appear in anything? We're not the internet ''firearms that exist'' database. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 02:49, 4 January 2018 (EST)&lt;br /&gt;
::Yeah, we just list the firearms that have appeared in media. You really need to stop randomly spamming things like this... jeez, what's going on with your obsession with the AR-15s? Not to mention that you still haven't learned how to format the images' listing. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:33, 4 January 2018 (EST)&lt;br /&gt;
::::My Bad, where should I post the rare Vietnam CAR-15s?--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 10:16, 4 January 2018 (EST)&lt;br /&gt;
:::::I hear Twitter and Tumblr are both nice this time of year. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 12:19, 4 January 2018 (EST)&lt;br /&gt;
:::::Okay, and I also found a website called AR15.com. Now in this site, I'm only will post of weapons that had to do with the game now, I'm working on the weapon variants for Call of Duty WWII.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 12:55, 4 January 2018 (EST)&lt;br /&gt;
The book, from which this photo is taken, thinks (kek) that it is a regular XM177 modified by the Australian corps. Why did they do it? Well, maybe the plastic did not work well in the local climate, or they just managed to break the forend and so as not to wait for a replacement, they just did it from what was at hand. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 13:01, 10 August 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
== C7/C8 vs the M4 ==&lt;br /&gt;
&lt;br /&gt;
Why some countries adopted the C7 or the C8 (Like Denmark,Netherlands,UK SAS) instead of the M4? Is the Canadian variant better on what compared to a M4?--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 11:04, 5 May 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== When do we create a new article and when do we just add a new image into additional images? ==&lt;br /&gt;
&lt;br /&gt;
So I was doing some work on the Shooter TV series, and they have two AR derived guns (Modern Outfitters MC6 and MC7) from Modern Outfitters that do not have pages on IMFDB yet. Because they are AR derivatives, I'm not sure if I should just add their gun image to the additional images section and call it a day, or should I go ahead and create a new page for them? OR, should I create a new section on the M16 page about them? Is there a distinction between the guns that do not have their own pages and AR derivatives like the [[LWRC SRT rifle series]] that do have their own page? Or is it just that we're lazy and don't want a new page for every random AR derivative? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:26, 1 June 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
I did the page splits for the War Sports LVOA and the TTI TR-1. I'm primarily motivated to split them instead of adding them to this page because AFAIK they don't really fit any category on the main page. They're not by Colt, they're not Commercial Copies of Colt M16s, they're not non-firing replicas, they don't use .22 LR, and they're not air guns.  --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 04:00, 2 June 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Vintage M4 promo video==&lt;br /&gt;
&lt;br /&gt;
See [https://www.youtube.com/watch?v=p6u2pd2Y2zk here]; this is a 1993 promotional video for the M4 carbine. At the time, A2 receivers were still standard, but towards the end of the video, they discuss the flattop receiver (which was brand-new at the time). -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 09:49, 2 June 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== DDM4 as a &amp;quot;Clone&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
Continuing from my questions above, why is the DDM4 categorized as a clone? Seems more of a derivative to me and it should have its own page. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 08:06, 18 June 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== What is the Block II? ==&lt;br /&gt;
&lt;br /&gt;
[[File:SOPMODBII.jpg|thumb|none|500px|M4A1 Block II - 5.56x45mm NATO]]&lt;br /&gt;
I'm really not sure what is the so-called &amp;quot;M4A1 Block II&amp;quot;, and the page is lacking a description for it. Searching for it on Google directs me to the Wikipedia page of SOPMOD, which is apparently a list of customizations for USSOCOM. Each section of the page then describes a list of weapon accessories, apparently the components of the SOPMOD and the &amp;quot;Block&amp;quot;. So is the M4A1 Block II just a list of customization parts that SOCOM operators can optionally have for their M4A1 and not an actual variant or configuration of the M4A1? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 20:49, 20 November 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
::It means: an M4 fitted with the major accessories of the SOPMOD Block II kit. For the purposes of IMFDB, I propose that any M4 with a Daniel Defense RIS II quad rail = M4 Block II. -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 21:57, 20 November 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Incidentally, an M4 with all the Block II mods but retaining the KAC RIS is informally called Block 1.5. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 16:00, 12 December 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
::::True, and that's why I think that the RIS II, not any of the Block II accessories, should be the distinguishing factor that leads us to label an M4 an &amp;quot;M4 Block II&amp;quot;. Or, if it's a rifle with a very similar quad rail design, maybe an &amp;quot;M4 Block II look-a-like&amp;quot; if we're not sure about specific manufacturer of the receiver and/or rail.&lt;br /&gt;
&lt;br /&gt;
::::I should also point out that I find it odd that we have an entry for the Mark 18 Mod 0, but the Mark 18 Mod 1 is grouped under that same section. I think they need to be separated (and obviously, the RIS II is the distinguishing feature between the Mod 0 and Mod 1). -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 22:03, 12 December 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Question about the older M16's ==&lt;br /&gt;
&lt;br /&gt;
I was trying to figure out what is the difference between the Colt 602 (XM16), the original M16, and the Colt 604 (USAF M16). I'm trying to figure out how is Call of Duty: Black Ops's M16 is the Colt 604, and not the Colt 602, and not the Original M16.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 15:03, 12 December 2018 (EST)&lt;br /&gt;
:The differences are stated [[Colt AR-15 Identification Guide|here]]. Now regarding Black Ops, I just checked the right side of the third-person model (for the record, there's an image of it in the BO page), and it has a partial fence on the lower receiver (although the dust cover is covering most of it), which makes it a Model 604. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:21, 12 December 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Suggestion: re-adding the M16A3 ==&lt;br /&gt;
&lt;br /&gt;
So, as you can see in some discussions above, the M16A3 section was removed from the page years ago, mainly due to the unlikeliness of seeing actual M16A3s in movies – the M16A2 was often used to impersonate it by being depicted as full-auto. This is the earlier M16A2E3/M16A3 (Colt Model 646) we're talking about, which as a non-removable carrying handle. However, things are different when it comes to video games (it's not like their M16s are converted with A1 lower receivers or something like in movies). The current M16A3 (Colt Model 901) has a flattop upper receiver, and is almost identical to the M16A4, with the exception that it is full-auto. Such a configuration is seen in [[Combat Arms]] (as you can see [http://youtu.be/HTxak9uM0O4?t=62 here], it has a Safe/Semi/Auto selector switch). Thus, my suggestion is that we add back the M16A3 to the page, but of course while '''only''' mentioning the videogame appearances where the weapon is confirmed to have a full-auto firing position. Opinions? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:55, 11 January 2019 (EST) EDIT: IMO we could also do this for weapons currently IDed as &amp;quot;M16A4&amp;quot; but lacking any selector markings and clearly intended to be M16A3s (that is, named as such in-game and shown firing in full-auto) – such as in [[Battlefield Hardline]].&lt;br /&gt;
:I support this idea. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 14:52, 11 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
::I don't. &amp;quot;M16A2&amp;quot; as we use the designation on IMFDB refers to a ''type'' of rifle (that is, a full-size rifle with an &amp;quot;A2&amp;quot;-style receiver and 20&amp;quot; barrel). I also don't want to invite tons of newbies who start once again assuming any full-auto A2-style rifle that they see in movies/TV shows (which is what we're primarily here for, not video games) is an &amp;quot;M16A3&amp;quot;. -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 22:19, 16 January 2019 (EST)&lt;br /&gt;
:::Regarding your last point, we could easily add a note so that they don't start referring full-auto M16s from movies to as M16A3s – in fact, we already have one in the M16A2 section – but while specifying the selector thing. Also, while I admit that movies are more important, video games are also notable enough (after all, we do have the M21 mainly for them, while this weapon is unlikely to appear in major motion pictures). Plus, I'm rather concerned about having to call some weapons &amp;quot;M16A4&amp;quot; even though they're clearly M16A3s; the Combat Arms page is a case in point, as it implies that it's an M16A4 (just shown behaving like an A3), which isn't the case. Bah, just my two cents; I'll leave this up to you and the other admins. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:00, 17 January 2019 (EST)&lt;br /&gt;
:::With all due respect, using designations that differ from standard usage is a bad idea for an encyclopedia. If an M16A3 category is undesired (and I can't see why it would be, this site is hardly swarmed with &amp;quot;tons of newbies&amp;quot;), then it should be made much more clear that the A3 is an A2 variant and describing full auto A2s as A3s is not inaccurate. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:22, 17 January 2019 (EST)&lt;br /&gt;
:::: Describing an M16A2 or M16A4 as an M16A3 when it is not actually so is inaccurate by the plainest definition of the word. As it's been made perfectly clear firing full auto alone doesn't make it proper to call them M16A3s. They're different models of gun, end of. We may as well call every converted SP1 a 'M16' by that logic. As always we ID what the gun actually is, not what it's supposed to represent. In the case of video games I'm of the mind to point out unless the weapon is actually named M16A3 (or the respective Colt model number) AND everything matches up characteristically it isn't enough because games are no less immune to misidentifying or misrepresenting fire modes and so forth on particular types or even models of firearms any more than films and TV shows are. Now if that's what we're talking about.. I can see re-adding it but only if it is an absolute positive ID, not 'clearly what it's intended to be' because again we don't go by what something's 'intended' to be. Bottom line if full auto functionality is the only difference and that alone isn't enough for films or TV shows, I don't see why the standard for games should be any different. In such an instance, a 'fires in full auto/possibly meant to represent M16A3-Colt Model xxx' notation within the existing sections seems plenty enough. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 16:46, 17 January 2019 (EST)&lt;br /&gt;
:::::Yeah, that's the main point, it's about the appearance of the &amp;quot;M16A3&amp;quot; name + full-auto fire + appropriate selector. CA is the only game I have in my mind right now where the M16 matches these specific characteristics. I might check later if there are other games with the same occurrence. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 04:12, 19 January 2019 (EST)&lt;br /&gt;
:::::&amp;quot;As it's been made perfectly clear firing full auto alone doesn't make it proper to call them M16A3s&amp;quot;. Then the article needs to be rewritten, as it currently states that M16A3s are full-auto M16A2s. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 04:59, 19 January 2019 (EST)&lt;br /&gt;
::::::Update to my last comment: in addition to CA, here's a few games that feature the actual M16A3 model (with Safe/Semi/Auto selector switch) – had to watch footage of them on YouTube, especially those that have low-quality screencaps. They include but are not limited to: ''[[War Inc. Battlezone]]'' (correctly full-auto), ''[[Infestation: Survivor Stories]]'' (correctly full-auto), ''[[Soldier of Fortune: Payback]]'' (can somehow switch between full-auto and burst), and ''[[Homefront (2011 VG)|Homefront]]'' (restricted to semi-auto). I might add that ''[[Call of Duty: Modern Warfare 2]]'' and ''[[America's Army: Proving Grounds]]'' also have this model, but in these two it's called &amp;quot;M16A4&amp;quot; and functions like the latter. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:05, 27 January 2019 (EST)&lt;br /&gt;
::::::If you look closely at the War Inc Battlezone and Infestation examples, you can see the receivers actually have &amp;quot;M4A1 Carbine&amp;quot; marked on them.&lt;br /&gt;
[[Image:WarInc M16A3 reloaded.jpg|thumb|none|600px|The player reloading a Colt M16A3.]]&lt;br /&gt;
[[file:WarZ Colt M16A4 MWS custom.jpg|thumb|none|600px|Player upgrades &amp;quot;Colt M16A4 MWS&amp;quot;.]]&lt;br /&gt;
::::::The one is Soldier of Fortune has no markings at all and the images on the Homefront page are too low quality to determine anything. AA: Proving Grounds is a bit of an anomaly here as I'm unsure how such a blatant goof made it to production in an AA title. And anyone citing Combat Arms needs to take the game's supposed &amp;quot;[[Combat_Arms#ACR|ACR]]&amp;quot; into question before before doing so. I'll do you a favor and pretend you didn't mention MW2 where the rifle ''doesn't even have a right side'', though. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 10:46, 27 January 2019 (EST)&lt;br /&gt;
:::::::Um... literally none of the points that you raised change the fact that the models are closer to M16A3 than A4, so I'm not sure why you chose to address them in this topic.  --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 12:28, 27 January 2019 (EST)&lt;br /&gt;
:::::::: He's pointing out that despite your insistence to what the weapons are 'closer' to, the markings don't match with your argument (not remotely, in fact) - Which again leads back to my point that games flub up weapon details just like films and TV do. We've seen crudely modified markings, selectors, and other details in movies for HK94s and SP1s (among other guns), doesn't mean we ID'd them as MP5s/M16s even though that's what 'clearly what they were intended to pass for'. If games for whatever reason can't have both properly marked receivers and selectors, among other details - especially by this day and age - I just don't feel we should give them benefit of the doubt when we don't do that for any other media. Technical accuracy in an ID matters. With that, if anything we should be more scrutinizing of video game pages, rather than less. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 17:01, 27 January 2019 (EST)&lt;br /&gt;
:::::::::My main intention here was to point out which pieces of media have the model with the auto selector switch as I promised earlier, not to claim what it &amp;quot;intended to pass for&amp;quot;. It's not about &amp;quot;my insistence&amp;quot;, it's about pointing out actual evidence regarding the selector, for the simple reason that it's indeed a characteristic of the M16A3 and not the A4 (which means it's even wronger to ID them as A4s as opposed to A3s, unless there are actual &amp;quot;M16A4&amp;quot; markings on the receiver). Granted, the &amp;quot;M4A1&amp;quot; markings (which are only in two of the aforementioned games, not all of them) don't match with the M16A3, but they don't match with the M16A4 either, so I don't see why you're trying to shift the blame on me and claiming that specifically &amp;quot;my&amp;quot; argument was &amp;quot;not remotely&amp;quot; valid. As for the other points (presence of the &amp;quot;ACR&amp;quot; thing, lack of a right side in MW even though it's the case on many weapons in the game), they are totally irrelevant to this situation and, once again, don't make the weapon an A4 as opposed to an A3 – they seem more like excuses for not wanting to include the A3.&lt;br /&gt;
:::::::::That said, if the mods still aren't interested in having an A3 section, I don't mind that, although I believe it was worth it to point out that most (if not all) of its characteristics did appear in some pieces of media. But then again, using the argument about the weapon modifications in movies raises the question of why we still have an [[M21]] section as opposed to referring its media appearances to as scoped M14. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 12:05, 28 January 2019 (EST)&lt;br /&gt;
:::::::::: Eh re-reading my earlier it definitely looks more personally overbearing than I thought, and so I apologize for that, not my intention. That said, the burden is still on you since you're the one who brought this whole thing up, beyond that I'm not trying to 'shift blame' as much as again point out as Spartan did only having some but not all correct details of a particular gun does not an ID make, especially when other details are plainly contradictory. When several of these cases are like this, it's just a bit too questionable to allow to my mind. With that I'm not seeing what merits a whole 'nother section being added in this page and the potential problems that may bring with it. For the time being I still think putting these guns in the existing section(s) with a note will suffice - If you really want they can be perhaps called as A3s on the media page though the discrepancies should likewise be noted there. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 13:32, 28 January 2019 (EST)&lt;br /&gt;
:::::::::::Eh, sounds good for now. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:21, 28 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== M16A2 vs M16A3 ==&lt;br /&gt;
&lt;br /&gt;
So carrying on from the discussion above, what precisely is the difference between an M16A2 and an M16A3? The page just says that A3s are full-auto A2s, and then seemingly contradicts identification rules by saying that full-auto A2s shouldn't be identified as A3s due to them being intended to pass as A2s (in all cases?). --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 12:27, 27 January 2019 (EST)&lt;br /&gt;
: Well the only difference aside from markings and Colt model numbers is full auto capability as I understand. I'll concede perhaps that section could be reworded slightly but nonetheless that's how we do it and it's that way for a reason which has been elaborated on before. But to recap: There is no known instance where a actual marked A3 model is used in media - nor an appearance where the rifle could conceivably be meant to pass for an A3 - that's why that policy exists. Putting the video game bit aside, MPM noted this long ago because he knows for fact that those appearances in films or TV are A2-marked rifles (or the civilian equivalent) with A2 uppers and features but fitted with A1 auto lowers - Which again does not make them truly the same as an actual A3. I admit this is something of a peculiarity but that's how it is here. The M16 and AR-15 SP1 are so finitely distinguished for the same reason despite the fact that again aside from markings select fire is really the only difference between the vast majority of those two models. I'll further add that in the case of 'what it's supposed to be' that since the M16A3 is only used in a couple select units of the armed forces the note that 'they are intended to pass for A2s' is again all but guaranteed to apply as well. Again I grant it is a peculiar and arguably contradictory policy but it is there for a reason - It didn't just pop out of somebody's ass. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 16:30, 27 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Frankly, for clarity those (A2 uppers, A1 lowers) instances probably should be marked as something else than just M16A2s. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 17:57, 27 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I disagree, Tamarin88. That is why the page clarifies that the majority of movie/TV “M16A2” rifles are actually A1 lower/A2 upper “Franken guns”, but we still refer to them as “M16A2s” in the interest of brevity. -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 20:51, 27 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: &amp;quot;brevity&amp;quot; is not something that should be used in this instance, especially since it makes the argument against calling them A3s (A3s have full-auto A2 lowers) extremely confusing. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 04:36, 28 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::I must respectfully continue to disagree. Sometimes, we have to use a certain designation to refer to a '''type''' of firearm that meets a certain visual profile. Other examples for your consideration:&lt;br /&gt;
&lt;br /&gt;
:::::* We use the term &amp;quot;Norinco Type 56&amp;quot; to refer to all Chinese-made 7.62x39mm AK-pattern rifles, even though the U.S. importers used a plethora of different designations - such as &amp;quot;AKS-762&amp;quot;, &amp;quot;Type 56S&amp;quot;, &amp;quot;AK-47S&amp;quot;, etc. - which likely appear on the receivers of the actual firearms kept in Hollywood's rental armories.) &lt;br /&gt;
:::::* We use the term &amp;quot;Colt Model 715&amp;quot; to refer to any AR-15 pattern rifles which meet that visual profile (A2-style handguards, 20&amp;quot; A2-style barrel, with &amp;quot;A1E1&amp;quot; receiver). We do this even though most of the &amp;quot;Colt Model 715&amp;quot; appearances we have documented in movies/TV shows actually feature the similar Olympic Arms K4B copy.&lt;br /&gt;
&lt;br /&gt;
:::::Again, if you are interested in trying to add nuance to a page and explain that a particular M16A1 rifle is an A2 upper on an A1 lower, there's nothing stopping you from putting a note in the body of the entry, or maybe in the screenshot captions. (For an example of how the latter has been done, see the second screenshot on the M16A2 entry of our ''[[Con Air]]'' page.) What I find objectionable is the notion that we need to come up with new designations for page headers, or create a new M16A3 entry on this page, since the reality of movie guns (which is what we care about) is that there is not a single armorer who stocks genuine DoD-issue M16A3 rifles.&lt;br /&gt;
&lt;br /&gt;
:::::Another thing to consider: I don't know whether Colt ever used the designation &amp;quot;M16A3&amp;quot; in their catalog; as far as I know, this designation was almost exclusively used by the U.S. Navy (the only service which ever bought/issued the M16A3). It's been a while since I've looked at old Colt catalogs (I have several in my parents' attic), but I don't recall them ever using the &amp;quot;M16A3&amp;quot; designation for commercial sales. While the U.S. military's &amp;quot;M16A2&amp;quot; was only ever available as a burst-firing weapon, Colt's catalog sold full-auto versions of the rifle using the same &amp;quot;M16A2&amp;quot; designation. Then again, Colt's nomenclature frequently differed from the military's in other ways (e.g. when Colt first offered the M4 Carbine, the term &amp;quot;M4&amp;quot; referred to a fixed carry handle rifle, while &amp;quot;M4A1&amp;quot; referred to the flattop version; in the U.S. military, the only difference between the &amp;quot;M4&amp;quot; and &amp;quot;M4A1&amp;quot; was trigger pack). -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 18:17, 29 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::The thing that you have to remember with Colt rifles is that the &amp;quot;M&amp;quot; names are US forces designations, and when these are used by Colt they are kind of more general names and tend to refer to families rather than a specific weapon. For example, the Colt Model 778 is a carbine that has a fixed A2 carry handle and a four position selector lower but it is called an &amp;quot;M4 Carbine Enhanced&amp;quot; despite having nothing to do with the military M4 except the barrel profile, and there are the 777 and 779 that are the same but burst and auto only respectively that are just marked &amp;quot;M4 Carbine&amp;quot;. It is not even that these are &amp;quot;early&amp;quot; guns, these were being made after the flat tops existed as partly Colt wanted to use up A2 uppers, but also because some customers (particularly less well developed countries) do not need to optics capability and preferred the simplicity of the fixed upper but Colt liked the &amp;quot;M4&amp;quot; name recognition and marketability. On to the A2/A3 distinction, I am for as a general rule just calling them A2s as the majority of the time that is what they are intended to be regardless of what lower is actually used. Similarly, when an M4 actually has an A1 receiver (pretty common as armourers can make new guns full auto by dropping them on older full auto lowers) we just call them M4s even though they pedantically aren't, sometimes noting what the lower is but most of the time not as it isn't really that important. If a gun in a game is genuinely supposed to be an A3 (not just an A2 with full auto because burst fire is less fun) then I have no problem with calling it an A3 on the game page, I just think that it can still go under the A2 section on the main M16 page as separating them is not really necessary (and I guarantee will lead to further arguments). Lastly, specifically for the M16A2E3 type M16A3s, if you are going by Colt's nomenclature there are actually M16A2s with full auto selectors that are separate from these US Navy guns. Colt has sold a lot of &amp;quot;M16A2&amp;quot; pattern guns to various countries on the commercial market and full auto is more popular, so they just made M16A2 with full auto selectors, for example the 701, 703 (not that weird piston one, the other one), 741 and 742. These guns are marked &amp;quot;M16A2&amp;quot; on the receiver and have the A2 profile but have a full auto selector, so even if you see an A2 profile lower firing in full auto that doesn't make it an A3. On that topic, you also have the weird thing that original A2s were actually built on A1 forgings so you can conversely have guns that have an &amp;quot;A1&amp;quot; style lower but are actually genuine A2s ([http://ultimatefirearmtechnologies.com/wp-content/uploads/Colt-M16A1-A2-Barrel-large3.png example image of both cases]). All in all, it is kind of shitshow and I see no reason to make it worse.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 12:57, 30 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Colt 777 and Colt 778 ==&lt;br /&gt;
&lt;br /&gt;
I can find out what is the Colt 777, or Colt 778 M4s look like. I'm trying to find so Early M4 after the XM4 Carbine.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 16:14, 1 February 2019 (EST)&lt;br /&gt;
:Firstly, I do not believe that these are &amp;quot;early&amp;quot; M4s like the XM4, they have the features of what you might call an &amp;quot;early&amp;quot; gun but I think they post date the final design of the M4. As for what they look like, the 777, 778 and 789 are identical except for the fire selector with the first being burst, the second having the four position &amp;quot;enhanced&amp;quot; selector, and the third being full auto. They had M4 barrels and fixed A2 carry handle sights so they looked a lot like the 727. The only differences are firstly that being an earlier gun the 727 is stamped &amp;quot;M16A2&amp;quot; whereas the latter guns are stamped either &amp;quot;M4 CARBINE&amp;quot; or &amp;quot;M4 ENHANCED CARBINE&amp;quot; in the case of the 778, and also due to the fact that it post-dates the M4 development it has the wider M4 handguard with the double heat shield. There are a couple of pictures of the &amp;quot;enhanced&amp;quot; guns [https://www.ar15.com/forums/ar-15/Colt_andamp__34_Enhancedandamp__34__series_/118-223095/ here].  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 20:00, 1 February 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== When did SureFire introduce the M500 series handguard light? ==&lt;br /&gt;
[[File:M4 SWAT-1-.jpg|thumb|none|500px|M4A1 with Trijicon TA47 ACOG scope and Surefire M500AB weaponlight. This is one of the screen-used weapons seen in ''[[S.W.A.T. (2003)|S.W.A.T.]]'' - 5.56x45mm.]]&lt;br /&gt;
&lt;br /&gt;
This is just general curiosity on my part. The earliest-datable pictorial representation of it I can find is an M500A version mounted to an AR-15 carbine on the box art for [[SWAT 3: Close Quarters Battle]], first released in 1999. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 08:50, 22 February 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:Couldn't find any info by Googling, but the late-1990s is when I personally remember them first becoming available, even though the 628 had been available for the MP5 for quite some time before that. Also, while it's not mentioned on the page for the movie, I seem to recall that some of the M4s in ''[[Universal Soldier: The Return]]'' (the M4s not fitted with M203s) also were fitted with them - I think that's the first time I ever saw them in a movie. -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 21:04, 5 March 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'd have to rewatch Return to check for sure on that, since I haven't seen it in years (those DTV sequels with Matt Battaglia that came between the original and Return have traumatized me) and the only M4 screencap we have on its page shows one with a flashlight attached to a front sight post mount [http://www.gggaz.com/images/detailed/1/SLiC_Thing_Sling_And_Light_Combo_Mount.jpg like this]. The very first time I ever saw a Surefire handguard was either a picture of the loadout menu in a SWAT game shown in a gaming magazine or the cover art for Ghost Recon: Island Thunder (can't remember which one), which was in the early 2000s. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:57, 22 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It's been years since I saw ''[[Universal Soldier: The Return]]'' myself (and considering it's such an awful movie, I have no desire to see it again), but my recollection is that the M4s in the movie which have M203s have the flashlights attached by clamp to the FSP, while other Army Rangers in the movie are seen with M4s that have the Surefire M500A, and no M203 at all. Those are the ones to look for if you watch the movie again. -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 20:48, 23 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I'll have to push myself to watch it again to be sure, but I'm pretty sure ''all'' the Rangers in that scene had M203s because I do remember Deveraux being first handed an M16 and him saying that &amp;quot;unloading one of these into them will just piss them off&amp;quot;, after which he takes an M4/M203 and says something along the lines of &amp;quot;best to just blow them up and hope the pieces don't keep fighting.&amp;quot; Just to point out, though, you ''can'' put a Surefire M500 handguard on an M4-type carbine with an M203 since all the hardware and functionality for the light is contained in the upper handguard unit. I've seen a pic of an M4/M203 with an M500AB on it in a book I have, though I can't seem to find it online. Being able to reach the on/off switch for the light with your finger on such a configuration is a different matter entirely, though. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 09:16, 25 May 2019 (EDT)&lt;br /&gt;
:::::Found the pic[http://www.infobarrel.com/media/image/128212_max.jpg] [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 04:57, 14 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Separating out the M4 Block II and Mark 18 Mod 1 / closing out the &amp;quot;Daniel Defense M4&amp;quot; page ==&lt;br /&gt;
&lt;br /&gt;
We had this discussion earlier on the page, but I think it's time to revive it. So, I'll ask again: Should we give the M4 Block II and Mark 18 Mod 1 their own separate entries?&lt;br /&gt;
&lt;br /&gt;
[[File:SOPMODBII.jpg|thumb|none|500px|M4A1 Block II - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MK18MOD1.jpg|thumb|none|500px|Mk 18 Mod 1 with Crane stock, Daniel Defense MK18 RIS II, and folding sights - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
To begin, I acknowledge that we need to define what the &amp;quot;M4 Block II&amp;quot; and &amp;quot;Mark 18 Mod 1&amp;quot; are, since both variants are by-products of the SOPMOD Block II kit, which also gave the U.S. military accessories such as the EOTech 553 and ATPIAL. So, I propose the following: '''IMFDB defines the &amp;quot;M4 Block II&amp;quot; and &amp;quot;Mark 18 Mod 1&amp;quot; as any 14.5-inch or 10-inch AR (respectively) which features the Daniel Defense RIS II forearm in any variant (with either the front-sight post slot or low-profile gas block).'''&lt;br /&gt;
&lt;br /&gt;
This should be a definition that is most easily comprehensible to most IMFDB users, since the RIS II was the primary difference between the SOPMOD Block II kit and the older Block I kit which featured KAC's rails. How we implement this new definition:&lt;br /&gt;
* Create a new &amp;quot;M4/M4A1 Block II&amp;quot; section just beneath the current &amp;quot;M4/M4A1 Carbine&amp;quot; section which explains how we define an &amp;quot;M4/M4A1 Block II&amp;quot;. The current picture of an M4 Block II that resides under the current section would be the lead picture in the new Block II section.&lt;br /&gt;
* Separate the Mark 18 Mod 0 and Mark 18 Mod 1 from each other - and take the Mark 18 Mod 1 picture currently under the &amp;quot;Mark 18 Mod 0&amp;quot; section and make it into the lead picture for the section.&lt;br /&gt;
* Consequently, we should also probably get rid of the [[Daniel Defense M4]] page that exists now, and add most of those rifles into the new M4 Block II and Mark 18 Mod 1 sections. I recognize, of course, that some of DD's ARs do not correspond to my typeology, since DD made AR rifles which featured the RIS II forearm, but also various barrel lengths other than 14.5&amp;quot; and 10.3&amp;quot; (such as the MK12, which actually appeared in a TV series). I have no problem giving those variants separate entries on this same page.&lt;br /&gt;
&lt;br /&gt;
We could also possibly re-title the current M4/M4A1 Carbine section to refer to the &amp;quot;M4/M4A1 Block I&amp;quot;, even though I realize that there are tons of pages on IMFDB which still refer to the weapons as just &amp;quot;M4&amp;quot; or &amp;quot;M4A1&amp;quot; and we can't change them all (some of those pages even pre-date the widespread fielding of the M4 Block II with SOCOM).&lt;br /&gt;
&lt;br /&gt;
What does everyone think? Is this a good idea, and is it practical? -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 21:04, 5 March 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
The Block II setups only started appearing in media relatively recently, so if separating is done, best to do it sooner rather than later because the amount of work will only increase (the reason I'm hesitant about the below suggestion of dissolving the M16/M4 w/M203 sections is due to the sheer number of pages that would need to be modified). I think keeping the Daniel Defense M4 page is a good idea because we do have cases of legitimate DD guns (or at least upper receivers) appearing in movies and games ([[Mile 22]] and [[Ghost Recon Wildlands]] come to mind), but any ID of a DD gun should be based on something more defining, such as an armorer testimony or seeing the &amp;quot;DDM4&amp;quot; logo somewhere on it, than just having an RIS II forearm. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:39, 22 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Good idea, I'll try to get started soon. Agree that we want to tackle this issue sooner, before M4 Block IIs start to appear more frequently in the media (IRL, it's only in the last few years that they were fully standardized within SOCOM).&lt;br /&gt;
&lt;br /&gt;
::Regarding the Daniel Defense page, I think what would make sense is to keep it, but also movie the DDM4A1 and DD Mark 18 entries (which are DD's equivalents to the M4 Block II and Mark 18 Mod 1, respectively) into the new entries that I am creating on this page. I'll add a re-direct at the top of the Daniel Defense page so that viewers know that those guns appear elsewhere. Though while I'm at it: I don't know why the Daniel Defense guns have their own page in the first place. -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 21:11, 23 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Having one set of rifles classified under headings on two different pages seems like it might be a bit confusing to me. Further, I think the DDM4 line being DD's &amp;quot;equivalent&amp;quot; to the military guns doesn't necessarily merit their inclusion in the Block II section since various other AR manufacturers have 14&amp;quot; and 10&amp;quot; guns that could meet that same hypothetical standard when applied to other headings (the Norinco CQ to the M4A1, for example), making it a jumbled mess with the only relating factor being that they're based on the AR-15 and have RIS II handguards. Also, not totally sure if this is entirely relevant here, but keep in mind that the RIS IIs originally designed for the M4 [https://i.ytimg.com/vi/0ybvLmohW5o/hqdefault.jpg had cutouts for the front sight post], just like many of DD's commercial guns. The version currently part of the Block II M4 configuration was meant for the M16, but somebody during testing had the idea that they could put the longer rail on the M4 with a low profile gas block and use a flip-up front sight instead of the fixed FSP, giving the user a cleaner sight picture. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 07:34, 24 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::About why the Daniel Defense guns have their own page, well that’s on me. These DD guns were originally in the &amp;quot;Commercial Copies of the M16 Rifle series&amp;quot; section of the page, and I thought that this didn’t make much sense since they didn’t seem like clones at all (one of my posts above was questioning it). I then figured that like the [[LWRC SRT rifle series]] page, I would split out the page into its own individual thing. Yes, I know, rash decision and all. Not gonna do that again. I understand. Just trying to explain why they were in their own page in the first place. If you want them merged back to the M16 page I can help with that. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 12:55, 24 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::So, I haven't fixed the hyperlinks from the Daniel Defense guns on various movie/TV/video game pages which went to the Daniel Defense page, but I'll get to it. Otherwise, I've (mostly) separated out the M4 Block II and Mk 18 Mod 1 entries on this page - as you can see. (Work was delayed on the Mk 18 Mod 1 due to IMFDB server issues last night.)&lt;br /&gt;
&lt;br /&gt;
:::::I think that the basis for keeping the DD guns on this page, and not the Daniel Defense page, is that they are mil-spec equivalents and (as we've seen) are often used as stand-ins for the military guns (which use Colt/FN lowers, instead of being wholly manufactured by Daniel Defense). Being able to have the DD guns on this page allows me to compare the actual mil-spec guns to the DD clones so that I can point out visual differences for users - that's how we'll empower IMFDB's user base to make more accurate identifications. I have no problem with keeping a separate page for Daniel Defense's rifles that are not clones of military builds (such as the DDM4V1, which uses an Omega rail and 16&amp;quot; barrel - making it very different from the M4 Block II with the RIS II FSP, even though it has resemblance). Also, if we want to put other clones of the M4 Block II and Mk 18 Mod 1 under those entries, I have no problem with it - but I think you're going to find that it's moot because we have a unique circumstance (Independent Studio Services, the largest armory in Hollywood, stocks mostly DD guns and uses them to stand-in for the military rifles).&lt;br /&gt;
&lt;br /&gt;
:::::Spartan: Regarding the RIS II FSP: This is not the &amp;quot;original&amp;quot; version of the M4 RIS II. Both the standard RIS II and the RIS II FSP have been around since the inception of the SOPMOD Block II program. Actually, in the early years in which the RIS II began general issue in SOCOM (roughly 2010-2014), the standard version was more common, but in the last few years, there's been a trend (at least in USASOC) towards use of the RIS II FSP. See a really cool Reptile House entry on the RIS II FSP in the wild, [https://thereptilehouseblog.com/2018/05/14/fsp/ here]. Personally, I like the standard RIS II better - which is what I'm running on my own DDM4A1 - but I guess the Green Berets beg to differ. -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 13:55, 25 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::I guess I should have worded that differently. I know both versions have been around since the inception, but the RIS II FSP was the one originally made with the M4 in mind while the &amp;quot;standard&amp;quot; RIS II was intended for the M16. At least, that's what SMGLee said on MP.net back when SOCOM was still testing the different RIS II contenders (the others were the KAC URX and a modified ARMS SIR, IIRC). SF only ''just recently'' got their RIS IIs now with USASOC's URG-I undergoing field trials? Man, poor guys. But if they prefer the RIS II FSP over the RIS II, more power to them. I suppose a fixed front sight is one less thing to lose and a lot less easy to break than a folding rail-mounted one, though. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 20:29, 25 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::Spartan: Gotcha, I misunderstood. What SMGLee said sounds plausible, but kinda unlikely to me, given that by 2005 (when the RIS II contenders were undergoing testing), nobody in SOCOM was using full-size M16s anymore. I'd have to see NSWC Crane's RIS II solicitation to see if it even mentioned that the rail had to be compatible with an M16-length rifle.&lt;br /&gt;
&lt;br /&gt;
:::::::Personally, I don't like the RIS II FSP because the gas block/front sight post is right where my thumb naturally falls when C-clamping my rifle. I'd also be worried about burning my thumb on the FSP after extended shooting sessions (500+ rounds), without wearing gloves (actually, even with gloves, I'd be nervous). As for the URG-I (read: M4A1 Block III), I suspect that those are still at least a few years away from service (vice testing), but I do think it's pretty ridiculous that the RIS II took as long as it did to become fully standardized in SOCOM, when the commercial AR-15 market started trending towards modular rails not too long after the first RIS II full-rate production contract was issued. -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 12:48, 26 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::::The URG-I is a USASOC-specific program and not officially part of the SOPMOD Block progression line, so calling it &amp;quot;M4A1 Block III&amp;quot; is a tad bit inaccurate. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:40, 28 June 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dissolve the M16/M4/M4A1 with M203 sections? ==&lt;br /&gt;
&lt;br /&gt;
I don't see any reason for these sections' existence. M203 is generally covered as an attachment in the Notes or Mods section, and also have a full page for themselves. Some of the parts in these sections are also already covered elsewhere on the page, like the one in Scarface (which is neither an M16 or fitted with an M203; instead it's a full auto converted AR-15 with a faux M203) These sections in their current states serve little purpose and can be easily merged with the rest of the page for consistency. Can these sections be dissolved, and their contents moved to the M203 page or elsewhere on the page? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 20:25, 20 March 2019 (EDT)&lt;br /&gt;
:Any opinions? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 17:48, 18 May 2019 (EDT)&lt;br /&gt;
:: ''&amp;quot;Shaddup! People are trying to sleep here!&amp;quot;'' &amp;lt;BR&amp;gt; Lol, I kid. That said, I'm fairly indifferent but I agree the sections seem quite redundant though. If one's willing to do the work of making sure the respective AR/M16 entries are in the appropriate AR sections and the particular M203 variant entries are on that page's sections likewise, along with making sure the links are squared away, I suppose it'd be ok. But don't look to me as a final say on that or anything. As for the work.. uh, I'm busy. :P [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 21:42, 18 May 2019 (EDT)&lt;br /&gt;
:::I don't have any problem with that. I was hesitant at first since the way they are presented right now could prevent the M16/M4 sections from being too long, but then again, many of the movies/video games mentioned in the M203 sections are indeed covered in the M16/M4 sections, so yeah it does make sense to get rid of the M203 section and merge the rest of the media. I'd like to see the opinion of an admin though. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:01, 19 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does any admins have any opinions? If nobody has any objections I'll get started on it soon. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 15:59, 21 May 2019 (EDT)&lt;br /&gt;
:It would actually make more sense for you to message one of them first (such as MT2008, given his noticeable involvement with this page), in case they didn't see this topic. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:11, 22 May 2019 (EDT)&lt;br /&gt;
:: I agree, direct messaging might be more expedient, but as for MT2008 while he was a main contributor to this page he's also not on too often - I'd go with one of the more regular Admins like Ben41, FCM, commando552, and/or Evil Tim. [[Administrators|There's a list]] showing all the admins including which ones are best for quick responses. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 12:39, 22 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::For what it's worth, I'm fine with getting rid of those entries on this page, and moving them to the M203 page. Those entries are, as far as I can recall, an artifact of the early days of IMFDB, when the M203 didn't have its own page. Of course, when documenting M16/M4/etc. entries on this page, continue to make footnotes that an M203 is attached, and maybe hyperlink to the appropriate M203 entry. -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 20:45, 23 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: Right. I'll start merging the section with the M203 page. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 13:15, 24 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== M4 History &amp;amp; XM4 Carbine Facts ==&lt;br /&gt;
&lt;br /&gt;
So the M4 Carbine all started in 1982, when the US Government ask Colt for a new M16 Carbine. In 1983, Colt want to improve the XM177E2 with some features with the M16A2. So they created the first model of the XM4 (Colt 720). The XM4 at first was suppose to be the variant of the CAR-15/Colt Commando series. At first, it was an CAR-15 with Slickside upper receiver (Came from the Colt AR-15 Sporter Carbine), an A2 lower receiver, an A2 pistol grip, an 14 inch barrel, a 2nd Generation Collapsible, and a A1 Flash Hider, Front sight block with bayonet lug. In 1986, Colt reworked on the weapon with big improvements. With a full A2 receiver, and improve 3rd Generation Collapsible, and a A2 Flash Hider. In 1987 Colt improve the new prototype handguard to protect the shooter's hand from heat. However the gun have a lot of problems with the bolt. In 1987, Colt focus on other weapons. Now, the GAU-5A was improve to become the GUU-5P, and the XM177 was improve to become the M4, but the Colt 653 (M16A1 Carbine) become the Colt 723. Colt was focusing on developing on the Colt 723 which was an improvement Colt 653 with the A2 parts. The weapon was used by Delta Force though out the 1980's. In 1988, Colt created the Colt 727, which is was an improvement version of the Colt 723. The Colt 727 was not part of the XM4 Program. The XM4 Carbine was ignore at that time. In fact, the Colt 727 was going to be the standard issue weapon at the time. In 1990, Bushmaster joins Colt to help out with the XM4 Program. In 1991, Colt finished the gun, and it was later become the M4. The M4 was a fix A2 upper receiver, until Colt add the flattop in 1993. It was first used in combat in the Invasion of Haiti. So any weapon in video game that has the Colt 727 with three round burst should be renamed to the Colt 720 or XM4 Carbine. So I hope that you have understand the history of this weapon. I been studying a these weapons. If there's one thing I have a hard time, is the history of the M4A1. Many people believe that the M4A1 was the Colt 727. Some people are saying that the weapon was the Colt 721, which is a fully auto Colt 720. Some people are saying that the Colt 727 came from the Colt 721. Some people are saying that the weapon was originally going to be called the M4E1 when it first appear. Some people are saying that the M4A1 is a Colt 727 with improve handguard. I really don't know. Let me know about the M4A1.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 15:17, 31 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Commercial Copies of the M16 Rifle series&amp;quot;==&lt;br /&gt;
I'm somewhat confused by what this section is talking about. Is this section about derivatives of the AR-15 platform or actual commercial copies of the military weapons? Is Ferfrans SCW, with its Delayed Sear Activation System thingamajig, a clone of a military weapon? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 00:23, 27 August 2019 (EDT)&lt;br /&gt;
:Any answers? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 00:53, 22 September 2019 (EDT)&lt;br /&gt;
::Perhaps the section could be named a bit better; it essentially seems to be any AR derivative that isn't an original Colt/Diemaco, whether civilian- or military-oriented. It's a bit of an odd way to name the section, but it does make some sense. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 10:06, 22 September 2019 (EDT)&lt;br /&gt;
:::What do we call it then? &amp;quot;Non-Colt AR-15 Derivatives&amp;quot;? We also have to deal with the intro paragraph of the section, which is not that relevant to things like the Ferfarns SCW. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 10:25, 22 September 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'm gonna argue that due to the widespread nature of the AR-15 platform, and the sheer number of derivatives of it, it is impossible to meaningfully distinguish a commercial clone of a military Colt-made AR-15 and an AR-15 derivative that is not based on any Colt model; this distinction may have once been meaningful during a time when there's less AR-15 derivative models out there, but by the present day the class of &amp;quot;commercial clone of a military Colt-made AR-15&amp;quot; is no longer so clear, and all of these models are just AR-15 derivatives. As such, I am going to argue that all of the individual guns in that section should be split off into their own pages (most likely sorted by company), and the section should then be cut. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 06:32, 21 June 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
Is anyone willing to offer any comments on my proposal? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 04:50, 10 August 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
==M4LE and LE6921==&lt;br /&gt;
In a rare bit of confusion I'm having on AR variants, are the M4LE carbine and LE6921 the same model or two different models with similar specs? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:47, 29 December 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Should the Colt ACR have a sub section on the M16 rifle series page or get its own separate page? ==&lt;br /&gt;
&lt;br /&gt;
I'm willing to write an article for it, I'm just wondering is it different enough to get its own page or should be another sub section on the M16 rifle series page. --[[User:Living Corpse|Living Corpse]] ([[User talk:Living Corpse|talk]]) ??:??, 27 December 2021 (EST)&lt;br /&gt;
:Does it appear in any media that is currently listed on IMFDB? I see that Colt ACR is mentioned as a base for sci-fi &amp;quot;Bolt ACR&amp;quot; in ''Cruelty Squad'' but I'm not sure it's enough to make an entry for this gun as the gun in the game resembles the real ACR only marginally. --[[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 10:21, 27 December 2021 (EST)&lt;br /&gt;
: P.S. Please don't forget to sign your posts by using the Signature button or simply &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;. --[[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 10:21, 27 December 2021 (EST)&lt;br /&gt;
:Sorry, I'm still new to the site. Yeah sadly I don't see it appearing in media again anytime soon in a more realistic depiction of the rifle. Shame, a lot of prototype guns are cool but unless your name is G11, HK CAWS or Steyr ACR to a lesser extent, you go mostly unknown. The H&amp;amp;R SPIW was lucky to get a video game appearance as a mostly realistic gun instead of a sci-fi weapon. --[[User:Living Corpse|Living Corpse]] ([[User talk:Living Corpse|talk]]) 12:54, 28 December 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
== Very first prototype of the M4 Carbine (or Colt Commando) developed in 1959 ==&lt;br /&gt;
&lt;br /&gt;
I’m going to introduce to you the Colt ArmaLite AR-15 Tanker. The prototype of the Colt 607 (CAR-15 Submachine Gun).&lt;br /&gt;
[[File:Colt ArmaLite AR-15 Tanker.jpeg|thumb|none|450px|Colt ArmaLite AR-15 Tanker - 5.56x45mm NATO]]&lt;br /&gt;
This weapon was developed in late 1959, and it was an experimental weapon for close quarters. It was the very first AR-15 that used a telescopic stock, and it was also one of the first carbine AR-15s. Only 10 of these weapons were produced. They are other variants of the Colt ArmaLite AR-15 (Colt 601). There’s the Colt ArmaLite AR-15 SBR (which became the CAR-15 Carbine), Colt ArmaLite AR-15 Carbine (which became the CAR-15 Survival Rifle), Colt ArmaLite AR-15 LMG (which became the CAR-15 HBAR), and the Colt ArmaLite AR-15 with an experimental forward assist (which became the XM16E1 and resulted into the M16A1), although this weapon was developed in 1961. I have photos of all these weapons with the exception of the experimental forward assist.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 21:16, 3 June 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
Sorry for being a killjoy, but that image looks like a Small Arms Illustrated photoshop. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 22:06, 3 June 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==AR15 Variants/Additional Variants==&lt;br /&gt;
Why is there a separate &amp;quot;[[#AR15 Variants|AR15 Variants]]&amp;quot; section above [[#Additional Variants|Additional Variants]]? They appear to both store Colt and non-Colt AR variants, so I think they should be combined. [[User:TheExplodingBarrel|TheExplodingBarrel]] ([[User talk:TheExplodingBarrel|talk]]) 10:52, 4 June 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Super Duty/URG-I/Block III ==&lt;br /&gt;
&lt;br /&gt;
Because the Block III is not an official variant of the M4A1, there's no reason to make an &amp;quot;M4/M4A1 Block III&amp;quot; section. Instead, the [[Geissele Super Duty]] page has been made for the URG-I/Super Duty.&lt;br /&gt;
&lt;br /&gt;
== Question About This Page With a Big Change! ==&lt;br /&gt;
&lt;br /&gt;
I want to know is why is this page referring to as the “M16 rifle series” rather than the “AR-15”?--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 04:47, 19 November 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1625845</id>
		<title>Call of Duty: Modern Warfare III (2023)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1625845"/>
		<updated>2023-11-08T16:26:49Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: /* Beretta 92FS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Upcoming}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare III''&lt;br /&gt;
|picture=MwIII-2023.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=November 10, 2023&lt;br /&gt;
|developer=Sledgehammer Games&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare III''''' is the twentieth main installment of the ''[[Call of Duty]]'' first-person shooter series. Developed primarily by Sledgehammer Games instead of Infinity Ward and published by Activision, it is the third installment of the ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' reboot subseries started in 2019 and a back-to-back sequel of 2022's ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]''. It will be officially released on November 10, 2023, though preorders allow the game's campaign to be played early a week before.&lt;br /&gt;
&lt;br /&gt;
All the firearms from ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]'' are included in the game across multiplayer, as well as many of them being available in other game modes, so only the new ones will be covered on this page.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare III}}&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 92FS==&lt;br /&gt;
A [[Beretta 92FS]] with a fictional MIL-STD 1913 rail similar to the one found on recent [[Taurus PT92]] variants appears as the &amp;quot;Renetti&amp;quot;. Unlike ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s Renetti, the safety is now correctly on the slide. It's not a [[Beretta M9A1]] or [[Beretta 92A1]] as the trigger guard shape doesn't resemble the one on either variant. It fires in three-round burst by default, which is supposed to be the [[Beretta 93R]], especially when it was originally referred to as the “Raffica” in the pre-alpha. Other external differences from the real one include a less pronounced beaver tail, a hinged trigger, a differently shaped magazine release button and a longer barrel.&lt;br /&gt;
&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:Taurus 92 1-920151-17 04.jpg|thumb|none|350px|Taurus PT92AF with rail. The gun in the game has a frame that very closely resemble the PT92's, although the Renetti has more rail slots.]]&lt;br /&gt;
[[File:MWIII-Renetti.jpg|thumb|none|600px|The &amp;quot;Renetti&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===CAA RONI===&lt;br /&gt;
Using the &amp;quot;JAK Ferocity Carbine Kit&amp;quot; places the Beretta into a [[CAA RONI]] carbine conversion kit, converts it to full-auto, and allows underbarrel, optical sight and stock modification.&lt;br /&gt;
[[File:CAA Roni Beretta 92F.jpg|thumb|none|400px|Beretta 92FS mounted in CAA RONI-G1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII-JAKFerocity.jpg|thumb|none|600px|The &amp;quot;JAK Ferocity Carbine&amp;quot; conversion. The textures on the carbine kit seem to imply that it's 3D-printed; printable pistol carbine conversion kits do exist (with the Middleton Made Hot Pocket being a notable example of one that doesn't include the pistol's frame as part of the print), though the in-game kit is effectively just a stylized, printed RONI, complete with a printed foregrip.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21C==&lt;br /&gt;
The [[Glock 21]] appears under the name &amp;quot;COR-45&amp;quot;. This time, it is the 21C variant with compensator cuts, and is full black. It is also a hybrid of the 3rd and 5th generation models, as it has the former's guide rod, square slide edges and non-ambidextrous slide stop, combined with a lack of finger grooves and an enlarged magazine release similar to the latter, as well as being MOS-configured. Differences from the real model also include a differently shaped trigger guard, a flat face skeletonized trigger and a MIL-STD 1913 rail with three slots. It can be assumed it will share the same base platform as the X12 and X13 in 9mm, as they are both based on Glock pistols and their grip areas are almost identical, however the markings and the name suggest it's manufactured by Corvus and not XRK. The logic of who manufactures what in the rebooted ''Modern Warfare'' trilogy is beyond anyone's comprehension. It holds 14 rounds by default (one more than the real one).&lt;br /&gt;
&lt;br /&gt;
During the beta, the model lacked a slide stop lever, but this was fixed in the final release.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;XRK Pyre-9 Heavy Long Barrel&amp;quot; gives the gun a long slide resembling that of a [[Glock 40]], depicted with front serrations.&lt;br /&gt;
&lt;br /&gt;
[[File:G21C Gen3.jpg|thumb|none|350px|Glock 21C (3rd Generation) - .45 ACP]]&lt;br /&gt;
[[File:G21 Gen5 MOS FS.jpg|thumb|none|350px|Glock 21 MOS FS (5th Generation) - .45 ACP]]&lt;br /&gt;
[[File:MWIII-COR45.jpg|thumb|none|600px|The &amp;quot;COR-45&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 21C (in carbine conversion kit)===&lt;br /&gt;
Using the &amp;quot;XRK IP-V2 Conversion Barrel&amp;quot; places the COR-45 inside a carbine conversion kit. The kit partially resembles the carbine kit used in ''MWII'', but without the AR style T-handle and stock. This aftermarket conversion allows the weapon to be modified with scopes and underbarrel rail attachments, along with a binary trigger that in gameplay terms increases the pistol's rate of fire.&lt;br /&gt;
[[File:Glock 17 in RONI G1.jpg|thumb|none|400px|Glock 17 mounted in a CAA RONI-G1]]&lt;br /&gt;
[[File:MWIII-XRKIPV2.jpg|thumb|none|600px|The &amp;quot;XRK IP-V2&amp;quot; conversion of the &amp;quot;COR-45&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==RSh-12==&lt;br /&gt;
The 2014 model of the [[RSh-12]] appears as the &amp;quot;TYR&amp;quot;, the name referencing the god of war in Norse mythology; this is presumably meant to connect it to ''MW19'''s [[ASh-12.7]], known as the &amp;quot;Oden&amp;quot; (an alternate spelling of &amp;quot;Wōden&amp;quot;, the Old English spelling of the name &amp;quot;Odin&amp;quot;). The in-game model is heavily stylized, with a significantly smaller cylinder possessing flutes and a strange frontal taper, a barrel with no vent holes, a differently-shaped trigger guard housing an also-reshaped trigger (which sits much further back than the real weapon's), an oddly-straight grip with almost no beavertail, a Colt-type pull-back cylinder release instead of the actual weapon's push-forward release, and a safety based on the 2021 model, alongside numerous smaller changes.&lt;br /&gt;
[[File:RSh-12.jpg|thumb|none|350px|RSh-12, 2014 model - 12.7x55mm]]&lt;br /&gt;
[[File:RSh12-2.jpg|thumb|none|350px|RSh-12, 2021 model - 12.7x55mm. This version does have flutes on the cylinder, albeit different from the in-game model.]]&lt;br /&gt;
[[File:MWIII-Tyr.jpg|thumb|none|600px|The &amp;quot;TYR&amp;quot;. Note the significant differences between this weapon and the real one.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Custom 9mm AR-15==&lt;br /&gt;
A custom 9mm AR-15 with the same [[SIG 516]]/SIG M400-based receiver as ''Modern Warfare II''’s [[Call of Duty: Modern Warfare II (2022)#&amp;quot;M4&amp;quot;|&amp;quot;M4&amp;quot;]] appears as the &amp;quot;AMR9&amp;quot;, which is coincidentally the same name as the five-round burst AR platform weapon (also classified as an SMG) from ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]''. By default, it features a dimpled barrel (roughly 10&amp;quot;), a solid M16-style stock, and a handguard with a strange lower extension, housing a tube into which lights and lasers are mounted (despite the handguard having side rails); all of the alternate barrel options extend the same distance downwards, likely to keep the foregrip positions and handling animations consistent.&lt;br /&gt;
&lt;br /&gt;
The weapon's file name IDs it as the [[Colt 9mm Submachine Gun|Model 635]] (fixed carry handle, slim handguards, 4-position stock from the [[Colt Model 653|Model 653]]), while the presence of a flattop upper would make it closer to the Model 991 (removable carry handle, KAC rail system, 6-position stock from the [[M4A1]]).&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|450px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight, for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-AMR9.jpg|thumb|none|600px|The in-game &amp;quot;AMR9&amp;quot;. Note the strange handguard; the fact that it protrudes this far down would prevent the upper receiver from being pivoted open, while the extension that goes behind the front receiver pin would prevent it from being lifted straight off, meaning that the gun couldn't be field-stripped without removing the handguard. The tube inside this odd lower extension is always there, and does nothing unless a laser or light is equipped.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 A1]] appears, using nearly the same model as the stylized ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' counterpart. The campaign premiere for &amp;quot;Operation 627&amp;quot; referred to it by its real name, &amp;quot;Scorpion Evo 3&amp;quot;, however it has been changed to &amp;quot;Rival-9&amp;quot; which is then retained in the final game.&lt;br /&gt;
&lt;br /&gt;
[[File:Evo 3 A1.jpg|thumb|none|450px|CZ Scorpion Evo 3 A1 - 9x19mm]]&lt;br /&gt;
[[File:MWIII-Rival9.jpg|thumb|none|600px|The &amp;quot;Rival-9&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
A stylized [[Heckler &amp;amp; Koch UMP45]] appears as the &amp;quot;Striker&amp;quot;. It reuses the model of the &amp;quot;Undertaker&amp;quot; blueprint from ''MW19'' (which visually changed that game's [[LWRC SMG-45]] into a UMP45), though rather bizarrely the magazine has been remodeled to be too short. The ''MW19'' version featured a correct-length magazine correctly holding 25 rounds, while the ''MWIII'' iteration features a too-short magazine (roughly 20) that somehow holds 30 rounds. A 48-round mag is also available, this one also being too short to fit that amount of .45 ACP rounds.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with Picatinny rails - .45 ACP]]&lt;br /&gt;
[[File:MWIII-Striker45.jpg|thumb|none|600px|The &amp;quot;Striker 45&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] appears as the &amp;quot;WSP-9&amp;quot;. It is depicted with a bent trigger guard from the Micro Uzi / Uzi Pistol.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:MicroUzi.jpg|thumb|none|300px|IMI Uzi Pistol with 32-round magazine and bent trigger guard - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWIII-WSP9.jpg|thumb|none|600px|The &amp;quot;WSP-9&amp;quot;. Note that in contrast to the Uzi from MW19, this incarnation has more close to reality iron sights, handguard &amp;amp; grip textures and bulges above the selector, albeit still somewhat stylized. The fire selector is fictionalized this time, though it does have the A-R-S markings of the military model.]]&lt;br /&gt;
&lt;br /&gt;
===IMI Uzi (.45 ACP)===&lt;br /&gt;
Using the &amp;quot;Broodmother .45 Kit&amp;quot; attaches a suppressor and an early model wooden stock, and converts it to fire .45 ACP with the magazine model changed.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi old stock.jpg|thumb|none|450px|IMI Uzi with detachable wood buttstock (early model with straight comb) - 9x19mm]]&lt;br /&gt;
[[File:MWIII-Broodmother45.jpg|thumb|none|600px|The &amp;quot;Broodmother .45&amp;quot; conversion of the &amp;quot;WSP-9&amp;quot;. Note the stock being stylized with a straighter shape.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
The [[IMI Micro Uzi]] appears in the handgun class as the &amp;quot;WSP Stinger&amp;quot;.&lt;br /&gt;
[[File:MicroUziPistolStock.jpg|thumb|none|300px|IMI Micro Uzi - 9x19mm]]&lt;br /&gt;
[[File:MWIII-WSPStinger.jpg|thumb|none|600px|The &amp;quot;WSP Stinger&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Uzi Pro==&lt;br /&gt;
The [[IWI Uzi Pro]] appears as the &amp;quot;WSP Swarm&amp;quot;. Although it is select-fire, it is visually based on the pistol variant. By default, it is fitted with an A3 Tactical modular folding stock. It can be equipped with a stabilizing brace, allowing it to be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi Pro Pistol.jpg|thumb|none|300px|IWI Uzi Pro Pistol - 9x19mm]]&lt;br /&gt;
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro Pistol with stabilizing brace - 9x19mm]]&lt;br /&gt;
[[File:MWIII-WSPSwarm.jpg|thumb|none|600px|The &amp;quot;WSP Swarm&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==LWRC SMG-45 (9mm conversion)==&lt;br /&gt;
The unreleased 9x19mm conversion of the [[LWRC SMG-45]] appears as the &amp;quot;Striker 9&amp;quot;.&lt;br /&gt;
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 with stabilizing brace - .45 ACP]]&lt;br /&gt;
[[File:MWIII-Striker9.jpg|thumb|none|600px|The &amp;quot;Striker 9&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] appears as the &amp;quot;Haymaker&amp;quot; (which is coincidentally named as the similarly functioning shotgun in ''[[BO3]]''). A customized version of the Origin-12 appears as the &amp;quot;Recon Haymaker&amp;quot;, used by the Support Juggernaut.&lt;br /&gt;
&lt;br /&gt;
[[File:Origin-12-short.jpg|thumb|none|450px|Fostech Origin-12 with 9.75&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MWIII-Haymaker.jpg|thumb|none|600px|The &amp;quot;Haymaker&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The &amp;quot;Lockwood 680&amp;quot; is a stylized tactical [[Remington 870]] pump-action shotgun, similar to the &amp;quot;Model 680&amp;quot; from ''MW19''. The model in-game uses a standard synthetic non-pistol grip stock by default, and can be modified with an MCS-esque pistol grip stock combination by equipping the &amp;quot;FTAC Goliath XM250 Heavy Stock&amp;quot;.&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington Model 870 MCS Entry - 12 gauge]]&lt;br /&gt;
[[File:MWIII-Lockwood680.jpg|thumb|none|600px|The &amp;quot;Lockwood 680&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Riveter&amp;quot;==&lt;br /&gt;
A .410-gauge automatic shotgun possibly based on the ATI Omni .410 (an AR-15-styled shotgun) is available as the &amp;quot;Riveter&amp;quot;. It has a 15-round magazine and fires in full-auto.&lt;br /&gt;
[[File:Omni410.jpg|thumb|none|450px|ATI Omni - .410 gauge]]&lt;br /&gt;
[[File:MWIII-Riveter.jpg|thumb|none|600px|The &amp;quot;Riveter&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==AN-94/AK-74M hybrid==&lt;br /&gt;
A hybrid of the [[AN-94]]'s barrel and forend with an [[AK-74M]]/[[AK-100 series]] receiver appears as the &amp;quot;SVA 545&amp;quot;. The rifle also features an unusual gap between the trigger guard and magazine release, similar to the [[Type 81]]. It's modeled with a Zenitco PT-1 stock, uncanted magazine well, railed handguard and full top rails. The barrel assembly resembles a [https://www.reddit.com/r/ModernWarfareIII/comments/17kkn9g/btw_the_sva545_is_not_simply_a_cursed_an94it_is/ conceptual 6x49mm rifle photoshopped by an internet forum user]. Despite this odd combination of visual elements, in gameplay terms the rifle is intended to be an AN-94, featuring its two-round hyperburst at the beginning of every trigger pull.&lt;br /&gt;
[[File:An94-1.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:AK-74M-Zenitco.jpg|thumb|none|450px|AK-74M with Zenitco furniture - 5.45x39mm]]&lt;br /&gt;
[[File:Type 81 x 2.jpg|thumb|none|450px|Type 81 - 7.62x39mm]]&lt;br /&gt;
[[File:SVA 545.jpg|thumb|none|600px|The &amp;quot;SVA 545&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR==&lt;br /&gt;
A [[Bushmaster ACR]] with tan furniture appears in-game as the &amp;quot;MCW&amp;quot;. The weapon can be converted to fire .300 AAC Blackout ammunition by using the &amp;quot;JAK Raven Kit&amp;quot;.&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|450px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights, and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MCW.jpg|thumb|none|600px|The &amp;quot;MCW&amp;quot;.]]&lt;br /&gt;
[[File:Modern warfare 3 2023 msbs grot vhs-1 rrt877.jpg|thumb|none|600px|A customized ACR as seen with the operator in the middle in a promotional image.]]&lt;br /&gt;
[[File:MWIII-JAKRaven.jpg|thumb|none|600px|The &amp;quot;JAK Raven&amp;quot; conversion of the &amp;quot;MCW&amp;quot;; oddly, this apparently requires replacing the entire upper receiver (and several pieces of furniture), despite one of the main selling points of .300 Blackout being the ease with which weapons chambered in 5.56 NATO can be converted to use it (only requiring a new barrel and, where applicable, adjustments to the gas system). Said upper receiver also appears to be made of (or textured to look like) carbon fiber.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR (.450 Bushmaster)==&lt;br /&gt;
The .450 Bushmaster variant of the ACR is available as the &amp;quot;Sidewinder&amp;quot;. In the campaign's early access, its caliber is currently labeled as .458 SOCOM, though it has been stated in a blog post that it fires in .450 Bushmaster.&lt;br /&gt;
[[File:Acr 450.jpg|thumb|none|450px|Bushmaster ACR - .450 Bushmaster]]&lt;br /&gt;
[[File:Mw3 acr450.jpg|thumb|none|600px|Left side view of the ACR in .450]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR DMR==&lt;br /&gt;
A [[Bushmaster ACR|Bushmaster ACR DMR]] fictionally chambered in 6.8x51mm with black furniture appears as the &amp;quot;MCW 6.8&amp;quot;.&lt;br /&gt;
[[File:ACR DMR.jpg|thumb|none|450px|Bushmaster ACR DMR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-MCW68.jpg|thumb|none|600px|The &amp;quot;MCW 6.8&amp;quot;. Note that the magazine and well are too short to fit 6.8x51mm; it's possible that something like 6.8x43mm SPC was originally intended, but the game still states its chambering as &amp;quot;6.8 Wrath&amp;quot;, shared with the MCX Spear.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN A2==&lt;br /&gt;
The [[CZ 805 BREN A2]] appears as the &amp;quot;MTZ-556&amp;quot;. It has a fictional gas plug by default, but most barrel attachments (notably the &amp;quot;MTZ Natter Barrel&amp;quot; with a similar length to the base weapon) give it a correct CZ 805's gas plug. The &amp;quot;MTZ Skeletal Folding Stock&amp;quot; attachment is reminiscent of the early stock of the 1st gen CZ 805.&lt;br /&gt;
&lt;br /&gt;
[[File:CZ805 A2 telescoping.jpg|thumb|none|450px|CZ 805 BREN A2 with telescoping stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZ556.jpg|thumb|none|600px|The &amp;quot;MTZ-556&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===CZ 805 BREN A1===&lt;br /&gt;
The &amp;quot;MTZ Clinch Pro Barrel&amp;quot; turns the weapon into a full-size [[CZ 805 BREN|CZ 805 BREN A1]].&lt;br /&gt;
&lt;br /&gt;
[[File:CZ805BRENA1 adjustablestock.jpg|thumb|none|450px|CZ 805 BREN A1 with telescoping stock - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 BR==&lt;br /&gt;
The [[CZ BREN 2|CZ BREN 2 BR]] in 7.62x51mm NATO appears as the &amp;quot;MTZ-762&amp;quot;, incorrectly depicted with a reciprocating charging handle.&lt;br /&gt;
[[File:CZ BREN 2 BR.jpg|thumb|none|450px|CZ BREN 2 BR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZ762.jpg|thumb|none|600px|The &amp;quot;MTZ-762&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===CZ BREN 2===&lt;br /&gt;
The &amp;quot;JAK Heretic Carbine Kit&amp;quot; converts it into a [[CZ BREN 2]] in 7.62x39mm.&lt;br /&gt;
[[File:BREN 2 7.62x39 9.jpg|thumb|none|450px|CZ BREN 2 w/ 9&amp;quot; barrel - 7.62x39mm]]&lt;br /&gt;
[[File:MWIII-JAKHeretic.jpg|thumb|none|600px|The &amp;quot;JAK Heretic Carbine&amp;quot; conversion of the &amp;quot;MTZ-762&amp;quot;, which features both a carbon-fiber upper receiver like the ACR's conversion and a 3D-printed lower; while no printable BREN 2 lowers are currently known to exist, similar printed lower receivers for [[AR-10]]- and [[AR-15]]-pattern rifles do, and the BREN 2's lower is made of polymer to begin with, so this isn't particularly far-fetched.]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 DMR==&lt;br /&gt;
A [[CZ BREN 2]] in a DMR configuration intended to pass for a BREN 2 PPS appears as the &amp;quot;MTZ Interceptor&amp;quot;. By default, it has a short barrel, a stylized Magpul PRS stock and a pistol grip with palm shelf, but can be modified with a longer barrel and a standard BREN 2 BR/PPS stock and pistol grip.&lt;br /&gt;
[[File:CZ BREN 2 DMR.jpg|thumb|none|450px|CZ BREN 2 DMR (previously known as BREN 2 PPS) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-MTZInterceptor.jpg|thumb|none|600px|The &amp;quot;MTZ Interceptor&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] appears as the &amp;quot;FR 5.56&amp;quot;, returning from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', this time without its fictional gas block.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Famas mw3.jpg|thumb|none|600px|Left side view of the FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
An [[FN SCAR-H]] set up to pass for an [[FN HAMR IAR]] appears in the light machine gun class as the &amp;quot;TAQ Eradicator&amp;quot;. It is a slightly modified version of the SCAR-H from the previous game.&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-TAQEradicator.jpg|thumb|none|600px|The &amp;quot;TAQ Eradicator&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36]] resembling the stylized ''MW19'' counterpart appears in the assault rifle class as the &amp;quot;Holger 556‎&amp;quot;. Like in the original ''[[Modern Warfare 3]]'', the assault rifle and machine gun variants of the G36 are available.&lt;br /&gt;
&lt;br /&gt;
[[File:G36E vertical handgrip.JPG|thumb|none|450px|Heckler &amp;amp; Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-Holger556.jpg|thumb|none|600px|The &amp;quot;Holger 556&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The rifle can be converted into a [[Heckler &amp;amp; Koch G36C]].&lt;br /&gt;
&lt;br /&gt;
[[File:HK G36C3 right.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36K]] with a G36C carry handle appears in the light machine gun class as the &amp;quot;Holger 26&amp;quot;, using a 60-round single drum magazine by default. The G36C carry handle is taller than the real version, a middle ground between it and the integrated optics carry handle. It can equip several full-length G36 barrel options (one of which has an integrated bipod), a 100-round double drum or 40-round magazine (no smaller, likely so as to not overlap in role with the assault rifle class version), as well as a stylized depiction of the G36's integrated carry handle optic.&lt;br /&gt;
&lt;br /&gt;
[[File:HKG36KR.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with G36C carry handle - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-Holger26.jpg|thumb|none|600px|The &amp;quot;Holger 26&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MG36===&lt;br /&gt;
Equipping the above G36K with the G36-length integrated bipod barrel, integrated optic, and 100-round drum makes for a proper [[MG36]] build.&lt;br /&gt;
&lt;br /&gt;
[[File:MG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG36 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SL8]] is available as the &amp;quot;DM56&amp;quot;.&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|none|450px|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:MWIII-DM56.jpg|thumb|none|600px|The &amp;quot;DM56&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-97==&lt;br /&gt;
A [[QBZ-97]] resembling the Emei Type 97 NSR appears as the &amp;quot;DG-58&amp;quot;. Like its counterpart from the original ''[[Modern Warfare 3]]'', the weapon fires in three-round bursts, something only possible on the QBZ-97A variant.&lt;br /&gt;
&lt;br /&gt;
Price inexplicably starts with a DG-58 in the &amp;quot;Countdown&amp;quot; section of the mission &amp;quot;Trojan Horse&amp;quot;. Unless the weapon is likely standing in for an SA80 variant or by the off-chance that he stole it from one of the Konni Group members, the chances of the weapon of Chinese/Canadian-exported origin used by TF141 or the SFO in the United Kingdom are next to null.&lt;br /&gt;
&lt;br /&gt;
[[File:T97.ca.jpg|thumb|none|450px|Emei Type 97 NSR (Canadian civilian version of the QBZ-97) with T97.ca LHG (Lower Hand Guard) and FTU (Flat Top Upper) modifications - .223 Remington]]&lt;br /&gt;
[[File:MWIII-DG58.jpg|thumb|none|600px|The &amp;quot;DG-58&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX-SPEAR==&lt;br /&gt;
A stylized [[SIG-Sauer MCX-SPEAR]] appears in the game as the &amp;quot;BAS-B&amp;quot;. It is stated in the multiplayer beta to chamber the real life &amp;quot;.277 Fury&amp;quot; instead of &amp;quot;6.8 Wrath&amp;quot;, the in-universe version of the cartridge that the [[LoneStar Future Weapons RM277]]-based rifle fires, though it has been changed to &amp;quot;6.8 Wrath&amp;quot; in the final game. Similar to ''[[Battlefield 2042]]'', the weapon is depicted without its custom-designed SIG SLX suppressor by default.&lt;br /&gt;
[[File:SIG MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR (2022 model) with 13&amp;quot; barrel and SLX68-MG-QD suppressor - 6.8x51mm FURY]]&lt;br /&gt;
[[File:MWIII-BASB.jpg|thumb|none|600px|The &amp;quot;BAS-B&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Bolt-action AK==&lt;br /&gt;
A bolt-action [[AK]] rifle appears as the &amp;quot;Longbow&amp;quot;, fitted with a 25-round magazine.&lt;br /&gt;
[[File:MWIII-Longbow.jpg|thumb|none|600px|The &amp;quot;Longbow&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Chukavin SVCh-8.6==&lt;br /&gt;
The [[Chukavin SVCh|Chukavin SVCh-8.6]] appears in the sniper rifle class as the &amp;quot;KV Inhibitor&amp;quot;. It is fitted by default with a shorter barrel like SVCh variants of other calibers, while the &amp;quot;Kas-Dworf Heavy Long Barrel&amp;quot; attachment approximates the real SVCh-8.6's barrel length.&lt;br /&gt;
&lt;br /&gt;
[[File:Svch338.jpg|thumb|none|450px|Chukavin SVCh-8.6 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MWIII-KVInhibitor.jpg|thumb|none|600px|The &amp;quot;KV Inhibitor&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov SVK==&lt;br /&gt;
The [[Chukavin SVCh|SVK]] prototype of the Chukavin SVCh appears in the marksman rifle class as the &amp;quot;KVD Enforcer&amp;quot;, chambered in 7.62x54mm R.&lt;br /&gt;
&lt;br /&gt;
[[File:SVK.jpg|thumb|none|450px|Kalashnikov SVK prototype - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWIII-KVDEnforcer.jpg|thumb|none|600px|The &amp;quot;KVD Enforcer&amp;quot;. Despite being supposedly chambered in 7.62x54mm R, the magazine looks more like a 7.62x51mm one.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr HS .50-M1==&lt;br /&gt;
The [[Steyr HS .50|Steyr HS .50-M1]] appears as the &amp;quot;KATT-AMR&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:HS50M1.jpg|thumb|none|450px|Steyr HS .50-M1 - .50 BMG]]&lt;br /&gt;
[[File:MWIII-KATTAMR.jpg|thumb|none|600px|The &amp;quot;KATT-AMR&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==FN Minimi==&lt;br /&gt;
The [[FN Minimi]] returns from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', once again called the &amp;quot;Bruen Mk9&amp;quot;.&lt;br /&gt;
[[File:Minimi 5.56 Mk3.jpg|thumb|none|450px|FN Minimi Mk3 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Minimi mw3.jpg|thumb|none|600px|Left side view of the Minimi.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
The [[PKP Pecheneg]] appears as the &amp;quot;Pulemyot 762&amp;quot;, with ''Pulemyot'' being Russian for ''machine gun''. As of the beta, it is incorrectly depicted with a disintegrating belt, unlike the PKM in ''MW2019'' (although that version incorrectly depicted the whole belt as non disintegrating, instead of breaking in sections of 25). It also features a [[PKM]]'s wooden stock, a few Picatinny rails (one on the top cover for optics, one on the gas tube for foregrips, and a few just ahead of that for lights/lasers/etc.), and a fair few stylistic fictionalizations throughout (e.g. the trigger guard, the front sight, the dust covers, et cetera).&lt;br /&gt;
[[File:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg - 7.62x54mmR]]&lt;br /&gt;
[[File:MWIII-Pulemyot762.jpg|thumb|none|600px|The &amp;quot;Pulemyot 762&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===PKP Pecheneg Bullpup===&lt;br /&gt;
The weapon can be converted into a [[PKP Pecheneg Bullpup]] with the &amp;quot;JAK Annihilator Bullpup Kit&amp;quot;.&lt;br /&gt;
[[File:Pecheneg Bullpup.jpg|thumb|none|450px|PKP Pecheneg Bullpup - 7.62x54mmR]]&lt;br /&gt;
[[File:MWIII-JAKAnnihilator.jpg|thumb|none|600px|The &amp;quot;JAK Annihilator&amp;quot; bullpup conversion of the &amp;quot;Pulemyot 762&amp;quot;. As with several other &amp;quot;JAK&amp;quot; conversions, it features carbon-fiber and 3D-printed parts, in this case the feed tray cover and receiver respectively. Precisely why isn't clear, given that the entire point of the Zenit/ZiD bullpup PKP kits is to re-use the barreled receiver of the original PKP and only change out a few parts; in fact, with the barrel, the gas tube, and even the carrying handle having been swapped out, it's not really clear what part of this is still the original PKP. Regardless, such a receiver has no real-world equivalent; the closest thing would be the Plastikov printed AK receiver (with the PK and AK being somewhat similar both in mechanics and in manufacture techniques), though this is still significantly bulkier than its stamped-steel equivalent.]]&lt;br /&gt;
&lt;br /&gt;
==QJB-95-1==&lt;br /&gt;
The [[QJB-95-1]] is set to appear as the &amp;quot;DG-58 LSW&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:QBB95-1.jpg|thumb|none|450px|QJB-95-1 - 5.8x42mm]]&lt;br /&gt;
[[File:MWIII-DG58LSW.jpg|thumb|none|600px|The &amp;quot;DG-58 LSW&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==&amp;quot;Burrow 500&amp;quot;==&lt;br /&gt;
A yet-to-be-identified underbarrel grenade launcher appears as the &amp;quot;Burrow 500&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
As with previous games, the &amp;quot;Flash Grenade&amp;quot; is a [[Model 7290 flashbang grenade]].&lt;br /&gt;
&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M88 HC Røyk Hånd Granat==&lt;br /&gt;
The M88 HC Røyk Hånd Granat appears as the &amp;quot;Smoke Grenade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
A [[M67 Hand Grenade]] is set to be featured in the game as the &amp;quot;Frag Grenade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Mine==&lt;br /&gt;
What appears to be a fictional mine very loosely resembling a VIS-1.6 anti-tank mine apparently scattering PFM-1 mines.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==DShK==&lt;br /&gt;
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Kimber Custom TLE RL/II==&lt;br /&gt;
The same [[Kimber Custom TLE/RL II]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' is seen in the closing campaign credits sequence, despite being unavailable in-game.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&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>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1617008</id>
		<title>Call of Duty: Modern Warfare III (2023)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1617008"/>
		<updated>2023-10-11T11:43:59Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: /* Bolt-action AK */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Upcoming}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare III''&lt;br /&gt;
|picture=MwIII-2023.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=November 10, 2023&lt;br /&gt;
|developer=Sledgehammer Games&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare III''''' is the twentieth main installment of the ''[[Call of Duty]]'' first-person shooter series. Developed by Sledgehammer Games instead of Infinity Ward and published by Activision, it is the third installment of the ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' reboot subseries started in 2019 and a back-to-back sequel of 2022's ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]''. It will be officially released on November 10, 2023, though preorders allow the game's campaign to be played early a week before.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare III}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
A [[Beretta 92FS]] with a fictional MIL-STD 1913 rail similar to the one found on recent [[Taurus PT92]] variants appears as the &amp;quot;Renetti&amp;quot;. Unlike ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s Renetti, the safety is now correctly on the slide. It's not a [[Beretta M9A1]] or [[Beretta 92A1]] as the trigger guard shape doesn't resemble the one on either variant.&lt;br /&gt;
It fires in three-round burst by default.&lt;br /&gt;
&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:Taurus 92 1-920151-17 04.jpg|thumb|none|350px|Taurus PT92AF with rail. The gun in the game has a frame that very closely resemble the PT92's, although the Renetti has more rail slots.]]&lt;br /&gt;
&lt;br /&gt;
===CAA RONI===&lt;br /&gt;
Using the &amp;quot;Full-Auto Carbine Conversion&amp;quot; places the Beretta into a [[CAA RONI]] carbine conversion kit.&lt;br /&gt;
&lt;br /&gt;
[[File:CAA Roni Beretta 92F.jpg|thumb|none|400px|Beretta 92FS mounted in CAA RONI-G1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21C==&lt;br /&gt;
The [[Glock 21]] appears under the name &amp;quot;COR-45&amp;quot;. This time, it is the 21C variant with compensator cuts, and is full black. It is also a hybrid of the 3rd and 5th generation models, as it has the former's guide rod, square slide edges and non-ambidextrous slide stop (in fact, it lacks one), combined with a lack of finger grooves and an enlarged magazine release similar to the latter. Differences from the real model also include a differently shaped trigger guard, a flat face skeletonized trigger and a MIL-STD 1913 rail with three slots. It can be assumed it will share the same base platform as the X12 and X13 in 9mm, as they are both based on Glock pistols and their grip areas are almost identical, however the markings suggest it's manufactured by Corvus and not XRK. The logic of who manufactures what in the rebooted Modern Warfare trilogy is beyond anyone's comprehension.&lt;br /&gt;
&lt;br /&gt;
[[File:G21C Gen3.jpg|thumb|none|350px|Glock 21C (3rd Generation) - .45 ACP]]&lt;br /&gt;
[[File:G21 Gen5 MOS FS.jpg|thumb|none|350px|Glock 21 MOS FS (5th Generation) - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==RSh-12==&lt;br /&gt;
The [[RSh-12]] is seen in the multiplayer trailer.&lt;br /&gt;
&lt;br /&gt;
[[File:RSh-12.jpg|thumb|none|350px|RSh-12 - 12.7x55mm]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Custom 9mm AR-15==&lt;br /&gt;
A custom 9mm AR-15 with the same receiver as ''Modern Warfare II''’s [[Call of Duty: Modern Warfare II (2022)#&amp;quot;M4&amp;quot;|&amp;quot;M4&amp;quot;]] appears as the &amp;quot;AMR9&amp;quot;, which is coincidentally the same name as the five-round burst AR platform weapon (also classified as an SMG) from ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]''. The weapon's file name IDs it as the [[Colt 9mm Submachine Gun|Model 635]] (fixed carry handle, slim handguards, 4-position stock from the [[Colt Model 653|Model 653]]), while the presence of a flattop upper would make it closer to the Model 991 (removable carry handle, KAC rail system, 6-position stock from the [[M4A1]]).&lt;br /&gt;
&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|450px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight, for comparison - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 A1]] appears, using nearly the same model as the stylized ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' counterpart. The campaign premiere for &amp;quot;Operation 627&amp;quot; referred to it by its real name, &amp;quot;Scorpion Evo 3&amp;quot;, however it has been changed to &amp;quot;Rival-9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Evo 3 A1.jpg|thumb|none|450px|CZ Scorpion Evo 3 A1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
A stylized [[Heckler &amp;amp; Koch UMP45]] appears as the &amp;quot;Striker&amp;quot;. It reuses the model of the &amp;quot;Undertaker&amp;quot; blueprint from ''MW19'' (which visually changed that game's [[LWRC SMG-45]] into a UMP45), though rather bizarrely the magazine has been remodeled to be too short. The ''MW19'' version featured a correct-length magazine correctly holding 25 rounds, while the ''MWIII'' iteration features a too-short magazine (roughly 20) that somehow holds 30 rounds, and despite this the magazine is very clearly marked with a large &amp;quot;25&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with Picatinny rails - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] is scheduled to appear as the &amp;quot;WSP-9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:Modernwarfare 3 2023 uzi rrt877.jpg|thumb|none|450px|The Uzi on the map Highrise.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
The [[IMI Micro Uzi]] appears in the handgun class as the &amp;quot;WSP Stinger&amp;quot;.&lt;br /&gt;
[[File:MicroUziPistolStock.jpg|thumb|none|300px|IMI Micro Uzi - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==IWI Uzi Pro==&lt;br /&gt;
The [[IWI Uzi Pro]] appears as the &amp;quot;WSP Swarm&amp;quot;. Although it is select-fire, it is visually based on the pistol variant. By default, it is fitted with an A3 Tactical modular folding stock. It can be equipped with a stabilizing brace, allowing it to be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi Pro Pistol.jpg|thumb|none|300px|IWI Uzi Pro Pistol - 9x19mm]]&lt;br /&gt;
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro Pistol with stabilizing brace - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==LWRC SMG-45 (9mm conversion)==&lt;br /&gt;
The unreleased 9x19mm conversion of the [[LWRC SMG-45]] is seen in the multiplayer trailer.&lt;br /&gt;
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 with stabilizing brace - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] is set to appear as the &amp;quot;Haymaker&amp;quot; (which is coincidentally named as the similarly functioning shotgun in ''[[BO3]]''). A customized version of the Origin-12 is set to appear as the &amp;quot;Recon Haymaker&amp;quot;, used by the Support Juggernaut.&lt;br /&gt;
&lt;br /&gt;
[[File:Origin-12-short.jpg|thumb|none|450px|Fostech Origin-12 with 9.75&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:Modernwarfare 3 2023 origin-12 rrt877.jpg|thumb|none|600px|The Origin-12 in a promotional image.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The &amp;quot;Lockwood 680&amp;quot; is a stylized tactical [[Remington 870]] pump-action shotgun, similar to the &amp;quot;Model 680&amp;quot; from ''MW19''.&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington Model 870 MCS Entry - 12 gauge. The model in game uses a standard synthetic non-pistol grip stock by default.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Riveter&amp;quot;==&lt;br /&gt;
A .410-gauge automatic shotgun possibly based on the ATI Omni .410 (an AR-15-styled shotgun) is available in the beta as the &amp;quot;Riveter&amp;quot;. It has a 15-round magazine and fires in full-auto.&lt;br /&gt;
[[File:Omni410.jpg|thumb|none|450px|ATI Omni - .410 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==AN-94/AK-74M hybrid==&lt;br /&gt;
A hybrid of the [[AN-94]]'s barrel and forend with an [[AK-74M]]/[[AK-100 series]] receiver appears as the &amp;quot;SVA 545&amp;quot;. The rifle also features an unusual gap between the trigger guard and magazine release, similar to the [[Type 81]]. It's modeled with a Zenitco PT-1 stock, uncanted magazine well, railed handguard and full top rails. Despite this odd combination of visual elements, in gameplay terms the rifle is intended to be an AN-94, featuring its two-round hyperburst at the beginning of every trigger pull.&lt;br /&gt;
[[File:An94-1.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:Type 81 x 2.jpg|thumb|none|450px|Type 81 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR==&lt;br /&gt;
A [[Bushmaster ACR]] with tan furniture appears in-game as the &amp;quot;MCW&amp;quot;.&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|450px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights, and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Modern warfare 3 2023 msbs grot vhs-1 rrt877.jpg|thumb|none|600px|The ACR as seen with the operator in the middle in a promotional image.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR DMR==&lt;br /&gt;
A [[Bushmaster ACR|Bushmaster ACR DMR]] chambered in 6.8mm Remington SPC with black furniture is set to appear as the &amp;quot;MCW 6.8&amp;quot;.&lt;br /&gt;
[[File:ACR DMR.jpg|thumb|none|450px|Bushmaster ACR DMR - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN==&lt;br /&gt;
The [[CZ 805 BREN]] appears as the &amp;quot;MTZ-556&amp;quot;.&lt;br /&gt;
[[File:CZ805bren-a2.jpg|thumb|none|450px|CZ 805 BREN A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Modernwarfare 3 2023 bren 2 rrt877.jpg|thumb|none|600px|The CZ 805 in the campaign premiere.]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 BR==&lt;br /&gt;
The [[CZ BREN 2]] in 7.62x51mm NATO appears as the &amp;quot;MTZ-762&amp;quot;.&lt;br /&gt;
[[File:CZ BREN 2 BR.jpg|thumb|none|450px|CZ BREN 2 BR - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 DMR==&lt;br /&gt;
A short-barreled [[CZ BREN 2]] in a DMR configuration, intended to pass for a BREN 2 PPS, appears as the &amp;quot;MTZ Interceptor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000 Tactical]] is supposed to appear as the &amp;quot;ANVL-B&amp;quot;.&lt;br /&gt;
[[File:FN F2000 TR rifle.jpg|thumb|none|450px|FN F2000 Tactical TR with gray finish - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36]] resembling the stylized ''MW19'' counterpart appears in the assault rifle class as the &amp;quot;Holger 556‎&amp;quot;.&lt;br /&gt;
[[File:G36A1.1.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36A1.1 with an IdZ stock - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36K]] with a G36C carry handle appears in the light machine gun class as the &amp;quot;Holger 26&amp;quot;, using a 60-round single drum magazine by default. The G36C carry handle is taller than the real version, a middle ground between it and the integrated optics carry handle. It can equip several full-length G36 barrel options (one of which has an integrated bipod), a 100-round double drum or 40-round magazine (no smaller, likely so as to not overlap in role with the assault rifle class version), as well as a stylized depiction of the G36's integrated carry handle optic.&lt;br /&gt;
&lt;br /&gt;
[[File:HKG36KR.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with G36C carry handle - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MG36===&lt;br /&gt;
Equipping the above G36K with the G36-length integrated bipod barrel, integrated optic, and 100-round drum makes for a proper [[MG36]] build.&lt;br /&gt;
&lt;br /&gt;
[[File:MG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG36 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-95==&lt;br /&gt;
A [[QBZ-95]] is seen in a promotional screenshot.&lt;br /&gt;
[[File:QBZ-95-1 Picatinny Rail.jpg|thumb|none|450px|QBZ-95 and QBZ-95-1 with custom Picatinny rail system - 5.8x42mm]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-97==&lt;br /&gt;
A [[QBZ-97]] is seen in a promotional screenshot.&lt;br /&gt;
[[File:T97.ca.jpg|thumb|none|450px|Emei Type 97 NSR (Canadian civilian version of the QBZ-97) with T97.ca LHG (Lower Hand Guard) and FTU (Flat Top Upper) modifications - .223 Remington]]&lt;br /&gt;
[[File:Modern warfare 3 2023 msbs grot vhs-1 rrt877.jpg|thumb|none|600px|The character on the right has the QBZ-97.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX-SPEAR==&lt;br /&gt;
The [[SIG-Sauer MCX-SPEAR]] appears in the game as the &amp;quot;BAS-B&amp;quot;. Unlike the [[LoneStar Future Weapons RM277]]-based rifle from the previous game, it is stated to chamber the real life &amp;quot;.277 Fury&amp;quot; instead of &amp;quot;6.8 Wrath&amp;quot;. Similar to ''[[Battlefield 2042]]'', the weapon is depicted without its custom-designed SIG SLX suppressor by default.&lt;br /&gt;
[[File:SIG MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR (2022 model) with 13&amp;quot; barrel and SLX68-MG-QD suppressor - 6.8x51mm FURY]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Bolt-action AK==&lt;br /&gt;
A bolt-action [[AK]] rifle appears in the beta as the &amp;quot;Longbow&amp;quot;, fitted with a 25-round magazine. It’s seems to be inspired by a custom AK that fires .224 Valkyrie referring to as the AK-224, however that weapon is semi-automatic.&lt;br /&gt;
&lt;br /&gt;
==Chukavin SVCh-8.6==&lt;br /&gt;
The [[Chukavin SVCh|Chukavin SVCh-8.6]] appears as the &amp;quot;KV Inhibitor&amp;quot;. It is fitted by default with a shorter barrel akin to SVCh variants of other calibers, but can be equipped with a SVCh-8.6 length barrel.&lt;br /&gt;
&lt;br /&gt;
[[File:Svch338.jpg|thumb|none|450px|Chukavin SVCh-8.6 - .338 Lapua Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Steyr HS .50-M1==&lt;br /&gt;
The [[Steyr HS .50|Steyr HS .50-M1]] is set to appear as the &amp;quot;Katt-AMR&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:HS50M1.jpg|thumb|none|450px|Steyr HS .50-M1 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==FN HAMR IAR==&lt;br /&gt;
The [[FN HAMR IAR]] or an FN SCAR-H variant is set to appear as the &amp;quot;TAQ Eradicator&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:FN HAMR.jpg|thumb|none|450px|FN HAMR IAR - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
The [[PKP Pecheneg]] appears as the &amp;quot;Pulemyot 762&amp;quot;, with ''Pulemyot'' being Russian for ''machine gun''.&lt;br /&gt;
&lt;br /&gt;
[[File:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
===PKP Pecheneg Bullpup===&lt;br /&gt;
The weapon can be converted into a [[PKP Pecheneg Bullpup]].&lt;br /&gt;
&lt;br /&gt;
[[File:Pecheneg Bullpup.jpg|thumb|none|450px|PKP Pecheneg Bullpup - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
==QJB-95==&lt;br /&gt;
A [[QJB-95]] variant is set to appear as the &amp;quot;DG-58 LSW&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:QBB95.jpg|thumb|none|450px|QJB-95 - 5.8x42mm]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==&amp;quot;Burrow 500&amp;quot;==&lt;br /&gt;
A yet-to-be-identified underbarrel grenade launcher appears as the &amp;quot;Burrow 500&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
As with previous games, the &amp;quot;Flash Grenade&amp;quot; in the game is set to appear as the [[Model 7290 flashbang grenade]].&lt;br /&gt;
&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M83 Smoke Grenade==&lt;br /&gt;
The [[M83 smoke grenade]] is set to appear as the &amp;quot;Smoke Grenade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:M87.JPG|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
A [[M67 Hand Grenade]] is set to be featured in the game as the &amp;quot;Frag Grenade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Mine==&lt;br /&gt;
What appears to be a fictional mine very loosely resembling a VIS-1.6 anti-tank mine apparently scattering PFM-1 mines.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==DShK==&lt;br /&gt;
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]&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>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1617007</id>
		<title>Call of Duty: Modern Warfare III (2023)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1617007"/>
		<updated>2023-10-11T11:41:49Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: /* Bolt-action AK */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Upcoming}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare III''&lt;br /&gt;
|picture=MwIII-2023.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=November 10, 2023&lt;br /&gt;
|developer=Sledgehammer Games&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare III''''' is the twentieth main installment of the ''[[Call of Duty]]'' first-person shooter series. Developed by Sledgehammer Games instead of Infinity Ward and published by Activision, it is the third installment of the ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' reboot subseries started in 2019 and a back-to-back sequel of 2022's ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]''. It will be officially released on November 10, 2023, though preorders allow the game's campaign to be played early a week before.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare III}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
A [[Beretta 92FS]] with a fictional MIL-STD 1913 rail similar to the one found on recent [[Taurus PT92]] variants appears as the &amp;quot;Renetti&amp;quot;. Unlike ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s Renetti, the safety is now correctly on the slide. It's not a [[Beretta M9A1]] or [[Beretta 92A1]] as the trigger guard shape doesn't resemble the one on either variant.&lt;br /&gt;
It fires in three-round burst by default.&lt;br /&gt;
&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:Taurus 92 1-920151-17 04.jpg|thumb|none|350px|Taurus PT92AF with rail. The gun in the game has a frame that very closely resemble the PT92's, although the Renetti has more rail slots.]]&lt;br /&gt;
&lt;br /&gt;
===CAA RONI===&lt;br /&gt;
Using the &amp;quot;Full-Auto Carbine Conversion&amp;quot; places the Beretta into a [[CAA RONI]] carbine conversion kit.&lt;br /&gt;
&lt;br /&gt;
[[File:CAA Roni Beretta 92F.jpg|thumb|none|400px|Beretta 92FS mounted in CAA RONI-G1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21C==&lt;br /&gt;
The [[Glock 21]] appears under the name &amp;quot;COR-45&amp;quot;. This time, it is the 21C variant with compensator cuts, and is full black. It is also a hybrid of the 3rd and 5th generation models, as it has the former's guide rod, square slide edges and non-ambidextrous slide stop (in fact, it lacks one), combined with a lack of finger grooves and an enlarged magazine release similar to the latter. Differences from the real model also include a differently shaped trigger guard, a flat face skeletonized trigger and a MIL-STD 1913 rail with three slots. It can be assumed it will share the same base platform as the X12 and X13 in 9mm, as they are both based on Glock pistols and their grip areas are almost identical, however the markings suggest it's manufactured by Corvus and not XRK. The logic of who manufactures what in the rebooted Modern Warfare trilogy is beyond anyone's comprehension.&lt;br /&gt;
&lt;br /&gt;
[[File:G21C Gen3.jpg|thumb|none|350px|Glock 21C (3rd Generation) - .45 ACP]]&lt;br /&gt;
[[File:G21 Gen5 MOS FS.jpg|thumb|none|350px|Glock 21 MOS FS (5th Generation) - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==RSh-12==&lt;br /&gt;
The [[RSh-12]] is seen in the multiplayer trailer.&lt;br /&gt;
&lt;br /&gt;
[[File:RSh-12.jpg|thumb|none|350px|RSh-12 - 12.7x55mm]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Custom 9mm AR-15==&lt;br /&gt;
A custom 9mm AR-15 with the same receiver as ''Modern Warfare II''’s [[Call of Duty: Modern Warfare II (2022)#&amp;quot;M4&amp;quot;|&amp;quot;M4&amp;quot;]] appears as the &amp;quot;AMR9&amp;quot;, which is coincidentally the same name as the five-round burst AR platform weapon (also classified as an SMG) from ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]''. The weapon's file name IDs it as the [[Colt 9mm Submachine Gun|Model 635]] (fixed carry handle, slim handguards, 4-position stock from the [[Colt Model 653|Model 653]]), while the presence of a flattop upper would make it closer to the Model 991 (removable carry handle, KAC rail system, 6-position stock from the [[M4A1]]).&lt;br /&gt;
&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|450px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight, for comparison - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 A1]] appears, using nearly the same model as the stylized ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' counterpart. The campaign premiere for &amp;quot;Operation 627&amp;quot; referred to it by its real name, &amp;quot;Scorpion Evo 3&amp;quot;, however it has been changed to &amp;quot;Rival-9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Evo 3 A1.jpg|thumb|none|450px|CZ Scorpion Evo 3 A1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
A stylized [[Heckler &amp;amp; Koch UMP45]] appears as the &amp;quot;Striker&amp;quot;. It reuses the model of the &amp;quot;Undertaker&amp;quot; blueprint from ''MW19'' (which visually changed that game's [[LWRC SMG-45]] into a UMP45), though rather bizarrely the magazine has been remodeled to be too short. The ''MW19'' version featured a correct-length magazine correctly holding 25 rounds, while the ''MWIII'' iteration features a too-short magazine (roughly 20) that somehow holds 30 rounds, and despite this the magazine is very clearly marked with a large &amp;quot;25&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with Picatinny rails - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] is scheduled to appear as the &amp;quot;WSP-9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:Modernwarfare 3 2023 uzi rrt877.jpg|thumb|none|450px|The Uzi on the map Highrise.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
The [[IMI Micro Uzi]] appears in the handgun class as the &amp;quot;WSP Stinger&amp;quot;.&lt;br /&gt;
[[File:MicroUziPistolStock.jpg|thumb|none|300px|IMI Micro Uzi - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==IWI Uzi Pro==&lt;br /&gt;
The [[IWI Uzi Pro]] appears as the &amp;quot;WSP Swarm&amp;quot;. Although it is select-fire, it is visually based on the pistol variant. By default, it is fitted with an A3 Tactical modular folding stock. It can be equipped with a stabilizing brace, allowing it to be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi Pro Pistol.jpg|thumb|none|300px|IWI Uzi Pro Pistol - 9x19mm]]&lt;br /&gt;
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro Pistol with stabilizing brace - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==LWRC SMG-45 (9mm conversion)==&lt;br /&gt;
The unreleased 9x19mm conversion of the [[LWRC SMG-45]] is seen in the multiplayer trailer.&lt;br /&gt;
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 with stabilizing brace - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] is set to appear as the &amp;quot;Haymaker&amp;quot; (which is coincidentally named as the similarly functioning shotgun in ''[[BO3]]''). A customized version of the Origin-12 is set to appear as the &amp;quot;Recon Haymaker&amp;quot;, used by the Support Juggernaut.&lt;br /&gt;
&lt;br /&gt;
[[File:Origin-12-short.jpg|thumb|none|450px|Fostech Origin-12 with 9.75&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:Modernwarfare 3 2023 origin-12 rrt877.jpg|thumb|none|600px|The Origin-12 in a promotional image.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The &amp;quot;Lockwood 680&amp;quot; is a stylized tactical [[Remington 870]] pump-action shotgun, similar to the &amp;quot;Model 680&amp;quot; from ''MW19''.&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington Model 870 MCS Entry - 12 gauge. The model in game uses a standard synthetic non-pistol grip stock by default.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Riveter&amp;quot;==&lt;br /&gt;
A .410-gauge automatic shotgun possibly based on the ATI Omni .410 (an AR-15-styled shotgun) is available in the beta as the &amp;quot;Riveter&amp;quot;. It has a 15-round magazine and fires in full-auto.&lt;br /&gt;
[[File:Omni410.jpg|thumb|none|450px|ATI Omni - .410 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==AN-94/AK-74M hybrid==&lt;br /&gt;
A hybrid of the [[AN-94]]'s barrel and forend with an [[AK-74M]]/[[AK-100 series]] receiver appears as the &amp;quot;SVA 545&amp;quot;. The rifle also features an unusual gap between the trigger guard and magazine release, similar to the [[Type 81]]. It's modeled with a Zenitco PT-1 stock, uncanted magazine well, railed handguard and full top rails. Despite this odd combination of visual elements, in gameplay terms the rifle is intended to be an AN-94, featuring its two-round hyperburst at the beginning of every trigger pull.&lt;br /&gt;
[[File:An94-1.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:Type 81 x 2.jpg|thumb|none|450px|Type 81 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR==&lt;br /&gt;
A [[Bushmaster ACR]] with tan furniture appears in-game as the &amp;quot;MCW&amp;quot;.&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|450px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights, and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Modern warfare 3 2023 msbs grot vhs-1 rrt877.jpg|thumb|none|600px|The ACR as seen with the operator in the middle in a promotional image.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR DMR==&lt;br /&gt;
A [[Bushmaster ACR|Bushmaster ACR DMR]] chambered in 6.8mm Remington SPC with black furniture is set to appear as the &amp;quot;MCW 6.8&amp;quot;.&lt;br /&gt;
[[File:ACR DMR.jpg|thumb|none|450px|Bushmaster ACR DMR - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN==&lt;br /&gt;
The [[CZ 805 BREN]] appears as the &amp;quot;MTZ-556&amp;quot;.&lt;br /&gt;
[[File:CZ805bren-a2.jpg|thumb|none|450px|CZ 805 BREN A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Modernwarfare 3 2023 bren 2 rrt877.jpg|thumb|none|600px|The CZ 805 in the campaign premiere.]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 BR==&lt;br /&gt;
The [[CZ BREN 2]] in 7.62x51mm NATO appears as the &amp;quot;MTZ-762&amp;quot;.&lt;br /&gt;
[[File:CZ BREN 2 BR.jpg|thumb|none|450px|CZ BREN 2 BR - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 DMR==&lt;br /&gt;
A short-barreled [[CZ BREN 2]] in a DMR configuration, intended to pass for a BREN 2 PPS, appears as the &amp;quot;MTZ Interceptor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000 Tactical]] is supposed to appear as the &amp;quot;ANVL-B&amp;quot;.&lt;br /&gt;
[[File:FN F2000 TR rifle.jpg|thumb|none|450px|FN F2000 Tactical TR with gray finish - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36]] resembling the stylized ''MW19'' counterpart appears in the assault rifle class as the &amp;quot;Holger 556‎&amp;quot;.&lt;br /&gt;
[[File:G36A1.1.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36A1.1 with an IdZ stock - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36K]] with a G36C carry handle appears in the light machine gun class as the &amp;quot;Holger 26&amp;quot;, using a 60-round single drum magazine by default. The G36C carry handle is taller than the real version, a middle ground between it and the integrated optics carry handle. It can equip several full-length G36 barrel options (one of which has an integrated bipod), a 100-round double drum or 40-round magazine (no smaller, likely so as to not overlap in role with the assault rifle class version), as well as a stylized depiction of the G36's integrated carry handle optic.&lt;br /&gt;
&lt;br /&gt;
[[File:HKG36KR.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with G36C carry handle - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MG36===&lt;br /&gt;
Equipping the above G36K with the G36-length integrated bipod barrel, integrated optic, and 100-round drum makes for a proper [[MG36]] build.&lt;br /&gt;
&lt;br /&gt;
[[File:MG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG36 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-95==&lt;br /&gt;
A [[QBZ-95]] is seen in a promotional screenshot.&lt;br /&gt;
[[File:QBZ-95-1 Picatinny Rail.jpg|thumb|none|450px|QBZ-95 and QBZ-95-1 with custom Picatinny rail system - 5.8x42mm]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-97==&lt;br /&gt;
A [[QBZ-97]] is seen in a promotional screenshot.&lt;br /&gt;
[[File:T97.ca.jpg|thumb|none|450px|Emei Type 97 NSR (Canadian civilian version of the QBZ-97) with T97.ca LHG (Lower Hand Guard) and FTU (Flat Top Upper) modifications - .223 Remington]]&lt;br /&gt;
[[File:Modern warfare 3 2023 msbs grot vhs-1 rrt877.jpg|thumb|none|600px|The character on the right has the QBZ-97.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX-SPEAR==&lt;br /&gt;
The [[SIG-Sauer MCX-SPEAR]] appears in the game as the &amp;quot;BAS-B&amp;quot;. Unlike the [[LoneStar Future Weapons RM277]]-based rifle from the previous game, it is stated to chamber the real life &amp;quot;.277 Fury&amp;quot; instead of &amp;quot;6.8 Wrath&amp;quot;. Similar to ''[[Battlefield 2042]]'', the weapon is depicted without its custom-designed SIG SLX suppressor by default.&lt;br /&gt;
[[File:SIG MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR (2022 model) with 13&amp;quot; barrel and SLX68-MG-QD suppressor - 6.8x51mm FURY]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Bolt-action AK==&lt;br /&gt;
A bolt-action [[AK]] rifle appears in the beta as the &amp;quot;Longbow&amp;quot;, fitted with a 25-round magazine. It’s seems to be inspired by a custom AK that fires .224 Valkyrie referring to as the AK-224.&lt;br /&gt;
&lt;br /&gt;
==Chukavin SVCh-8.6==&lt;br /&gt;
The [[Chukavin SVCh|Chukavin SVCh-8.6]] appears as the &amp;quot;KV Inhibitor&amp;quot;. It is fitted by default with a shorter barrel akin to SVCh variants of other calibers, but can be equipped with a SVCh-8.6 length barrel.&lt;br /&gt;
&lt;br /&gt;
[[File:Svch338.jpg|thumb|none|450px|Chukavin SVCh-8.6 - .338 Lapua Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Steyr HS .50-M1==&lt;br /&gt;
The [[Steyr HS .50|Steyr HS .50-M1]] is set to appear as the &amp;quot;Katt-AMR&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:HS50M1.jpg|thumb|none|450px|Steyr HS .50-M1 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==FN HAMR IAR==&lt;br /&gt;
The [[FN HAMR IAR]] or an FN SCAR-H variant is set to appear as the &amp;quot;TAQ Eradicator&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:FN HAMR.jpg|thumb|none|450px|FN HAMR IAR - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
The [[PKP Pecheneg]] appears as the &amp;quot;Pulemyot 762&amp;quot;, with ''Pulemyot'' being Russian for ''machine gun''.&lt;br /&gt;
&lt;br /&gt;
[[File:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
===PKP Pecheneg Bullpup===&lt;br /&gt;
The weapon can be converted into a [[PKP Pecheneg Bullpup]].&lt;br /&gt;
&lt;br /&gt;
[[File:Pecheneg Bullpup.jpg|thumb|none|450px|PKP Pecheneg Bullpup - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
==QJB-95==&lt;br /&gt;
A [[QJB-95]] variant is set to appear as the &amp;quot;DG-58 LSW&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:QBB95.jpg|thumb|none|450px|QJB-95 - 5.8x42mm]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==&amp;quot;Burrow 500&amp;quot;==&lt;br /&gt;
A yet-to-be-identified underbarrel grenade launcher appears as the &amp;quot;Burrow 500&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
As with previous games, the &amp;quot;Flash Grenade&amp;quot; in the game is set to appear as the [[Model 7290 flashbang grenade]].&lt;br /&gt;
&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M83 Smoke Grenade==&lt;br /&gt;
The [[M83 smoke grenade]] is set to appear as the &amp;quot;Smoke Grenade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:M87.JPG|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
A [[M67 Hand Grenade]] is set to be featured in the game as the &amp;quot;Frag Grenade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Mine==&lt;br /&gt;
What appears to be a fictional mine very loosely resembling a VIS-1.6 anti-tank mine apparently scattering PFM-1 mines.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==DShK==&lt;br /&gt;
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]&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>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1617006</id>
		<title>Call of Duty: Modern Warfare III (2023)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1617006"/>
		<updated>2023-10-11T11:41:27Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: /* Bolt-action AK */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Upcoming}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare III''&lt;br /&gt;
|picture=MwIII-2023.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=November 10, 2023&lt;br /&gt;
|developer=Sledgehammer Games&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare III''''' is the twentieth main installment of the ''[[Call of Duty]]'' first-person shooter series. Developed by Sledgehammer Games instead of Infinity Ward and published by Activision, it is the third installment of the ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' reboot subseries started in 2019 and a back-to-back sequel of 2022's ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]''. It will be officially released on November 10, 2023, though preorders allow the game's campaign to be played early a week before.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare III}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
A [[Beretta 92FS]] with a fictional MIL-STD 1913 rail similar to the one found on recent [[Taurus PT92]] variants appears as the &amp;quot;Renetti&amp;quot;. Unlike ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s Renetti, the safety is now correctly on the slide. It's not a [[Beretta M9A1]] or [[Beretta 92A1]] as the trigger guard shape doesn't resemble the one on either variant.&lt;br /&gt;
It fires in three-round burst by default.&lt;br /&gt;
&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:Taurus 92 1-920151-17 04.jpg|thumb|none|350px|Taurus PT92AF with rail. The gun in the game has a frame that very closely resemble the PT92's, although the Renetti has more rail slots.]]&lt;br /&gt;
&lt;br /&gt;
===CAA RONI===&lt;br /&gt;
Using the &amp;quot;Full-Auto Carbine Conversion&amp;quot; places the Beretta into a [[CAA RONI]] carbine conversion kit.&lt;br /&gt;
&lt;br /&gt;
[[File:CAA Roni Beretta 92F.jpg|thumb|none|400px|Beretta 92FS mounted in CAA RONI-G1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21C==&lt;br /&gt;
The [[Glock 21]] appears under the name &amp;quot;COR-45&amp;quot;. This time, it is the 21C variant with compensator cuts, and is full black. It is also a hybrid of the 3rd and 5th generation models, as it has the former's guide rod, square slide edges and non-ambidextrous slide stop (in fact, it lacks one), combined with a lack of finger grooves and an enlarged magazine release similar to the latter. Differences from the real model also include a differently shaped trigger guard, a flat face skeletonized trigger and a MIL-STD 1913 rail with three slots. It can be assumed it will share the same base platform as the X12 and X13 in 9mm, as they are both based on Glock pistols and their grip areas are almost identical, however the markings suggest it's manufactured by Corvus and not XRK. The logic of who manufactures what in the rebooted Modern Warfare trilogy is beyond anyone's comprehension.&lt;br /&gt;
&lt;br /&gt;
[[File:G21C Gen3.jpg|thumb|none|350px|Glock 21C (3rd Generation) - .45 ACP]]&lt;br /&gt;
[[File:G21 Gen5 MOS FS.jpg|thumb|none|350px|Glock 21 MOS FS (5th Generation) - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==RSh-12==&lt;br /&gt;
The [[RSh-12]] is seen in the multiplayer trailer.&lt;br /&gt;
&lt;br /&gt;
[[File:RSh-12.jpg|thumb|none|350px|RSh-12 - 12.7x55mm]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Custom 9mm AR-15==&lt;br /&gt;
A custom 9mm AR-15 with the same receiver as ''Modern Warfare II''’s [[Call of Duty: Modern Warfare II (2022)#&amp;quot;M4&amp;quot;|&amp;quot;M4&amp;quot;]] appears as the &amp;quot;AMR9&amp;quot;, which is coincidentally the same name as the five-round burst AR platform weapon (also classified as an SMG) from ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]''. The weapon's file name IDs it as the [[Colt 9mm Submachine Gun|Model 635]] (fixed carry handle, slim handguards, 4-position stock from the [[Colt Model 653|Model 653]]), while the presence of a flattop upper would make it closer to the Model 991 (removable carry handle, KAC rail system, 6-position stock from the [[M4A1]]).&lt;br /&gt;
&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|450px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight, for comparison - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 A1]] appears, using nearly the same model as the stylized ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' counterpart. The campaign premiere for &amp;quot;Operation 627&amp;quot; referred to it by its real name, &amp;quot;Scorpion Evo 3&amp;quot;, however it has been changed to &amp;quot;Rival-9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Evo 3 A1.jpg|thumb|none|450px|CZ Scorpion Evo 3 A1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
A stylized [[Heckler &amp;amp; Koch UMP45]] appears as the &amp;quot;Striker&amp;quot;. It reuses the model of the &amp;quot;Undertaker&amp;quot; blueprint from ''MW19'' (which visually changed that game's [[LWRC SMG-45]] into a UMP45), though rather bizarrely the magazine has been remodeled to be too short. The ''MW19'' version featured a correct-length magazine correctly holding 25 rounds, while the ''MWIII'' iteration features a too-short magazine (roughly 20) that somehow holds 30 rounds, and despite this the magazine is very clearly marked with a large &amp;quot;25&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with Picatinny rails - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] is scheduled to appear as the &amp;quot;WSP-9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:Modernwarfare 3 2023 uzi rrt877.jpg|thumb|none|450px|The Uzi on the map Highrise.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
The [[IMI Micro Uzi]] appears in the handgun class as the &amp;quot;WSP Stinger&amp;quot;.&lt;br /&gt;
[[File:MicroUziPistolStock.jpg|thumb|none|300px|IMI Micro Uzi - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==IWI Uzi Pro==&lt;br /&gt;
The [[IWI Uzi Pro]] appears as the &amp;quot;WSP Swarm&amp;quot;. Although it is select-fire, it is visually based on the pistol variant. By default, it is fitted with an A3 Tactical modular folding stock. It can be equipped with a stabilizing brace, allowing it to be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi Pro Pistol.jpg|thumb|none|300px|IWI Uzi Pro Pistol - 9x19mm]]&lt;br /&gt;
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro Pistol with stabilizing brace - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==LWRC SMG-45 (9mm conversion)==&lt;br /&gt;
The unreleased 9x19mm conversion of the [[LWRC SMG-45]] is seen in the multiplayer trailer.&lt;br /&gt;
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 with stabilizing brace - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] is set to appear as the &amp;quot;Haymaker&amp;quot; (which is coincidentally named as the similarly functioning shotgun in ''[[BO3]]''). A customized version of the Origin-12 is set to appear as the &amp;quot;Recon Haymaker&amp;quot;, used by the Support Juggernaut.&lt;br /&gt;
&lt;br /&gt;
[[File:Origin-12-short.jpg|thumb|none|450px|Fostech Origin-12 with 9.75&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:Modernwarfare 3 2023 origin-12 rrt877.jpg|thumb|none|600px|The Origin-12 in a promotional image.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The &amp;quot;Lockwood 680&amp;quot; is a stylized tactical [[Remington 870]] pump-action shotgun, similar to the &amp;quot;Model 680&amp;quot; from ''MW19''.&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington Model 870 MCS Entry - 12 gauge. The model in game uses a standard synthetic non-pistol grip stock by default.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Riveter&amp;quot;==&lt;br /&gt;
A .410-gauge automatic shotgun possibly based on the ATI Omni .410 (an AR-15-styled shotgun) is available in the beta as the &amp;quot;Riveter&amp;quot;. It has a 15-round magazine and fires in full-auto.&lt;br /&gt;
[[File:Omni410.jpg|thumb|none|450px|ATI Omni - .410 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==AN-94/AK-74M hybrid==&lt;br /&gt;
A hybrid of the [[AN-94]]'s barrel and forend with an [[AK-74M]]/[[AK-100 series]] receiver appears as the &amp;quot;SVA 545&amp;quot;. The rifle also features an unusual gap between the trigger guard and magazine release, similar to the [[Type 81]]. It's modeled with a Zenitco PT-1 stock, uncanted magazine well, railed handguard and full top rails. Despite this odd combination of visual elements, in gameplay terms the rifle is intended to be an AN-94, featuring its two-round hyperburst at the beginning of every trigger pull.&lt;br /&gt;
[[File:An94-1.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:Type 81 x 2.jpg|thumb|none|450px|Type 81 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR==&lt;br /&gt;
A [[Bushmaster ACR]] with tan furniture appears in-game as the &amp;quot;MCW&amp;quot;.&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|450px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights, and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Modern warfare 3 2023 msbs grot vhs-1 rrt877.jpg|thumb|none|600px|The ACR as seen with the operator in the middle in a promotional image.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR DMR==&lt;br /&gt;
A [[Bushmaster ACR|Bushmaster ACR DMR]] chambered in 6.8mm Remington SPC with black furniture is set to appear as the &amp;quot;MCW 6.8&amp;quot;.&lt;br /&gt;
[[File:ACR DMR.jpg|thumb|none|450px|Bushmaster ACR DMR - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN==&lt;br /&gt;
The [[CZ 805 BREN]] appears as the &amp;quot;MTZ-556&amp;quot;.&lt;br /&gt;
[[File:CZ805bren-a2.jpg|thumb|none|450px|CZ 805 BREN A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Modernwarfare 3 2023 bren 2 rrt877.jpg|thumb|none|600px|The CZ 805 in the campaign premiere.]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 BR==&lt;br /&gt;
The [[CZ BREN 2]] in 7.62x51mm NATO appears as the &amp;quot;MTZ-762&amp;quot;.&lt;br /&gt;
[[File:CZ BREN 2 BR.jpg|thumb|none|450px|CZ BREN 2 BR - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 DMR==&lt;br /&gt;
A short-barreled [[CZ BREN 2]] in a DMR configuration, intended to pass for a BREN 2 PPS, appears as the &amp;quot;MTZ Interceptor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000 Tactical]] is supposed to appear as the &amp;quot;ANVL-B&amp;quot;.&lt;br /&gt;
[[File:FN F2000 TR rifle.jpg|thumb|none|450px|FN F2000 Tactical TR with gray finish - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36]] resembling the stylized ''MW19'' counterpart appears in the assault rifle class as the &amp;quot;Holger 556‎&amp;quot;.&lt;br /&gt;
[[File:G36A1.1.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36A1.1 with an IdZ stock - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36K]] with a G36C carry handle appears in the light machine gun class as the &amp;quot;Holger 26&amp;quot;, using a 60-round single drum magazine by default. The G36C carry handle is taller than the real version, a middle ground between it and the integrated optics carry handle. It can equip several full-length G36 barrel options (one of which has an integrated bipod), a 100-round double drum or 40-round magazine (no smaller, likely so as to not overlap in role with the assault rifle class version), as well as a stylized depiction of the G36's integrated carry handle optic.&lt;br /&gt;
&lt;br /&gt;
[[File:HKG36KR.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with G36C carry handle - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MG36===&lt;br /&gt;
Equipping the above G36K with the G36-length integrated bipod barrel, integrated optic, and 100-round drum makes for a proper [[MG36]] build.&lt;br /&gt;
&lt;br /&gt;
[[File:MG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG36 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-95==&lt;br /&gt;
A [[QBZ-95]] is seen in a promotional screenshot.&lt;br /&gt;
[[File:QBZ-95-1 Picatinny Rail.jpg|thumb|none|450px|QBZ-95 and QBZ-95-1 with custom Picatinny rail system - 5.8x42mm]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-97==&lt;br /&gt;
A [[QBZ-97]] is seen in a promotional screenshot.&lt;br /&gt;
[[File:T97.ca.jpg|thumb|none|450px|Emei Type 97 NSR (Canadian civilian version of the QBZ-97) with T97.ca LHG (Lower Hand Guard) and FTU (Flat Top Upper) modifications - .223 Remington]]&lt;br /&gt;
[[File:Modern warfare 3 2023 msbs grot vhs-1 rrt877.jpg|thumb|none|600px|The character on the right has the QBZ-97.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX-SPEAR==&lt;br /&gt;
The [[SIG-Sauer MCX-SPEAR]] appears in the game as the &amp;quot;BAS-B&amp;quot;. Unlike the [[LoneStar Future Weapons RM277]]-based rifle from the previous game, it is stated to chamber the real life &amp;quot;.277 Fury&amp;quot; instead of &amp;quot;6.8 Wrath&amp;quot;. Similar to ''[[Battlefield 2042]]'', the weapon is depicted without its custom-designed SIG SLX suppressor by default.&lt;br /&gt;
[[File:SIG MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR (2022 model) with 13&amp;quot; barrel and SLX68-MG-QD suppressor - 6.8x51mm FURY]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Bolt-action AK==&lt;br /&gt;
A bolt-action [[AK]] rifle appears in the beta as the &amp;quot;Longbow&amp;quot;, fitted with a 25-round magazine. It was seems to be inspired by a custom AK that fires .224 Valkyrie referring to as the AK-224.&lt;br /&gt;
&lt;br /&gt;
==Chukavin SVCh-8.6==&lt;br /&gt;
The [[Chukavin SVCh|Chukavin SVCh-8.6]] appears as the &amp;quot;KV Inhibitor&amp;quot;. It is fitted by default with a shorter barrel akin to SVCh variants of other calibers, but can be equipped with a SVCh-8.6 length barrel.&lt;br /&gt;
&lt;br /&gt;
[[File:Svch338.jpg|thumb|none|450px|Chukavin SVCh-8.6 - .338 Lapua Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Steyr HS .50-M1==&lt;br /&gt;
The [[Steyr HS .50|Steyr HS .50-M1]] is set to appear as the &amp;quot;Katt-AMR&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:HS50M1.jpg|thumb|none|450px|Steyr HS .50-M1 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==FN HAMR IAR==&lt;br /&gt;
The [[FN HAMR IAR]] or an FN SCAR-H variant is set to appear as the &amp;quot;TAQ Eradicator&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:FN HAMR.jpg|thumb|none|450px|FN HAMR IAR - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
The [[PKP Pecheneg]] appears as the &amp;quot;Pulemyot 762&amp;quot;, with ''Pulemyot'' being Russian for ''machine gun''.&lt;br /&gt;
&lt;br /&gt;
[[File:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
===PKP Pecheneg Bullpup===&lt;br /&gt;
The weapon can be converted into a [[PKP Pecheneg Bullpup]].&lt;br /&gt;
&lt;br /&gt;
[[File:Pecheneg Bullpup.jpg|thumb|none|450px|PKP Pecheneg Bullpup - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
==QJB-95==&lt;br /&gt;
A [[QJB-95]] variant is set to appear as the &amp;quot;DG-58 LSW&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:QBB95.jpg|thumb|none|450px|QJB-95 - 5.8x42mm]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==&amp;quot;Burrow 500&amp;quot;==&lt;br /&gt;
A yet-to-be-identified underbarrel grenade launcher appears as the &amp;quot;Burrow 500&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
As with previous games, the &amp;quot;Flash Grenade&amp;quot; in the game is set to appear as the [[Model 7290 flashbang grenade]].&lt;br /&gt;
&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M83 Smoke Grenade==&lt;br /&gt;
The [[M83 smoke grenade]] is set to appear as the &amp;quot;Smoke Grenade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:M87.JPG|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
A [[M67 Hand Grenade]] is set to be featured in the game as the &amp;quot;Frag Grenade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Mine==&lt;br /&gt;
What appears to be a fictional mine very loosely resembling a VIS-1.6 anti-tank mine apparently scattering PFM-1 mines.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==DShK==&lt;br /&gt;
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]&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>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1617005</id>
		<title>Call of Duty: Modern Warfare III (2023)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1617005"/>
		<updated>2023-10-11T11:41:09Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: /* Bolt-action AK */ https://www.thefirearmblog.com/blog/2019/04/01/the-ak-guy-ak-224-valkyrie/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Upcoming}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare III''&lt;br /&gt;
|picture=MwIII-2023.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=November 10, 2023&lt;br /&gt;
|developer=Sledgehammer Games&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare III''''' is the twentieth main installment of the ''[[Call of Duty]]'' first-person shooter series. Developed by Sledgehammer Games instead of Infinity Ward and published by Activision, it is the third installment of the ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' reboot subseries started in 2019 and a back-to-back sequel of 2022's ''[[Call of Duty: Modern Warfare II (2022)|Modern Warfare II]]''. It will be officially released on November 10, 2023, though preorders allow the game's campaign to be played early a week before.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare III}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
A [[Beretta 92FS]] with a fictional MIL-STD 1913 rail similar to the one found on recent [[Taurus PT92]] variants appears as the &amp;quot;Renetti&amp;quot;. Unlike ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s Renetti, the safety is now correctly on the slide. It's not a [[Beretta M9A1]] or [[Beretta 92A1]] as the trigger guard shape doesn't resemble the one on either variant.&lt;br /&gt;
It fires in three-round burst by default.&lt;br /&gt;
&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:Taurus 92 1-920151-17 04.jpg|thumb|none|350px|Taurus PT92AF with rail. The gun in the game has a frame that very closely resemble the PT92's, although the Renetti has more rail slots.]]&lt;br /&gt;
&lt;br /&gt;
===CAA RONI===&lt;br /&gt;
Using the &amp;quot;Full-Auto Carbine Conversion&amp;quot; places the Beretta into a [[CAA RONI]] carbine conversion kit.&lt;br /&gt;
&lt;br /&gt;
[[File:CAA Roni Beretta 92F.jpg|thumb|none|400px|Beretta 92FS mounted in CAA RONI-G1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21C==&lt;br /&gt;
The [[Glock 21]] appears under the name &amp;quot;COR-45&amp;quot;. This time, it is the 21C variant with compensator cuts, and is full black. It is also a hybrid of the 3rd and 5th generation models, as it has the former's guide rod, square slide edges and non-ambidextrous slide stop (in fact, it lacks one), combined with a lack of finger grooves and an enlarged magazine release similar to the latter. Differences from the real model also include a differently shaped trigger guard, a flat face skeletonized trigger and a MIL-STD 1913 rail with three slots. It can be assumed it will share the same base platform as the X12 and X13 in 9mm, as they are both based on Glock pistols and their grip areas are almost identical, however the markings suggest it's manufactured by Corvus and not XRK. The logic of who manufactures what in the rebooted Modern Warfare trilogy is beyond anyone's comprehension.&lt;br /&gt;
&lt;br /&gt;
[[File:G21C Gen3.jpg|thumb|none|350px|Glock 21C (3rd Generation) - .45 ACP]]&lt;br /&gt;
[[File:G21 Gen5 MOS FS.jpg|thumb|none|350px|Glock 21 MOS FS (5th Generation) - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==RSh-12==&lt;br /&gt;
The [[RSh-12]] is seen in the multiplayer trailer.&lt;br /&gt;
&lt;br /&gt;
[[File:RSh-12.jpg|thumb|none|350px|RSh-12 - 12.7x55mm]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Custom 9mm AR-15==&lt;br /&gt;
A custom 9mm AR-15 with the same receiver as ''Modern Warfare II''’s [[Call of Duty: Modern Warfare II (2022)#&amp;quot;M4&amp;quot;|&amp;quot;M4&amp;quot;]] appears as the &amp;quot;AMR9&amp;quot;, which is coincidentally the same name as the five-round burst AR platform weapon (also classified as an SMG) from ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]''. The weapon's file name IDs it as the [[Colt 9mm Submachine Gun|Model 635]] (fixed carry handle, slim handguards, 4-position stock from the [[Colt Model 653|Model 653]]), while the presence of a flattop upper would make it closer to the Model 991 (removable carry handle, KAC rail system, 6-position stock from the [[M4A1]]).&lt;br /&gt;
&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|450px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight, for comparison - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 A1]] appears, using nearly the same model as the stylized ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' counterpart. The campaign premiere for &amp;quot;Operation 627&amp;quot; referred to it by its real name, &amp;quot;Scorpion Evo 3&amp;quot;, however it has been changed to &amp;quot;Rival-9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Evo 3 A1.jpg|thumb|none|450px|CZ Scorpion Evo 3 A1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
A stylized [[Heckler &amp;amp; Koch UMP45]] appears as the &amp;quot;Striker&amp;quot;. It reuses the model of the &amp;quot;Undertaker&amp;quot; blueprint from ''MW19'' (which visually changed that game's [[LWRC SMG-45]] into a UMP45), though rather bizarrely the magazine has been remodeled to be too short. The ''MW19'' version featured a correct-length magazine correctly holding 25 rounds, while the ''MWIII'' iteration features a too-short magazine (roughly 20) that somehow holds 30 rounds, and despite this the magazine is very clearly marked with a large &amp;quot;25&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with Picatinny rails - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] is scheduled to appear as the &amp;quot;WSP-9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:Modernwarfare 3 2023 uzi rrt877.jpg|thumb|none|450px|The Uzi on the map Highrise.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
The [[IMI Micro Uzi]] appears in the handgun class as the &amp;quot;WSP Stinger&amp;quot;.&lt;br /&gt;
[[File:MicroUziPistolStock.jpg|thumb|none|300px|IMI Micro Uzi - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==IWI Uzi Pro==&lt;br /&gt;
The [[IWI Uzi Pro]] appears as the &amp;quot;WSP Swarm&amp;quot;. Although it is select-fire, it is visually based on the pistol variant. By default, it is fitted with an A3 Tactical modular folding stock. It can be equipped with a stabilizing brace, allowing it to be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi Pro Pistol.jpg|thumb|none|300px|IWI Uzi Pro Pistol - 9x19mm]]&lt;br /&gt;
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro Pistol with stabilizing brace - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==LWRC SMG-45 (9mm conversion)==&lt;br /&gt;
The unreleased 9x19mm conversion of the [[LWRC SMG-45]] is seen in the multiplayer trailer.&lt;br /&gt;
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 with stabilizing brace - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] is set to appear as the &amp;quot;Haymaker&amp;quot; (which is coincidentally named as the similarly functioning shotgun in ''[[BO3]]''). A customized version of the Origin-12 is set to appear as the &amp;quot;Recon Haymaker&amp;quot;, used by the Support Juggernaut.&lt;br /&gt;
&lt;br /&gt;
[[File:Origin-12-short.jpg|thumb|none|450px|Fostech Origin-12 with 9.75&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:Modernwarfare 3 2023 origin-12 rrt877.jpg|thumb|none|600px|The Origin-12 in a promotional image.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The &amp;quot;Lockwood 680&amp;quot; is a stylized tactical [[Remington 870]] pump-action shotgun, similar to the &amp;quot;Model 680&amp;quot; from ''MW19''.&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington Model 870 MCS Entry - 12 gauge. The model in game uses a standard synthetic non-pistol grip stock by default.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Riveter&amp;quot;==&lt;br /&gt;
A .410-gauge automatic shotgun possibly based on the ATI Omni .410 (an AR-15-styled shotgun) is available in the beta as the &amp;quot;Riveter&amp;quot;. It has a 15-round magazine and fires in full-auto.&lt;br /&gt;
[[File:Omni410.jpg|thumb|none|450px|ATI Omni - .410 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==AN-94/AK-74M hybrid==&lt;br /&gt;
A hybrid of the [[AN-94]]'s barrel and forend with an [[AK-74M]]/[[AK-100 series]] receiver appears as the &amp;quot;SVA 545&amp;quot;. The rifle also features an unusual gap between the trigger guard and magazine release, similar to the [[Type 81]]. It's modeled with a Zenitco PT-1 stock, uncanted magazine well, railed handguard and full top rails. Despite this odd combination of visual elements, in gameplay terms the rifle is intended to be an AN-94, featuring its two-round hyperburst at the beginning of every trigger pull.&lt;br /&gt;
[[File:An94-1.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:Type 81 x 2.jpg|thumb|none|450px|Type 81 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR==&lt;br /&gt;
A [[Bushmaster ACR]] with tan furniture appears in-game as the &amp;quot;MCW&amp;quot;.&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|450px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights, and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Modern warfare 3 2023 msbs grot vhs-1 rrt877.jpg|thumb|none|600px|The ACR as seen with the operator in the middle in a promotional image.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR DMR==&lt;br /&gt;
A [[Bushmaster ACR|Bushmaster ACR DMR]] chambered in 6.8mm Remington SPC with black furniture is set to appear as the &amp;quot;MCW 6.8&amp;quot;.&lt;br /&gt;
[[File:ACR DMR.jpg|thumb|none|450px|Bushmaster ACR DMR - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN==&lt;br /&gt;
The [[CZ 805 BREN]] appears as the &amp;quot;MTZ-556&amp;quot;.&lt;br /&gt;
[[File:CZ805bren-a2.jpg|thumb|none|450px|CZ 805 BREN A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Modernwarfare 3 2023 bren 2 rrt877.jpg|thumb|none|600px|The CZ 805 in the campaign premiere.]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 BR==&lt;br /&gt;
The [[CZ BREN 2]] in 7.62x51mm NATO appears as the &amp;quot;MTZ-762&amp;quot;.&lt;br /&gt;
[[File:CZ BREN 2 BR.jpg|thumb|none|450px|CZ BREN 2 BR - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==CZ BREN 2 DMR==&lt;br /&gt;
A short-barreled [[CZ BREN 2]] in a DMR configuration, intended to pass for a BREN 2 PPS, appears as the &amp;quot;MTZ Interceptor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000 Tactical]] is supposed to appear as the &amp;quot;ANVL-B&amp;quot;.&lt;br /&gt;
[[File:FN F2000 TR rifle.jpg|thumb|none|450px|FN F2000 Tactical TR with gray finish - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36]] resembling the stylized ''MW19'' counterpart appears in the assault rifle class as the &amp;quot;Holger 556‎&amp;quot;.&lt;br /&gt;
[[File:G36A1.1.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36A1.1 with an IdZ stock - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36K]] with a G36C carry handle appears in the light machine gun class as the &amp;quot;Holger 26&amp;quot;, using a 60-round single drum magazine by default. The G36C carry handle is taller than the real version, a middle ground between it and the integrated optics carry handle. It can equip several full-length G36 barrel options (one of which has an integrated bipod), a 100-round double drum or 40-round magazine (no smaller, likely so as to not overlap in role with the assault rifle class version), as well as a stylized depiction of the G36's integrated carry handle optic.&lt;br /&gt;
&lt;br /&gt;
[[File:HKG36KR.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with G36C carry handle - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MG36===&lt;br /&gt;
Equipping the above G36K with the G36-length integrated bipod barrel, integrated optic, and 100-round drum makes for a proper [[MG36]] build.&lt;br /&gt;
&lt;br /&gt;
[[File:MG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG36 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-95==&lt;br /&gt;
A [[QBZ-95]] is seen in a promotional screenshot.&lt;br /&gt;
[[File:QBZ-95-1 Picatinny Rail.jpg|thumb|none|450px|QBZ-95 and QBZ-95-1 with custom Picatinny rail system - 5.8x42mm]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-97==&lt;br /&gt;
A [[QBZ-97]] is seen in a promotional screenshot.&lt;br /&gt;
[[File:T97.ca.jpg|thumb|none|450px|Emei Type 97 NSR (Canadian civilian version of the QBZ-97) with T97.ca LHG (Lower Hand Guard) and FTU (Flat Top Upper) modifications - .223 Remington]]&lt;br /&gt;
[[File:Modern warfare 3 2023 msbs grot vhs-1 rrt877.jpg|thumb|none|600px|The character on the right has the QBZ-97.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX-SPEAR==&lt;br /&gt;
The [[SIG-Sauer MCX-SPEAR]] appears in the game as the &amp;quot;BAS-B&amp;quot;. Unlike the [[LoneStar Future Weapons RM277]]-based rifle from the previous game, it is stated to chamber the real life &amp;quot;.277 Fury&amp;quot; instead of &amp;quot;6.8 Wrath&amp;quot;. Similar to ''[[Battlefield 2042]]'', the weapon is depicted without its custom-designed SIG SLX suppressor by default.&lt;br /&gt;
[[File:SIG MCX Spear.jpg|thumb|none|450px|SIG-Sauer MCX-SPEAR (2022 model) with 13&amp;quot; barrel and SLX68-MG-QD suppressor - 6.8x51mm FURY]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Bolt-action AK==&lt;br /&gt;
A bolt-action [[AK]] rifle appears in the beta as the &amp;quot;Longbow&amp;quot;, fitted with a 25-round magazine. It was seems to be inspired by a custom AKs that fires .224 Valkyrie referring to as the AK-224.&lt;br /&gt;
&lt;br /&gt;
==Chukavin SVCh-8.6==&lt;br /&gt;
The [[Chukavin SVCh|Chukavin SVCh-8.6]] appears as the &amp;quot;KV Inhibitor&amp;quot;. It is fitted by default with a shorter barrel akin to SVCh variants of other calibers, but can be equipped with a SVCh-8.6 length barrel.&lt;br /&gt;
&lt;br /&gt;
[[File:Svch338.jpg|thumb|none|450px|Chukavin SVCh-8.6 - .338 Lapua Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Steyr HS .50-M1==&lt;br /&gt;
The [[Steyr HS .50|Steyr HS .50-M1]] is set to appear as the &amp;quot;Katt-AMR&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:HS50M1.jpg|thumb|none|450px|Steyr HS .50-M1 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==FN HAMR IAR==&lt;br /&gt;
The [[FN HAMR IAR]] or an FN SCAR-H variant is set to appear as the &amp;quot;TAQ Eradicator&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:FN HAMR.jpg|thumb|none|450px|FN HAMR IAR - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
The [[PKP Pecheneg]] appears as the &amp;quot;Pulemyot 762&amp;quot;, with ''Pulemyot'' being Russian for ''machine gun''.&lt;br /&gt;
&lt;br /&gt;
[[File:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
===PKP Pecheneg Bullpup===&lt;br /&gt;
The weapon can be converted into a [[PKP Pecheneg Bullpup]].&lt;br /&gt;
&lt;br /&gt;
[[File:Pecheneg Bullpup.jpg|thumb|none|450px|PKP Pecheneg Bullpup - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
==QJB-95==&lt;br /&gt;
A [[QJB-95]] variant is set to appear as the &amp;quot;DG-58 LSW&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:QBB95.jpg|thumb|none|450px|QJB-95 - 5.8x42mm]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==&amp;quot;Burrow 500&amp;quot;==&lt;br /&gt;
A yet-to-be-identified underbarrel grenade launcher appears as the &amp;quot;Burrow 500&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
As with previous games, the &amp;quot;Flash Grenade&amp;quot; in the game is set to appear as the [[Model 7290 flashbang grenade]].&lt;br /&gt;
&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M83 Smoke Grenade==&lt;br /&gt;
The [[M83 smoke grenade]] is set to appear as the &amp;quot;Smoke Grenade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:M87.JPG|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
A [[M67 Hand Grenade]] is set to be featured in the game as the &amp;quot;Frag Grenade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Mine==&lt;br /&gt;
What appears to be a fictional mine very loosely resembling a VIS-1.6 anti-tank mine apparently scattering PFM-1 mines.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==DShK==&lt;br /&gt;
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]&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>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1616953</id>
		<title>Talk:Call of Duty: Modern Warfare III (2023)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1616953"/>
		<updated>2023-10-11T05:40:57Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: /* 4 Advanced Warfare weapons coming in S3... */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Miscellaneous=&lt;br /&gt;
==Switchblade 300==&lt;br /&gt;
A stylized AeroVironment Switchblade 300 loitering munition is featured as the &amp;quot;Mosquito Drone&amp;quot; killstreak.&lt;br /&gt;
&lt;br /&gt;
=Attachments=&lt;br /&gt;
==Optics==&lt;br /&gt;
===Hensoldt ZO 4x30i===&lt;br /&gt;
The same Hensoldt ZO 4x30i based &amp;quot;BPZ40 Hybrid&amp;quot; from ''Modern Warfare II'' is seen in the Gamescom gameplay trailer.&lt;br /&gt;
&lt;br /&gt;
===Kobra Red Dot===&lt;br /&gt;
The Kobra Red Dot based &amp;quot;DF105 Reflex Sight&amp;quot; from ''Modern Warfare II'' returns as the &amp;quot;Caucasus Reflex Sight&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Slate Reflector&amp;quot;===&lt;br /&gt;
The &amp;quot;Slate Reflector&amp;quot; from ''Vanguard'' returns due to Sledgehammer Games developing the multiplayer of MWIII.&lt;br /&gt;
&lt;br /&gt;
===Nydar Model 47===&lt;br /&gt;
The Nydar Model 47 from ''Vanguard'' returns as the &amp;quot;Nydar Model 2023&amp;quot; due to Sledgehammer Games developing the multiplayer of MWIII.&lt;br /&gt;
&lt;br /&gt;
===Trijicon SRS===&lt;br /&gt;
The Trijicon SRS based &amp;quot;SZ Recharge-DX&amp;quot; from ''Modern Warfare II'' returns with the addition of a riser as the &amp;quot;KR V4 1X Riser&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Trijicon ACOG===&lt;br /&gt;
A stylized Trijicon ACOG is featured as the &amp;quot;RQ-9 Recon&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Barr &amp;amp; Stroud Reflector Gun Sight Mk II===&lt;br /&gt;
The Barr &amp;amp; Stroud Reflector Gun Sight Mk II based &amp;quot;Spitfire Mk. 3 Reflector&amp;quot; from ''Vanguard'' returns as the &amp;quot;Mk. 23 Reflector&amp;quot; due to Sledgehammer Games developing the multiplayer of MWIII.&lt;br /&gt;
&lt;br /&gt;
===PK-120===&lt;br /&gt;
A stylized PK-120 holographic sight is featured as the &amp;quot;Chrios Holo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
==Weapon list from datamine and leaked images==&lt;br /&gt;
Assault Rifles:&lt;br /&gt;
&lt;br /&gt;
jup_ar_acharlie = Bushmaster ACR in 5.56&lt;br /&gt;
&lt;br /&gt;
jup_ar_acharlie300 = Bushmaster ACR in .300 Blackout&lt;br /&gt;
&lt;br /&gt;
jup_ar_golf36 = Heckler &amp;amp; Koch G36&lt;br /&gt;
&lt;br /&gt;
jup_ar_bromeo2m = CZ BREN 2 Ms in 7.62×39&lt;br /&gt;
&lt;br /&gt;
jup_ar_bromeo805 = CZ 805 BREN in 5.56&lt;br /&gt;
&lt;br /&gt;
jup_ar_foxtrot2000 = FN F2000&lt;br /&gt;
&lt;br /&gt;
jup_ar_qbravo95 = QBZ-95 in 5.8x42&lt;br /&gt;
&lt;br /&gt;
jup_ar_qbravo97 = QBZ 97 NSR Gen 3 in 5.56&lt;br /&gt;
&lt;br /&gt;
Battle Rifles:&lt;br /&gt;
&lt;br /&gt;
jup_br_acharlie450 = Bushmaster ACR in .450 Bushmaster&lt;br /&gt;
&lt;br /&gt;
jup_br_bromeo2 = CZ BREN 2 BR in 7.62×51&lt;br /&gt;
&lt;br /&gt;
jup_br_xmike5 = MCX Spear(XM7)&lt;br /&gt;
&lt;br /&gt;
Designated Marksman Rifles:&lt;br /&gt;
&lt;br /&gt;
jup_dm_acharlied = ACR DMR (in 5.56?)&lt;br /&gt;
&lt;br /&gt;
jup_dm_bromeop = CZ BREN 2 PPS&lt;br /&gt;
&lt;br /&gt;
jup_dm_slima8 = Heckler &amp;amp; Koch SL8&lt;br /&gt;
&lt;br /&gt;
jup_dm_svictork = Kalashnikov SVK&lt;br /&gt;
&lt;br /&gt;
Machine Guns:&lt;br /&gt;
&lt;br /&gt;
jup_lm_evictor = FN EVOLYS&lt;br /&gt;
&lt;br /&gt;
jup_lm_mgolf36 = Heckler &amp;amp; Koch MG36&lt;br /&gt;
&lt;br /&gt;
jup_lm_pkilob = Bullpup PKP Pecheneg&lt;br /&gt;
&lt;br /&gt;
jup_lm_pkilop = PKP Pecheneg&lt;br /&gt;
&lt;br /&gt;
jup_lm_qbravo95lsw = QJB-95 LSW&lt;br /&gt;
&lt;br /&gt;
Pistols:&lt;br /&gt;
&lt;br /&gt;
jup_pi_glima21 = Glock 21&lt;br /&gt;
&lt;br /&gt;
jup_pi_mike93 = Beretta 93R&lt;br /&gt;
&lt;br /&gt;
jup_pi_rsierra12 = RSh-12&lt;br /&gt;
&lt;br /&gt;
jup_pi_uzulum = Micro Uzi&lt;br /&gt;
&lt;br /&gt;
Shotguns:&lt;br /&gt;
&lt;br /&gt;
jup_sh_pump = ?&lt;br /&gt;
&lt;br /&gt;
jup_sh_semi = ?&lt;br /&gt;
&lt;br /&gt;
Submachine Guns:&lt;br /&gt;
&lt;br /&gt;
jup_sm_coscar635 = Colt Model 635&lt;br /&gt;
&lt;br /&gt;
jup_sm_lwhiskey = LWRC SMG-45&lt;br /&gt;
&lt;br /&gt;
jup_sm_scharlie3 = CZ SCORPION EVO 3&lt;br /&gt;
&lt;br /&gt;
jup_sm_umike = Heckler &amp;amp; Koch UMP&lt;br /&gt;
&lt;br /&gt;
jup_sm_uzulu = Uzi&lt;br /&gt;
&lt;br /&gt;
jup_sm_uzulup = Uzi Pro&lt;br /&gt;
&lt;br /&gt;
Sniper Rifles:&lt;br /&gt;
&lt;br /&gt;
jup_sn_hsierra = Steyr HS .50 M1&lt;br /&gt;
&lt;br /&gt;
jup_sn_svictor = SVCh&lt;br /&gt;
&lt;br /&gt;
Lethal Equipment:&lt;br /&gt;
&lt;br /&gt;
jup_eq_butterfly_mine = PFM-1 mine&lt;br /&gt;
&lt;br /&gt;
Killstreaks:&lt;br /&gt;
&lt;br /&gt;
jup_ks_lrad = Long-range acoustic device&lt;br /&gt;
&lt;br /&gt;
jup_ks_switchblade_drone = AeroVironment Switchblade&lt;br /&gt;
&lt;br /&gt;
Also confirmed from leaked screenshots: Unknown DMR AK in 5.45, AK-101, Cadex Tremor 50 and Beretta ARX-200 (99.99% probability of an ARX-160).--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 07:30, 22 August 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:As well as that very odd bolt action AK receiver seen in the weapon vault preview. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:17, 23 August 2023 (UTC)&lt;br /&gt;
::I couldn't identify either of the Vault weapons.--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 03:59, 23 August 2023 (UTC)&lt;br /&gt;
:::The bolt action AK is either a Pakistani Khyber Pass conversion or an Armenian K11M.--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 04:24, 27 August 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== ACR vs. MSBS &amp;amp; VHS-2 vs. QBZ ==&lt;br /&gt;
&lt;br /&gt;
Hi,&lt;br /&gt;
&lt;br /&gt;
thanks for correcting my additions. I'm not interested in a conflict. I'm glad my IDs got challenged. But here is my point:&lt;br /&gt;
&lt;br /&gt;
[[File:Modern warfare 3 2023 msbs grot vhs-1 rrt877.jpg|thumb|none|600px|Screen in question]]&lt;br /&gt;
&lt;br /&gt;
The receiver split on the polish soldiers weapon is strait. Every ACR got a hump. So I thought that the MSBS would be a better pick.&lt;br /&gt;
&lt;br /&gt;
[[File:MSBS GROT C16 FB-A0.jpg|thumb|400px|thumb|none|FB MSBS Grot C16 FB-A0 - 5.56x45mm]]&lt;br /&gt;
[[File:Remington ACR PDW rifle.jpg|thumb|450px|thumb|none|Remington ACR PDW - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
In case of the other soldier. I thought the large sights would give it away as a VHS-2 and there seems to be something in the caring handle that would bee the VHS-2's charging handle.&lt;br /&gt;
&lt;br /&gt;
[[File:T97.ca.jpg|thumb|450px|thumb|none|Emei Type 97 NSR (Canadian civilian version of the QBZ-97) with T97.ca LHG (Lower Hand Guard) and FTU (Flat Top Upper) modifications - .223 Remington]]&lt;br /&gt;
[[File:VHS2.JPG|thumb|400px|thumb|none|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
This is just my opinion, time will tell. --[[User:RRT877|RRT877]] ([[User talk:RRT877|talk]]) 17:05, 15 September 2023 (UTC)&lt;br /&gt;
:A VHS-2 with Grot bullpup elements is already [[Call of Duty: Modern Warfare II (2022)#HS_Produkt_VHS-K2|in the previous game]], and as we know, the arsenal from ''MWII'' is supposed to be carried over in this game. The stock of the bullpup rifle much more closely resembles the QBZ. As for the ACR, it does appear to have some visual elements of the normal Grot, but we have to wait until the game is actually available to determine this in detail. It does have the Remington ACR style brass deflector.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:34, 15 September 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
I personally think the rifle in the center is a PSA JAKL.[https://palmettostatearmory.com/psa-jakl-300bo-pistol-w-o-brace-fde.html] - [[User:KINKI'boy|KINKI'boy]]([[User talk:KINKI'boy|talk]]) 05:09, 30 September 2023 (JST)&lt;br /&gt;
&lt;br /&gt;
== New weapons from beta/launch datamine  ==&lt;br /&gt;
&lt;br /&gt;
Assault Rifles:&lt;br /&gt;
&lt;br /&gt;
jup_jp03_ar_aromeo160 = Beretta ARX160&lt;br /&gt;
&lt;br /&gt;
jup_jp25_ar_talpha95 = IWI Tavor X95&lt;br /&gt;
&lt;br /&gt;
jup_jp36_ar_anov94 = AN 94&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Battle Rifles:&lt;br /&gt;
&lt;br /&gt;
jup_jp03_br_aromeo200 = Beretta ARX200&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Machine Guns:&lt;br /&gt;
&lt;br /&gt;
jup_cp05_lm_halpha = FN HAMR IAR&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shotguns:&lt;br /&gt;
&lt;br /&gt;
jup_jp16_sh_recho870 = Remington 870&lt;br /&gt;
&lt;br /&gt;
jup_jp09_sh_oromeo12 = Origin-12&lt;br /&gt;
&lt;br /&gt;
jup_cp01_sh_aromeo410 = AR 410&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Submachine Guns:&lt;br /&gt;
&lt;br /&gt;
jup_jp03_sm_pmike = Beretta PMX&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sniper Rifles:&lt;br /&gt;
&lt;br /&gt;
jup_jp10_sn_cdelta50 = CDX-50 TREMOR&lt;br /&gt;
&lt;br /&gt;
jup_jp36_sn_boscar = The Polish Bor?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Launchers:&lt;br /&gt;
&lt;br /&gt;
jup_jp22_la_dromeo = no idea&lt;br /&gt;
&lt;br /&gt;
jup_jp26_la_mike32 = Milkor MGL/M32(probably not usable in MP again)&lt;br /&gt;
&lt;br /&gt;
jup_jp26_la_cluster = no idea(M32 variant?)&lt;br /&gt;
&lt;br /&gt;
jup_jp26_la_cluster32 = no idea(M32 variant?)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Melee:&lt;br /&gt;
&lt;br /&gt;
jup_jp23_me_knife = a new knife, more bloat&lt;br /&gt;
&lt;br /&gt;
jup_jp23_me_kalpha = Kali Sticks or a Katana?&lt;br /&gt;
&lt;br /&gt;
Image for reference: https://imgur.com/gquFVvI Asking for corrections/help on the unidentified ones. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 06:19, 29 September 2023 (UTC)&lt;br /&gt;
:The &amp;quot;sn_boscar&amp;quot; is apparently a part of the same weapon platform as the AN-94 (both have the jp36 prefix). I don't know of any &amp;quot;sniper&amp;quot; variant of the AN-94... Also, the only launcher I can think of that would fit the &amp;quot;dromeo&amp;quot; codename would be the M47 Dragon (aka FGM-77). --[[User:MonocledTarantula432|MonocledTarantula432]] ([[User talk:MonocledTarantula432|talk]]) 06:32, 1 October 2023 (UTC)&lt;br /&gt;
::My thoughts exactly, weird to have a sniper rifle together with the AN94, the Dragon is the older Javelin so that wouldn't make sense too. The Tavor 7 and the 9mm conversion are pretty much guaranteed to appear too. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 00:32, 2 October 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==MWIII Beta weapon names==&lt;br /&gt;
Images here: https://imgur.com/a/k5iHbdl --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:37, 5 October 2023 (UTC)&lt;br /&gt;
:Damn, they really did a number on that poor AN-94. And the .410 AR is apparently full-auto, that's new. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 02:29, 5 October 2023 (UTC)&lt;br /&gt;
::That poor AN-94. I can't recall ever seeing a .410 in a game before, but making it the full auto one should hopefully balance well. Putting &amp;quot;Adaptable&amp;quot; in the ACR's description is a nice touch. The G36K thankfully looks pretty decent (by modern CoD standards), and hopefully the rather high top rail means the expected integrated optics option(s) are actually higher like they should be, unlike MW19. Interesting to see .277 Fury referred to by name, somehow I feel that'll be patched out. Still not sure what the heck the thing under the Model 635's barrel is, but we should be able to put normal barrels on it. As much as the (entirely unnecessary) &amp;quot;copyright-free&amp;quot; redesigns bother me, I do kinda like the &amp;quot;plausible alternate variants&amp;quot;, like the ACR DMR. Keeping the &amp;quot;Striker&amp;quot; name despite this one being an actual UMP is still dumb, especially if the 9mm one does indeed turn out to be the SMG-9 with an HK-sounding name. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 03:36, 5 October 2023 (UTC)&lt;br /&gt;
:::The Longbow is bolt action by default, so it's a totally made up weapon? Still haven't seen it's caliber --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 03:48, 5 October 2023 (UTC)&lt;br /&gt;
::::Thing with the &amp;quot;Striker&amp;quot; is that the model was mostly taken from MW19's SMG-45 blueprints that have a UMP resemblance, but yeah, they really should have used a different name. As for the copyright-free redesigns, I often see comments on the internet stating that they're avoiding promoting real guns due to California laws. Now, whether it's really due to this or simply to avoid lawsuits from real manufacturers, well... I'll leave it up to your imagination. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 12:02, 5 October 2023 (UTC)&lt;br /&gt;
:::::Just noticed another funny little detail: if you take a look at the Bren 2 PPS, the &amp;quot;F&amp;quot; position is where &amp;quot;Safe&amp;quot; would be on an AR, and &amp;quot;S&amp;quot; is ''below'' that, so the selector apparently starts out pointed straight down. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 12:45, 5 October 2023 (UTC)&lt;br /&gt;
::::::Guess the &amp;quot;boscar&amp;quot; just meants bolt action. The Longbow's caliber is 7.62 Soviet in-game. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 14:24, 5 October 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Weird Gun from leaked mastery callling card==&lt;br /&gt;
Is this another made up gun? https://imgur.com/wAChurp --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 00:48, 6 October 2023 (UTC)&lt;br /&gt;
:Looks like some kind of rail gun or even further stylized incarnation of [[Call_of_Duty:_Modern_Warfare_II_(2022)#Walther_WA_2000|this]]? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 01:38, 6 October 2023 (UTC)&lt;br /&gt;
::Almost looks like one of those handheld drone jammer devices, if you ask me. Maybe they're planning to add one as a dedicated anti-scorestreak weapon, similarly to the MANPADS secondaries in previous titles. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 04:14, 6 October 2023 (UTC)&lt;br /&gt;
:::Yeah could be the &amp;quot;dromeo&amp;quot; for drone jammer or whatever.--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 04:59, 6 October 2023 (UTC)&lt;br /&gt;
Would the drone guns count? Imo I would add them as other for informations' sake but not worth a page. You guys' opinions?--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 08:52, 6 October 2023 (UTC)&lt;br /&gt;
:Yeah, that sounds reasonable - I'd call it comparable to, say, the Glock-based laser designator from the MW2 remaster, in that it's a gun-esque piece of military hardware that could be identified, but not an actual gun. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 14:15, 6 October 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Lockwood 680&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
If it has enough Remington 870 parts, fair enough; but in regards to the recent edit summary, the ejection port definitely doesn't match it, it's more squared compared to an actual 870. [https://www.youtube.com/watch?v=GfGY8rOEOFw&amp;amp;t=116s Video for reference.] --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:57, 7 October 2023 (UTC)&lt;br /&gt;
:It's a bit more squared off, but thats par for the course with the stylizations now. I don't see this thing being really ID-able a S&amp;amp;W 3000 or MP-133.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:13, 7 October 2023 (UTC)&lt;br /&gt;
::Okay, I took a look at the older 870 MCS model from MW19, and that one also has a more squared ejection port, so eh, I suppose we can let this one slide. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:49, 8 October 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 4 Advanced Warfare weapons coming in S3... ==&lt;br /&gt;
&lt;br /&gt;
EM1 (JP32) &amp;quot;emike1&amp;quot;, ASM1 (JP33) &amp;quot;asierra1&amp;quot;, BAL27 (JP34) &amp;quot;balpha27&amp;quot; and MORS (JP35). This game is downgrade in terms of gunporn. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 18:09, 7 October 2023 (UTC)&lt;br /&gt;
: I think is to celebrate the 20th Anniversary of Call of Duty. So if that’s the case, then I expect the Galil ARM, SPAS-12, M1 Garand, and even the Model 1887 to return in this game. It will most likely could be some seasonal event from past games. So we could have a AW map, or even Nuketown, which would be ironic for a Modern Warfare game. That’s what I believe, so expect some WWII, Vietnam, or Futuristic Weapons. My wish list would be the Galil, XM177, M1 Garand, and Ballistic Knife (NSP-2).--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 00:02, 11 October 2023 (UTC)&lt;br /&gt;
::Seeing as it's for the sake of the celebration and all that I can just do my best to ignore and not personally use the future guns, but some Cold War, Vietnam, and WWII era guns would definitely be neat. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 03:39, 11 October 2023 (UTC)&lt;br /&gt;
:::It really depends on the WWII guns however, because Vanguard has make the weapons from WWII to curse weapons even in CoD standards. The best they can do at this point is to make the weapons tactical, like the M1 Garand with Sage EBR, which did exist. The Thompson with some tactical parts that also exist and developed by Auto-Ordnance, which could be the answer to the ASM-1. Another one is the H-CAR, even though it won’t fire full-auto, Sledgehammer would make it full-auto. Even though it doesn’t make sense, it at least makes more sense than Vanguard’s .50cal BAR.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 05:40, 11 October 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Grenades ==&lt;br /&gt;
&lt;br /&gt;
Since these appear to come straight from the previous game, should they be listed on the page, as done with ''MWII'''s firearms?--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:11, 9 October 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1616890</id>
		<title>Talk:Call of Duty: Modern Warfare III (2023)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1616890"/>
		<updated>2023-10-11T00:02:34Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: /* 4 Advanced Warfare weapons coming in S3... */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Miscellaneous=&lt;br /&gt;
==Switchblade 300==&lt;br /&gt;
A stylized AeroVironment Switchblade 300 loitering munition is featured as the &amp;quot;Mosquito Drone&amp;quot; killstreak.&lt;br /&gt;
&lt;br /&gt;
=Attachments=&lt;br /&gt;
==Optics==&lt;br /&gt;
===Hensoldt ZO 4x30i===&lt;br /&gt;
The same Hensoldt ZO 4x30i based &amp;quot;BPZ40 Hybrid&amp;quot; from ''Modern Warfare II'' is seen in the Gamescom gameplay trailer.&lt;br /&gt;
&lt;br /&gt;
===Kobra Red Dot===&lt;br /&gt;
The Kobra Red Dot based &amp;quot;DF105 Reflex Sight&amp;quot; from ''Modern Warfare II'' returns as the &amp;quot;Caucasus Reflex Sight&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Slate Reflector&amp;quot;===&lt;br /&gt;
The &amp;quot;Slate Reflector&amp;quot; from ''Vanguard'' returns due to Sledgehammer Games developing the multiplayer of MWIII.&lt;br /&gt;
&lt;br /&gt;
===Nydar Model 47===&lt;br /&gt;
The Nydar Model 47 from ''Vanguard'' returns as the &amp;quot;Nydar Model 2023&amp;quot; due to Sledgehammer Games developing the multiplayer of MWIII.&lt;br /&gt;
&lt;br /&gt;
===Trijicon SRS===&lt;br /&gt;
The Trijicon SRS based &amp;quot;SZ Recharge-DX&amp;quot; from ''Modern Warfare II'' returns with the addition of a riser as the &amp;quot;KR V4 1X Riser&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Trijicon ACOG===&lt;br /&gt;
A stylized Trijicon ACOG is featured as the &amp;quot;RQ-9 Recon&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Barr &amp;amp; Stroud Reflector Gun Sight Mk II===&lt;br /&gt;
The Barr &amp;amp; Stroud Reflector Gun Sight Mk II based &amp;quot;Spitfire Mk. 3 Reflector&amp;quot; from ''Vanguard'' returns as the &amp;quot;Mk. 23 Reflector&amp;quot; due to Sledgehammer Games developing the multiplayer of MWIII.&lt;br /&gt;
&lt;br /&gt;
===PK-120===&lt;br /&gt;
A stylized PK-120 holographic sight is featured as the &amp;quot;Chrios Holo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
==Weapon list from datamine and leaked images==&lt;br /&gt;
Assault Rifles:&lt;br /&gt;
&lt;br /&gt;
jup_ar_acharlie = Bushmaster ACR in 5.56&lt;br /&gt;
&lt;br /&gt;
jup_ar_acharlie300 = Bushmaster ACR in .300 Blackout&lt;br /&gt;
&lt;br /&gt;
jup_ar_golf36 = Heckler &amp;amp; Koch G36&lt;br /&gt;
&lt;br /&gt;
jup_ar_bromeo2m = CZ BREN 2 Ms in 7.62×39&lt;br /&gt;
&lt;br /&gt;
jup_ar_bromeo805 = CZ 805 BREN in 5.56&lt;br /&gt;
&lt;br /&gt;
jup_ar_foxtrot2000 = FN F2000&lt;br /&gt;
&lt;br /&gt;
jup_ar_qbravo95 = QBZ-95 in 5.8x42&lt;br /&gt;
&lt;br /&gt;
jup_ar_qbravo97 = QBZ 97 NSR Gen 3 in 5.56&lt;br /&gt;
&lt;br /&gt;
Battle Rifles:&lt;br /&gt;
&lt;br /&gt;
jup_br_acharlie450 = Bushmaster ACR in .450 Bushmaster&lt;br /&gt;
&lt;br /&gt;
jup_br_bromeo2 = CZ BREN 2 BR in 7.62×51&lt;br /&gt;
&lt;br /&gt;
jup_br_xmike5 = MCX Spear(XM7)&lt;br /&gt;
&lt;br /&gt;
Designated Marksman Rifles:&lt;br /&gt;
&lt;br /&gt;
jup_dm_acharlied = ACR DMR (in 5.56?)&lt;br /&gt;
&lt;br /&gt;
jup_dm_bromeop = CZ BREN 2 PPS&lt;br /&gt;
&lt;br /&gt;
jup_dm_slima8 = Heckler &amp;amp; Koch SL8&lt;br /&gt;
&lt;br /&gt;
jup_dm_svictork = Kalashnikov SVK&lt;br /&gt;
&lt;br /&gt;
Machine Guns:&lt;br /&gt;
&lt;br /&gt;
jup_lm_evictor = FN EVOLYS&lt;br /&gt;
&lt;br /&gt;
jup_lm_mgolf36 = Heckler &amp;amp; Koch MG36&lt;br /&gt;
&lt;br /&gt;
jup_lm_pkilob = Bullpup PKP Pecheneg&lt;br /&gt;
&lt;br /&gt;
jup_lm_pkilop = PKP Pecheneg&lt;br /&gt;
&lt;br /&gt;
jup_lm_qbravo95lsw = QJB-95 LSW&lt;br /&gt;
&lt;br /&gt;
Pistols:&lt;br /&gt;
&lt;br /&gt;
jup_pi_glima21 = Glock 21&lt;br /&gt;
&lt;br /&gt;
jup_pi_mike93 = Beretta 93R&lt;br /&gt;
&lt;br /&gt;
jup_pi_rsierra12 = RSh-12&lt;br /&gt;
&lt;br /&gt;
jup_pi_uzulum = Micro Uzi&lt;br /&gt;
&lt;br /&gt;
Shotguns:&lt;br /&gt;
&lt;br /&gt;
jup_sh_pump = ?&lt;br /&gt;
&lt;br /&gt;
jup_sh_semi = ?&lt;br /&gt;
&lt;br /&gt;
Submachine Guns:&lt;br /&gt;
&lt;br /&gt;
jup_sm_coscar635 = Colt Model 635&lt;br /&gt;
&lt;br /&gt;
jup_sm_lwhiskey = LWRC SMG-45&lt;br /&gt;
&lt;br /&gt;
jup_sm_scharlie3 = CZ SCORPION EVO 3&lt;br /&gt;
&lt;br /&gt;
jup_sm_umike = Heckler &amp;amp; Koch UMP&lt;br /&gt;
&lt;br /&gt;
jup_sm_uzulu = Uzi&lt;br /&gt;
&lt;br /&gt;
jup_sm_uzulup = Uzi Pro&lt;br /&gt;
&lt;br /&gt;
Sniper Rifles:&lt;br /&gt;
&lt;br /&gt;
jup_sn_hsierra = Steyr HS .50 M1&lt;br /&gt;
&lt;br /&gt;
jup_sn_svictor = SVCh&lt;br /&gt;
&lt;br /&gt;
Lethal Equipment:&lt;br /&gt;
&lt;br /&gt;
jup_eq_butterfly_mine = PFM-1 mine&lt;br /&gt;
&lt;br /&gt;
Killstreaks:&lt;br /&gt;
&lt;br /&gt;
jup_ks_lrad = Long-range acoustic device&lt;br /&gt;
&lt;br /&gt;
jup_ks_switchblade_drone = AeroVironment Switchblade&lt;br /&gt;
&lt;br /&gt;
Also confirmed from leaked screenshots: Unknown DMR AK in 5.45, AK-101, Cadex Tremor 50 and Beretta ARX-200 (99.99% probability of an ARX-160).--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 07:30, 22 August 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:As well as that very odd bolt action AK receiver seen in the weapon vault preview. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:17, 23 August 2023 (UTC)&lt;br /&gt;
::I couldn't identify either of the Vault weapons.--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 03:59, 23 August 2023 (UTC)&lt;br /&gt;
:::The bolt action AK is either a Pakistani Khyber Pass conversion or an Armenian K11M.--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 04:24, 27 August 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== ACR vs. MSBS &amp;amp; VHS-2 vs. QBZ ==&lt;br /&gt;
&lt;br /&gt;
Hi,&lt;br /&gt;
&lt;br /&gt;
thanks for correcting my additions. I'm not interested in a conflict. I'm glad my IDs got challenged. But here is my point:&lt;br /&gt;
&lt;br /&gt;
[[File:Modern warfare 3 2023 msbs grot vhs-1 rrt877.jpg|thumb|none|600px|Screen in question]]&lt;br /&gt;
&lt;br /&gt;
The receiver split on the polish soldiers weapon is strait. Every ACR got a hump. So I thought that the MSBS would be a better pick.&lt;br /&gt;
&lt;br /&gt;
[[File:MSBS GROT C16 FB-A0.jpg|thumb|400px|thumb|none|FB MSBS Grot C16 FB-A0 - 5.56x45mm]]&lt;br /&gt;
[[File:Remington ACR PDW rifle.jpg|thumb|450px|thumb|none|Remington ACR PDW - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
In case of the other soldier. I thought the large sights would give it away as a VHS-2 and there seems to be something in the caring handle that would bee the VHS-2's charging handle.&lt;br /&gt;
&lt;br /&gt;
[[File:T97.ca.jpg|thumb|450px|thumb|none|Emei Type 97 NSR (Canadian civilian version of the QBZ-97) with T97.ca LHG (Lower Hand Guard) and FTU (Flat Top Upper) modifications - .223 Remington]]&lt;br /&gt;
[[File:VHS2.JPG|thumb|400px|thumb|none|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
This is just my opinion, time will tell. --[[User:RRT877|RRT877]] ([[User talk:RRT877|talk]]) 17:05, 15 September 2023 (UTC)&lt;br /&gt;
:A VHS-2 with Grot bullpup elements is already [[Call of Duty: Modern Warfare II (2022)#HS_Produkt_VHS-K2|in the previous game]], and as we know, the arsenal from ''MWII'' is supposed to be carried over in this game. The stock of the bullpup rifle much more closely resembles the QBZ. As for the ACR, it does appear to have some visual elements of the normal Grot, but we have to wait until the game is actually available to determine this in detail. It does have the Remington ACR style brass deflector.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:34, 15 September 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
I personally think the rifle in the center is a PSA JAKL.[https://palmettostatearmory.com/psa-jakl-300bo-pistol-w-o-brace-fde.html] - [[User:KINKI'boy|KINKI'boy]]([[User talk:KINKI'boy|talk]]) 05:09, 30 September 2023 (JST)&lt;br /&gt;
&lt;br /&gt;
== New weapons from beta/launch datamine  ==&lt;br /&gt;
&lt;br /&gt;
Assault Rifles:&lt;br /&gt;
&lt;br /&gt;
jup_jp03_ar_aromeo160 = Beretta ARX160&lt;br /&gt;
&lt;br /&gt;
jup_jp25_ar_talpha95 = IWI Tavor X95&lt;br /&gt;
&lt;br /&gt;
jup_jp36_ar_anov94 = AN 94&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Battle Rifles:&lt;br /&gt;
&lt;br /&gt;
jup_jp03_br_aromeo200 = Beretta ARX200&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Machine Guns:&lt;br /&gt;
&lt;br /&gt;
jup_cp05_lm_halpha = FN HAMR IAR&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shotguns:&lt;br /&gt;
&lt;br /&gt;
jup_jp16_sh_recho870 = Remington 870&lt;br /&gt;
&lt;br /&gt;
jup_jp09_sh_oromeo12 = Origin-12&lt;br /&gt;
&lt;br /&gt;
jup_cp01_sh_aromeo410 = AR 410&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Submachine Guns:&lt;br /&gt;
&lt;br /&gt;
jup_jp03_sm_pmike = Beretta PMX&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sniper Rifles:&lt;br /&gt;
&lt;br /&gt;
jup_jp10_sn_cdelta50 = CDX-50 TREMOR&lt;br /&gt;
&lt;br /&gt;
jup_jp36_sn_boscar = The Polish Bor?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Launchers:&lt;br /&gt;
&lt;br /&gt;
jup_jp22_la_dromeo = no idea&lt;br /&gt;
&lt;br /&gt;
jup_jp26_la_mike32 = Milkor MGL/M32(probably not usable in MP again)&lt;br /&gt;
&lt;br /&gt;
jup_jp26_la_cluster = no idea(M32 variant?)&lt;br /&gt;
&lt;br /&gt;
jup_jp26_la_cluster32 = no idea(M32 variant?)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Melee:&lt;br /&gt;
&lt;br /&gt;
jup_jp23_me_knife = a new knife, more bloat&lt;br /&gt;
&lt;br /&gt;
jup_jp23_me_kalpha = Kali Sticks or a Katana?&lt;br /&gt;
&lt;br /&gt;
Image for reference: https://imgur.com/gquFVvI Asking for corrections/help on the unidentified ones. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 06:19, 29 September 2023 (UTC)&lt;br /&gt;
:The &amp;quot;sn_boscar&amp;quot; is apparently a part of the same weapon platform as the AN-94 (both have the jp36 prefix). I don't know of any &amp;quot;sniper&amp;quot; variant of the AN-94... Also, the only launcher I can think of that would fit the &amp;quot;dromeo&amp;quot; codename would be the M47 Dragon (aka FGM-77). --[[User:MonocledTarantula432|MonocledTarantula432]] ([[User talk:MonocledTarantula432|talk]]) 06:32, 1 October 2023 (UTC)&lt;br /&gt;
::My thoughts exactly, weird to have a sniper rifle together with the AN94, the Dragon is the older Javelin so that wouldn't make sense too. The Tavor 7 and the 9mm conversion are pretty much guaranteed to appear too. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 00:32, 2 October 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==MWIII Beta weapon names==&lt;br /&gt;
Images here: https://imgur.com/a/k5iHbdl --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:37, 5 October 2023 (UTC)&lt;br /&gt;
:Damn, they really did a number on that poor AN-94. And the .410 AR is apparently full-auto, that's new. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 02:29, 5 October 2023 (UTC)&lt;br /&gt;
::That poor AN-94. I can't recall ever seeing a .410 in a game before, but making it the full auto one should hopefully balance well. Putting &amp;quot;Adaptable&amp;quot; in the ACR's description is a nice touch. The G36K thankfully looks pretty decent (by modern CoD standards), and hopefully the rather high top rail means the expected integrated optics option(s) are actually higher like they should be, unlike MW19. Interesting to see .277 Fury referred to by name, somehow I feel that'll be patched out. Still not sure what the heck the thing under the Model 635's barrel is, but we should be able to put normal barrels on it. As much as the (entirely unnecessary) &amp;quot;copyright-free&amp;quot; redesigns bother me, I do kinda like the &amp;quot;plausible alternate variants&amp;quot;, like the ACR DMR. Keeping the &amp;quot;Striker&amp;quot; name despite this one being an actual UMP is still dumb, especially if the 9mm one does indeed turn out to be the SMG-9 with an HK-sounding name. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 03:36, 5 October 2023 (UTC)&lt;br /&gt;
:::The Longbow is bolt action by default, so it's a totally made up weapon? Still haven't seen it's caliber --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 03:48, 5 October 2023 (UTC)&lt;br /&gt;
::::Thing with the &amp;quot;Striker&amp;quot; is that the model was mostly taken from MW19's SMG-45 blueprints that have a UMP resemblance, but yeah, they really should have used a different name. As for the copyright-free redesigns, I often see comments on the internet stating that they're avoiding promoting real guns due to California laws. Now, whether it's really due to this or simply to avoid lawsuits from real manufacturers, well... I'll leave it up to your imagination. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 12:02, 5 October 2023 (UTC)&lt;br /&gt;
:::::Just noticed another funny little detail: if you take a look at the Bren 2 PPS, the &amp;quot;F&amp;quot; position is where &amp;quot;Safe&amp;quot; would be on an AR, and &amp;quot;S&amp;quot; is ''below'' that, so the selector apparently starts out pointed straight down. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 12:45, 5 October 2023 (UTC)&lt;br /&gt;
::::::Guess the &amp;quot;boscar&amp;quot; just meants bolt action. The Longbow's caliber is 7.62 Soviet in-game. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 14:24, 5 October 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Weird Gun from leaked mastery callling card==&lt;br /&gt;
Is this another made up gun? https://imgur.com/wAChurp --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 00:48, 6 October 2023 (UTC)&lt;br /&gt;
:Looks like some kind of rail gun or even further stylized incarnation of [[Call_of_Duty:_Modern_Warfare_II_(2022)#Walther_WA_2000|this]]? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 01:38, 6 October 2023 (UTC)&lt;br /&gt;
::Almost looks like one of those handheld drone jammer devices, if you ask me. Maybe they're planning to add one as a dedicated anti-scorestreak weapon, similarly to the MANPADS secondaries in previous titles. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 04:14, 6 October 2023 (UTC)&lt;br /&gt;
:::Yeah could be the &amp;quot;dromeo&amp;quot; for drone jammer or whatever.--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 04:59, 6 October 2023 (UTC)&lt;br /&gt;
Would the drone guns count? Imo I would add them as other for informations' sake but not worth a page. You guys' opinions?--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 08:52, 6 October 2023 (UTC)&lt;br /&gt;
:Yeah, that sounds reasonable - I'd call it comparable to, say, the Glock-based laser designator from the MW2 remaster, in that it's a gun-esque piece of military hardware that could be identified, but not an actual gun. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 14:15, 6 October 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Lockwood 680&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
If it has enough Remington 870 parts, fair enough; but in regards to the recent edit summary, the ejection port definitely doesn't match it, it's more squared compared to an actual 870. [https://www.youtube.com/watch?v=GfGY8rOEOFw&amp;amp;t=116s Video for reference.] --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:57, 7 October 2023 (UTC)&lt;br /&gt;
:It's a bit more squared off, but thats par for the course with the stylizations now. I don't see this thing being really ID-able a S&amp;amp;W 3000 or MP-133.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:13, 7 October 2023 (UTC)&lt;br /&gt;
::Okay, I took a look at the older 870 MCS model from MW19, and that one also has a more squared ejection port, so eh, I suppose we can let this one slide. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:49, 8 October 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 4 Advanced Warfare weapons coming in S3... ==&lt;br /&gt;
&lt;br /&gt;
EM1 (JP32) &amp;quot;emike1&amp;quot;, ASM1 (JP33) &amp;quot;asierra1&amp;quot;, BAL27 (JP34) &amp;quot;balpha27&amp;quot; and MORS (JP35). This game is downgrade in terms of gunporn. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 18:09, 7 October 2023 (UTC)&lt;br /&gt;
: I think is to celebrate the 20th Anniversary of Call of Duty. So if that’s the case, then I expect the Galil ARM, SPAS-12, M1 Garand, and even the Model 1887 to return in this game. It will most likely could be some seasonal event from past games. So we could have a AW map, or even Nuketown, which would be ironic for a Modern Warfare game. That’s what I believe, so expect some WWII, Vietnam, or Futuristic Weapons. My wish list would be the Galil, XM177, M1 Garand, and Ballistic Knife (NSP-2).--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 00:02, 11 October 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Grenades ==&lt;br /&gt;
&lt;br /&gt;
Since these appear to come straight from the previous game, should they be listed on the page, as done with ''MWII'''s firearms?--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:11, 9 October 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1608100</id>
		<title>Talk:Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1608100"/>
		<updated>2023-09-04T16:13:31Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: /* The Classic Pack */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Extraneous Images=&lt;br /&gt;
For images from the main article that are unnecessary but probably still noteworthy enough to be kept here.&lt;br /&gt;
&lt;br /&gt;
[[File:Mw22 m16 (1).jpg|thumb|none|600px|The Colt Model 901 in the gunsmith preview. Prior to the Season One update, it is not possible to preview the weapon's 3D model akin to previous games, so a workaround was used to preview most of the weapons this way.]]&lt;br /&gt;
[[File:Mw22 g3 (1).jpg|thumb|none|600px|The HK91A2's left side in the loadout screen.]]&lt;br /&gt;
[[File:Mw22 g3 (2).jpg|thumb|none|600px|Its right side.]]&lt;br /&gt;
[[File:MW22 MK2.jpg|thumb|none|600px|The Marlin 336 in the loadout screen.]]&lt;br /&gt;
[[File:MW22 Deagle (1).jpg|thumb|none|600px|The Desert Eagle in the bugged gunsmith preview screen.]]&lt;br /&gt;
[[File:MW2 M1014.jpg|thumb|none|600px|The Benelli in the loadout screen.]]&lt;br /&gt;
[[File:M4super90 MWII gunsmith.jpg|thumb|none|600px|The M4 Super 90 in the weapon inspect menu.]]&lt;br /&gt;
[[File:MW22 LOCKWOOD.jpg|thumb|none|600px|The 725 in the loadout screen.]]&lt;br /&gt;
[[File:725 MWII gunsmith.jpg|thumb|none|600px|The Browning Citori 725 in the weapon preview menu.]]&lt;br /&gt;
[[File:MW22 M590.jpg|thumb|none|600px|The 590M in the loadout screen.]]&lt;br /&gt;
[[File:MW22 AK103 (1).jpg|thumb|none|600px|The AK-103's left side in the bugged gunsmith preview screen.]]&lt;br /&gt;
[[File:MW22 AK103 (2).jpg|thumb|none|600px|The rifle's right side.]]&lt;br /&gt;
[[File:MW22 AK105.jpg|thumb|none|600px|An AK-105 in the loadout screen.]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmith.jpg|thumb|none|600px|The AKS-74U in the weapon preview menu screen.]]&lt;br /&gt;
[[File:MW22 SCAR 17S.jpg|thumb|none|600px|The SSR lookalike in the loadout screen.]]&lt;br /&gt;
[[File:Mw22 scar 16.jpg|thumb|none|600px|The SCAR-L in the old gunsmith preview screen.]]&lt;br /&gt;
[[File:Mw22 scar 16 (2).jpg|none|thumb|600px|The gunsmith menu text was really confused on the length of the barrel, which makes you realize that this barrel looks more like a 17 inch than a 14.5, which comes standard with the rifle. This was later fixed, now the barrel is labeled as a 17.5.]]&lt;br /&gt;
[[File:Mw22 g3 (3).jpg|thumb|none|600px|Left side of the pseudo-HK91A3.]]&lt;br /&gt;
[[File:MWII MSGL (4).jpg|thumb|none|600px|Winding in a new set of 40mm rounds with the XRK branded speedloader.]]&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous=&lt;br /&gt;
==CBU-97 Sensor Fuzed Weapon==&lt;br /&gt;
The CBU-97 Sensor Fuzed Weapon is delivered by the B-2 Spirit as part of the &amp;quot;Stealth Bomber&amp;quot; killstreak.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Snapshot Grenade&amp;quot;==&lt;br /&gt;
The fictional self flying disco ball inspired &amp;quot;Snapshot Grenade&amp;quot; returns from ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Drill Charge&amp;quot;==&lt;br /&gt;
The &amp;quot;Drill Charge&amp;quot; is a fictional device loosely resembling the Hafthohlladung magnet mine.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Combat Knife&amp;quot;==&lt;br /&gt;
The &amp;quot;Combat Knife&amp;quot; seems to be based on SOG knives, particularly SOG Pillar.&lt;br /&gt;
&lt;br /&gt;
==Container-Launched Missile System==&lt;br /&gt;
A fictional American container-launched ballistic missile system serves as the central catalyst for the campaign storyline. The appearance of the missile itself resembles a US Tomahawk or Russian Kalibr. In the opening mission, it is utilized by Shadow Company PMCs to eliminate the fictional Iranian general Ghorbrani; the real life event that inspired this scene, the assassination of Qasem Soleimani, was instead executed via an MQ-9 Reaper drone.&lt;br /&gt;
&lt;br /&gt;
The missile system is a container-launched missile system, able to be transported and launched from a standard shipping container. In real life, such container-launched missile systems have been (as of 2022) developed and/or produced by Russia (in the Club-K), China (in the YJ-18C), and Israel (in the LORA) since 2010. The in-game missile system appears to be primarily based on the Club-K in its structural configuration, though the in-game system features only one launch tube instead of four.&lt;br /&gt;
&lt;br /&gt;
==MK-12A==&lt;br /&gt;
The same ''[[True Lies#MK-12A|True Lies]]'' inspired MK-12A nuclear warhead returns from ''Modern Warfare''. It is seen in the &amp;quot;Low Profile&amp;quot; spec ops mission.&lt;br /&gt;
&lt;br /&gt;
==MIM-23 Hawk==&lt;br /&gt;
The MIM-23 Hawk surface-to-air missile system is featured in the &amp;quot;Denied Area&amp;quot; spec ops mission. It is misattributed as &amp;quot;Russian-made&amp;quot; when in reality it is of US origin.&lt;br /&gt;
&lt;br /&gt;
==Storm Shadow/AGM-154 JSOW hybrid==&lt;br /&gt;
The same SCALP-EG/AGM-154 JSOW hybrid cruise missile from ''Modern Warfare'' returns along with all its fictionalizations as the Cruise Missile killstreak.&lt;br /&gt;
&lt;br /&gt;
=Attachments=&lt;br /&gt;
==Optics==&lt;br /&gt;
===Aimpoint CompM2===&lt;br /&gt;
A stylized Aimpoint CompM2 is featured as the &amp;quot;SZ Sro-7&amp;quot; (&amp;quot;SZ Reflex&amp;quot; in the beta).&lt;br /&gt;
&lt;br /&gt;
===Aimpoint Micro T-1===&lt;br /&gt;
The Aimpoint Micro T-1 based &amp;quot;Aim-Op&amp;quot; from ''Modern Warfare'' was added with Season 1 as the &amp;quot;Aim Op-V4&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Colt Scope===&lt;br /&gt;
The &amp;quot;Forge-Tac Delta 4&amp;quot; is based on the Colt Scope. &lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corvus Downrange-00&amp;quot;===&lt;br /&gt;
A slightly altered DI Optical EG1.&lt;br /&gt;
&lt;br /&gt;
===Hensoldt ZF 6×42 PSG1===&lt;br /&gt;
The &amp;quot;Lachmann Impact 9&amp;quot; is based on the ZF 6×42 PSG1, the PSG1's proprietary scope; its stylization also makes it resemble the very similar ZF 6×42 BL scope from the SG 550. The ZF 6×42 PSG1 is fittingly unlocked by using the PSG1's sister rifle, the SR9 (&amp;quot;LM-S&amp;quot;), and as that rifle lacks the PSG1's built-in scope mounts it instead attaches using a G3 claw mount. Interestingly, while its reticle is incorrect for the real ZF 6×42 PSG1 (that being a completely basic, simple crosshair), its in-game reticle is a very close match to a reticle from a ''different'' Hensoldt scope that comes up prominently when performing an internet image search for &amp;quot;ZF 6×42 PSG1&amp;quot;, which while incorrect, does speak to developer intent.&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer ROMEO 3 MAX===&lt;br /&gt;
The SIG-Sauer ROMEO 3 MAX based &amp;quot;Cronen LP945 Mini Reflex&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Cronen Mini Red Dot&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Lonewolf Optic&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ Lonewolf Optic&amp;quot; is the EOtech style holographic sight stand in for MWII.&lt;br /&gt;
&lt;br /&gt;
===Leupold LCO===&lt;br /&gt;
A slightly altered Leupold LCO red dot sight was added with Season 1 as the &amp;quot;SZ Battle Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Hensoldt ZO 4x30i===&lt;br /&gt;
A stylized Hensoldt ZO 4x30i scope appears as the &amp;quot;Schlager 4X&amp;quot;. The &amp;quot;BPZ40 Hybrid&amp;quot; is the same optic with a &amp;quot;Cronen Mini Pro&amp;quot; (see below) red dot mounted onto an angled mount.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Thermo-Optic X9&amp;quot;===&lt;br /&gt;
The &amp;quot;Thermo-Optic X9&amp;quot; appears to be a stylized Steiner Optics CQT with some kind of magnifier.&lt;br /&gt;
&lt;br /&gt;
===Leupold HAMR===&lt;br /&gt;
The Leupold HAMR based &amp;quot;Integral Hybrid&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Hybrid Firepoint&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===ELCAN SpectreDR===&lt;br /&gt;
Appears as the &amp;quot;Cronen Zero-P Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Vortex Venom Red Dot===&lt;br /&gt;
The Vortex Venom Red Dot based &amp;quot;Solozero Optics Mini Reflex&amp;quot; from ''Modern Warfare'' returns as &amp;quot;SZ Mini&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Cronen Mini Pro&amp;quot;===&lt;br /&gt;
The &amp;quot;Cronen Mini Pro&amp;quot; is a reincarnation of the same Docter based red dot from the original ''Modern Warfare 2''.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Sigma-IV Optic&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ Sigma-IV Optic&amp;quot; seems to be loosely inspired by the Trijicon RMR.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Recharge-DX&amp;quot;===&lt;br /&gt;
A slightly altered Trijicon SRS.&lt;br /&gt;
&lt;br /&gt;
===HoloSun HS510C===&lt;br /&gt;
The HoloSun HS510C based &amp;quot;Operator Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;XRK On-Point Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Kobra Red Dot===&lt;br /&gt;
The Kobra Red Dot based &amp;quot;Viper Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;DF105 Reflex Sight&amp;quot;. Its description correctly states that it is of Russian make.&lt;br /&gt;
&lt;br /&gt;
===Aimpoint ACRO P-1===&lt;br /&gt;
A stylized Aimpoint ACRO P-1 is featured as the &amp;quot;SZ Minitac-40&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===OKP-7===&lt;br /&gt;
The OKP-7 based &amp;quot;Monocle Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Monocle CT90&amp;quot;. Its description correctly states that it is of Russian origin.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corio RE-X Pro&amp;quot;===&lt;br /&gt;
The &amp;quot;Corio RE-X Pro&amp;quot; resembles Meprolight M21 with control buttons from HoloSun HS510C.&lt;br /&gt;
&lt;br /&gt;
===BelOMO PK-AS-W===&lt;br /&gt;
The BelOMO PK-AS-W based &amp;quot;APX5 Holographic Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Kazan-Holo&amp;quot;. Its description states that it is of Russian origin rather than Belarussian.&lt;br /&gt;
&lt;br /&gt;
===1P29 Scope===&lt;br /&gt;
The 1P29 Scope based &amp;quot;VLK 3.0x Optic&amp;quot; from ''Modern Warfare'' returns as &amp;quot;VLK 4.0 Optic&amp;quot;. Its description correctly states that it is of Russian origin and has 4x magnification.&lt;br /&gt;
&lt;br /&gt;
===Trijicon ACOG===&lt;br /&gt;
A stylized Trijicon ACOG is featured as the &amp;quot;SZ Bullseye Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Zeiss Z-Point===&lt;br /&gt;
A stylized Zeiss Z-Point/Hensoldt RSA red dot is featured as the &amp;quot;Corvus SOL-76&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Leupold Mark 6===&lt;br /&gt;
A stylized Leupold Mark 6 appears as the &amp;quot;Luca Field-6&amp;quot;, added alongside the SR-25 (&amp;quot;Tempus Torrent&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
==Muzzle devices==&lt;br /&gt;
===Dead Air Odessa-9===&lt;br /&gt;
The &amp;quot;Forge DX90-F&amp;quot; is a slightly visually altered Dead Air Silencers Odessa-9.&lt;br /&gt;
&lt;br /&gt;
===OSS HELIX HX 762 Suppressor===&lt;br /&gt;
The &amp;quot;Forge-Tac Dreadnaught Suppressor&amp;quot; appears to be an OSS HELIX HX 762 Suppressor.&lt;br /&gt;
&lt;br /&gt;
===Rugged Suppressors Obsidian===&lt;br /&gt;
The &amp;quot;CN30 Suppressor&amp;quot; is a Rugged Suppressors Obsidian pistol silencer.&lt;br /&gt;
&lt;br /&gt;
===SOCOM556 MINI2 Suppressor===&lt;br /&gt;
The &amp;quot;Echoline GS-X Suppressor&amp;quot; is a stylized SureFire SOCOM556 MINI2 Suppressor.&lt;br /&gt;
&lt;br /&gt;
===Silencerco Osprey 45===&lt;br /&gt;
The &amp;quot;FT Steelfire&amp;quot; is based on the Silencerco Osprey.&lt;br /&gt;
&lt;br /&gt;
===SureFire Warden===&lt;br /&gt;
Appears as the &amp;quot;Corvus Slash Gen. 2&amp;quot; flash hider.&lt;br /&gt;
&lt;br /&gt;
===SureFire Warcomp===&lt;br /&gt;
The &amp;quot;TZL-90 V3&amp;quot; is a SureFire Warcomp three prong flash hider.&lt;br /&gt;
&lt;br /&gt;
==Grips==&lt;br /&gt;
===&amp;quot;D15 Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;D15 Grip&amp;quot; is loosely based on Stark Equipment grips.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Sakin ZX Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Sakin ZX Grip&amp;quot; appears to be a combination of Hera Arms and Magpul grips.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Phantom Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Phantom Grip&amp;quot; is a stylized Valkyrie Dynamics AR Cobra Skeleton Grip.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Support CP90 Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Support CP90 Grip&amp;quot; is a stylized Ergo Tactical Deluxe Grip with Palm Shelf.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ivanov ST-70 Grip&amp;quot;===&lt;br /&gt;
Loosely based on the ZenitCo RK-3 AK pistol grip.&lt;br /&gt;
&lt;br /&gt;
==Magazines &amp;amp; Ammunition==&lt;br /&gt;
===MG15 Saddle Drum (modified)===&lt;br /&gt;
A [https://www.1919a4.com/threads/m-14-50-rd-drum.62713/ modified MG15 Saddle Drum] is available for the G3 as the &amp;quot;50-Round Drum&amp;quot;. Such modifications exist in reality, but it is incorrectly depicted as a 50rd single drum while the real ones consist of both 75rd drums. [http://www.rdts.com/HK_Upgrades.html Additional info].&lt;br /&gt;
&lt;br /&gt;
===SureFire MAG5-60===&lt;br /&gt;
The 60 round magazines for the M4 and SCAR-L are based on the SureFire MAG5-60.&lt;br /&gt;
&lt;br /&gt;
===Magpul PMAG-40===&lt;br /&gt;
The 40 round magazine for the SCAR-L is a stylized PMAG-40.&lt;br /&gt;
&lt;br /&gt;
===45 round STANAG===&lt;br /&gt;
The 45 round magazine for the M4 and M16 (and the 15 rounder for the FTac Recon) is based on many generic 40-round metal magazines made by different companies. 45-rounders in this format exist, but they are longer and more curved than the one in game.&lt;br /&gt;
&lt;br /&gt;
===G2 Research R.I.P. 9mm===&lt;br /&gt;
G2 Research Radically Invasive Projectile 9mm ammunition is available for submachine guns and pistols as the &amp;quot;9mm Frangible&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Lasers==&lt;br /&gt;
===&amp;quot;Corvus PEQ Beam-5&amp;quot;===&lt;br /&gt;
The &amp;quot;Corvus PEQ Beam-5&amp;quot; appears to be a stylized Wilcox Raid X.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FSS Ole-V Laser&amp;quot;===&lt;br /&gt;
The &amp;quot;FSS Ole-V Laser&amp;quot; appears to be a stylized AN/PEQ-5 CVL Carbine Visible Laser.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corio Laz-44 V3&amp;quot;===&lt;br /&gt;
The &amp;quot;Corio Laz-44 V3&amp;quot; appears to be a stylized B.E. Meyers MAWL.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ 1MW PEQ&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ 1MW PEQ&amp;quot; appears to be a stylized AN/PEQ-15.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;STOVL DR Laser Box&amp;quot;===&lt;br /&gt;
The &amp;quot;STOVL DR Laser Box&amp;quot; appears to be a stylized ZenitCo Perst-3.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DXS Flash 90&amp;quot;===&lt;br /&gt;
The &amp;quot;DXS Flash 90&amp;quot; appears to combine a Tactical Modlite ModButton combined with some kind of SureFire-like flashlight.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Schlager PEQ Box IV&amp;quot;===&lt;br /&gt;
The &amp;quot;Schlager PEQ Box IV&amp;quot; is a stylized Steiner DBAL with elements from Steiner Offset Tactical Aiming Laser.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DZM-1000 L&amp;quot;===&lt;br /&gt;
The &amp;quot;DZM-1000 L&amp;quot; is a stylized SureFire X400 Ultra WeaponLight.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FTac Grimline Laser&amp;quot;===&lt;br /&gt;
The &amp;quot;FTac Grimline Laser&amp;quot; is a stylized B.E. Meyers DIAL 100G.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XTEN Sidearm-L400&amp;quot;===&lt;br /&gt;
The Steiner DBAL-PL based &amp;quot;5mw Laser&amp;quot; from Modern Warfare returns as &amp;quot;XTEN Sidearm-L400&amp;quot; albeit with some alterations.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
==P220==&lt;br /&gt;
[https://www.youtube.com/watch?v=HPjVKjWEivU Found a video of it,] it's accessible in the Beta build through a trick involving Overkill. The inspect animation makes use of the decocker, which is super cool. Having the &amp;quot;weapon family&amp;quot; system in this game seems to be giving us a lot of guns that otherwise would have been a lot less likely to appear on their own. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:02, 17 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==PK and AK on Farm 18==&lt;br /&gt;
There are a bunch of PKs and AKs in a little shed near the firing range on one side of Farm, and the AKs seem to be standard wood furniture AK-47/AKM types, but I didn't have a scope handy to look closer. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 02:09, 26 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The Benelli==&lt;br /&gt;
Since I figure this'll be a point of discussion later on: I think the &amp;quot;Expedite 12&amp;quot; (weird name, BTW) is mostly based on the M2 Super 90 (given the rounded receiver with the beveling around the trigger group, the trigger guard's shape, et cetera), with a magazine tube/front end that's closer to the M4. We might want to see the release build's attachments to be sure, though - if all the alternate barrels/mag tubes (not sure if they'll be doing those separately, but I sure hope so) have the gas block, then we could say it's an M4 with M2-based bits; if it can be re-built without a gas block, we'll say it's just an M2 with a barrel/mag tube linkage that looks like a gas block. Thoughts? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 00:27, 28 September 2022 (UTC)&lt;br /&gt;
:I don't know each of them well enough to weigh in on which it is (or is a combo of), but for a related bit of interesting info, one of the animators commented explaining how the inspect animation is actually correct (won't feed from the tube when cycling manually, unless first pressing the button to load a shell from the tube to the lifter) and that the animator who did this gun actually has their own real one which they used for reference. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:07, 28 September 2022 (UTC)&lt;br /&gt;
::Just based on the gas system (the in-game description also states it is gas operated) I'd say it's safely meant to be an M4, just with the stylizations giving the rear end of the receiver some M2 resemblance.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 01:18, 28 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Identifying the &amp;quot;FTac Recon&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
So... any idea regarding this? As far as I can tell, the left side is reminiscent of the &amp;quot;XRK M4&amp;quot; blueprint from MW19, while on the right side, the shape of the upper receiver is kinda similar to some rifles such as the Wilson Combat .458 SOCOM Recon Tactical or the CMMG MkW-15. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 20:44, 1 October 2022 (UTC)&lt;br /&gt;
:Bit of info: the internal name of this weapon is &amp;quot;br_msecho&amp;quot;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:04, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Referring to the G3 family as civilian versions ==&lt;br /&gt;
&lt;br /&gt;
I feel that &amp;quot;no paddle release means civilian&amp;quot; is a rule of thumb that's being taken a bit too literally and in a vacuum, in the context of a video game with deliberately stylized weapons, as opposed to an actual live action setting where we're ID'ing &amp;quot;real&amp;quot; props. The SR9 is a fair ID as it features ironsights (which the PSG1 lacks), but the G3/HK33/MP5 trio should be getting a more detailed look to determine ID than just &amp;quot;no paddle&amp;quot;. The civilian rifles differ in more than just that feature (especially since we're apparently ignoring the select-fire fire control groups, including the MP5 having burst) but it's become the &amp;quot;standard&amp;quot; way of ID'ing them in live action simply because it's easily visible; this doesn't necessarily carry over to other mediums. I don't mean any of this as a criticism or an argument, I just wanted to open a discussion on properly ID'ing them. Considering how stylized they are, I would definitely lean towards being the proper military versions, but with a note like ''&amp;quot;Among the stylized elements of the rifle, it lacks a paddle magazine release, a trait more commonly associated with the civilian pattern&amp;quot;'' or similar. It's also worth noting that the Slight of Hand reloads actually use the (not visible) paddle release, with the AK-style knocking out the old mag with the new one. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:09, 16 October 2022 (UTC)&lt;br /&gt;
:The mentioned civilian HK rifles can actually have visible full-auto fire control groups when converted in reality, so it's not like the IDs are incorrect (this includes the HK94, which can be fitted with a burst/full-auto trigger group). By the way, regarding the SR9, it's not just the presence of sights, but also the fact it lacks the PSG-1's silent bolt closing device and stiffening bars. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:31, 16 October 2022 (UTC)&lt;br /&gt;
::I would go ahead and identify them as their military variants, as should be expected with a military shooter. The paddle release is the only thing that's making people ID them as civilian models, ignoring things like barrel lenght, the muzzle devices on the MP5 and the trigger groups. I'm gonna work on adding info and caps to these guns, and call them by their military name. If you guys want to edit them and ID them as civilian rifles go ahead. --[[User:AndreaPortapizze|AndreaPortapizze]] ([[User talk:AndreaPortapizze|talk]])&lt;br /&gt;
:::We previously made notes of civilian models in military shooters (such as the HK91A3 in CoD4, the Uzi in Black Ops/BO2 and the FN SCAR in MW3/BO2); I don't see why we should be doing things differently here. And like I said above, those civilian HK rifles can be fitted with full-auto trigger groups (as you can see [https://www.youtube.com/watch?v=QAoyOdsIJPs here] and [https://www.rockislandauction.com/detail/72/3704/class-iiinfa-converted-hk93-mg here]). The HK94 can also be modified with an MP5's muzzle device, as seen [https://www.youtube.com/watch?v=baNj58RnfrU here]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:50, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Launch weapon count ==&lt;br /&gt;
[https://www.callofduty.com/blog/2022/10/call-of-duty-modern-warfare-II-campaign-early-access-launch-overview#Weapons Per this absolutely enormous blog,] which also has some noteworthy images, we now have the amount of each weapon class at launch. Fifty-one weapons split across thirty-three platforms: Ten Assault Rifles, four Battle Rifles, seven Submachine Guns, six Light Machine Guns, four Shotguns, six Marksman Rifles, three Sniper Rifles, one Riot Shield, five Sidearms, four Launchers, and one Melee secondary weapon. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:28, 18 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Boney Hadger ==&lt;br /&gt;
&lt;br /&gt;
I'm not too invested in this, but I think it might make sense to ID it as both. The model is just probably stylized outright and I think the right side has some resemblance to the Q variant. We've had some people in the discord ask why it has been remarked as the AAC version.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:05, 21 October 2022 (UTC)&lt;br /&gt;
:If there is some Q influence in it, feel free to add it (we need some proper footage of the gun's right side regarding this). But the weapon overall seems to be mainly based on the AAC version, as noted by the magwell on the left side and the bulge between the bolt catch and the trigger guard. Plus, the line between the pistol grip and the fire selector is completely horizontal on the AAC version (the in-game rendition kinda looks like this), which is not the case for the Q version. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:43, 21 October 2022 (UTC)&lt;br /&gt;
:: https://cdn.discordapp.com/attachments/801926953292398685/1033044694508245043/unknown.png This was shared - noticed it has a MCX charging handle, since the game is putting them in the same family.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:56, 21 October 2022 (UTC)&lt;br /&gt;
:::Ah yeah, on the right side the upper is based on the Q model. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 23:08, 21 October 2022 (UTC)&lt;br /&gt;
The weapon appears to have been cut from the final release.  I'm looking through the gunsmith after the MP version has gone live and I'm not seeing it.  The MPX and MCX also cannot be found in the gunsmith, though the MPX is in the campaign. [[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 17:12, 30 October 2022 (UTC)&lt;br /&gt;
:The AW50 is missing as well. Given the Honey Badger is being considered part of the MCX family, that this group wasn't quite as polished as most of the other guns in the early build where they were seen, and the obviously-missing MCX Spear, the general consensus is that the MCX family is likely to be added alongside Season 1 in a few weeks. Hopefully the AW50 returns soon too. There were/are a few attachments and camos that were seen that are either now also missing (flat black camo) or don't seem to have any unlock requirements (one of the red dots), so they're likely tied to these unreleased weapons. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:01, 30 October 2022 (UTC)&lt;br /&gt;
::The Honey Badger is also currently exclusive to the campaign; a non-suppressed one is the starting weapon in the first mission. The MCX VIRTUS doesn't seem to be available in the campaign, though it's used by Kyle Garrick and Rodolfo Parra while they are NPCs. If the MCX will be added in Season 1, it would be cool if it ends up being replaced by the new SPEAR LT (which is unlikely, but hey, a man can dream). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:17, 3 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==COD 2024 leaked weapon list==&lt;br /&gt;
&lt;br /&gt;
Posting this here because I doubt the admins would allow the creation of a page for a game that will be released in 2 years that has not be officially announced yet.&lt;br /&gt;
&lt;br /&gt;
So in July/2022 someone datamined the .apk for the Warzone Mobile Alpha build and found loads of strings relating to Treyarch's 2024 Cold War sequel including maps names/images, new game modes, the story setting and more importantly to us a partial list of the guns that will be in the game. This was possible because MWII, WZ2.0, WZM and COD 2024 will all run on the same Infinity Ward updated engine, WZM that releases in 2023 is already using the same weapon models/animations from MWII/WZ2.0 for example. Here are screenshots of all the COD 2024 weapon strings so far(same can be found in MWII's code now): https://i.imgur.com/DkRtTep.jpg https://i.imgur.com/7ZdP0UC.jpg https://i.imgur.com/jeeKKe0.jpg&lt;br /&gt;
&lt;br /&gt;
Explaining the rationale of identifying the guns by the strings: t10(Treyarch's 10th lead developer game)_ar(assault rifle)_p01(weapon platform number 01)_coslo723('''Co'''lt 723, initials using their own phonetic alphabet plus numbers)_variant_0(the base model of the gun, the special blueprints start from variant_1)&lt;br /&gt;
&lt;br /&gt;
The game's story is set in the early to mid 90's(at least) since there are map images of one of Saddam's palaces being raided, an American base housing a Lockheed F-117 Nighthawk being bombarded and there are references in strings to the Mogadishu battle.&lt;br /&gt;
&lt;br /&gt;
But only now people were able to accurately name every weapon from the strings bar a single one. The game will use the same weapon platform system from MWII for different receivers that include either a different caliber, a different shooting mode(full or semi) or a different combat role(battle rifle or dmr) on the same platform. From the list below you can see they really took care not to overlap with the guns that are already in MWII and to keep them accurate to the game's time period. Here's the list with my commentaries:&lt;br /&gt;
&lt;br /&gt;
AR = Assault Rifle&lt;br /&gt;
BR = Battle Rifle&lt;br /&gt;
DM = Marksman Rifle&lt;br /&gt;
LM = Light Machine Gun&lt;br /&gt;
PI = Pistol&lt;br /&gt;
SH = Shotgun&lt;br /&gt;
SM = Submachine Gun&lt;br /&gt;
SN = Sniper Rifle&lt;br /&gt;
ME = Melee&lt;br /&gt;
LA = Launcher&lt;br /&gt;
&lt;br /&gt;
ArmaLite platform:&lt;br /&gt;
&lt;br /&gt;
AR: Colt Model 723&lt;br /&gt;
&lt;br /&gt;
DM: M16&lt;br /&gt;
&lt;br /&gt;
LM: AR-10 LMG(obscure prototype, belt or magazine-fed)&lt;br /&gt;
&lt;br /&gt;
SN: SR-25&lt;br /&gt;
&lt;br /&gt;
*The 723 was the obvious stand-in for the M4. They have a hard on to always make the M16 a DMR like it was in CW, but if they really wanted to do so they could have used the period accurate Colt Sporter Rifle Delta HBAR. The 7,62×51mm AR-10 LMG prototype was a really obscure choice, they could have gone with a C7A1 LSW with a Beta C-Mag instead. The SR-25 is finally in a COD game, but there is another string that has it as a DMR which is more accurate on how the sniper rifles in MWII all have larger calibers while the dmrs use calibers around the 7,62×51mm size. They could have easily had a Colt 9mm SMG too since it's period accurate.&lt;br /&gt;
&lt;br /&gt;
AK-74 platform:&lt;br /&gt;
&lt;br /&gt;
AR: AK-74&lt;br /&gt;
&lt;br /&gt;
SM: Gepard PDW(obscure prototype)&lt;br /&gt;
&lt;br /&gt;
LM: PU-21(obscure prototype, belt or magazine-fed)&lt;br /&gt;
&lt;br /&gt;
BR: AEK-973(however 7.62x39mm isn't a battle rifle caliber, just like the .458 SOCOM Ftac Recon in MWII)&lt;br /&gt;
&lt;br /&gt;
*The base AK-74 is finally in a COD game. The Gepard is very obscure and its main gimmick is being able to use various calibers with minor modification, it may use one of the armor piercing rounds it could use instead of being vanilla 9mm. The PU-21 is on the same level of obscurity, but we will be able to make the RPK-74 anyway. An AEK series is finally in COD, but they made the same mistake of putting it into the battle rifle category while using an intermediate cartridge (A Galil in 7.62x51mm NATO would be more accurate for the category but not in the same weapon family). A Saiga-12 could easily be part of this platform, maybe even converted to full-auto.&lt;br /&gt;
&lt;br /&gt;
SIG platform:&lt;br /&gt;
&lt;br /&gt;
AR: SIG SG 550&lt;br /&gt;
&lt;br /&gt;
BR: SIG SG 542&lt;br /&gt;
&lt;br /&gt;
SM: FAMAE SAF&lt;br /&gt;
&lt;br /&gt;
*FAMAE debuts in COD. A 550-1/550 SR will appear as an attachment variation.&lt;br /&gt;
&lt;br /&gt;
CETME&amp;amp;HK platform:&lt;br /&gt;
&lt;br /&gt;
AR: CETME Model L&lt;br /&gt;
&lt;br /&gt;
BR: CETME Model C&lt;br /&gt;
&lt;br /&gt;
SM: MP5&lt;br /&gt;
&lt;br /&gt;
*Model L is new to COD. Funny how you can make a H&amp;amp;K MP5 from a CETME Model C, so making a 5.56x45mm HK23 or GR9 would not be that far fetched for this platform(the HK21 is already in MWII).&lt;br /&gt;
&lt;br /&gt;
FAL platform:&lt;br /&gt;
&lt;br /&gt;
BR: FN FAL&lt;br /&gt;
&lt;br /&gt;
DM: either the IMI Rovat, the Belgian M2 sniper variant(obscure and just a FAL with a sniper scope) or something else way more obscure&lt;br /&gt;
&lt;br /&gt;
SM: IMBEL MD1(obscure prototype)&lt;br /&gt;
&lt;br /&gt;
*The MD1 was a cool choice, they really did their homework and it even has some attachment variations despite being a prototype. The DMR of the this platform is the only weapon that couldn't be positively identified(an accurized FAL? lol)&lt;br /&gt;
&lt;br /&gt;
AS Val platform:&lt;br /&gt;
&lt;br /&gt;
AR: AS Val&lt;br /&gt;
&lt;br /&gt;
SM: SR-3 Vikhr&lt;br /&gt;
&lt;br /&gt;
*Vintorez will be just an attachment variant, it seems.&lt;br /&gt;
&lt;br /&gt;
Kulspruta platform:&lt;br /&gt;
&lt;br /&gt;
LM: Ksp 58(6.5x55 mm)&lt;br /&gt;
&lt;br /&gt;
LM: Ksp 58D(shorter modernized variant in 7.62x51mm NATO)&lt;br /&gt;
&lt;br /&gt;
*Weird choice, but at least the calibers are different. Guess they didn't want to use the obvious M240.&lt;br /&gt;
&lt;br /&gt;
PGM platform:&lt;br /&gt;
&lt;br /&gt;
SN: PGM Ultima Ratio&lt;br /&gt;
&lt;br /&gt;
SN: PGM Hécate II&lt;br /&gt;
&lt;br /&gt;
*Cool choice. The .338 Mini Hecate could easily be here, unless the Ultima is using something larger than 7.62x51mm NATO.&lt;br /&gt;
&lt;br /&gt;
Dragunov platform:&lt;br /&gt;
&lt;br /&gt;
SN: SVD Dragunov&lt;br /&gt;
&lt;br /&gt;
DM: SVU Dragunov&lt;br /&gt;
&lt;br /&gt;
*First time both guns will be playable in MP in the same COD game(BO2 had the SVD as campaign only). &lt;br /&gt;
&lt;br /&gt;
Mossberg platform:&lt;br /&gt;
&lt;br /&gt;
SH: Mossberg 500&lt;br /&gt;
&lt;br /&gt;
SH: Bullpup Mossberg 500&lt;br /&gt;
&lt;br /&gt;
*Bullpup will debut in a COD game.&lt;br /&gt;
&lt;br /&gt;
Break-Action Shotgun platform:&lt;br /&gt;
&lt;br /&gt;
SH: CBC Model SB(single barrel)&lt;br /&gt;
&lt;br /&gt;
SH: Rottweil Skeet Olympia 72(over-under double barrel)&lt;br /&gt;
&lt;br /&gt;
*Finally the actual Olympia will be in a COD game.&lt;br /&gt;
&lt;br /&gt;
Grendel platform:&lt;br /&gt;
&lt;br /&gt;
PI: Grendel P30(.22 Winchester Magnum Rimfire)&lt;br /&gt;
&lt;br /&gt;
SM: Grendel R31(converted to full-auto)&lt;br /&gt;
&lt;br /&gt;
*Cool choice and caliber.&lt;br /&gt;
&lt;br /&gt;
USP platform:&lt;br /&gt;
&lt;br /&gt;
PI: H&amp;amp;K USP(9x19mm)&lt;br /&gt;
&lt;br /&gt;
PI: H&amp;amp;K USP(.40 S&amp;amp;W)&lt;br /&gt;
&lt;br /&gt;
*Mk 23/SOCOM could easily fill the .45 ACP pistol spot here.&lt;br /&gt;
&lt;br /&gt;
Makarov platform:&lt;br /&gt;
&lt;br /&gt;
PI: Makarov PM&lt;br /&gt;
&lt;br /&gt;
PI: Stechkin APS&lt;br /&gt;
&lt;br /&gt;
*Russian forces will finally have their time period adequate loadout with the AK-74, RPK-74(attachment variation only), Makarov and Dragunov.&lt;br /&gt;
&lt;br /&gt;
Melee platform:&lt;br /&gt;
&lt;br /&gt;
ME: Knife&lt;br /&gt;
&lt;br /&gt;
Panzerfaust platform:&lt;br /&gt;
&lt;br /&gt;
LA: Panzerfaust 3&lt;br /&gt;
&lt;br /&gt;
*Cool choice but since it's semi reloadable I wonder how they're gonna do its reloading animation. Could they finally give us the RPG-29 Vampir instead of the RPG-7 that's already in MWII?&lt;br /&gt;
&lt;br /&gt;
So, for now we have:&lt;br /&gt;
-16 platforms. 5 ARs, 3 DMs, 4 BRs, 4 LMs, 6 SMs, 4 SHs, 4 SNs, 5 PIs, 1 ME, 1 LA=37 weapons in total&lt;br /&gt;
&lt;br /&gt;
Reminder that this leak doesn't have any solitary weapon that doesn't have any receiver variation(besides the knife and Panzerfaust 3), but single weapon platforms will surely be in the game(as they are in MWII) and around that time period we had some crazy prototypes like the G11 and flechette rifles.&lt;br /&gt;
&lt;br /&gt;
So leave your corrections, additions(like what other guns could be part of these platforms) or thoughts below since we have 2 years until it releases. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:32, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That's a really cool list, I would have loved to see quite a few of these (SG 550, Model L, FAL, Hécate II, USP) in MWII. :( [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:59, 25 October 2022 (UTC)&lt;br /&gt;
:For the sake of those less technically inclined, I emphasize this is data publicly released by the publisher (albeit by accident), not something that falls under the &amp;quot;No bootleg&amp;quot; policy. [[User:VladVladson|VladVladson]] ([[User talk:VladVladson|talk]]) 07:10, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I am really concerned that they would &amp;quot;stylize&amp;quot; some if not all of these weapons. Otherwise, the weapon choice seems interesting. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 12:55, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I can already see Saddam's troops wielding rare and obscure prototype guns, Black Ops gonna Black Ops :D On the suggestions side, I can propose the [[Steyr ACR]], it fits all the Black Ops requirements, namely rare and never used prototype! --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 00:41, 26 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Only now realized that the Ksp 58D is the only really anachronistic gun in the roster, from what I can gather it had a DF test version before being adopted in the mid to late 2000s.--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:04, 26 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:With the Tempus Torrent(SR25) now in MWII we got another gun that will overlap besides the M16 and the MP5. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 06:19, 25 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magfed Mossberg ==&lt;br /&gt;
Is it just me or its magwell and magazine are straight up copied or at least very heavily inspired by the Vepr-12 relevant parts? [https://molot.biz/goods/vpo-205-00.html Pics that are currently on IMFDB don't seem to reflect the version that I had in mind so I am linking to the Molot-Oruzhie web page instead]. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 01:40, 29 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Indeed, even the magazine capacities match with 8, 10 and 12. Guess they wanted to make the Vepr-12 part of the AK platform but backed down. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 18:16, 29 October 2022 (UTC)&lt;br /&gt;
::Right down to the magazine manufacturer being VLK, an in-universe Russian company.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 07:08, 31 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::To further confirm, the Bryson 890's internal name is &amp;quot;'''mv'''iktor&amp;quot; which stands for '''M'''olot '''V'''epr. So it was supposed to be part of the AK platform probably by leveling the RPK, as they are related in real life. Guess they didn't want the AK platform to have 7 guns...--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 00:00, 3 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Viewing weapons in gunsmith==&lt;br /&gt;
Just a heads up for those who don't know, the MW19-style ability to rotate the gun (and zoom this time!) is actually in the game, just quite hidden, as it seems to be not quite finished yet. Not sure of the Keyboard equivalents, but on controller you go into the charm/decal/sticker selection menu and click left stick to go into it. From there you can press Y to hide the UI and click LS again to get the MW19-style preview animation. Zooming in is the right trigger, you can move the camera vertically with the right stick, and you can move the gun left/right with the left stick. And as always, you can go into a private match to have access to all the weapons and attachments. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 00:39, 1 November 2022 (UTC)&lt;br /&gt;
:A follow up to this, it seems that if you go into a private match set to one of the CDL modes (and wait a moment so you can start the match, when the little lock icons go away) you can access all the weapon/operator skins (and charms/stickers) that are in the current build of the game. Or rather, all of the weapons that aren't restricted from use by these supposedly &amp;quot;pro&amp;quot; players lol. You may have to scroll away from something then back to it to get it to load, and these are all VERY work in progress. For a few maybe interesting things I found, the camo/ghillie MRAD and M4 from the campaign are present, as are the gold AK and Desert Eagle from the same mission, there's a really nice MP5 called The Bureau which features a black SEF trigger group attachment (would be super handy for builds, with the default being tan and not matching anything), a gorgeous Equinox style version of the P220, some of the small red dots are sometimes on risers and sometimes not depending on different skins, the fictional Matuzek company is from the Czech Republic (per one of the alternate P220 slide markings), and as these are again very work in progress [https://i.imgur.com/ADODNTJ.png there's an amazingly hilarious P90 with a optic rail on its optic rail.] [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:26, 5 November 2022 (UTC)&lt;br /&gt;
::At least there arent any goofy masterclass blueprints with animated levitating skulls or dragons.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:16, 7 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The &amp;quot;AK-74M&amp;quot; railed handguard dissected==&lt;br /&gt;
Gonna put this here due to being too much for the &amp;quot;summary&amp;quot; section. [https://www.m4carbine.net/showthread.php?98722-New-Izhmash-AK-railed-handguard&amp;amp;p=1760686#post1760686 This] and [https://www.russiansurplus.net/product_p/ak9-black-railed-hg.htm this] confirm the origin of this &amp;quot;AK-74M&amp;quot;-ish railed handguard as being from AK-9. According to English wiki it was made at some vague 2000s, but the Russian wiki narrows it down to being introduced in 2005. Anyway, it appears this was the first model that the handguard was developed for and then subsequently it was used with newer 100 series AKs, therefore I suggest we call it the AK-9 handguard. Also just for reference, LCT AK-9 is the airsoft copy. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 01:42, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== MRAD named &amp;quot;Victus XMR&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
I don't have the game, so I want to ask, ''where'' is the name &amp;quot;Victus XMR&amp;quot; used on the MRAD? The loadout screenshot clearly shows it being named MCPR-300, and not Victus XMR. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:37, 18 November 2022 (UTC)&lt;br /&gt;
:It shows up in-game, as the display name above the gun's HUD icon and also above the pick-up icon. --[[User:MonocledTarantula432|MonocledTarantula432]] ([[User talk:MonocledTarantula432|talk]]) 04:16, 18 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Can confirm, booted up the game as of Nov 24, 2022 and started the mission &amp;quot;Recon By Fire&amp;quot;. The rifle still shows as &amp;quot;Victus XMR&amp;quot; instead of &amp;quot;MCPR-300&amp;quot; so I added that it's incorrect back onto the MRAD entry, doesn't appear to have been fixed in the latest patches. [[User:Antediluvial|Antediluvial]] ([[User talk:Antediluvial|talk]]) 05:34, 25 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==M16 ID==&lt;br /&gt;
The supposed &amp;quot;M16A3&amp;quot; ID is rather flimsy. The gun is intended to be an A4 (and features its flattop upper), while the lower is marked both &amp;quot;M16A2&amp;quot; ''and'' &amp;quot;Auto&amp;quot; at the same time, which is obviously a goof no matter how you spin it. The M16A3 is a full-auto A2 anyway, not an A4; it doesn't have a flattop. The only two IDs that actually make sense are either &amp;quot;M16A4 with incorrect and inconsistent markings&amp;quot; (the better option), or if we want to be exceptionally pedantic &amp;quot;M16A2 with A4 upper and incorrect M16/A1/A3 Auto marking&amp;quot;. But the current ID just doesn't work, both because it's a flattop and because we're apparently prioritizing the &amp;quot;Auto&amp;quot; text above the &amp;quot;M16A2&amp;quot; text, above the flattop upper, ''and'' above the burst functionality in gameplay, all of which should really be higher priority than the selector marking. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:46, 23 November 2022 (UTC)&lt;br /&gt;
:[https://www.sturmgewehr.com/forums/index.php?/topic/19067-wts-transferable-factory-colt-m16a2a4-model-r0901-serial-80300xx-safe-semi-auto-new-in-box-7500000/ Here] and [https://www.davidspiwak.com/gun/rare-colt-m16a4-model-r0901/ here]; the markings and flattop match the in-game rifle. What you have to keep in mind is that the page currently mentions specifically the Colt R0901, which ''does'' have a flattop upper (though I'm not sure if this version was officially designated &amp;quot;M16A3&amp;quot; or was colloquially marketed as such). Plus, it isn't a goof to see &amp;quot;M16A2&amp;quot; and &amp;quot;Auto&amp;quot; markings simultaneously, since M16A3s manufactured by Colt have been marked &amp;quot;M16A2&amp;quot; on the receiver (while other manufacturers like FN apparently did use &amp;quot;M16A3&amp;quot; markings). Now, if the devs later decide to fix the &amp;quot;Auto&amp;quot; marking, we will make the changes accordingly. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:39, 26 November 2022 (UTC)&lt;br /&gt;
::I changed the section's title to &amp;quot;Colt Model 901&amp;quot; to prevent confusion, in case the M16A3 designation turns out not to be really the proper one  for this version. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]])&lt;br /&gt;
&lt;br /&gt;
== HK Machinegun variants ==&lt;br /&gt;
&lt;br /&gt;
Not sure if these really count as they are more of a mockup, but I realized that it's possible to build HK11/HK13 esque weapons from the LM-762 and LM-556. Also a pseudo HK51-B with the RAPP's shortest barrel, though the sliding stock can't be equipped unfortunately.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 04:13, 7 December 2022 (UTC)&lt;br /&gt;
[[File:MWII HK11 (0).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:MWII HK13 (0).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:MWII HK51 (0).jpg|thumb|none|600px|]]&lt;br /&gt;
:Yeah, I'd agree with adding these to the page. As for the HK51-B style build, you could use a fixed stock, since there are [https://www.youtube.com/watch?v=QMEc54MHnhQ some] [https://www.icollector.com/Fully-Automatic-Portuguese-FMP-HK51B-Custom-Belt-Fed-Rifle-with-Fleming-Automatic-Sear_i9752626 builds] in this configuration, though I'd recommend replacing the PTR 9KT style trigger group by another attachment. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:22, 8 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Slimeline Pro is possibly a SM26013 ==&lt;br /&gt;
&lt;br /&gt;
This is possibly the closest thing I can find&lt;br /&gt;
&lt;br /&gt;
https://www.midwayusa.com/product/1020040977&lt;br /&gt;
&lt;br /&gt;
I don’t know if I’m right--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 05:31, 4 February 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==FA-MAS in loading screens==&lt;br /&gt;
Might be worth adding to the unusable weapons list, the &amp;quot;Triple Threat&amp;quot; and &amp;quot;Wading&amp;quot; loading screens feature the rifle, the former with the newer low rail and the latter with the classic carry handle. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 08:17, 23 February 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==9mm M4 in the current Shoot The Ship playlist tile==&lt;br /&gt;
Probably the MW19 model, just figured I'd mention it's there. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 03:50, 2 March 2023 (UTC)&lt;br /&gt;
:[[File:MWII Ship PCC .jpg|none|600px|]] Here it is, not sure why you don't just get a screencap of it yourself. Anyway, it has a Mlok rail and distinct PEQ and red dot, looks like it's made for the artwork and isn't the previous game's model. The CoD wiki also has those loading images with the FAMASs mentioned above.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:24, 2 March 2023 (UTC)&lt;br /&gt;
::Speaking of unusable weapons, there's a picture of Los Vaqueros members carrying some rifles in [https://www.youtube.com/watch?v=vvW_09jamfc&amp;amp;t=163s the intro cutscene] of Prison Break. At first glance, they seemed to me like DDM4s, judging by the stock on the rifle on the left. But then again, we can't see much details, so it may or may not be one of the in-game weapons with a buttstock attachment, I'm not sure. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:13, 18 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Remaining upcoming DLC weapons have been datamined ==&lt;br /&gt;
&lt;br /&gt;
iw9_me_sword02 - another kind of sword&lt;br /&gt;
&lt;br /&gt;
iw9_br_ngsierra - MCX Spear(from the NGSW acronym)&lt;br /&gt;
&lt;br /&gt;
iw9_sn_india - M200 Intervention&lt;br /&gt;
&lt;br /&gt;
iw9_pi_tango9 - Tec-9&lt;br /&gt;
&lt;br /&gt;
iw9_ar_helima - Springfield Hellion&lt;br /&gt;
&lt;br /&gt;
iw9_sm_acharlie45 - APC 45&lt;br /&gt;
&lt;br /&gt;
iw9_sh_tsierra - Tavor TS12&lt;br /&gt;
&lt;br /&gt;
iw9_sn_walpha - WA 2000&lt;br /&gt;
&lt;br /&gt;
iw9_pi_mike2011 - Staccato 2011(already appears in the campaign)&lt;br /&gt;
&lt;br /&gt;
iw9_ar_malima - Malyuk&lt;br /&gt;
&lt;br /&gt;
iw9_sm_acharlie9 - APC 9&lt;br /&gt;
&lt;br /&gt;
iw9_me_kamas - Kamas(Japanese sickles)&lt;br /&gt;
&lt;br /&gt;
iw9_me_kalisticks- Kali Sticks&lt;br /&gt;
&lt;br /&gt;
What are your thoughts? --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 04:47, 28 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Thanks! Assuming this is the full list, there's definitely some stuff I would have liked to see that's apparently not coming back from MW19 (G36, SG 550, L85, FAL, FA-MAS, M9, PM especially). But more positively I'm happy about the M1911 (well, 2011) and it's neat to see the Hellion/VHS-2 showing up in the roster, it's such a cool rifle. It's amusing to see the M200 and WA 2000 as MW2 throwbacks, but not getting the also-MW2 F2000, or especially the FAL when we finally have a battle rifle category is just criminal. :( [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 05:17, 28 March 2023 (UTC)&lt;br /&gt;
::Looking forward to the VHS in particular, I love that gun. Would be nice if it comes with the flip-up sights the real Hellion is sold with - hell, at this point I'd even take it having the same sights as the M4 - but realistically it's gonna just be the G36-style irons it has in everything else. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 07:44, 28 March 2023 (UTC)&lt;br /&gt;
:::BTW the Uzi(coming in S3), the Minimi(same Bruen Mk9 from MW19, which will be called &amp;quot;Serval&amp;quot; in MWII) and the FAMAS(which seems to have 2 separate versions, probably as full auto/semi and burst only) are in the files too. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 02:39, 29 March 2023 (UTC)&lt;br /&gt;
::::Oh good, those three/four I would love to see. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 07:14, 29 March 2023 (UTC)&lt;br /&gt;
:::::Season 3 teaser dropped today, showcasing the FJX Imperium (Intervention). Interestingly, it is shown to be chambered in &amp;quot;6.8 Wrath&amp;quot;, which sounds an awful lot like 6.8 FURY, used in the MCX SPEAR/XM7. Probably not intentional, but curious nevertheless. [[User:MonocledTarantula432|MonocledTarantula432]] ([[User talk:MonocledTarantula432|talk]]) 06:04, 3 April 2023 (UTC)&lt;br /&gt;
::::::&amp;quot;6.8 Wrath&amp;quot; is most definitely intended to be .277 Fury / 6.8x51mm, I just wish all the fake gun names were this on the nose about it. And there really wouldn't be any reason to rechamber the M200 in this cartridge if we weren't also getting the Spear, so that'll definitely come too. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:30, 3 April 2023 (UTC)&lt;br /&gt;
:::::::Well... the S3 content has been officially revealed today. The cool thing is that it does include an NGSW rifle, but kinda disappointingly it's not the SPEAR, but the RM277. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:31, 6 April 2023 (UTC)&lt;br /&gt;
::::::::Neat. It may not fit into the existing platform, but I do think it's the most interesting of the three program rifles. On another note, the main blog also mentions another full-auto pistol mid-season (in addition to the TEC-9), which is described as &amp;quot;high-calibre&amp;quot; and &amp;quot;modified to full-auto&amp;quot;. Maybe the 2011? [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 23:34, 6 April 2023 (UTC)&lt;br /&gt;
::::::::: The &amp;quot;high-calibre&amp;quot; and &amp;quot;modded to full-auto&amp;quot; seems to refer to the full-auto Desert Eagle, the &amp;quot;GS Magna&amp;quot;, that was accidentally revealed in a Japanese announcement. [[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 22:22, 3 May 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== EBR-14 ==&lt;br /&gt;
&lt;br /&gt;
So for this thing, which characteristic takes precedence - the receiver selector or the default barrel length?&lt;br /&gt;
[[File:MWII EBR-14 Reciever.jpg|none|600px]]&lt;br /&gt;
Here's what the right side of the receiver looks like, it's the same for both variants.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 03:27, 3 April 2023 (UTC)&lt;br /&gt;
:I remember a similar situation that happened in the past on one of the Ghost Recon pages, and a user who's knowledgeable on the M14 series stated that the presence of a select-fire lever rules out the M14 EBR-RI identification - and I agree with this; the selector is more important. Consequently, it's gotta be IDed either as a Mk 14 Mod 0 EBR with a long barrel, or as an M14 with a Sage chassis &amp;lt;s&amp;gt;and a Mk 14 gas system&amp;lt;/s&amp;gt;. I'd go with the former, especially that the in-game gun can be modified with a Mk 14-length barrel (now, the selector is fictionalized, but still). -[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:49, 3 April 2023 (UTC)&lt;br /&gt;
::Ok. I'll keep the EBR-RI image there though as that at least is the default barrel.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 02:47, 10 April 2023 (UTC)&lt;br /&gt;
:::Actually, per the comment that I just added on BF2042's talk page, it turns out that the M14 w/ Sage chassis image that we currently have on IMFDB has a longer handguard (the gas system is the same on the M14 and Mk 14), but the chassis is actually available in the same shorter length as the Mk 14. As such, I guess that it would be more appropriate to identify the &amp;quot;EBR-14&amp;quot; as an M14 with a Sage chassis (I'll upload an appropriate reference image in a while). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:17, 26 April 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Should these be ignored or added? ==&lt;br /&gt;
&lt;br /&gt;
On a few maps (including Al Mazrah), there are destroyed M1A2 TUSK Abrams models. They have ports for M240C guns but no actual guns in them.&lt;br /&gt;
[[File:Mwiidestroyedabrams1.jpg|none|400px|]]&lt;br /&gt;
[[File:Mwiidestroyedabrams2.jpg|none|400px|]]&lt;br /&gt;
Also, only on the MP map Taraq (doesn't appear in Warzone/Ground War versions of this map or anywhere else) there is a T-55 AM-2 model from MW2019. The machinegun port has a cover over it. &lt;br /&gt;
[[File:Mwiit551.jpg|none|400px|]]&lt;br /&gt;
[[File:Mwiit552.jpg|none|400px|]]&lt;br /&gt;
--[[User:Kona|Kona]] ([[User talk:Kona|talk]]) 08:46, 19 April 2023 (UTC)&lt;br /&gt;
:I'd say no since the guns both aren't visible and since the tanks are static and are never seen using the coaxial MGs.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:53, 19 April 2023 (UTC)&lt;br /&gt;
::They should. Guns being integrally fitted to a vehicle (where they can't be seen directly) are still known/understood to be present; their main cannons are guns as well and will also have their own designation (which I don't know off the top of my head). Same way if we had, say, an early-model Spitfire in a WWII game that wasn't seen to fire its Brownings, they should still be listed because they're known to be there. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 23:28, 19 April 2023 (UTC)&lt;br /&gt;
:::Yeah my thoughts too was based on previous pages where we would include weapons based on them being mounted on the real vehicles. &lt;br /&gt;
[[File:Mwiisemtex2.jpg|none|400px|]]&lt;br /&gt;
Also I noticed on other Call of Duty pages the Semtex Grenades were never added, so I'm wondering if they should be here or not since other fictional weapons were included. &lt;br /&gt;
[[File:Mwiishockstick2.jpg|none|400px|]]&lt;br /&gt;
In addition, the Shock Stick returned from BOII and still somewhat resembles the POMZ-2M anti-personnel mine. &lt;br /&gt;
[[File:Mwiidrillcharge2.jpg|none|400px|]]&lt;br /&gt;
The Drill Charge somewhat resembles the HHL-3 Hafthohlladung (and functions somewhat similarly).&lt;br /&gt;
[[File:Mwiidecoy2.jpg|none|400px|]]&lt;br /&gt;
[[File:Mwiisnapshot2.jpg|none|400px|]]&lt;br /&gt;
I'm unsure what the Decoy Grenade resembles nor Snapshot Grenade (though I heard the Snapshot was based on a toy).&lt;br /&gt;
&lt;br /&gt;
--[[User:Kona|Kona]] ([[User talk:Kona|talk]]) 05:45, 20 April 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:We already have a few things like this at the top of the top page (Drill Charge and Snapshot) alongside other miscellaneous stuff and optics, so that's probably the best place for these. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:32, 20 April 2023 (UTC)&lt;br /&gt;
::Ohh gotcha. So I'll add Semtex/Shock Stick there then. [[User:Kona|Kona]] ([[User talk:Kona|talk]]) 01:57, 21 April 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The remaining DLC weapons found in a datamine ==&lt;br /&gt;
&lt;br /&gt;
The shotgun coming in Season 4 Reloaded is the Tavor TS12. Besides the already known: Malyuk, APC 9, Kamas and STI 2011 the following weapons are also coming: falpha=FAMAS(burst), fecho=probably stands for Félin so a FAMAS(full auto), mkilo3=Minimi(the Bruen from MW19) and the ralpha=probably the Remington ACR. The WA 2000 seems to be removed. These are confirmed because they all got calling cards entries for the weapon masteries in the data. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 06:18, 17 June 2023 (UTC)&lt;br /&gt;
:Well that's good news, especially looking forward to the 2011 (to have it for itself, and to free up some P220 custom save slots), both FA-MASs, and the Minimi. It's interesting they're apparently making them two separate rifles, instead of having the Félin upper tied to a barrel attachment and the gun's fire modes be auto/burst (like the game's MP5), but maybe they'll be easier to balance that way. How certain are we that &amp;quot;ralpha&amp;quot; is the ACR? It seems odd the devs would go out of their way to make the APC556 (of all things) cosplay an ACR in a couple places, just to add the actual thing later on. Not that they ''couldn't'' do that lol. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 16:27, 18 June 2023 (UTC)&lt;br /&gt;
::yeah I taking some of those with a truckload of salt, the ACR seems unlikely as Alex said above. The Malyuk and FAMAS don't really fit the setting that much either.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:46, 18 June 2023 (UTC)&lt;br /&gt;
:FAMAS and Minimi have had their soundbanks in the game since the beta (they're just MW19's sounds) so not really sure if they actually are being added, or if miscellaneous foley from their sound sets are being reused on other guns. Then again, the 500 Magnum also reused the 357's sounds in the beta as well. &amp;quot;fecho&amp;quot; is the only one with new sounds. [[User:Fine cuisine|Fine cuisine]] ([[User talk:Fine cuisine|talk]]) 06:35, 13 July 2023 (UTC)&lt;br /&gt;
::The MCX Rattler was recently leaked, with a complete calling card, emblem, and weapon icon. This is very likely to be the &amp;quot;ralpha&amp;quot; rifle. Kind of a shame that we might get a redundant weapon that we can already effectively recreate with the &amp;quot;M13B&amp;quot;. [[User:MonocledTarantula432|MonocledTarantula432]] ([[User talk:MonocledTarantula432|talk]]) 19:20, 16 July 2023 (UTC)&lt;br /&gt;
:::Interestingly, some previously revealed loading screens show Valeria holding a blurred carbine that looks like an MCX Rattler; it does have the corresponding folding stock, at least. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:29, 17 July 2023 (UTC)&lt;br /&gt;
::::Yeah the Rattler has been confirmed as the ralpha, ACR is confirmed for MWIII from today's leaks --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 19:21, 17 July 2023 (UTC)&lt;br /&gt;
:::::Told you the FAMAS is coming--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 22:20, 26 July 2023 (UTC)&lt;br /&gt;
::::::If there’s one thing that bothers me is the fact that there’s another MP5! Instead of let’s see, the LWRC SMG-9, UMP-9, APC-9, or they could have a new LMG, because there’s not a single new LMG.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 02:55, 28 July 2023 (UTC)&lt;br /&gt;
:::::::The ar_fecho is confirmed to be the FR Avancer so that leaves the ar_falpha as a probable burst FAMAS for S6(nostalgia factor). The other S6 weapons are probably the Malyuk, APC 9, Minimi and Kamas.--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 23:43, 2 August 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Modern Warfare III weapons have leaked! ==&lt;br /&gt;
&lt;br /&gt;
Screenshots:&lt;br /&gt;
&lt;br /&gt;
https://imgur.com/neAlNPO&lt;br /&gt;
&lt;br /&gt;
https://imgur.com/dRGyXQA&lt;br /&gt;
&lt;br /&gt;
https://imgur.com/do6smsV&lt;br /&gt;
&lt;br /&gt;
https://imgur.com/jay5OWG&lt;br /&gt;
&lt;br /&gt;
https://imgur.com/9xdE6Au&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Assault Rifles:&lt;br /&gt;
&lt;br /&gt;
AK-556 = AK-101&lt;br /&gt;
&lt;br /&gt;
CDG-58 = QBZ 97 NSR Gen 3&lt;br /&gt;
&lt;br /&gt;
ANVL-B = F2000&lt;br /&gt;
&lt;br /&gt;
MCW = ACR&lt;br /&gt;
&lt;br /&gt;
MTZ 556 = CZ Bren 2&lt;br /&gt;
&lt;br /&gt;
You can see the Holger name at right part of the screenshot so the G36 is back, maybe with a MG36 LMG receiver&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Snipers/Marksmen Rifles:&lt;br /&gt;
&lt;br /&gt;
KVS Terminus = SVCh&lt;br /&gt;
&lt;br /&gt;
AMR 50 = Steyr HS .50 M1&lt;br /&gt;
&lt;br /&gt;
JP10 = Cadex Tremor 50&lt;br /&gt;
&lt;br /&gt;
KVB 73 = ?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Battle Rifles:&lt;br /&gt;
&lt;br /&gt;
MTZ 762 = CZ Bren 2 BR&lt;br /&gt;
&lt;br /&gt;
BAS B = MCX Spear (aka XM5/XM7)&lt;br /&gt;
&lt;br /&gt;
Sidewinder = ACR in 6.5mm?&lt;br /&gt;
&lt;br /&gt;
Beretta ARX-200 mentioned as br_aromeo200 in the battle rifle screenshot(that probably means the ARX-160 is in as an assault rifle too)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sub Machine Guns:&lt;br /&gt;
&lt;br /&gt;
Striker 45 = UMP45&lt;br /&gt;
&lt;br /&gt;
SAR-9 = AR15 in 9mm, don't know the specific one&lt;br /&gt;
&lt;br /&gt;
WSP-9 = Uzi&lt;br /&gt;
&lt;br /&gt;
Lach-9 = LWRC SMG-45 icon from MW19, maybe it's supposed to be the never released LWRC SMG-9 conversion?&lt;br /&gt;
&lt;br /&gt;
Rival-9 = CZ SCORPION EVO 3 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pistols:&lt;br /&gt;
&lt;br /&gt;
Raffica = Beretta 93R&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pretty cool list, feel free to correct or add anything.--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 23:48, 17 July 2023 (UTC)&lt;br /&gt;
:Shout out to the people who keep reposting illegally leaked images here for clout, gotta be my favorite kind of editor.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 00:20, 18 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Thanks, as always. :) Lots of really cool inclusions here; I'm definitely happy to see the F2000, G36, UMP45, and 93R. Still hoping that maybe there will be some sort of cross-usability with MWII weapons, since they're rather bizarrely releasing these games back-to-back. (Edit: They've confirmed weapons and other stuff from MWII will carry over to MWIII!) I do find it hilarious they can't keep the name structure for their internal fake names straight; the SMG-9 is named &amp;quot;Lach-9&amp;quot; implying it's an HK gun (UMP9), while the UMP45 is taking what used to be the SMG-45's &amp;quot;Striker 45&amp;quot; name (instead of the more appropriate &amp;quot;Striker 9&amp;quot; and &amp;quot;Lach-45&amp;quot;). [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 05:49, 18 July 2023 (UTC)&lt;br /&gt;
::Looking back, the KVB 73 can't be a Zastava M76, so any ideas? The cutoff SMG was just the Rival-9 again. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 06:26, 18 July 2023 (UTC)&lt;br /&gt;
:::Hyper-modern stuff isn't quite my area, but maybe a stylized AK-107 or MK-107? The fancy recoil system doesn't look to be above the barrel like the real one, but maybe that's what the funky looking handguard area is supposed to be. Given that it appears to be in the Sniper Rifle category despite looking to be a 5.45mm AK, maybe it having effectively zero recoil (plus maybe also full-auto) is why it's in that class? [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 06:48, 18 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Modern Warfare III weapons bigger leak!!!!==&lt;br /&gt;
&lt;br /&gt;
Assault Rifles:&lt;br /&gt;
&lt;br /&gt;
jup_ar_acharlie = Bushmaster ACR in 5.56&lt;br /&gt;
&lt;br /&gt;
jup_ar_acharlie300 = Bushmaster ACR in .300 Blackout&lt;br /&gt;
&lt;br /&gt;
jup_ar_golf36 = Heckler &amp;amp; Koch G36&lt;br /&gt;
&lt;br /&gt;
jup_ar_bromeo2m = CZ BREN 2 Ms in 7.62×39&lt;br /&gt;
&lt;br /&gt;
jup_ar_bromeo805 = CZ 805 BREN in 5.56&lt;br /&gt;
&lt;br /&gt;
jup_ar_foxtrot2000 = FN F2000&lt;br /&gt;
&lt;br /&gt;
jup_ar_qbravo95 = QBZ-95 in 5.8x42&lt;br /&gt;
&lt;br /&gt;
jup_ar_qbravo97 = QBZ 97 NSR Gen 3 in 5.56&lt;br /&gt;
&lt;br /&gt;
Battle Rifles:&lt;br /&gt;
&lt;br /&gt;
jup_br_acharlie450 = Bushmaster ACR in .450 Bushmaster&lt;br /&gt;
&lt;br /&gt;
jup_br_bromeo2 = CZ BREN 2 BR in 7.62×51&lt;br /&gt;
&lt;br /&gt;
jup_br_xmike5 = MCX Spear(XM7)&lt;br /&gt;
&lt;br /&gt;
Designated Marksman Rifles:&lt;br /&gt;
&lt;br /&gt;
jup_dm_acharlied = ACR DMR (in 5.56?)&lt;br /&gt;
&lt;br /&gt;
jup_dm_bromeop = CZ BREN 2 PPS&lt;br /&gt;
&lt;br /&gt;
jup_dm_slima8 = Heckler &amp;amp; Koch SL8&lt;br /&gt;
&lt;br /&gt;
jup_dm_svictork = Kalashnikov SVK&lt;br /&gt;
&lt;br /&gt;
Machine Guns:&lt;br /&gt;
&lt;br /&gt;
jup_lm_evictor = FN EVOLYS&lt;br /&gt;
&lt;br /&gt;
jup_lm_mgolf36 = Heckler &amp;amp; Koch MG36&lt;br /&gt;
&lt;br /&gt;
jup_lm_pkilob =  Bullpup PKP Pecheneg&lt;br /&gt;
&lt;br /&gt;
jup_lm_pkilop = PKP Pecheneg&lt;br /&gt;
&lt;br /&gt;
jup_lm_qbravo95lsw = QJB-95 LSW&lt;br /&gt;
&lt;br /&gt;
Pistols:&lt;br /&gt;
&lt;br /&gt;
jup_pi_glima21 = Glock 21&lt;br /&gt;
&lt;br /&gt;
jup_pi_mike93 = Beretta 93R&lt;br /&gt;
&lt;br /&gt;
jup_pi_rsierra12 = RSh-12&lt;br /&gt;
&lt;br /&gt;
jup_pi_uzulum = Micro Uzi&lt;br /&gt;
&lt;br /&gt;
Shotguns:&lt;br /&gt;
&lt;br /&gt;
jup_sh_pump = ?&lt;br /&gt;
&lt;br /&gt;
jup_sh_semi = ?&lt;br /&gt;
&lt;br /&gt;
Submachine Guns:&lt;br /&gt;
&lt;br /&gt;
jup_sm_coscar635 = Colt Model 635&lt;br /&gt;
&lt;br /&gt;
jup_sm_lwhiskey = LWRC SMG-45&lt;br /&gt;
&lt;br /&gt;
jup_sm_scharlie3 = CZ SCORPION EVO 3&lt;br /&gt;
&lt;br /&gt;
jup_sm_umike = Heckler &amp;amp; Koch UMP&lt;br /&gt;
&lt;br /&gt;
jup_sm_uzulu = Uzi&lt;br /&gt;
&lt;br /&gt;
jup_sm_uzulup = Uzi Pro&lt;br /&gt;
&lt;br /&gt;
Sniper Rifles:&lt;br /&gt;
&lt;br /&gt;
jup_sn_hsierra = Steyr HS .50 M1 &lt;br /&gt;
&lt;br /&gt;
jup_sn_svictor = SVCh&lt;br /&gt;
&lt;br /&gt;
Lethal Equipment:&lt;br /&gt;
&lt;br /&gt;
jup_eq_butterfly_mine = PFM-1 mine&lt;br /&gt;
&lt;br /&gt;
Killstreaks: &lt;br /&gt;
&lt;br /&gt;
jup_ks_lrad = Long-range acoustic device&lt;br /&gt;
&lt;br /&gt;
jup_ks_switchblade_drone = AeroVironment Switchblade&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
No ideas for the pistol called rsierra12, maybe the Ukranian Fort-12. Also weird to have a DMR in 5.56 like the supposed Zastava M76 in intermediate cartridges. Maybe we're getting the SPAS-12. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 20:20, 2 August 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Neat to see so many variants, they're really embracing the platform system and I love that. I suspected we'd get the SL8, and it's nice to see a few QBZ-family rifles too. The Micro Uzi as a sidearm fits well, and it'll also make the Uzi platform the only one with primaries and secondaries in it. The Glock 21 returning from MW19 makes sense, filling the .45 role and also being a part of an existing platform. Good to see the Model 635 named specifically in the files, as ID'ing it from the fairly stylized silhouette may have been tough. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 21:25, 2 August 2023 (UTC)&lt;br /&gt;
::Baseless speculation on my part: I suspect &amp;quot;pkilob&amp;quot; refers to that Zenitco bullpup PKP (i.e. &amp;quot;PKB&amp;quot; being short for &amp;quot;PK Bullpup&amp;quot;); given the relative abundance of Russian weapons in this list compared to MWII (and the current two-game trend of giving us increasingly-large revolvers), I'd also be tempted to say that &amp;quot;rsierra12&amp;quot; is an RSh-12. Definitely not the full list, though - there's some stuff in the above leak that's not here (the AK-101, the Cadex, et cetera) - and if that's the case, there'll be quite a lot of stuff in the third game. Now if only they'd stop messing with the designs... [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]])&lt;br /&gt;
:::Thanks for the corrections, I edited the list and now it's complete. Kinda curious that they have now at least 3 DMRs using intermediate cartridges. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 23:35, 2 August 2023 (UTC)&lt;br /&gt;
::::Assuming what I read was true, all weapons from this game will return in addition to the ones mentioned. I have to wonder if it will be something similar to what they did for the original Warzone or if it will include multiplayer, since what they stated included cosmetics and unlocks from this game. In any case I'm gonna assume if they are bringing everything back, that they will keep all animations and models the same. [[User:Kona|Kona]] ([[User talk:Kona|talk]]) 21:46, 17 August 2023 (UTC)&lt;br /&gt;
:::::[https://www.callofduty.com/blog/2023/08/call-of-duty-modern-warfare-II-to-modern-warfare-III-carry-forward It's already been confirmed that basically everything is carrying over to MWIII multiplayer.] Assuming the models/animations/etc are the same (which they definitely will be) it's probably best if we ''don't'' list the MWII weapons on the MWIII page, and simply note any relevant differences, changes, new potential gunsmith combos, etc where relevant. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 03:26, 18 August 2023 (UTC)&lt;br /&gt;
::::::Seconded. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 21:09, 20 August 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The Classic Pack ==&lt;br /&gt;
&lt;br /&gt;
So there is the new Classic Pack, which reference to the original CoD Captain Price, and two weapons. One is the blueprint of the Remington M24 SWS and the TEC-9, as reference to WWII weapons, even though there’s the M14 so they could use as an M1 Garand (with at least the BAR mag), or the Staccato which could be the Colt. 1911A1. So the best weapon that could be the WWII equivalent of the Remington M24 SWS is the Remington Model 720 (a variant of the Remington Model 30), considering that it’s the great grandfather of the weapon.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 15:36, 4 September 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1608097</id>
		<title>Talk:Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1608097"/>
		<updated>2023-09-04T15:36:33Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: /* The Classic Pack */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Extraneous Images=&lt;br /&gt;
For images from the main article that are unnecessary but probably still noteworthy enough to be kept here.&lt;br /&gt;
&lt;br /&gt;
[[File:Mw22 m16 (1).jpg|thumb|none|600px|The Colt Model 901 in the gunsmith preview. Prior to the Season One update, it is not possible to preview the weapon's 3D model akin to previous games, so a workaround was used to preview most of the weapons this way.]]&lt;br /&gt;
[[File:Mw22 g3 (1).jpg|thumb|none|600px|The HK91A2's left side in the loadout screen.]]&lt;br /&gt;
[[File:Mw22 g3 (2).jpg|thumb|none|600px|Its right side.]]&lt;br /&gt;
[[File:MW22 MK2.jpg|thumb|none|600px|The Marlin 336 in the loadout screen.]]&lt;br /&gt;
[[File:MW22 Deagle (1).jpg|thumb|none|600px|The Desert Eagle in the bugged gunsmith preview screen.]]&lt;br /&gt;
[[File:MW2 M1014.jpg|thumb|none|600px|The Benelli in the loadout screen.]]&lt;br /&gt;
[[File:M4super90 MWII gunsmith.jpg|thumb|none|600px|The M4 Super 90 in the weapon inspect menu.]]&lt;br /&gt;
[[File:MW22 LOCKWOOD.jpg|thumb|none|600px|The 725 in the loadout screen.]]&lt;br /&gt;
[[File:725 MWII gunsmith.jpg|thumb|none|600px|The Browning Citori 725 in the weapon preview menu.]]&lt;br /&gt;
[[File:MW22 M590.jpg|thumb|none|600px|The 590M in the loadout screen.]]&lt;br /&gt;
[[File:MW22 AK103 (1).jpg|thumb|none|600px|The AK-103's left side in the bugged gunsmith preview screen.]]&lt;br /&gt;
[[File:MW22 AK103 (2).jpg|thumb|none|600px|The rifle's right side.]]&lt;br /&gt;
[[File:MW22 AK105.jpg|thumb|none|600px|An AK-105 in the loadout screen.]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmith.jpg|thumb|none|600px|The AKS-74U in the weapon preview menu screen.]]&lt;br /&gt;
[[File:MW22 SCAR 17S.jpg|thumb|none|600px|The SSR lookalike in the loadout screen.]]&lt;br /&gt;
[[File:Mw22 scar 16.jpg|thumb|none|600px|The SCAR-L in the old gunsmith preview screen.]]&lt;br /&gt;
[[File:Mw22 scar 16 (2).jpg|none|thumb|600px|The gunsmith menu text was really confused on the length of the barrel, which makes you realize that this barrel looks more like a 17 inch than a 14.5, which comes standard with the rifle. This was later fixed, now the barrel is labeled as a 17.5.]]&lt;br /&gt;
[[File:Mw22 g3 (3).jpg|thumb|none|600px|Left side of the pseudo-HK91A3.]]&lt;br /&gt;
[[File:MWII MSGL (4).jpg|thumb|none|600px|Winding in a new set of 40mm rounds with the XRK branded speedloader.]]&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous=&lt;br /&gt;
==CBU-97 Sensor Fuzed Weapon==&lt;br /&gt;
The CBU-97 Sensor Fuzed Weapon is delivered by the B-2 Spirit as part of the &amp;quot;Stealth Bomber&amp;quot; killstreak.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Snapshot Grenade&amp;quot;==&lt;br /&gt;
The fictional self flying disco ball inspired &amp;quot;Snapshot Grenade&amp;quot; returns from ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Drill Charge&amp;quot;==&lt;br /&gt;
The &amp;quot;Drill Charge&amp;quot; is a fictional device loosely resembling the Hafthohlladung magnet mine.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Combat Knife&amp;quot;==&lt;br /&gt;
The &amp;quot;Combat Knife&amp;quot; seems to be based on SOG knives, particularly SOG Pillar.&lt;br /&gt;
&lt;br /&gt;
==Container-Launched Missile System==&lt;br /&gt;
A fictional American container-launched ballistic missile system serves as the central catalyst for the campaign storyline. The appearance of the missile itself resembles a US Tomahawk or Russian Kalibr. In the opening mission, it is utilized by Shadow Company PMCs to eliminate the fictional Iranian general Ghorbrani; the real life event that inspired this scene, the assassination of Qasem Soleimani, was instead executed via an MQ-9 Reaper drone.&lt;br /&gt;
&lt;br /&gt;
The missile system is a container-launched missile system, able to be transported and launched from a standard shipping container. In real life, such container-launched missile systems have been (as of 2022) developed and/or produced by Russia (in the Club-K), China (in the YJ-18C), and Israel (in the LORA) since 2010. The in-game missile system appears to be primarily based on the Club-K in its structural configuration, though the in-game system features only one launch tube instead of four.&lt;br /&gt;
&lt;br /&gt;
==MK-12A==&lt;br /&gt;
The same ''[[True Lies#MK-12A|True Lies]]'' inspired MK-12A nuclear warhead returns from ''Modern Warfare''. It is seen in the &amp;quot;Low Profile&amp;quot; spec ops mission.&lt;br /&gt;
&lt;br /&gt;
==MIM-23 Hawk==&lt;br /&gt;
The MIM-23 Hawk surface-to-air missile system is featured in the &amp;quot;Denied Area&amp;quot; spec ops mission. It is misattributed as &amp;quot;Russian-made&amp;quot; when in reality it is of US origin.&lt;br /&gt;
&lt;br /&gt;
==Storm Shadow/AGM-154 JSOW hybrid==&lt;br /&gt;
The same SCALP-EG/AGM-154 JSOW hybrid cruise missile from ''Modern Warfare'' returns along with all its fictionalizations as the Cruise Missile killstreak.&lt;br /&gt;
&lt;br /&gt;
=Attachments=&lt;br /&gt;
==Optics==&lt;br /&gt;
===Aimpoint CompM2===&lt;br /&gt;
A stylized Aimpoint CompM2 is featured as the &amp;quot;SZ Sro-7&amp;quot; (&amp;quot;SZ Reflex&amp;quot; in the beta).&lt;br /&gt;
&lt;br /&gt;
===Aimpoint Micro T-1===&lt;br /&gt;
The Aimpoint Micro T-1 based &amp;quot;Aim-Op&amp;quot; from ''Modern Warfare'' was added with Season 1 as the &amp;quot;Aim Op-V4&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Colt Scope===&lt;br /&gt;
The &amp;quot;Forge-Tac Delta 4&amp;quot; is based on the Colt Scope. &lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corvus Downrange-00&amp;quot;===&lt;br /&gt;
A slightly altered DI Optical EG1.&lt;br /&gt;
&lt;br /&gt;
===Hensoldt ZF 6×42 PSG1===&lt;br /&gt;
The &amp;quot;Lachmann Impact 9&amp;quot; is based on the ZF 6×42 PSG1, the PSG1's proprietary scope; its stylization also makes it resemble the very similar ZF 6×42 BL scope from the SG 550. The ZF 6×42 PSG1 is fittingly unlocked by using the PSG1's sister rifle, the SR9 (&amp;quot;LM-S&amp;quot;), and as that rifle lacks the PSG1's built-in scope mounts it instead attaches using a G3 claw mount. Interestingly, while its reticle is incorrect for the real ZF 6×42 PSG1 (that being a completely basic, simple crosshair), its in-game reticle is a very close match to a reticle from a ''different'' Hensoldt scope that comes up prominently when performing an internet image search for &amp;quot;ZF 6×42 PSG1&amp;quot;, which while incorrect, does speak to developer intent.&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer ROMEO 3 MAX===&lt;br /&gt;
The SIG-Sauer ROMEO 3 MAX based &amp;quot;Cronen LP945 Mini Reflex&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Cronen Mini Red Dot&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Lonewolf Optic&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ Lonewolf Optic&amp;quot; is the EOtech style holographic sight stand in for MWII.&lt;br /&gt;
&lt;br /&gt;
===Leupold LCO===&lt;br /&gt;
A slightly altered Leupold LCO red dot sight was added with Season 1 as the &amp;quot;SZ Battle Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Hensoldt ZO 4x30i===&lt;br /&gt;
A stylized Hensoldt ZO 4x30i scope appears as the &amp;quot;Schlager 4X&amp;quot;. The &amp;quot;BPZ40 Hybrid&amp;quot; is the same optic with a &amp;quot;Cronen Mini Pro&amp;quot; (see below) red dot mounted onto an angled mount.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Thermo-Optic X9&amp;quot;===&lt;br /&gt;
The &amp;quot;Thermo-Optic X9&amp;quot; appears to be a stylized Steiner Optics CQT with some kind of magnifier.&lt;br /&gt;
&lt;br /&gt;
===Leupold HAMR===&lt;br /&gt;
The Leupold HAMR based &amp;quot;Integral Hybrid&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Hybrid Firepoint&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===ELCAN SpectreDR===&lt;br /&gt;
Appears as the &amp;quot;Cronen Zero-P Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Vortex Venom Red Dot===&lt;br /&gt;
The Vortex Venom Red Dot based &amp;quot;Solozero Optics Mini Reflex&amp;quot; from ''Modern Warfare'' returns as &amp;quot;SZ Mini&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Cronen Mini Pro&amp;quot;===&lt;br /&gt;
The &amp;quot;Cronen Mini Pro&amp;quot; is a reincarnation of the same Docter based red dot from the original ''Modern Warfare 2''.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Sigma-IV Optic&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ Sigma-IV Optic&amp;quot; seems to be loosely inspired by the Trijicon RMR.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Recharge-DX&amp;quot;===&lt;br /&gt;
A slightly altered Trijicon SRS.&lt;br /&gt;
&lt;br /&gt;
===HoloSun HS510C===&lt;br /&gt;
The HoloSun HS510C based &amp;quot;Operator Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;XRK On-Point Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Kobra Red Dot===&lt;br /&gt;
The Kobra Red Dot based &amp;quot;Viper Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;DF105 Reflex Sight&amp;quot;. Its description correctly states that it is of Russian make.&lt;br /&gt;
&lt;br /&gt;
===Aimpoint ACRO P-1===&lt;br /&gt;
A stylized Aimpoint ACRO P-1 is featured as the &amp;quot;SZ Minitac-40&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===OKP-7===&lt;br /&gt;
The OKP-7 based &amp;quot;Monocle Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Monocle CT90&amp;quot;. Its description correctly states that it is of Russian origin.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corio RE-X Pro&amp;quot;===&lt;br /&gt;
The &amp;quot;Corio RE-X Pro&amp;quot; resembles Meprolight M21 with control buttons from HoloSun HS510C.&lt;br /&gt;
&lt;br /&gt;
===BelOMO PK-AS-W===&lt;br /&gt;
The BelOMO PK-AS-W based &amp;quot;APX5 Holographic Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Kazan-Holo&amp;quot;. Its description states that it is of Russian origin rather than Belarussian.&lt;br /&gt;
&lt;br /&gt;
===1P29 Scope===&lt;br /&gt;
The 1P29 Scope based &amp;quot;VLK 3.0x Optic&amp;quot; from ''Modern Warfare'' returns as &amp;quot;VLK 4.0 Optic&amp;quot;. Its description correctly states that it is of Russian origin and has 4x magnification.&lt;br /&gt;
&lt;br /&gt;
===Trijicon ACOG===&lt;br /&gt;
A stylized Trijicon ACOG is featured as the &amp;quot;SZ Bullseye Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Zeiss Z-Point===&lt;br /&gt;
A stylized Zeiss Z-Point/Hensoldt RSA red dot is featured as the &amp;quot;Corvus SOL-76&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Leupold Mark 6===&lt;br /&gt;
A stylized Leupold Mark 6 appears as the &amp;quot;Luca Field-6&amp;quot;, added alongside the SR-25 (&amp;quot;Tempus Torrent&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
==Muzzle devices==&lt;br /&gt;
===Dead Air Odessa-9===&lt;br /&gt;
The &amp;quot;Forge DX90-F&amp;quot; is a slightly visually altered Dead Air Silencers Odessa-9.&lt;br /&gt;
&lt;br /&gt;
===OSS HELIX HX 762 Suppressor===&lt;br /&gt;
The &amp;quot;Forge-Tac Dreadnaught Suppressor&amp;quot; appears to be an OSS HELIX HX 762 Suppressor.&lt;br /&gt;
&lt;br /&gt;
===Rugged Suppressors Obsidian===&lt;br /&gt;
The &amp;quot;CN30 Suppressor&amp;quot; is a Rugged Suppressors Obsidian pistol silencer.&lt;br /&gt;
&lt;br /&gt;
===SOCOM556 MINI2 Suppressor===&lt;br /&gt;
The &amp;quot;Echoline GS-X Suppressor&amp;quot; is a stylized SureFire SOCOM556 MINI2 Suppressor.&lt;br /&gt;
&lt;br /&gt;
===Silencerco Osprey 45===&lt;br /&gt;
The &amp;quot;FT Steelfire&amp;quot; is based on the Silencerco Osprey.&lt;br /&gt;
&lt;br /&gt;
===SureFire Warden===&lt;br /&gt;
Appears as the &amp;quot;Corvus Slash Gen. 2&amp;quot; flash hider.&lt;br /&gt;
&lt;br /&gt;
===SureFire Warcomp===&lt;br /&gt;
The &amp;quot;TZL-90 V3&amp;quot; is a SureFire Warcomp three prong flash hider.&lt;br /&gt;
&lt;br /&gt;
==Grips==&lt;br /&gt;
===&amp;quot;D15 Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;D15 Grip&amp;quot; is loosely based on Stark Equipment grips.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Sakin ZX Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Sakin ZX Grip&amp;quot; appears to be a combination of Hera Arms and Magpul grips.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Phantom Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Phantom Grip&amp;quot; is a stylized Valkyrie Dynamics AR Cobra Skeleton Grip.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Support CP90 Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Support CP90 Grip&amp;quot; is a stylized Ergo Tactical Deluxe Grip with Palm Shelf.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ivanov ST-70 Grip&amp;quot;===&lt;br /&gt;
Loosely based on the ZenitCo RK-3 AK pistol grip.&lt;br /&gt;
&lt;br /&gt;
==Magazines &amp;amp; Ammunition==&lt;br /&gt;
===MG15 Saddle Drum (modified)===&lt;br /&gt;
A [https://www.1919a4.com/threads/m-14-50-rd-drum.62713/ modified MG15 Saddle Drum] is available for the G3 as the &amp;quot;50-Round Drum&amp;quot;. Such modifications exist in reality, but it is incorrectly depicted as a 50rd single drum while the real ones consist of both 75rd drums. [http://www.rdts.com/HK_Upgrades.html Additional info].&lt;br /&gt;
&lt;br /&gt;
===SureFire MAG5-60===&lt;br /&gt;
The 60 round magazines for the M4 and SCAR-L are based on the SureFire MAG5-60.&lt;br /&gt;
&lt;br /&gt;
===Magpul PMAG-40===&lt;br /&gt;
The 40 round magazine for the SCAR-L is a stylized PMAG-40.&lt;br /&gt;
&lt;br /&gt;
===45 round STANAG===&lt;br /&gt;
The 45 round magazine for the M4 and M16 (and the 15 rounder for the FTac Recon) is based on many generic 40-round metal magazines made by different companies. 45-rounders in this format exist, but they are longer and more curved than the one in game.&lt;br /&gt;
&lt;br /&gt;
===G2 Research R.I.P. 9mm===&lt;br /&gt;
G2 Research Radically Invasive Projectile 9mm ammunition is available for submachine guns and pistols as the &amp;quot;9mm Frangible&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Lasers==&lt;br /&gt;
===&amp;quot;Corvus PEQ Beam-5&amp;quot;===&lt;br /&gt;
The &amp;quot;Corvus PEQ Beam-5&amp;quot; appears to be a stylized Wilcox Raid X.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FSS Ole-V Laser&amp;quot;===&lt;br /&gt;
The &amp;quot;FSS Ole-V Laser&amp;quot; appears to be a stylized AN/PEQ-5 CVL Carbine Visible Laser.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corio Laz-44 V3&amp;quot;===&lt;br /&gt;
The &amp;quot;Corio Laz-44 V3&amp;quot; appears to be a stylized B.E. Meyers MAWL.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ 1MW PEQ&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ 1MW PEQ&amp;quot; appears to be a stylized AN/PEQ-15.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;STOVL DR Laser Box&amp;quot;===&lt;br /&gt;
The &amp;quot;STOVL DR Laser Box&amp;quot; appears to be a stylized ZenitCo Perst-3.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DXS Flash 90&amp;quot;===&lt;br /&gt;
The &amp;quot;DXS Flash 90&amp;quot; appears to combine a Tactical Modlite ModButton combined with some kind of SureFire-like flashlight.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Schlager PEQ Box IV&amp;quot;===&lt;br /&gt;
The &amp;quot;Schlager PEQ Box IV&amp;quot; is a stylized Steiner DBAL with elements from Steiner Offset Tactical Aiming Laser.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DZM-1000 L&amp;quot;===&lt;br /&gt;
The &amp;quot;DZM-1000 L&amp;quot; is a stylized SureFire X400 Ultra WeaponLight.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FTac Grimline Laser&amp;quot;===&lt;br /&gt;
The &amp;quot;FTac Grimline Laser&amp;quot; is a stylized B.E. Meyers DIAL 100G.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XTEN Sidearm-L400&amp;quot;===&lt;br /&gt;
The Steiner DBAL-PL based &amp;quot;5mw Laser&amp;quot; from Modern Warfare returns as &amp;quot;XTEN Sidearm-L400&amp;quot; albeit with some alterations.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
==P220==&lt;br /&gt;
[https://www.youtube.com/watch?v=HPjVKjWEivU Found a video of it,] it's accessible in the Beta build through a trick involving Overkill. The inspect animation makes use of the decocker, which is super cool. Having the &amp;quot;weapon family&amp;quot; system in this game seems to be giving us a lot of guns that otherwise would have been a lot less likely to appear on their own. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:02, 17 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==PK and AK on Farm 18==&lt;br /&gt;
There are a bunch of PKs and AKs in a little shed near the firing range on one side of Farm, and the AKs seem to be standard wood furniture AK-47/AKM types, but I didn't have a scope handy to look closer. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 02:09, 26 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The Benelli==&lt;br /&gt;
Since I figure this'll be a point of discussion later on: I think the &amp;quot;Expedite 12&amp;quot; (weird name, BTW) is mostly based on the M2 Super 90 (given the rounded receiver with the beveling around the trigger group, the trigger guard's shape, et cetera), with a magazine tube/front end that's closer to the M4. We might want to see the release build's attachments to be sure, though - if all the alternate barrels/mag tubes (not sure if they'll be doing those separately, but I sure hope so) have the gas block, then we could say it's an M4 with M2-based bits; if it can be re-built without a gas block, we'll say it's just an M2 with a barrel/mag tube linkage that looks like a gas block. Thoughts? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 00:27, 28 September 2022 (UTC)&lt;br /&gt;
:I don't know each of them well enough to weigh in on which it is (or is a combo of), but for a related bit of interesting info, one of the animators commented explaining how the inspect animation is actually correct (won't feed from the tube when cycling manually, unless first pressing the button to load a shell from the tube to the lifter) and that the animator who did this gun actually has their own real one which they used for reference. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:07, 28 September 2022 (UTC)&lt;br /&gt;
::Just based on the gas system (the in-game description also states it is gas operated) I'd say it's safely meant to be an M4, just with the stylizations giving the rear end of the receiver some M2 resemblance.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 01:18, 28 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Identifying the &amp;quot;FTac Recon&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
So... any idea regarding this? As far as I can tell, the left side is reminiscent of the &amp;quot;XRK M4&amp;quot; blueprint from MW19, while on the right side, the shape of the upper receiver is kinda similar to some rifles such as the Wilson Combat .458 SOCOM Recon Tactical or the CMMG MkW-15. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 20:44, 1 October 2022 (UTC)&lt;br /&gt;
:Bit of info: the internal name of this weapon is &amp;quot;br_msecho&amp;quot;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:04, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Referring to the G3 family as civilian versions ==&lt;br /&gt;
&lt;br /&gt;
I feel that &amp;quot;no paddle release means civilian&amp;quot; is a rule of thumb that's being taken a bit too literally and in a vacuum, in the context of a video game with deliberately stylized weapons, as opposed to an actual live action setting where we're ID'ing &amp;quot;real&amp;quot; props. The SR9 is a fair ID as it features ironsights (which the PSG1 lacks), but the G3/HK33/MP5 trio should be getting a more detailed look to determine ID than just &amp;quot;no paddle&amp;quot;. The civilian rifles differ in more than just that feature (especially since we're apparently ignoring the select-fire fire control groups, including the MP5 having burst) but it's become the &amp;quot;standard&amp;quot; way of ID'ing them in live action simply because it's easily visible; this doesn't necessarily carry over to other mediums. I don't mean any of this as a criticism or an argument, I just wanted to open a discussion on properly ID'ing them. Considering how stylized they are, I would definitely lean towards being the proper military versions, but with a note like ''&amp;quot;Among the stylized elements of the rifle, it lacks a paddle magazine release, a trait more commonly associated with the civilian pattern&amp;quot;'' or similar. It's also worth noting that the Slight of Hand reloads actually use the (not visible) paddle release, with the AK-style knocking out the old mag with the new one. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:09, 16 October 2022 (UTC)&lt;br /&gt;
:The mentioned civilian HK rifles can actually have visible full-auto fire control groups when converted in reality, so it's not like the IDs are incorrect (this includes the HK94, which can be fitted with a burst/full-auto trigger group). By the way, regarding the SR9, it's not just the presence of sights, but also the fact it lacks the PSG-1's silent bolt closing device and stiffening bars. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:31, 16 October 2022 (UTC)&lt;br /&gt;
::I would go ahead and identify them as their military variants, as should be expected with a military shooter. The paddle release is the only thing that's making people ID them as civilian models, ignoring things like barrel lenght, the muzzle devices on the MP5 and the trigger groups. I'm gonna work on adding info and caps to these guns, and call them by their military name. If you guys want to edit them and ID them as civilian rifles go ahead. --[[User:AndreaPortapizze|AndreaPortapizze]] ([[User talk:AndreaPortapizze|talk]])&lt;br /&gt;
:::We previously made notes of civilian models in military shooters (such as the HK91A3 in CoD4, the Uzi in Black Ops/BO2 and the FN SCAR in MW3/BO2); I don't see why we should be doing things differently here. And like I said above, those civilian HK rifles can be fitted with full-auto trigger groups (as you can see [https://www.youtube.com/watch?v=QAoyOdsIJPs here] and [https://www.rockislandauction.com/detail/72/3704/class-iiinfa-converted-hk93-mg here]). The HK94 can also be modified with an MP5's muzzle device, as seen [https://www.youtube.com/watch?v=baNj58RnfrU here]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:50, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Launch weapon count ==&lt;br /&gt;
[https://www.callofduty.com/blog/2022/10/call-of-duty-modern-warfare-II-campaign-early-access-launch-overview#Weapons Per this absolutely enormous blog,] which also has some noteworthy images, we now have the amount of each weapon class at launch. Fifty-one weapons split across thirty-three platforms: Ten Assault Rifles, four Battle Rifles, seven Submachine Guns, six Light Machine Guns, four Shotguns, six Marksman Rifles, three Sniper Rifles, one Riot Shield, five Sidearms, four Launchers, and one Melee secondary weapon. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:28, 18 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Boney Hadger ==&lt;br /&gt;
&lt;br /&gt;
I'm not too invested in this, but I think it might make sense to ID it as both. The model is just probably stylized outright and I think the right side has some resemblance to the Q variant. We've had some people in the discord ask why it has been remarked as the AAC version.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:05, 21 October 2022 (UTC)&lt;br /&gt;
:If there is some Q influence in it, feel free to add it (we need some proper footage of the gun's right side regarding this). But the weapon overall seems to be mainly based on the AAC version, as noted by the magwell on the left side and the bulge between the bolt catch and the trigger guard. Plus, the line between the pistol grip and the fire selector is completely horizontal on the AAC version (the in-game rendition kinda looks like this), which is not the case for the Q version. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:43, 21 October 2022 (UTC)&lt;br /&gt;
:: https://cdn.discordapp.com/attachments/801926953292398685/1033044694508245043/unknown.png This was shared - noticed it has a MCX charging handle, since the game is putting them in the same family.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:56, 21 October 2022 (UTC)&lt;br /&gt;
:::Ah yeah, on the right side the upper is based on the Q model. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 23:08, 21 October 2022 (UTC)&lt;br /&gt;
The weapon appears to have been cut from the final release.  I'm looking through the gunsmith after the MP version has gone live and I'm not seeing it.  The MPX and MCX also cannot be found in the gunsmith, though the MPX is in the campaign. [[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 17:12, 30 October 2022 (UTC)&lt;br /&gt;
:The AW50 is missing as well. Given the Honey Badger is being considered part of the MCX family, that this group wasn't quite as polished as most of the other guns in the early build where they were seen, and the obviously-missing MCX Spear, the general consensus is that the MCX family is likely to be added alongside Season 1 in a few weeks. Hopefully the AW50 returns soon too. There were/are a few attachments and camos that were seen that are either now also missing (flat black camo) or don't seem to have any unlock requirements (one of the red dots), so they're likely tied to these unreleased weapons. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:01, 30 October 2022 (UTC)&lt;br /&gt;
::The Honey Badger is also currently exclusive to the campaign; a non-suppressed one is the starting weapon in the first mission. The MCX VIRTUS doesn't seem to be available in the campaign, though it's used by Kyle Garrick and Rodolfo Parra while they are NPCs. If the MCX will be added in Season 1, it would be cool if it ends up being replaced by the new SPEAR LT (which is unlikely, but hey, a man can dream). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:17, 3 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==COD 2024 leaked weapon list==&lt;br /&gt;
&lt;br /&gt;
Posting this here because I doubt the admins would allow the creation of a page for a game that will be released in 2 years that has not be officially announced yet.&lt;br /&gt;
&lt;br /&gt;
So in July/2022 someone datamined the .apk for the Warzone Mobile Alpha build and found loads of strings relating to Treyarch's 2024 Cold War sequel including maps names/images, new game modes, the story setting and more importantly to us a partial list of the guns that will be in the game. This was possible because MWII, WZ2.0, WZM and COD 2024 will all run on the same Infinity Ward updated engine, WZM that releases in 2023 is already using the same weapon models/animations from MWII/WZ2.0 for example. Here are screenshots of all the COD 2024 weapon strings so far(same can be found in MWII's code now): https://i.imgur.com/DkRtTep.jpg https://i.imgur.com/7ZdP0UC.jpg https://i.imgur.com/jeeKKe0.jpg&lt;br /&gt;
&lt;br /&gt;
Explaining the rationale of identifying the guns by the strings: t10(Treyarch's 10th lead developer game)_ar(assault rifle)_p01(weapon platform number 01)_coslo723('''Co'''lt 723, initials using their own phonetic alphabet plus numbers)_variant_0(the base model of the gun, the special blueprints start from variant_1)&lt;br /&gt;
&lt;br /&gt;
The game's story is set in the early to mid 90's(at least) since there are map images of one of Saddam's palaces being raided, an American base housing a Lockheed F-117 Nighthawk being bombarded and there are references in strings to the Mogadishu battle.&lt;br /&gt;
&lt;br /&gt;
But only now people were able to accurately name every weapon from the strings bar a single one. The game will use the same weapon platform system from MWII for different receivers that include either a different caliber, a different shooting mode(full or semi) or a different combat role(battle rifle or dmr) on the same platform. From the list below you can see they really took care not to overlap with the guns that are already in MWII and to keep them accurate to the game's time period. Here's the list with my commentaries:&lt;br /&gt;
&lt;br /&gt;
AR = Assault Rifle&lt;br /&gt;
BR = Battle Rifle&lt;br /&gt;
DM = Marksman Rifle&lt;br /&gt;
LM = Light Machine Gun&lt;br /&gt;
PI = Pistol&lt;br /&gt;
SH = Shotgun&lt;br /&gt;
SM = Submachine Gun&lt;br /&gt;
SN = Sniper Rifle&lt;br /&gt;
ME = Melee&lt;br /&gt;
LA = Launcher&lt;br /&gt;
&lt;br /&gt;
ArmaLite platform:&lt;br /&gt;
&lt;br /&gt;
AR: Colt Model 723&lt;br /&gt;
&lt;br /&gt;
DM: M16&lt;br /&gt;
&lt;br /&gt;
LM: AR-10 LMG(obscure prototype, belt or magazine-fed)&lt;br /&gt;
&lt;br /&gt;
SN: SR-25&lt;br /&gt;
&lt;br /&gt;
*The 723 was the obvious stand-in for the M4. They have a hard on to always make the M16 a DMR like it was in CW, but if they really wanted to do so they could have used the period accurate Colt Sporter Rifle Delta HBAR. The 7,62×51mm AR-10 LMG prototype was a really obscure choice, they could have gone with a C7A1 LSW with a Beta C-Mag instead. The SR-25 is finally in a COD game, but there is another string that has it as a DMR which is more accurate on how the sniper rifles in MWII all have larger calibers while the dmrs use calibers around the 7,62×51mm size. They could have easily had a Colt 9mm SMG too since it's period accurate.&lt;br /&gt;
&lt;br /&gt;
AK-74 platform:&lt;br /&gt;
&lt;br /&gt;
AR: AK-74&lt;br /&gt;
&lt;br /&gt;
SM: Gepard PDW(obscure prototype)&lt;br /&gt;
&lt;br /&gt;
LM: PU-21(obscure prototype, belt or magazine-fed)&lt;br /&gt;
&lt;br /&gt;
BR: AEK-973(however 7.62x39mm isn't a battle rifle caliber, just like the .458 SOCOM Ftac Recon in MWII)&lt;br /&gt;
&lt;br /&gt;
*The base AK-74 is finally in a COD game. The Gepard is very obscure and its main gimmick is being able to use various calibers with minor modification, it may use one of the armor piercing rounds it could use instead of being vanilla 9mm. The PU-21 is on the same level of obscurity, but we will be able to make the RPK-74 anyway. An AEK series is finally in COD, but they made the same mistake of putting it into the battle rifle category while using an intermediate cartridge (A Galil in 7.62x51mm NATO would be more accurate for the category but not in the same weapon family). A Saiga-12 could easily be part of this platform, maybe even converted to full-auto.&lt;br /&gt;
&lt;br /&gt;
SIG platform:&lt;br /&gt;
&lt;br /&gt;
AR: SIG SG 550&lt;br /&gt;
&lt;br /&gt;
BR: SIG SG 542&lt;br /&gt;
&lt;br /&gt;
SM: FAMAE SAF&lt;br /&gt;
&lt;br /&gt;
*FAMAE debuts in COD. A 550-1/550 SR will appear as an attachment variation.&lt;br /&gt;
&lt;br /&gt;
CETME&amp;amp;HK platform:&lt;br /&gt;
&lt;br /&gt;
AR: CETME Model L&lt;br /&gt;
&lt;br /&gt;
BR: CETME Model C&lt;br /&gt;
&lt;br /&gt;
SM: MP5&lt;br /&gt;
&lt;br /&gt;
*Model L is new to COD. Funny how you can make a H&amp;amp;K MP5 from a CETME Model C, so making a 5.56x45mm HK23 or GR9 would not be that far fetched for this platform(the HK21 is already in MWII).&lt;br /&gt;
&lt;br /&gt;
FAL platform:&lt;br /&gt;
&lt;br /&gt;
BR: FN FAL&lt;br /&gt;
&lt;br /&gt;
DM: either the IMI Rovat, the Belgian M2 sniper variant(obscure and just a FAL with a sniper scope) or something else way more obscure&lt;br /&gt;
&lt;br /&gt;
SM: IMBEL MD1(obscure prototype)&lt;br /&gt;
&lt;br /&gt;
*The MD1 was a cool choice, they really did their homework and it even has some attachment variations despite being a prototype. The DMR of the this platform is the only weapon that couldn't be positively identified(an accurized FAL? lol)&lt;br /&gt;
&lt;br /&gt;
AS Val platform:&lt;br /&gt;
&lt;br /&gt;
AR: AS Val&lt;br /&gt;
&lt;br /&gt;
SM: SR-3 Vikhr&lt;br /&gt;
&lt;br /&gt;
*Vintorez will be just an attachment variant, it seems.&lt;br /&gt;
&lt;br /&gt;
Kulspruta platform:&lt;br /&gt;
&lt;br /&gt;
LM: Ksp 58(6.5x55 mm)&lt;br /&gt;
&lt;br /&gt;
LM: Ksp 58D(shorter modernized variant in 7.62x51mm NATO)&lt;br /&gt;
&lt;br /&gt;
*Weird choice, but at least the calibers are different. Guess they didn't want to use the obvious M240.&lt;br /&gt;
&lt;br /&gt;
PGM platform:&lt;br /&gt;
&lt;br /&gt;
SN: PGM Ultima Ratio&lt;br /&gt;
&lt;br /&gt;
SN: PGM Hécate II&lt;br /&gt;
&lt;br /&gt;
*Cool choice. The .338 Mini Hecate could easily be here, unless the Ultima is using something larger than 7.62x51mm NATO.&lt;br /&gt;
&lt;br /&gt;
Dragunov platform:&lt;br /&gt;
&lt;br /&gt;
SN: SVD Dragunov&lt;br /&gt;
&lt;br /&gt;
DM: SVU Dragunov&lt;br /&gt;
&lt;br /&gt;
*First time both guns will be playable in MP in the same COD game(BO2 had the SVD as campaign only). &lt;br /&gt;
&lt;br /&gt;
Mossberg platform:&lt;br /&gt;
&lt;br /&gt;
SH: Mossberg 500&lt;br /&gt;
&lt;br /&gt;
SH: Bullpup Mossberg 500&lt;br /&gt;
&lt;br /&gt;
*Bullpup will debut in a COD game.&lt;br /&gt;
&lt;br /&gt;
Break-Action Shotgun platform:&lt;br /&gt;
&lt;br /&gt;
SH: CBC Model SB(single barrel)&lt;br /&gt;
&lt;br /&gt;
SH: Rottweil Skeet Olympia 72(over-under double barrel)&lt;br /&gt;
&lt;br /&gt;
*Finally the actual Olympia will be in a COD game.&lt;br /&gt;
&lt;br /&gt;
Grendel platform:&lt;br /&gt;
&lt;br /&gt;
PI: Grendel P30(.22 Winchester Magnum Rimfire)&lt;br /&gt;
&lt;br /&gt;
SM: Grendel R31(converted to full-auto)&lt;br /&gt;
&lt;br /&gt;
*Cool choice and caliber.&lt;br /&gt;
&lt;br /&gt;
USP platform:&lt;br /&gt;
&lt;br /&gt;
PI: H&amp;amp;K USP(9x19mm)&lt;br /&gt;
&lt;br /&gt;
PI: H&amp;amp;K USP(.40 S&amp;amp;W)&lt;br /&gt;
&lt;br /&gt;
*Mk 23/SOCOM could easily fill the .45 ACP pistol spot here.&lt;br /&gt;
&lt;br /&gt;
Makarov platform:&lt;br /&gt;
&lt;br /&gt;
PI: Makarov PM&lt;br /&gt;
&lt;br /&gt;
PI: Stechkin APS&lt;br /&gt;
&lt;br /&gt;
*Russian forces will finally have their time period adequate loadout with the AK-74, RPK-74(attachment variation only), Makarov and Dragunov.&lt;br /&gt;
&lt;br /&gt;
Melee platform:&lt;br /&gt;
&lt;br /&gt;
ME: Knife&lt;br /&gt;
&lt;br /&gt;
Panzerfaust platform:&lt;br /&gt;
&lt;br /&gt;
LA: Panzerfaust 3&lt;br /&gt;
&lt;br /&gt;
*Cool choice but since it's semi reloadable I wonder how they're gonna do its reloading animation. Could they finally give us the RPG-29 Vampir instead of the RPG-7 that's already in MWII?&lt;br /&gt;
&lt;br /&gt;
So, for now we have:&lt;br /&gt;
-16 platforms. 5 ARs, 3 DMs, 4 BRs, 4 LMs, 6 SMs, 4 SHs, 4 SNs, 5 PIs, 1 ME, 1 LA=37 weapons in total&lt;br /&gt;
&lt;br /&gt;
Reminder that this leak doesn't have any solitary weapon that doesn't have any receiver variation(besides the knife and Panzerfaust 3), but single weapon platforms will surely be in the game(as they are in MWII) and around that time period we had some crazy prototypes like the G11 and flechette rifles.&lt;br /&gt;
&lt;br /&gt;
So leave your corrections, additions(like what other guns could be part of these platforms) or thoughts below since we have 2 years until it releases. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:32, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That's a really cool list, I would have loved to see quite a few of these (SG 550, Model L, FAL, Hécate II, USP) in MWII. :( [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:59, 25 October 2022 (UTC)&lt;br /&gt;
:For the sake of those less technically inclined, I emphasize this is data publicly released by the publisher (albeit by accident), not something that falls under the &amp;quot;No bootleg&amp;quot; policy. [[User:VladVladson|VladVladson]] ([[User talk:VladVladson|talk]]) 07:10, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I am really concerned that they would &amp;quot;stylize&amp;quot; some if not all of these weapons. Otherwise, the weapon choice seems interesting. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 12:55, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I can already see Saddam's troops wielding rare and obscure prototype guns, Black Ops gonna Black Ops :D On the suggestions side, I can propose the [[Steyr ACR]], it fits all the Black Ops requirements, namely rare and never used prototype! --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 00:41, 26 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Only now realized that the Ksp 58D is the only really anachronistic gun in the roster, from what I can gather it had a DF test version before being adopted in the mid to late 2000s.--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:04, 26 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:With the Tempus Torrent(SR25) now in MWII we got another gun that will overlap besides the M16 and the MP5. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 06:19, 25 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magfed Mossberg ==&lt;br /&gt;
Is it just me or its magwell and magazine are straight up copied or at least very heavily inspired by the Vepr-12 relevant parts? [https://molot.biz/goods/vpo-205-00.html Pics that are currently on IMFDB don't seem to reflect the version that I had in mind so I am linking to the Molot-Oruzhie web page instead]. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 01:40, 29 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Indeed, even the magazine capacities match with 8, 10 and 12. Guess they wanted to make the Vepr-12 part of the AK platform but backed down. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 18:16, 29 October 2022 (UTC)&lt;br /&gt;
::Right down to the magazine manufacturer being VLK, an in-universe Russian company.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 07:08, 31 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::To further confirm, the Bryson 890's internal name is &amp;quot;'''mv'''iktor&amp;quot; which stands for '''M'''olot '''V'''epr. So it was supposed to be part of the AK platform probably by leveling the RPK, as they are related in real life. Guess they didn't want the AK platform to have 7 guns...--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 00:00, 3 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Viewing weapons in gunsmith==&lt;br /&gt;
Just a heads up for those who don't know, the MW19-style ability to rotate the gun (and zoom this time!) is actually in the game, just quite hidden, as it seems to be not quite finished yet. Not sure of the Keyboard equivalents, but on controller you go into the charm/decal/sticker selection menu and click left stick to go into it. From there you can press Y to hide the UI and click LS again to get the MW19-style preview animation. Zooming in is the right trigger, you can move the camera vertically with the right stick, and you can move the gun left/right with the left stick. And as always, you can go into a private match to have access to all the weapons and attachments. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 00:39, 1 November 2022 (UTC)&lt;br /&gt;
:A follow up to this, it seems that if you go into a private match set to one of the CDL modes (and wait a moment so you can start the match, when the little lock icons go away) you can access all the weapon/operator skins (and charms/stickers) that are in the current build of the game. Or rather, all of the weapons that aren't restricted from use by these supposedly &amp;quot;pro&amp;quot; players lol. You may have to scroll away from something then back to it to get it to load, and these are all VERY work in progress. For a few maybe interesting things I found, the camo/ghillie MRAD and M4 from the campaign are present, as are the gold AK and Desert Eagle from the same mission, there's a really nice MP5 called The Bureau which features a black SEF trigger group attachment (would be super handy for builds, with the default being tan and not matching anything), a gorgeous Equinox style version of the P220, some of the small red dots are sometimes on risers and sometimes not depending on different skins, the fictional Matuzek company is from the Czech Republic (per one of the alternate P220 slide markings), and as these are again very work in progress [https://i.imgur.com/ADODNTJ.png there's an amazingly hilarious P90 with a optic rail on its optic rail.] [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:26, 5 November 2022 (UTC)&lt;br /&gt;
::At least there arent any goofy masterclass blueprints with animated levitating skulls or dragons.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:16, 7 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The &amp;quot;AK-74M&amp;quot; railed handguard dissected==&lt;br /&gt;
Gonna put this here due to being too much for the &amp;quot;summary&amp;quot; section. [https://www.m4carbine.net/showthread.php?98722-New-Izhmash-AK-railed-handguard&amp;amp;p=1760686#post1760686 This] and [https://www.russiansurplus.net/product_p/ak9-black-railed-hg.htm this] confirm the origin of this &amp;quot;AK-74M&amp;quot;-ish railed handguard as being from AK-9. According to English wiki it was made at some vague 2000s, but the Russian wiki narrows it down to being introduced in 2005. Anyway, it appears this was the first model that the handguard was developed for and then subsequently it was used with newer 100 series AKs, therefore I suggest we call it the AK-9 handguard. Also just for reference, LCT AK-9 is the airsoft copy. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 01:42, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== MRAD named &amp;quot;Victus XMR&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
I don't have the game, so I want to ask, ''where'' is the name &amp;quot;Victus XMR&amp;quot; used on the MRAD? The loadout screenshot clearly shows it being named MCPR-300, and not Victus XMR. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:37, 18 November 2022 (UTC)&lt;br /&gt;
:It shows up in-game, as the display name above the gun's HUD icon and also above the pick-up icon. --[[User:MonocledTarantula432|MonocledTarantula432]] ([[User talk:MonocledTarantula432|talk]]) 04:16, 18 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Can confirm, booted up the game as of Nov 24, 2022 and started the mission &amp;quot;Recon By Fire&amp;quot;. The rifle still shows as &amp;quot;Victus XMR&amp;quot; instead of &amp;quot;MCPR-300&amp;quot; so I added that it's incorrect back onto the MRAD entry, doesn't appear to have been fixed in the latest patches. [[User:Antediluvial|Antediluvial]] ([[User talk:Antediluvial|talk]]) 05:34, 25 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==M16 ID==&lt;br /&gt;
The supposed &amp;quot;M16A3&amp;quot; ID is rather flimsy. The gun is intended to be an A4 (and features its flattop upper), while the lower is marked both &amp;quot;M16A2&amp;quot; ''and'' &amp;quot;Auto&amp;quot; at the same time, which is obviously a goof no matter how you spin it. The M16A3 is a full-auto A2 anyway, not an A4; it doesn't have a flattop. The only two IDs that actually make sense are either &amp;quot;M16A4 with incorrect and inconsistent markings&amp;quot; (the better option), or if we want to be exceptionally pedantic &amp;quot;M16A2 with A4 upper and incorrect M16/A1/A3 Auto marking&amp;quot;. But the current ID just doesn't work, both because it's a flattop and because we're apparently prioritizing the &amp;quot;Auto&amp;quot; text above the &amp;quot;M16A2&amp;quot; text, above the flattop upper, ''and'' above the burst functionality in gameplay, all of which should really be higher priority than the selector marking. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:46, 23 November 2022 (UTC)&lt;br /&gt;
:[https://www.sturmgewehr.com/forums/index.php?/topic/19067-wts-transferable-factory-colt-m16a2a4-model-r0901-serial-80300xx-safe-semi-auto-new-in-box-7500000/ Here] and [https://www.davidspiwak.com/gun/rare-colt-m16a4-model-r0901/ here]; the markings and flattop match the in-game rifle. What you have to keep in mind is that the page currently mentions specifically the Colt R0901, which ''does'' have a flattop upper (though I'm not sure if this version was officially designated &amp;quot;M16A3&amp;quot; or was colloquially marketed as such). Plus, it isn't a goof to see &amp;quot;M16A2&amp;quot; and &amp;quot;Auto&amp;quot; markings simultaneously, since M16A3s manufactured by Colt have been marked &amp;quot;M16A2&amp;quot; on the receiver (while other manufacturers like FN apparently did use &amp;quot;M16A3&amp;quot; markings). Now, if the devs later decide to fix the &amp;quot;Auto&amp;quot; marking, we will make the changes accordingly. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:39, 26 November 2022 (UTC)&lt;br /&gt;
::I changed the section's title to &amp;quot;Colt Model 901&amp;quot; to prevent confusion, in case the M16A3 designation turns out not to be really the proper one  for this version. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]])&lt;br /&gt;
&lt;br /&gt;
== HK Machinegun variants ==&lt;br /&gt;
&lt;br /&gt;
Not sure if these really count as they are more of a mockup, but I realized that it's possible to build HK11/HK13 esque weapons from the LM-762 and LM-556. Also a pseudo HK51-B with the RAPP's shortest barrel, though the sliding stock can't be equipped unfortunately.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 04:13, 7 December 2022 (UTC)&lt;br /&gt;
[[File:MWII HK11 (0).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:MWII HK13 (0).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:MWII HK51 (0).jpg|thumb|none|600px|]]&lt;br /&gt;
:Yeah, I'd agree with adding these to the page. As for the HK51-B style build, you could use a fixed stock, since there are [https://www.youtube.com/watch?v=QMEc54MHnhQ some] [https://www.icollector.com/Fully-Automatic-Portuguese-FMP-HK51B-Custom-Belt-Fed-Rifle-with-Fleming-Automatic-Sear_i9752626 builds] in this configuration, though I'd recommend replacing the PTR 9KT style trigger group by another attachment. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:22, 8 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Slimeline Pro is possibly a SM26013 ==&lt;br /&gt;
&lt;br /&gt;
This is possibly the closest thing I can find&lt;br /&gt;
&lt;br /&gt;
https://www.midwayusa.com/product/1020040977&lt;br /&gt;
&lt;br /&gt;
I don’t know if I’m right--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 05:31, 4 February 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==FA-MAS in loading screens==&lt;br /&gt;
Might be worth adding to the unusable weapons list, the &amp;quot;Triple Threat&amp;quot; and &amp;quot;Wading&amp;quot; loading screens feature the rifle, the former with the newer low rail and the latter with the classic carry handle. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 08:17, 23 February 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==9mm M4 in the current Shoot The Ship playlist tile==&lt;br /&gt;
Probably the MW19 model, just figured I'd mention it's there. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 03:50, 2 March 2023 (UTC)&lt;br /&gt;
:[[File:MWII Ship PCC .jpg|none|600px|]] Here it is, not sure why you don't just get a screencap of it yourself. Anyway, it has a Mlok rail and distinct PEQ and red dot, looks like it's made for the artwork and isn't the previous game's model. The CoD wiki also has those loading images with the FAMASs mentioned above.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:24, 2 March 2023 (UTC)&lt;br /&gt;
::Speaking of unusable weapons, there's a picture of Los Vaqueros members carrying some rifles in [https://www.youtube.com/watch?v=vvW_09jamfc&amp;amp;t=163s the intro cutscene] of Prison Break. At first glance, they seemed to me like DDM4s, judging by the stock on the rifle on the left. But then again, we can't see much details, so it may or may not be one of the in-game weapons with a buttstock attachment, I'm not sure. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:13, 18 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Remaining upcoming DLC weapons have been datamined ==&lt;br /&gt;
&lt;br /&gt;
iw9_me_sword02 - another kind of sword&lt;br /&gt;
&lt;br /&gt;
iw9_br_ngsierra - MCX Spear(from the NGSW acronym)&lt;br /&gt;
&lt;br /&gt;
iw9_sn_india - M200 Intervention&lt;br /&gt;
&lt;br /&gt;
iw9_pi_tango9 - Tec-9&lt;br /&gt;
&lt;br /&gt;
iw9_ar_helima - Springfield Hellion&lt;br /&gt;
&lt;br /&gt;
iw9_sm_acharlie45 - APC 45&lt;br /&gt;
&lt;br /&gt;
iw9_sh_tsierra - Tavor TS12&lt;br /&gt;
&lt;br /&gt;
iw9_sn_walpha - WA 2000&lt;br /&gt;
&lt;br /&gt;
iw9_pi_mike2011 - Staccato 2011(already appears in the campaign)&lt;br /&gt;
&lt;br /&gt;
iw9_ar_malima - Malyuk&lt;br /&gt;
&lt;br /&gt;
iw9_sm_acharlie9 - APC 9&lt;br /&gt;
&lt;br /&gt;
iw9_me_kamas - Kamas(Japanese sickles)&lt;br /&gt;
&lt;br /&gt;
iw9_me_kalisticks- Kali Sticks&lt;br /&gt;
&lt;br /&gt;
What are your thoughts? --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 04:47, 28 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Thanks! Assuming this is the full list, there's definitely some stuff I would have liked to see that's apparently not coming back from MW19 (G36, SG 550, L85, FAL, FA-MAS, M9, PM especially). But more positively I'm happy about the M1911 (well, 2011) and it's neat to see the Hellion/VHS-2 showing up in the roster, it's such a cool rifle. It's amusing to see the M200 and WA 2000 as MW2 throwbacks, but not getting the also-MW2 F2000, or especially the FAL when we finally have a battle rifle category is just criminal. :( [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 05:17, 28 March 2023 (UTC)&lt;br /&gt;
::Looking forward to the VHS in particular, I love that gun. Would be nice if it comes with the flip-up sights the real Hellion is sold with - hell, at this point I'd even take it having the same sights as the M4 - but realistically it's gonna just be the G36-style irons it has in everything else. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 07:44, 28 March 2023 (UTC)&lt;br /&gt;
:::BTW the Uzi(coming in S3), the Minimi(same Bruen Mk9 from MW19, which will be called &amp;quot;Serval&amp;quot; in MWII) and the FAMAS(which seems to have 2 separate versions, probably as full auto/semi and burst only) are in the files too. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 02:39, 29 March 2023 (UTC)&lt;br /&gt;
::::Oh good, those three/four I would love to see. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 07:14, 29 March 2023 (UTC)&lt;br /&gt;
:::::Season 3 teaser dropped today, showcasing the FJX Imperium (Intervention). Interestingly, it is shown to be chambered in &amp;quot;6.8 Wrath&amp;quot;, which sounds an awful lot like 6.8 FURY, used in the MCX SPEAR/XM7. Probably not intentional, but curious nevertheless. [[User:MonocledTarantula432|MonocledTarantula432]] ([[User talk:MonocledTarantula432|talk]]) 06:04, 3 April 2023 (UTC)&lt;br /&gt;
::::::&amp;quot;6.8 Wrath&amp;quot; is most definitely intended to be .277 Fury / 6.8x51mm, I just wish all the fake gun names were this on the nose about it. And there really wouldn't be any reason to rechamber the M200 in this cartridge if we weren't also getting the Spear, so that'll definitely come too. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:30, 3 April 2023 (UTC)&lt;br /&gt;
:::::::Well... the S3 content has been officially revealed today. The cool thing is that it does include an NGSW rifle, but kinda disappointingly it's not the SPEAR, but the RM277. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:31, 6 April 2023 (UTC)&lt;br /&gt;
::::::::Neat. It may not fit into the existing platform, but I do think it's the most interesting of the three program rifles. On another note, the main blog also mentions another full-auto pistol mid-season (in addition to the TEC-9), which is described as &amp;quot;high-calibre&amp;quot; and &amp;quot;modified to full-auto&amp;quot;. Maybe the 2011? [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 23:34, 6 April 2023 (UTC)&lt;br /&gt;
::::::::: The &amp;quot;high-calibre&amp;quot; and &amp;quot;modded to full-auto&amp;quot; seems to refer to the full-auto Desert Eagle, the &amp;quot;GS Magna&amp;quot;, that was accidentally revealed in a Japanese announcement. [[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 22:22, 3 May 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== EBR-14 ==&lt;br /&gt;
&lt;br /&gt;
So for this thing, which characteristic takes precedence - the receiver selector or the default barrel length?&lt;br /&gt;
[[File:MWII EBR-14 Reciever.jpg|none|600px]]&lt;br /&gt;
Here's what the right side of the receiver looks like, it's the same for both variants.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 03:27, 3 April 2023 (UTC)&lt;br /&gt;
:I remember a similar situation that happened in the past on one of the Ghost Recon pages, and a user who's knowledgeable on the M14 series stated that the presence of a select-fire lever rules out the M14 EBR-RI identification - and I agree with this; the selector is more important. Consequently, it's gotta be IDed either as a Mk 14 Mod 0 EBR with a long barrel, or as an M14 with a Sage chassis &amp;lt;s&amp;gt;and a Mk 14 gas system&amp;lt;/s&amp;gt;. I'd go with the former, especially that the in-game gun can be modified with a Mk 14-length barrel (now, the selector is fictionalized, but still). -[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:49, 3 April 2023 (UTC)&lt;br /&gt;
::Ok. I'll keep the EBR-RI image there though as that at least is the default barrel.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 02:47, 10 April 2023 (UTC)&lt;br /&gt;
:::Actually, per the comment that I just added on BF2042's talk page, it turns out that the M14 w/ Sage chassis image that we currently have on IMFDB has a longer handguard (the gas system is the same on the M14 and Mk 14), but the chassis is actually available in the same shorter length as the Mk 14. As such, I guess that it would be more appropriate to identify the &amp;quot;EBR-14&amp;quot; as an M14 with a Sage chassis (I'll upload an appropriate reference image in a while). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:17, 26 April 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Should these be ignored or added? ==&lt;br /&gt;
&lt;br /&gt;
On a few maps (including Al Mazrah), there are destroyed M1A2 TUSK Abrams models. They have ports for M240C guns but no actual guns in them.&lt;br /&gt;
[[File:Mwiidestroyedabrams1.jpg|none|400px|]]&lt;br /&gt;
[[File:Mwiidestroyedabrams2.jpg|none|400px|]]&lt;br /&gt;
Also, only on the MP map Taraq (doesn't appear in Warzone/Ground War versions of this map or anywhere else) there is a T-55 AM-2 model from MW2019. The machinegun port has a cover over it. &lt;br /&gt;
[[File:Mwiit551.jpg|none|400px|]]&lt;br /&gt;
[[File:Mwiit552.jpg|none|400px|]]&lt;br /&gt;
--[[User:Kona|Kona]] ([[User talk:Kona|talk]]) 08:46, 19 April 2023 (UTC)&lt;br /&gt;
:I'd say no since the guns both aren't visible and since the tanks are static and are never seen using the coaxial MGs.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:53, 19 April 2023 (UTC)&lt;br /&gt;
::They should. Guns being integrally fitted to a vehicle (where they can't be seen directly) are still known/understood to be present; their main cannons are guns as well and will also have their own designation (which I don't know off the top of my head). Same way if we had, say, an early-model Spitfire in a WWII game that wasn't seen to fire its Brownings, they should still be listed because they're known to be there. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 23:28, 19 April 2023 (UTC)&lt;br /&gt;
:::Yeah my thoughts too was based on previous pages where we would include weapons based on them being mounted on the real vehicles. &lt;br /&gt;
[[File:Mwiisemtex2.jpg|none|400px|]]&lt;br /&gt;
Also I noticed on other Call of Duty pages the Semtex Grenades were never added, so I'm wondering if they should be here or not since other fictional weapons were included. &lt;br /&gt;
[[File:Mwiishockstick2.jpg|none|400px|]]&lt;br /&gt;
In addition, the Shock Stick returned from BOII and still somewhat resembles the POMZ-2M anti-personnel mine. &lt;br /&gt;
[[File:Mwiidrillcharge2.jpg|none|400px|]]&lt;br /&gt;
The Drill Charge somewhat resembles the HHL-3 Hafthohlladung (and functions somewhat similarly).&lt;br /&gt;
[[File:Mwiidecoy2.jpg|none|400px|]]&lt;br /&gt;
[[File:Mwiisnapshot2.jpg|none|400px|]]&lt;br /&gt;
I'm unsure what the Decoy Grenade resembles nor Snapshot Grenade (though I heard the Snapshot was based on a toy).&lt;br /&gt;
&lt;br /&gt;
--[[User:Kona|Kona]] ([[User talk:Kona|talk]]) 05:45, 20 April 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:We already have a few things like this at the top of the top page (Drill Charge and Snapshot) alongside other miscellaneous stuff and optics, so that's probably the best place for these. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:32, 20 April 2023 (UTC)&lt;br /&gt;
::Ohh gotcha. So I'll add Semtex/Shock Stick there then. [[User:Kona|Kona]] ([[User talk:Kona|talk]]) 01:57, 21 April 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The remaining DLC weapons found in a datamine ==&lt;br /&gt;
&lt;br /&gt;
The shotgun coming in Season 4 Reloaded is the Tavor TS12. Besides the already known: Malyuk, APC 9, Kamas and STI 2011 the following weapons are also coming: falpha=FAMAS(burst), fecho=probably stands for Félin so a FAMAS(full auto), mkilo3=Minimi(the Bruen from MW19) and the ralpha=probably the Remington ACR. The WA 2000 seems to be removed. These are confirmed because they all got calling cards entries for the weapon masteries in the data. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 06:18, 17 June 2023 (UTC)&lt;br /&gt;
:Well that's good news, especially looking forward to the 2011 (to have it for itself, and to free up some P220 custom save slots), both FA-MASs, and the Minimi. It's interesting they're apparently making them two separate rifles, instead of having the Félin upper tied to a barrel attachment and the gun's fire modes be auto/burst (like the game's MP5), but maybe they'll be easier to balance that way. How certain are we that &amp;quot;ralpha&amp;quot; is the ACR? It seems odd the devs would go out of their way to make the APC556 (of all things) cosplay an ACR in a couple places, just to add the actual thing later on. Not that they ''couldn't'' do that lol. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 16:27, 18 June 2023 (UTC)&lt;br /&gt;
::yeah I taking some of those with a truckload of salt, the ACR seems unlikely as Alex said above. The Malyuk and FAMAS don't really fit the setting that much either.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:46, 18 June 2023 (UTC)&lt;br /&gt;
:FAMAS and Minimi have had their soundbanks in the game since the beta (they're just MW19's sounds) so not really sure if they actually are being added, or if miscellaneous foley from their sound sets are being reused on other guns. Then again, the 500 Magnum also reused the 357's sounds in the beta as well. &amp;quot;fecho&amp;quot; is the only one with new sounds. [[User:Fine cuisine|Fine cuisine]] ([[User talk:Fine cuisine|talk]]) 06:35, 13 July 2023 (UTC)&lt;br /&gt;
::The MCX Rattler was recently leaked, with a complete calling card, emblem, and weapon icon. This is very likely to be the &amp;quot;ralpha&amp;quot; rifle. Kind of a shame that we might get a redundant weapon that we can already effectively recreate with the &amp;quot;M13B&amp;quot;. [[User:MonocledTarantula432|MonocledTarantula432]] ([[User talk:MonocledTarantula432|talk]]) 19:20, 16 July 2023 (UTC)&lt;br /&gt;
:::Interestingly, some previously revealed loading screens show Valeria holding a blurred carbine that looks like an MCX Rattler; it does have the corresponding folding stock, at least. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:29, 17 July 2023 (UTC)&lt;br /&gt;
::::Yeah the Rattler has been confirmed as the ralpha, ACR is confirmed for MWIII from today's leaks --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 19:21, 17 July 2023 (UTC)&lt;br /&gt;
:::::Told you the FAMAS is coming--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 22:20, 26 July 2023 (UTC)&lt;br /&gt;
::::::If there’s one thing that bothers me is the fact that there’s another MP5! Instead of let’s see, the LWRC SMG-9, UMP-9, APC-9, or they could have a new LMG, because there’s not a single new LMG.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 02:55, 28 July 2023 (UTC)&lt;br /&gt;
:::::::The ar_fecho is confirmed to be the FR Avancer so that leaves the ar_falpha as a probable burst FAMAS for S6(nostalgia factor). The other S6 weapons are probably the Malyuk, APC 9, Minimi and Kamas.--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 23:43, 2 August 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Modern Warfare III weapons have leaked! ==&lt;br /&gt;
&lt;br /&gt;
Screenshots:&lt;br /&gt;
&lt;br /&gt;
https://imgur.com/neAlNPO&lt;br /&gt;
&lt;br /&gt;
https://imgur.com/dRGyXQA&lt;br /&gt;
&lt;br /&gt;
https://imgur.com/do6smsV&lt;br /&gt;
&lt;br /&gt;
https://imgur.com/jay5OWG&lt;br /&gt;
&lt;br /&gt;
https://imgur.com/9xdE6Au&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Assault Rifles:&lt;br /&gt;
&lt;br /&gt;
AK-556 = AK-101&lt;br /&gt;
&lt;br /&gt;
CDG-58 = QBZ 97 NSR Gen 3&lt;br /&gt;
&lt;br /&gt;
ANVL-B = F2000&lt;br /&gt;
&lt;br /&gt;
MCW = ACR&lt;br /&gt;
&lt;br /&gt;
MTZ 556 = CZ Bren 2&lt;br /&gt;
&lt;br /&gt;
You can see the Holger name at right part of the screenshot so the G36 is back, maybe with a MG36 LMG receiver&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Snipers/Marksmen Rifles:&lt;br /&gt;
&lt;br /&gt;
KVS Terminus = SVCh&lt;br /&gt;
&lt;br /&gt;
AMR 50 = Steyr HS .50 M1&lt;br /&gt;
&lt;br /&gt;
JP10 = Cadex Tremor 50&lt;br /&gt;
&lt;br /&gt;
KVB 73 = ?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Battle Rifles:&lt;br /&gt;
&lt;br /&gt;
MTZ 762 = CZ Bren 2 BR&lt;br /&gt;
&lt;br /&gt;
BAS B = MCX Spear (aka XM5/XM7)&lt;br /&gt;
&lt;br /&gt;
Sidewinder = ACR in 6.5mm?&lt;br /&gt;
&lt;br /&gt;
Beretta ARX-200 mentioned as br_aromeo200 in the battle rifle screenshot(that probably means the ARX-160 is in as an assault rifle too)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sub Machine Guns:&lt;br /&gt;
&lt;br /&gt;
Striker 45 = UMP45&lt;br /&gt;
&lt;br /&gt;
SAR-9 = AR15 in 9mm, don't know the specific one&lt;br /&gt;
&lt;br /&gt;
WSP-9 = Uzi&lt;br /&gt;
&lt;br /&gt;
Lach-9 = LWRC SMG-45 icon from MW19, maybe it's supposed to be the never released LWRC SMG-9 conversion?&lt;br /&gt;
&lt;br /&gt;
Rival-9 = CZ SCORPION EVO 3 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pistols:&lt;br /&gt;
&lt;br /&gt;
Raffica = Beretta 93R&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pretty cool list, feel free to correct or add anything.--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 23:48, 17 July 2023 (UTC)&lt;br /&gt;
:Shout out to the people who keep reposting illegally leaked images here for clout, gotta be my favorite kind of editor.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 00:20, 18 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Thanks, as always. :) Lots of really cool inclusions here; I'm definitely happy to see the F2000, G36, UMP45, and 93R. Still hoping that maybe there will be some sort of cross-usability with MWII weapons, since they're rather bizarrely releasing these games back-to-back. (Edit: They've confirmed weapons and other stuff from MWII will carry over to MWIII!) I do find it hilarious they can't keep the name structure for their internal fake names straight; the SMG-9 is named &amp;quot;Lach-9&amp;quot; implying it's an HK gun (UMP9), while the UMP45 is taking what used to be the SMG-45's &amp;quot;Striker 45&amp;quot; name (instead of the more appropriate &amp;quot;Striker 9&amp;quot; and &amp;quot;Lach-45&amp;quot;). [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 05:49, 18 July 2023 (UTC)&lt;br /&gt;
::Looking back, the KVB 73 can't be a Zastava M76, so any ideas? The cutoff SMG was just the Rival-9 again. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 06:26, 18 July 2023 (UTC)&lt;br /&gt;
:::Hyper-modern stuff isn't quite my area, but maybe a stylized AK-107 or MK-107? The fancy recoil system doesn't look to be above the barrel like the real one, but maybe that's what the funky looking handguard area is supposed to be. Given that it appears to be in the Sniper Rifle category despite looking to be a 5.45mm AK, maybe it having effectively zero recoil (plus maybe also full-auto) is why it's in that class? [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 06:48, 18 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Modern Warfare III weapons bigger leak!!!!==&lt;br /&gt;
&lt;br /&gt;
Assault Rifles:&lt;br /&gt;
&lt;br /&gt;
jup_ar_acharlie = Bushmaster ACR in 5.56&lt;br /&gt;
&lt;br /&gt;
jup_ar_acharlie300 = Bushmaster ACR in .300 Blackout&lt;br /&gt;
&lt;br /&gt;
jup_ar_golf36 = Heckler &amp;amp; Koch G36&lt;br /&gt;
&lt;br /&gt;
jup_ar_bromeo2m = CZ BREN 2 Ms in 7.62×39&lt;br /&gt;
&lt;br /&gt;
jup_ar_bromeo805 = CZ 805 BREN in 5.56&lt;br /&gt;
&lt;br /&gt;
jup_ar_foxtrot2000 = FN F2000&lt;br /&gt;
&lt;br /&gt;
jup_ar_qbravo95 = QBZ-95 in 5.8x42&lt;br /&gt;
&lt;br /&gt;
jup_ar_qbravo97 = QBZ 97 NSR Gen 3 in 5.56&lt;br /&gt;
&lt;br /&gt;
Battle Rifles:&lt;br /&gt;
&lt;br /&gt;
jup_br_acharlie450 = Bushmaster ACR in .450 Bushmaster&lt;br /&gt;
&lt;br /&gt;
jup_br_bromeo2 = CZ BREN 2 BR in 7.62×51&lt;br /&gt;
&lt;br /&gt;
jup_br_xmike5 = MCX Spear(XM7)&lt;br /&gt;
&lt;br /&gt;
Designated Marksman Rifles:&lt;br /&gt;
&lt;br /&gt;
jup_dm_acharlied = ACR DMR (in 5.56?)&lt;br /&gt;
&lt;br /&gt;
jup_dm_bromeop = CZ BREN 2 PPS&lt;br /&gt;
&lt;br /&gt;
jup_dm_slima8 = Heckler &amp;amp; Koch SL8&lt;br /&gt;
&lt;br /&gt;
jup_dm_svictork = Kalashnikov SVK&lt;br /&gt;
&lt;br /&gt;
Machine Guns:&lt;br /&gt;
&lt;br /&gt;
jup_lm_evictor = FN EVOLYS&lt;br /&gt;
&lt;br /&gt;
jup_lm_mgolf36 = Heckler &amp;amp; Koch MG36&lt;br /&gt;
&lt;br /&gt;
jup_lm_pkilob =  Bullpup PKP Pecheneg&lt;br /&gt;
&lt;br /&gt;
jup_lm_pkilop = PKP Pecheneg&lt;br /&gt;
&lt;br /&gt;
jup_lm_qbravo95lsw = QJB-95 LSW&lt;br /&gt;
&lt;br /&gt;
Pistols:&lt;br /&gt;
&lt;br /&gt;
jup_pi_glima21 = Glock 21&lt;br /&gt;
&lt;br /&gt;
jup_pi_mike93 = Beretta 93R&lt;br /&gt;
&lt;br /&gt;
jup_pi_rsierra12 = RSh-12&lt;br /&gt;
&lt;br /&gt;
jup_pi_uzulum = Micro Uzi&lt;br /&gt;
&lt;br /&gt;
Shotguns:&lt;br /&gt;
&lt;br /&gt;
jup_sh_pump = ?&lt;br /&gt;
&lt;br /&gt;
jup_sh_semi = ?&lt;br /&gt;
&lt;br /&gt;
Submachine Guns:&lt;br /&gt;
&lt;br /&gt;
jup_sm_coscar635 = Colt Model 635&lt;br /&gt;
&lt;br /&gt;
jup_sm_lwhiskey = LWRC SMG-45&lt;br /&gt;
&lt;br /&gt;
jup_sm_scharlie3 = CZ SCORPION EVO 3&lt;br /&gt;
&lt;br /&gt;
jup_sm_umike = Heckler &amp;amp; Koch UMP&lt;br /&gt;
&lt;br /&gt;
jup_sm_uzulu = Uzi&lt;br /&gt;
&lt;br /&gt;
jup_sm_uzulup = Uzi Pro&lt;br /&gt;
&lt;br /&gt;
Sniper Rifles:&lt;br /&gt;
&lt;br /&gt;
jup_sn_hsierra = Steyr HS .50 M1 &lt;br /&gt;
&lt;br /&gt;
jup_sn_svictor = SVCh&lt;br /&gt;
&lt;br /&gt;
Lethal Equipment:&lt;br /&gt;
&lt;br /&gt;
jup_eq_butterfly_mine = PFM-1 mine&lt;br /&gt;
&lt;br /&gt;
Killstreaks: &lt;br /&gt;
&lt;br /&gt;
jup_ks_lrad = Long-range acoustic device&lt;br /&gt;
&lt;br /&gt;
jup_ks_switchblade_drone = AeroVironment Switchblade&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
No ideas for the pistol called rsierra12, maybe the Ukranian Fort-12. Also weird to have a DMR in 5.56 like the supposed Zastava M76 in intermediate cartridges. Maybe we're getting the SPAS-12. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 20:20, 2 August 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Neat to see so many variants, they're really embracing the platform system and I love that. I suspected we'd get the SL8, and it's nice to see a few QBZ-family rifles too. The Micro Uzi as a sidearm fits well, and it'll also make the Uzi platform the only one with primaries and secondaries in it. The Glock 21 returning from MW19 makes sense, filling the .45 role and also being a part of an existing platform. Good to see the Model 635 named specifically in the files, as ID'ing it from the fairly stylized silhouette may have been tough. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 21:25, 2 August 2023 (UTC)&lt;br /&gt;
::Baseless speculation on my part: I suspect &amp;quot;pkilob&amp;quot; refers to that Zenitco bullpup PKP (i.e. &amp;quot;PKB&amp;quot; being short for &amp;quot;PK Bullpup&amp;quot;); given the relative abundance of Russian weapons in this list compared to MWII (and the current two-game trend of giving us increasingly-large revolvers), I'd also be tempted to say that &amp;quot;rsierra12&amp;quot; is an RSh-12. Definitely not the full list, though - there's some stuff in the above leak that's not here (the AK-101, the Cadex, et cetera) - and if that's the case, there'll be quite a lot of stuff in the third game. Now if only they'd stop messing with the designs... [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]])&lt;br /&gt;
:::Thanks for the corrections, I edited the list and now it's complete. Kinda curious that they have now at least 3 DMRs using intermediate cartridges. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 23:35, 2 August 2023 (UTC)&lt;br /&gt;
::::Assuming what I read was true, all weapons from this game will return in addition to the ones mentioned. I have to wonder if it will be something similar to what they did for the original Warzone or if it will include multiplayer, since what they stated included cosmetics and unlocks from this game. In any case I'm gonna assume if they are bringing everything back, that they will keep all animations and models the same. [[User:Kona|Kona]] ([[User talk:Kona|talk]]) 21:46, 17 August 2023 (UTC)&lt;br /&gt;
:::::[https://www.callofduty.com/blog/2023/08/call-of-duty-modern-warfare-II-to-modern-warfare-III-carry-forward It's already been confirmed that basically everything is carrying over to MWIII multiplayer.] Assuming the models/animations/etc are the same (which they definitely will be) it's probably best if we ''don't'' list the MWII weapons on the MWIII page, and simply note any relevant differences, changes, new potential gunsmith combos, etc where relevant. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 03:26, 18 August 2023 (UTC)&lt;br /&gt;
::::::Seconded. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 21:09, 20 August 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The Classic Pack ==&lt;br /&gt;
&lt;br /&gt;
So there is the new Classic Pack, which reference to the original CoD Captain Price, and two weapons. One is the blueprint of the Remington M24 SWS and the TEC-9, as reference to WWII weapons, even though there’s the M14 so they could use as an M1 Garand (with at least the BAR mag), or the Staccato which could be the Colt. 1911A1. So the best weapon that could be the WWII equivalent of the Remington M24 SWS is the Remington Model 740 (a variant of the Remington Model 30), considering that it’s the great grandfather of the weapon.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 15:36, 4 September 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1593265</id>
		<title>Talk:Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1593265"/>
		<updated>2023-07-28T02:55:44Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: /* The remaining DLC weapons found in a datamine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Extraneous Images=&lt;br /&gt;
For images from the main article that are unnecessary but probably still noteworthy enough to be kept here.&lt;br /&gt;
&lt;br /&gt;
[[File:Mw22 m16 (1).jpg|thumb|none|600px|The Colt Model 901 in the gunsmith preview. Prior to the Season One update, it is not possible to preview the weapon's 3D model akin to previous games, so a workaround was used to preview most of the weapons this way.]]&lt;br /&gt;
[[File:Mw22 g3 (1).jpg|thumb|none|600px|The HK91A2's left side in the loadout screen.]]&lt;br /&gt;
[[File:Mw22 g3 (2).jpg|thumb|none|600px|Its right side.]]&lt;br /&gt;
[[File:MW22 MK2.jpg|thumb|none|600px|The Marlin 336 in the loadout screen.]]&lt;br /&gt;
[[File:MW22 Deagle (1).jpg|thumb|none|600px|The Desert Eagle in the bugged gunsmith preview screen.]]&lt;br /&gt;
[[File:MW2 M1014.jpg|thumb|none|600px|The Benelli in the loadout screen.]]&lt;br /&gt;
[[File:M4super90 MWII gunsmith.jpg|thumb|none|600px|The M4 Super 90 in the weapon inspect menu.]]&lt;br /&gt;
[[File:MW22 LOCKWOOD.jpg|thumb|none|600px|The 725 in the loadout screen.]]&lt;br /&gt;
[[File:725 MWII gunsmith.jpg|thumb|none|600px|The Browning Citori 725 in the weapon preview menu.]]&lt;br /&gt;
[[File:MW22 M590.jpg|thumb|none|600px|The 590M in the loadout screen.]]&lt;br /&gt;
[[File:MW22 AK103 (1).jpg|thumb|none|600px|The AK-103's left side in the bugged gunsmith preview screen.]]&lt;br /&gt;
[[File:MW22 AK103 (2).jpg|thumb|none|600px|The rifle's right side.]]&lt;br /&gt;
[[File:MW22 AK105.jpg|thumb|none|600px|An AK-105 in the loadout screen.]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmith.jpg|thumb|none|600px|The AKS-74U in the weapon preview menu screen.]]&lt;br /&gt;
[[File:MW22 SCAR 17S.jpg|thumb|none|600px|The SSR lookalike in the loadout screen.]]&lt;br /&gt;
[[File:Mw22 scar 16.jpg|thumb|none|600px|The SCAR-L in the old gunsmith preview screen.]]&lt;br /&gt;
[[File:Mw22 scar 16 (2).jpg|none|thumb|600px|The gunsmith menu text was really confused on the length of the barrel, which makes you realize that this barrel looks more like a 17 inch than a 14.5, which comes standard with the rifle. This was later fixed, now the barrel is labeled as a 17.5.]]&lt;br /&gt;
[[File:Mw22 g3 (3).jpg|thumb|none|600px|Left side of the pseudo-HK91A3.]]&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous=&lt;br /&gt;
==CBU-97 Sensor Fuzed Weapon==&lt;br /&gt;
The CBU-97 Sensor Fuzed Weapon is delivered by the B-2 Spirit as part of the &amp;quot;Stealth Bomber&amp;quot; killstreak.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Snapshot Grenade&amp;quot;==&lt;br /&gt;
The fictional self flying disco ball inspired &amp;quot;Snapshot Grenade&amp;quot; returns from ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Drill Charge&amp;quot;==&lt;br /&gt;
The &amp;quot;Drill Charge&amp;quot; is a fictional device loosely resembling the Hafthohlladung magnet mine.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Combat Knife&amp;quot;==&lt;br /&gt;
The &amp;quot;Combat Knife&amp;quot; seems to be based on SOG knives, particularly SOG Pillar.&lt;br /&gt;
&lt;br /&gt;
==Container-Launched Missile System==&lt;br /&gt;
A fictional American container-launched ballistic missile system serves as the central catalyst for the campaign storyline. The appearance of the missile itself resembles a US Tomahawk or Russian Kalibr. In the opening mission, it is utilized by Shadow Company PMCs to eliminate the fictional Iranian general Ghorbrani; the real life event that inspired this scene, the assassination of Qasem Soleimani, was instead executed via an MQ-9 Reaper drone.&lt;br /&gt;
&lt;br /&gt;
The missile system is a container-launched missile system, able to be transported and launched from a standard shipping container. In real life, such container-launched missile systems have been (as of 2022) developed and/or produced by Russia (in the Club-K), China (in the YJ-18C), and Israel (in the LORA) since 2010, and there are no known American container-launched missile systems. The in-game missile system appears to be primarily based on the Club-K in its structural configuration, though the in-game system features only one launch tube instead of four.&lt;br /&gt;
&lt;br /&gt;
==MK-12A==&lt;br /&gt;
The same ''[[True Lies#MK-12A|True Lies]]'' inspired MK-12A nuclear warhead returns from ''Modern Warfare''. It is seen in the &amp;quot;Low Profile&amp;quot; spec ops mission.&lt;br /&gt;
&lt;br /&gt;
==MIM-23 Hawk==&lt;br /&gt;
The MIM-23 Hawk surface-to-air missile system is featured in the &amp;quot;Denied Area&amp;quot; spec ops mission. It is misattributed as &amp;quot;Russian-made&amp;quot; when in reality it is of US origin.&lt;br /&gt;
&lt;br /&gt;
==Storm Shadow/AGM-154 JSOW hybrid==&lt;br /&gt;
The same SCALP-EG/AGM-154 JSOW hybrid cruise missile from ''Modern Warfare'' returns along with all its fictionalizations as the Cruise Missile killstreak.&lt;br /&gt;
&lt;br /&gt;
=Attachments=&lt;br /&gt;
==Optics==&lt;br /&gt;
===Aimpoint CompM2===&lt;br /&gt;
A stylized Aimpoint CompM2 is featured as the &amp;quot;SZ Sro-7&amp;quot; (&amp;quot;SZ Reflex&amp;quot; in the beta).&lt;br /&gt;
&lt;br /&gt;
===Aimpoint Micro T-1===&lt;br /&gt;
The Aimpoint Micro T-1 based &amp;quot;Aim-Op&amp;quot; from ''Modern Warfare'' was added with Season 1 as the &amp;quot;Aim Op-V4&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Colt Scope===&lt;br /&gt;
The &amp;quot;Forge-Tac Delta 4&amp;quot; is based on the Colt Scope. &lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corvus Downrange-00&amp;quot;===&lt;br /&gt;
A slightly altered DI Optical EG1.&lt;br /&gt;
&lt;br /&gt;
===Hensoldt ZF 6×42 PSG1===&lt;br /&gt;
The &amp;quot;Lachmann Impact 9&amp;quot; is based on the ZF 6×42 PSG1, the PSG1's proprietary scope; its stylization also makes it resemble the very similar ZF 6×42 BL scope from the SG 550. The ZF 6×42 PSG1 is fittingly unlocked by using the PSG1's sister rifle, the SR9 (&amp;quot;LM-S&amp;quot;), and as that rifle lacks the PSG1's built-in scope mounts it instead attaches using a G3 claw mount. Interestingly, while its reticle is incorrect for the real ZF 6×42 PSG1 (that being a completely basic, simple crosshair), its in-game reticle is a very close match to a reticle from a ''different'' Hensoldt scope that comes up prominently when performing an internet image search for &amp;quot;ZF 6×42 PSG1&amp;quot;, which while incorrect, does speak to developer intent.&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer ROMEO 3 MAX===&lt;br /&gt;
The SIG-Sauer ROMEO 3 MAX based &amp;quot;Cronen LP945 Mini Reflex&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Cronen Mini Red Dot&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Lonewolf Optic&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ Lonewolf Optic&amp;quot; is the EOtech style holographic sight stand in for MWII.&lt;br /&gt;
&lt;br /&gt;
===Leupold LCO===&lt;br /&gt;
A slightly altered Leupold LCO red dot sight was added with Season 1 as the &amp;quot;SZ Battle Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Schlager 4X&amp;quot;===&lt;br /&gt;
The &amp;quot;Schlager 4X&amp;quot; is based on the Hensoldt ZO 4x30i scope.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Thermo-Optic X9&amp;quot;===&lt;br /&gt;
The &amp;quot;Thermo-Optic X9&amp;quot; appears to be a stylized Steiner Optics CQT with some kind of magnifier.&lt;br /&gt;
&lt;br /&gt;
===Leupold HAMR===&lt;br /&gt;
The Leupold HAMR based &amp;quot;Integral Hybrid&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Hybrid Firepoint&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===ELCAN SpectreDR===&lt;br /&gt;
Appears as the &amp;quot;Cronen Zero-P Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Vortex Venom Red Dot===&lt;br /&gt;
The Vortex Venom Red Dot based &amp;quot;Solozero Optics Mini Reflex&amp;quot; from ''Modern Warfare'' returns as &amp;quot;SZ Mini&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Cronen Mini Pro&amp;quot;===&lt;br /&gt;
The &amp;quot;Cronen Mini Pro&amp;quot; is a reincarnation of the same Docter based red dot from the original ''Modern Warfare 2''.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Sigma-IV Optic&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ Sigma-IV Optic&amp;quot; seems to be loosely inspired by the Trijicon RMR.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Recharge-DX&amp;quot;===&lt;br /&gt;
A slightly altered Trijicon SRS.&lt;br /&gt;
&lt;br /&gt;
===HoloSun HS510C===&lt;br /&gt;
The HoloSun HS510C based &amp;quot;Operator Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;XRK On-Point Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Kobra Red Dot===&lt;br /&gt;
The Kobra Red Dot based &amp;quot;Viper Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;DF105 Reflex Sight&amp;quot;. Its description correctly states that it is of Russian make.&lt;br /&gt;
&lt;br /&gt;
===Aimpoint ACRO P-1===&lt;br /&gt;
A stylized Aimpoint ACRO P-1 is featured as the &amp;quot;SZ Minitac-40&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===OKP-7===&lt;br /&gt;
The OKP-7 based &amp;quot;Monocle Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Monocle CT90&amp;quot;. Its description correctly states that it is of Russian origin.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corio RE-X Pro&amp;quot;===&lt;br /&gt;
The &amp;quot;Corio RE-X Pro&amp;quot; resembles Meprolight M21 with control buttons from HoloSun HS510C.&lt;br /&gt;
&lt;br /&gt;
===BelOMO PK-AS-W===&lt;br /&gt;
The BelOMO PK-AS-W based &amp;quot;APX5 Holographic Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Kazan-Holo&amp;quot;. Its description states that it is of Russian origin rather than Belarussian.&lt;br /&gt;
&lt;br /&gt;
===1P29 Scope===&lt;br /&gt;
The 1P29 Scope based &amp;quot;VLK 3.0x Optic&amp;quot; from ''Modern Warfare'' returns as &amp;quot;VLK 4.0 Optic&amp;quot;. Its description correctly states that it is of Russian origin and has 4x magnification.&lt;br /&gt;
&lt;br /&gt;
===Trijicon ACOG===&lt;br /&gt;
A stylized Trijicon ACOG is featured as the &amp;quot;SZ Bullseye Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Zeiss Z-Point===&lt;br /&gt;
A stylized Zeiss Z-Point/Hensoldt RSA red dot is featured as the &amp;quot;Corvus SOL-76&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Leupold Mark 6===&lt;br /&gt;
A stylized Leupold Mark 6 appears as the &amp;quot;Luca Field-6&amp;quot;, added alongside the SR-25 (&amp;quot;Tempus Torrent&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
==Muzzle devices==&lt;br /&gt;
===Dead Air Odessa-9===&lt;br /&gt;
The &amp;quot;Forge DX90-F&amp;quot; is a slightly visually altered Dead Air Silencers Odessa-9.&lt;br /&gt;
&lt;br /&gt;
===OSS HELIX HX 762 Suppressor===&lt;br /&gt;
The &amp;quot;Forge-Tac Dreadnaught Suppressor&amp;quot; appears to be an OSS HELIX HX 762 Suppressor.&lt;br /&gt;
&lt;br /&gt;
===Rugged Suppressors Obsidian===&lt;br /&gt;
The &amp;quot;CN30 Suppressor&amp;quot; is a Rugged Suppressors Obsidian pistol silencer.&lt;br /&gt;
&lt;br /&gt;
===SOCOM556 MINI2 Suppressor===&lt;br /&gt;
The &amp;quot;Echoline GS-X Suppressor&amp;quot; is a stylized SureFire SOCOM556 MINI2 Suppressor.&lt;br /&gt;
&lt;br /&gt;
===Silencerco Osprey 45===&lt;br /&gt;
The &amp;quot;FT Steelfire&amp;quot; is based on the Silencerco Osprey.&lt;br /&gt;
&lt;br /&gt;
===SureFire Warden===&lt;br /&gt;
Appears as the &amp;quot;Corvus Slash Gen. 2&amp;quot; flash hider.&lt;br /&gt;
&lt;br /&gt;
===SureFire Warcomp===&lt;br /&gt;
The &amp;quot;TZL-90 V3&amp;quot; is a SureFire Warcomp three prong flash hider.&lt;br /&gt;
&lt;br /&gt;
==Grips==&lt;br /&gt;
===&amp;quot;D15 Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;D15 Grip&amp;quot; is loosely based on Stark Equipment grips.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Sakin ZX Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Sakin ZX Grip&amp;quot; appears to be a combination of Hera Arms and Magpul grips.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Phantom Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Phantom Grip&amp;quot; is a stylized Valkyrie Dynamics AR Cobra Skeleton Grip.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Support CP90 Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Support CP90 Grip&amp;quot; is a stylized Ergo Tactical Deluxe Grip with Palm Shelf.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ivanov ST-70 Grip&amp;quot;===&lt;br /&gt;
Loosely based on the ZenitCo RK-3 AK pistol grip.&lt;br /&gt;
&lt;br /&gt;
==Magazines &amp;amp; Ammunition==&lt;br /&gt;
===MG15 Saddle Drum (modified)===&lt;br /&gt;
A [https://www.1919a4.com/threads/m-14-50-rd-drum.62713/ modified MG15 Saddle Drum] is available for the G3 as the &amp;quot;50-Round Drum&amp;quot;. Such modifications exist in reality, but it is incorrectly depicted as a 50rd single drum while the real ones consist of both 75rd drums. [http://www.rdts.com/HK_Upgrades.html Additional info].&lt;br /&gt;
&lt;br /&gt;
===SureFire MAG5-60===&lt;br /&gt;
The 60 round magazines for the M4 and SCAR-L are based on the SureFire MAG5-60.&lt;br /&gt;
&lt;br /&gt;
===Magpul PMAG-40===&lt;br /&gt;
The 40 round magazine for the SCAR-L is a stylized PMAG-40.&lt;br /&gt;
&lt;br /&gt;
===45 round STANAG===&lt;br /&gt;
The 45 round magazine for the M4 and M16 (and the 15 rounder for the FTac Recon) is based on many generic 40-round metal magazines made by different companies. 45-rounders in this format exist, but they are longer and more curved than the one in game.&lt;br /&gt;
&lt;br /&gt;
===G2 Research R.I.P. 9mm===&lt;br /&gt;
G2 Research Radically Invasive Projectile 9mm ammunition is available for submachine guns and pistols as the &amp;quot;9mm Frangible&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Lasers==&lt;br /&gt;
===&amp;quot;Corvus PEQ Beam-5&amp;quot;===&lt;br /&gt;
The &amp;quot;Corvus PEQ Beam-5&amp;quot; appears to be a stylized Wilcox Raid X.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FSS Ole-V Laser&amp;quot;===&lt;br /&gt;
The &amp;quot;FSS Ole-V Laser&amp;quot; appears to be a stylized AN/PEQ-5 CVL Carbine Visible Laser.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corio Laz-44 V3&amp;quot;===&lt;br /&gt;
The &amp;quot;Corio Laz-44 V3&amp;quot; appears to be a stylized B.E. Meyers MAWL.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ 1MW PEQ&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ 1MW PEQ&amp;quot; appears to be a stylized AN/PEQ-15.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;STOVL DR Laser Box&amp;quot;===&lt;br /&gt;
The &amp;quot;STOVL DR Laser Box&amp;quot; appears to be a stylized ZenitCo Perst-3.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DXS Flash 90&amp;quot;===&lt;br /&gt;
The &amp;quot;DXS Flash 90&amp;quot; appears to combine a Tactical Modlite ModButton combined with some kind of SureFire-like flashlight.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Schlager PEQ Box IV&amp;quot;===&lt;br /&gt;
The &amp;quot;Schlager PEQ Box IV&amp;quot; is a stylized Steiner DBAL with elements from Steiner Offset Tactical Aiming Laser.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DZM-1000 L&amp;quot;===&lt;br /&gt;
The &amp;quot;DZM-1000 L&amp;quot; is a stylized SureFire X400 Ultra WeaponLight.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FTac Grimline Laser&amp;quot;===&lt;br /&gt;
The &amp;quot;FTac Grimline Laser&amp;quot; is a stylized B.E. Meyers DIAL 100G.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XTEN Sidearm-L400&amp;quot;===&lt;br /&gt;
The Steiner DBAL-PL based &amp;quot;5mw Laser&amp;quot; from Modern Warfare returns as &amp;quot;XTEN Sidearm-L400&amp;quot; albeit with some alterations.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
==P220==&lt;br /&gt;
[https://www.youtube.com/watch?v=HPjVKjWEivU Found a video of it,] it's accessible in the Beta build through a trick involving Overkill. The inspect animation makes use of the decocker, which is super cool. Having the &amp;quot;weapon family&amp;quot; system in this game seems to be giving us a lot of guns that otherwise would have been a lot less likely to appear on their own. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:02, 17 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==PK and AK on Farm 18==&lt;br /&gt;
There are a bunch of PKs and AKs in a little shed near the firing range on one side of Farm, and the AKs seem to be standard wood furniture AK-47/AKM types, but I didn't have a scope handy to look closer. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 02:09, 26 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The Benelli==&lt;br /&gt;
Since I figure this'll be a point of discussion later on: I think the &amp;quot;Expedite 12&amp;quot; (weird name, BTW) is mostly based on the M2 Super 90 (given the rounded receiver with the beveling around the trigger group, the trigger guard's shape, et cetera), with a magazine tube/front end that's closer to the M4. We might want to see the release build's attachments to be sure, though - if all the alternate barrels/mag tubes (not sure if they'll be doing those separately, but I sure hope so) have the gas block, then we could say it's an M4 with M2-based bits; if it can be re-built without a gas block, we'll say it's just an M2 with a barrel/mag tube linkage that looks like a gas block. Thoughts? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 00:27, 28 September 2022 (UTC)&lt;br /&gt;
:I don't know each of them well enough to weigh in on which it is (or is a combo of), but for a related bit of interesting info, one of the animators commented explaining how the inspect animation is actually correct (won't feed from the tube when cycling manually, unless first pressing the button to load a shell from the tube to the lifter) and that the animator who did this gun actually has their own real one which they used for reference. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:07, 28 September 2022 (UTC)&lt;br /&gt;
::Just based on the gas system (the in-game description also states it is gas operated) I'd say it's safely meant to be an M4, just with the stylizations giving the rear end of the receiver some M2 resemblance.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 01:18, 28 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Identifying the &amp;quot;FTac Recon&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
So... any idea regarding this? As far as I can tell, the left side is reminiscent of the &amp;quot;XRK M4&amp;quot; blueprint from MW19, while on the right side, the shape of the upper receiver is kinda similar to some rifles such as the Wilson Combat .458 SOCOM Recon Tactical or the CMMG MkW-15. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 20:44, 1 October 2022 (UTC)&lt;br /&gt;
:Bit of info: the internal name of this weapon is &amp;quot;br_msecho&amp;quot;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:04, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Referring to the G3 family as civilian versions ==&lt;br /&gt;
&lt;br /&gt;
I feel that &amp;quot;no paddle release means civilian&amp;quot; is a rule of thumb that's being taken a bit too literally and in a vacuum, in the context of a video game with deliberately stylized weapons, as opposed to an actual live action setting where we're ID'ing &amp;quot;real&amp;quot; props. The SR9 is a fair ID as it features ironsights (which the PSG1 lacks), but the G3/HK33/MP5 trio should be getting a more detailed look to determine ID than just &amp;quot;no paddle&amp;quot;. The civilian rifles differ in more than just that feature (especially since we're apparently ignoring the select-fire fire control groups, including the MP5 having burst) but it's become the &amp;quot;standard&amp;quot; way of ID'ing them in live action simply because it's easily visible; this doesn't necessarily carry over to other mediums. I don't mean any of this as a criticism or an argument, I just wanted to open a discussion on properly ID'ing them. Considering how stylized they are, I would definitely lean towards being the proper military versions, but with a note like ''&amp;quot;Among the stylized elements of the rifle, it lacks a paddle magazine release, a trait more commonly associated with the civilian pattern&amp;quot;'' or similar. It's also worth noting that the Slight of Hand reloads actually use the (not visible) paddle release, with the AK-style knocking out the old mag with the new one. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:09, 16 October 2022 (UTC)&lt;br /&gt;
:The mentioned civilian HK rifles can actually have visible full-auto fire control groups when converted in reality, so it's not like the IDs are incorrect (this includes the HK94, which can be fitted with a burst/full-auto trigger group). By the way, regarding the SR9, it's not just the presence of sights, but also the fact it lacks the PSG-1's silent bolt closing device and stiffening bars. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:31, 16 October 2022 (UTC)&lt;br /&gt;
::I would go ahead and identify them as their military variants, as should be expected with a military shooter. The paddle release is the only thing that's making people ID them as civilian models, ignoring things like barrel lenght, the muzzle devices on the MP5 and the trigger groups. I'm gonna work on adding info and caps to these guns, and call them by their military name. If you guys want to edit them and ID them as civilian rifles go ahead. --[[User:AndreaPortapizze|AndreaPortapizze]] ([[User talk:AndreaPortapizze|talk]])&lt;br /&gt;
:::We previously made notes of civilian models in military shooters (such as the HK91A3 in CoD4, the Uzi in Black Ops/BO2 and the FN SCAR in MW3/BO2); I don't see why we should be doing things differently here. And like I said above, those civilian HK rifles can be fitted with full-auto trigger groups (as you can see [https://www.youtube.com/watch?v=QAoyOdsIJPs here] and [https://www.rockislandauction.com/detail/72/3704/class-iiinfa-converted-hk93-mg here]). The HK94 can also be modified with an MP5's muzzle device, as seen [https://www.youtube.com/watch?v=baNj58RnfrU here]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:50, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Launch weapon count ==&lt;br /&gt;
[https://www.callofduty.com/blog/2022/10/call-of-duty-modern-warfare-II-campaign-early-access-launch-overview#Weapons Per this absolutely enormous blog,] which also has some noteworthy images, we now have the amount of each weapon class at launch. Fifty-one weapons split across thirty-three platforms: Ten Assault Rifles, four Battle Rifles, seven Submachine Guns, six Light Machine Guns, four Shotguns, six Marksman Rifles, three Sniper Rifles, one Riot Shield, five Sidearms, four Launchers, and one Melee secondary weapon. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:28, 18 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Boney Hadger ==&lt;br /&gt;
&lt;br /&gt;
I'm not too invested in this, but I think it might make sense to ID it as both. The model is just probably stylized outright and I think the right side has some resemblance to the Q variant. We've had some people in the discord ask why it has been remarked as the AAC version.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:05, 21 October 2022 (UTC)&lt;br /&gt;
:If there is some Q influence in it, feel free to add it (we need some proper footage of the gun's right side regarding this). But the weapon overall seems to be mainly based on the AAC version, as noted by the magwell on the left side and the bulge between the bolt catch and the trigger guard. Plus, the line between the pistol grip and the fire selector is completely horizontal on the AAC version (the in-game rendition kinda looks like this), which is not the case for the Q version. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:43, 21 October 2022 (UTC)&lt;br /&gt;
:: https://cdn.discordapp.com/attachments/801926953292398685/1033044694508245043/unknown.png This was shared - noticed it has a MCX charging handle, since the game is putting them in the same family.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:56, 21 October 2022 (UTC)&lt;br /&gt;
:::Ah yeah, on the right side the upper is based on the Q model. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 23:08, 21 October 2022 (UTC)&lt;br /&gt;
The weapon appears to have been cut from the final release.  I'm looking through the gunsmith after the MP version has gone live and I'm not seeing it.  The MPX and MCX also cannot be found in the gunsmith, though the MPX is in the campaign. [[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 17:12, 30 October 2022 (UTC)&lt;br /&gt;
:The AW50 is missing as well. Given the Honey Badger is being considered part of the MCX family, that this group wasn't quite as polished as most of the other guns in the early build where they were seen, and the obviously-missing MCX Spear, the general consensus is that the MCX family is likely to be added alongside Season 1 in a few weeks. Hopefully the AW50 returns soon too. There were/are a few attachments and camos that were seen that are either now also missing (flat black camo) or don't seem to have any unlock requirements (one of the red dots), so they're likely tied to these unreleased weapons. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:01, 30 October 2022 (UTC)&lt;br /&gt;
::The Honey Badger is also currently exclusive to the campaign; a non-suppressed one is the starting weapon in the first mission. The MCX VIRTUS doesn't seem to be available in the campaign, though it's used by Kyle Garrick and Rodolfo Parra while they are NPCs. If the MCX will be added in Season 1, it would be cool if it ends up being replaced by the new SPEAR LT (which is unlikely, but hey, a man can dream). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:17, 3 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==COD 2024 leaked weapon list==&lt;br /&gt;
&lt;br /&gt;
Posting this here because I doubt the admins would allow the creation of a page for a game that will be released in 2 years that has not be officially announced yet.&lt;br /&gt;
&lt;br /&gt;
So in July/2022 someone datamined the .apk for the Warzone Mobile Alpha build and found loads of strings relating to Treyarch's 2024 Cold War sequel including maps names/images, new game modes, the story setting and more importantly to us a partial list of the guns that will be in the game. This was possible because MWII, WZ2.0, WZM and COD 2024 will all run on the same Infinity Ward updated engine, WZM that releases in 2023 is already using the same weapon models/animations from MWII/WZ2.0 for example. Here are screenshots of all the COD 2024 weapon strings so far(same can be found in MWII's code now): https://i.imgur.com/DkRtTep.jpg https://i.imgur.com/7ZdP0UC.jpg https://i.imgur.com/jeeKKe0.jpg&lt;br /&gt;
&lt;br /&gt;
Explaining the rationale of identifying the guns by the strings: t10(Treyarch's 10th lead developer game)_ar(assault rifle)_p01(weapon platform number 01)_coslo723('''Co'''lt 723, initials using their own phonetic alphabet plus numbers)_variant_0(the base model of the gun, the special blueprints start from variant_1)&lt;br /&gt;
&lt;br /&gt;
The game's story is set in the early to mid 90's(at least) since there are map images of one of Saddam's palaces being raided, an American base housing a Lockheed F-117 Nighthawk being bombarded and there are references in strings to the Mogadishu battle.&lt;br /&gt;
&lt;br /&gt;
But only now people were able to accurately name every weapon from the strings bar a single one. The game will use the same weapon platform system from MWII for different receivers that include either a different caliber, a different shooting mode(full or semi) or a different combat role(battle rifle or dmr) on the same platform. From the list below you can see they really took care not to overlap with the guns that are already in MWII and to keep them accurate to the game's time period. Here's the list with my commentaries:&lt;br /&gt;
&lt;br /&gt;
AR = Assault Rifle&lt;br /&gt;
BR = Battle Rifle&lt;br /&gt;
DM = Marksman Rifle&lt;br /&gt;
LM = Light Machine Gun&lt;br /&gt;
PI = Pistol&lt;br /&gt;
SH = Shotgun&lt;br /&gt;
SM = Submachine Gun&lt;br /&gt;
SN = Sniper Rifle&lt;br /&gt;
ME = Melee&lt;br /&gt;
LA = Launcher&lt;br /&gt;
&lt;br /&gt;
ArmaLite platform:&lt;br /&gt;
&lt;br /&gt;
AR: Colt Model 723&lt;br /&gt;
&lt;br /&gt;
DM: M16&lt;br /&gt;
&lt;br /&gt;
LM: AR-10 LMG(obscure prototype, belt or magazine-fed)&lt;br /&gt;
&lt;br /&gt;
SN: SR-25&lt;br /&gt;
&lt;br /&gt;
*The 723 was the obvious stand-in for the M4. They have a hard on to always make the M16 a DMR like it was in CW, but if they really wanted to do so they could have used the period accurate Colt Sporter Rifle Delta HBAR. The 7,62×51mm AR-10 LMG prototype was a really obscure choice, they could have gone with a C7A1 LSW with a Beta C-Mag instead. The SR-25 is finally in a COD game, but there is another string that has it as a DMR which is more accurate on how the sniper rifles in MWII all have larger calibers while the dmrs use calibers around the 7,62×51mm size. They could have easily had a Colt 9mm SMG too since it's period accurate.&lt;br /&gt;
&lt;br /&gt;
AK-74 platform:&lt;br /&gt;
&lt;br /&gt;
AR: AK-74&lt;br /&gt;
&lt;br /&gt;
SM: Gepard PDW(obscure prototype)&lt;br /&gt;
&lt;br /&gt;
LM: PU-21(obscure prototype, belt or magazine-fed)&lt;br /&gt;
&lt;br /&gt;
BR: AEK-973(however 7.62x39mm isn't a battle rifle caliber, just like the .458 SOCOM Ftac Recon in MWII)&lt;br /&gt;
&lt;br /&gt;
*The base AK-74 is finally in a COD game. The Gepard is very obscure and its main gimmick is being able to use various calibers with minor modification, it may use one of the armor piercing rounds it could use instead of being vanilla 9mm. The PU-21 is on the same level of obscurity, but we will be able to make the RPK-74 anyway. An AEK series is finally in COD, but they made the same mistake of putting it into the battle rifle category while using an intermediate cartridge (A Galil in 7.62x51mm NATO would be more accurate for the category but not in the same weapon family). A Saiga-12 could easily be part of this platform, maybe even converted to full-auto.&lt;br /&gt;
&lt;br /&gt;
SIG platform:&lt;br /&gt;
&lt;br /&gt;
AR: SIG SG 550&lt;br /&gt;
&lt;br /&gt;
BR: SIG SG 542&lt;br /&gt;
&lt;br /&gt;
SM: FAMAE SAF&lt;br /&gt;
&lt;br /&gt;
*FAMAE debuts in COD. A 550-1/550 SR will appear as an attachment variation.&lt;br /&gt;
&lt;br /&gt;
CETME&amp;amp;HK platform:&lt;br /&gt;
&lt;br /&gt;
AR: CETME Model L&lt;br /&gt;
&lt;br /&gt;
BR: CETME Model C&lt;br /&gt;
&lt;br /&gt;
SM: MP5&lt;br /&gt;
&lt;br /&gt;
*Model L is new to COD. Funny how you can make a H&amp;amp;K MP5 from a CETME Model C, so making a 5.56x45mm HK23 or GR9 would not be that far fetched for this platform(the HK21 is already in MWII).&lt;br /&gt;
&lt;br /&gt;
FAL platform:&lt;br /&gt;
&lt;br /&gt;
BR: FN FAL&lt;br /&gt;
&lt;br /&gt;
DM: either the IMI Rovat, the Belgian M2 sniper variant(obscure and just a FAL with a sniper scope) or something else way more obscure&lt;br /&gt;
&lt;br /&gt;
SM: IMBEL MD1(obscure prototype)&lt;br /&gt;
&lt;br /&gt;
*The MD1 was a cool choice, they really did their homework and it even has some attachment variations despite being a prototype. The DMR of the this platform is the only weapon that couldn't be positively identified(an accurized FAL? lol)&lt;br /&gt;
&lt;br /&gt;
AS Val platform:&lt;br /&gt;
&lt;br /&gt;
AR: AS Val&lt;br /&gt;
&lt;br /&gt;
SM: SR-3 Vikhr&lt;br /&gt;
&lt;br /&gt;
*Vintorez will be just an attachment variant, it seems.&lt;br /&gt;
&lt;br /&gt;
Kulspruta platform:&lt;br /&gt;
&lt;br /&gt;
LM: Ksp 58(6.5x55 mm)&lt;br /&gt;
&lt;br /&gt;
LM: Ksp 58D(shorter modernized variant in 7.62x51mm NATO)&lt;br /&gt;
&lt;br /&gt;
*Weird choice, but at least the calibers are different. Guess they didn't want to use the obvious M240.&lt;br /&gt;
&lt;br /&gt;
PGM platform:&lt;br /&gt;
&lt;br /&gt;
SN: PGM Ultima Ratio&lt;br /&gt;
&lt;br /&gt;
SN: PGM Hécate II&lt;br /&gt;
&lt;br /&gt;
*Cool choice. The .338 Mini Hecate could easily be here, unless the Ultima is using something larger than 7.62x51mm NATO.&lt;br /&gt;
&lt;br /&gt;
Dragunov platform:&lt;br /&gt;
&lt;br /&gt;
SN: SVD Dragunov&lt;br /&gt;
&lt;br /&gt;
DM: SVU Dragunov&lt;br /&gt;
&lt;br /&gt;
*First time both guns will be playable in MP in the same COD game(BO2 had the SVD as campaign only). &lt;br /&gt;
&lt;br /&gt;
Mossberg platform:&lt;br /&gt;
&lt;br /&gt;
SH: Mossberg 500&lt;br /&gt;
&lt;br /&gt;
SH: Bullpup Mossberg 500&lt;br /&gt;
&lt;br /&gt;
*Bullpup will debut in a COD game.&lt;br /&gt;
&lt;br /&gt;
Break-Action Shotgun platform:&lt;br /&gt;
&lt;br /&gt;
SH: CBC Model SB(single barrel)&lt;br /&gt;
&lt;br /&gt;
SH: Rottweil Skeet Olympia 72(over-under double barrel)&lt;br /&gt;
&lt;br /&gt;
*Finally the actual Olympia will be in a COD game.&lt;br /&gt;
&lt;br /&gt;
Grendel platform:&lt;br /&gt;
&lt;br /&gt;
PI: Grendel P30(.22 Winchester Magnum Rimfire)&lt;br /&gt;
&lt;br /&gt;
SM: Grendel R31(converted to full-auto)&lt;br /&gt;
&lt;br /&gt;
*Cool choice and caliber.&lt;br /&gt;
&lt;br /&gt;
USP platform:&lt;br /&gt;
&lt;br /&gt;
PI: H&amp;amp;K USP(9x19mm)&lt;br /&gt;
&lt;br /&gt;
PI: H&amp;amp;K USP(.40 S&amp;amp;W)&lt;br /&gt;
&lt;br /&gt;
*Mk 23/SOCOM could easily fill the .45 ACP pistol spot here.&lt;br /&gt;
&lt;br /&gt;
Makarov platform:&lt;br /&gt;
&lt;br /&gt;
PI: Makarov PM&lt;br /&gt;
&lt;br /&gt;
PI: Stechkin APS&lt;br /&gt;
&lt;br /&gt;
*Russian forces will finally have their time period adequate loadout with the AK-74, RPK-74(attachment variation only), Makarov and Dragunov.&lt;br /&gt;
&lt;br /&gt;
Melee platform:&lt;br /&gt;
&lt;br /&gt;
ME: Knife&lt;br /&gt;
&lt;br /&gt;
Panzerfaust platform:&lt;br /&gt;
&lt;br /&gt;
LA: Panzerfaust 3&lt;br /&gt;
&lt;br /&gt;
*Cool choice but since it's semi reloadable I wonder how they're gonna do its reloading animation. Could they finally give us the RPG-29 Vampir instead of the RPG-7 that's already in MWII?&lt;br /&gt;
&lt;br /&gt;
So, for now we have:&lt;br /&gt;
-16 platforms. 5 ARs, 3 DMs, 4 BRs, 4 LMs, 6 SMs, 4 SHs, 4 SNs, 5 PIs, 1 ME, 1 LA=37 weapons in total&lt;br /&gt;
&lt;br /&gt;
Reminder that this leak doesn't have any solitary weapon that doesn't have any receiver variation(besides the knife and Panzerfaust 3), but single weapon platforms will surely be in the game(as they are in MWII) and around that time period we had some crazy prototypes like the G11 and flechette rifles.&lt;br /&gt;
&lt;br /&gt;
So leave your corrections, additions(like what other guns could be part of these platforms) or thoughts below since we have 2 years until it releases. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:32, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That's a really cool list, I would have loved to see quite a few of these (SG 550, Model L, FAL, Hécate II, USP) in MWII. :( [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:59, 25 October 2022 (UTC)&lt;br /&gt;
:For the sake of those less technically inclined, I emphasize this is data publicly released by the publisher (albeit by accident), not something that falls under the &amp;quot;No bootleg&amp;quot; policy. [[User:VladVladson|VladVladson]] ([[User talk:VladVladson|talk]]) 07:10, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I am really concerned that they would &amp;quot;stylize&amp;quot; some if not all of these weapons. Otherwise, the weapon choice seems interesting. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 12:55, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I can already see Saddam's troops wielding rare and obscure prototype guns, Black Ops gonna Black Ops :D On the suggestions side, I can propose the [[Steyr ACR]], it fits all the Black Ops requirements, namely rare and never used prototype! --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 00:41, 26 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Only now realized that the Ksp 58D is the only really anachronistic gun in the roster, from what I can gather it had a DF test version before being adopted in the mid to late 2000s.--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:04, 26 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:With the Tempus Torrent(SR25) now in MWII we got another gun that will overlap besides the M16 and the MP5. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 06:19, 25 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magfed Mossberg ==&lt;br /&gt;
Is it just me or its magwell and magazine are straight up copied or at least very heavily inspired by the Vepr-12 relevant parts? [https://molot.biz/goods/vpo-205-00.html Pics that are currently on IMFDB don't seem to reflect the version that I had in mind so I am linking to the Molot-Oruzhie web page instead]. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 01:40, 29 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Indeed, even the magazine capacities match with 8, 10 and 12. Guess they wanted to make the Vepr-12 part of the AK platform but backed down. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 18:16, 29 October 2022 (UTC)&lt;br /&gt;
::Right down to the magazine manufacturer being VLK, an in-universe Russian company.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 07:08, 31 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::To further confirm, the Bryson 890's internal name is &amp;quot;'''mv'''iktor&amp;quot; which stands for '''M'''olot '''V'''epr. So it was supposed to be part of the AK platform probably by leveling the RPK, as they are related in real life. Guess they didn't want the AK platform to have 7 guns...--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 00:00, 3 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Viewing weapons in gunsmith==&lt;br /&gt;
Just a heads up for those who don't know, the MW19-style ability to rotate the gun (and zoom this time!) is actually in the game, just quite hidden, as it seems to be not quite finished yet. Not sure of the Keyboard equivalents, but on controller you go into the charm/decal/sticker selection menu and click left stick to go into it. From there you can press Y to hide the UI and click LS again to get the MW19-style preview animation. Zooming in is the right trigger, you can move the camera vertically with the right stick, and you can move the gun left/right with the left stick. And as always, you can go into a private match to have access to all the weapons and attachments. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 00:39, 1 November 2022 (UTC)&lt;br /&gt;
:A follow up to this, it seems that if you go into a private match set to one of the CDL modes (and wait a moment so you can start the match, when the little lock icons go away) you can access all the weapon/operator skins (and charms/stickers) that are in the current build of the game. Or rather, all of the weapons that aren't restricted from use by these supposedly &amp;quot;pro&amp;quot; players lol. You may have to scroll away from something then back to it to get it to load, and these are all VERY work in progress. For a few maybe interesting things I found, the camo/ghillie MRAD and M4 from the campaign are present, as are the gold AK and Desert Eagle from the same mission, there's a really nice MP5 called The Bureau which features a black SEF trigger group attachment (would be super handy for builds, with the default being tan and not matching anything), a gorgeous Equinox style version of the P220, some of the small red dots are sometimes on risers and sometimes not depending on different skins, the fictional Matuzek company is from the Czech Republic (per one of the alternate P220 slide markings), and as these are again very work in progress [https://i.imgur.com/ADODNTJ.png there's an amazingly hilarious P90 with a optic rail on its optic rail.] [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:26, 5 November 2022 (UTC)&lt;br /&gt;
::At least there arent any goofy masterclass blueprints with animated levitating skulls or dragons.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:16, 7 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The &amp;quot;AK-74M&amp;quot; railed handguard dissected==&lt;br /&gt;
Gonna put this here due to being too much for the &amp;quot;summary&amp;quot; section. [https://www.m4carbine.net/showthread.php?98722-New-Izhmash-AK-railed-handguard&amp;amp;p=1760686#post1760686 This] and [https://www.russiansurplus.net/product_p/ak9-black-railed-hg.htm this] confirm the origin of this &amp;quot;AK-74M&amp;quot;-ish railed handguard as being from AK-9. According to English wiki it was made at some vague 2000s, but the Russian wiki narrows it down to being introduced in 2005. Anyway, it appears this was the first model that the handguard was developed for and then subsequently it was used with newer 100 series AKs, therefore I suggest we call it the AK-9 handguard. Also just for reference, LCT AK-9 is the airsoft copy. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 01:42, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== MRAD named &amp;quot;Victus XMR&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
I don't have the game, so I want to ask, ''where'' is the name &amp;quot;Victus XMR&amp;quot; used on the MRAD? The loadout screenshot clearly shows it being named MCPR-300, and not Victus XMR. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:37, 18 November 2022 (UTC)&lt;br /&gt;
:It shows up in-game, as the display name above the gun's HUD icon and also above the pick-up icon. --[[User:MonocledTarantula432|MonocledTarantula432]] ([[User talk:MonocledTarantula432|talk]]) 04:16, 18 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Can confirm, booted up the game as of Nov 24, 2022 and started the mission &amp;quot;Recon By Fire&amp;quot;. The rifle still shows as &amp;quot;Victus XMR&amp;quot; instead of &amp;quot;MCPR-300&amp;quot; so I added that it's incorrect back onto the MRAD entry, doesn't appear to have been fixed in the latest patches. [[User:Antediluvial|Antediluvial]] ([[User talk:Antediluvial|talk]]) 05:34, 25 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==M16 ID==&lt;br /&gt;
The supposed &amp;quot;M16A3&amp;quot; ID is rather flimsy. The gun is intended to be an A4 (and features its flattop upper), while the lower is marked both &amp;quot;M16A2&amp;quot; ''and'' &amp;quot;Auto&amp;quot; at the same time, which is obviously a goof no matter how you spin it. The M16A3 is a full-auto A2 anyway, not an A4; it doesn't have a flattop. The only two IDs that actually make sense are either &amp;quot;M16A4 with incorrect and inconsistent markings&amp;quot; (the better option), or if we want to be exceptionally pedantic &amp;quot;M16A2 with A4 upper and incorrect M16/A1/A3 Auto marking&amp;quot;. But the current ID just doesn't work, both because it's a flattop and because we're apparently prioritizing the &amp;quot;Auto&amp;quot; text above the &amp;quot;M16A2&amp;quot; text, above the flattop upper, ''and'' above the burst functionality in gameplay, all of which should really be higher priority than the selector marking. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:46, 23 November 2022 (UTC)&lt;br /&gt;
:[https://www.sturmgewehr.com/forums/index.php?/topic/19067-wts-transferable-factory-colt-m16a2a4-model-r0901-serial-80300xx-safe-semi-auto-new-in-box-7500000/ Here] and [https://www.davidspiwak.com/gun/rare-colt-m16a4-model-r0901/ here]; the markings and flattop match the in-game rifle. What you have to keep in mind is that the page currently mentions specifically the Colt R0901, which ''does'' have a flattop upper (though I'm not sure if this version was officially designated &amp;quot;M16A3&amp;quot; or was colloquially marketed as such). Plus, it isn't a goof to see &amp;quot;M16A2&amp;quot; and &amp;quot;Auto&amp;quot; markings simultaneously, since M16A3s manufactured by Colt have been marked &amp;quot;M16A2&amp;quot; on the receiver (while other manufacturers like FN apparently did use &amp;quot;M16A3&amp;quot; markings). Now, if the devs later decide to fix the &amp;quot;Auto&amp;quot; marking, we will make the changes accordingly. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:39, 26 November 2022 (UTC)&lt;br /&gt;
::I changed the section's title to &amp;quot;Colt Model 901&amp;quot; to prevent confusion, in case the M16A3 designation turns out not to be really the proper one  for this version. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]])&lt;br /&gt;
&lt;br /&gt;
== HK Machinegun variants ==&lt;br /&gt;
&lt;br /&gt;
Not sure if these really count as they are more of a mockup, but I realized that it's possible to build HK11/HK13 esque weapons from the LM-762 and LM-556. Also a pseudo HK51-B with the RAPP's shortest barrel, though the sliding stock can't be equipped unfortunately.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 04:13, 7 December 2022 (UTC)&lt;br /&gt;
[[File:MWII HK11 (0).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:MWII HK13 (0).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:MWII HK51 (0).jpg|thumb|none|600px|]]&lt;br /&gt;
:Yeah, I'd agree with adding these to the page. As for the HK51-B style build, you could use a fixed stock, since there are [https://www.youtube.com/watch?v=QMEc54MHnhQ some] [https://www.icollector.com/Fully-Automatic-Portuguese-FMP-HK51B-Custom-Belt-Fed-Rifle-with-Fleming-Automatic-Sear_i9752626 builds] in this configuration, though I'd recommend replacing the PTR 9KT style trigger group by another attachment. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:22, 8 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Slimeline Pro is possibly a SM26013 ==&lt;br /&gt;
&lt;br /&gt;
This is possibly the closest thing I can find&lt;br /&gt;
&lt;br /&gt;
https://www.midwayusa.com/product/1020040977&lt;br /&gt;
&lt;br /&gt;
I don’t know if I’m right--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 05:31, 4 February 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==FA-MAS in loading screens==&lt;br /&gt;
Might be worth adding to the unusable weapons list, the &amp;quot;Triple Threat&amp;quot; and &amp;quot;Wading&amp;quot; loading screens feature the rifle, the former with the newer low rail and the latter with the classic carry handle. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 08:17, 23 February 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==9mm M4 in the current Shoot The Ship playlist tile==&lt;br /&gt;
Probably the MW19 model, just figured I'd mention it's there. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 03:50, 2 March 2023 (UTC)&lt;br /&gt;
:[[File:MWII Ship PCC .jpg|none|600px|]] Here it is, not sure why you don't just get a screencap of it yourself. Anyway, it has a Mlok rail and distinct PEQ and red dot, looks like it's made for the artwork and isn't the previous game's model. The CoD wiki also has those loading images with the FAMASs mentioned above.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:24, 2 March 2023 (UTC)&lt;br /&gt;
::Speaking of unusable weapons, there's a picture of Los Vaqueros members carrying some rifles in [https://www.youtube.com/watch?v=vvW_09jamfc&amp;amp;t=163s the intro cutscene] of Prison Break. At first glance, they seemed to me like DDM4s, judging by the stock on the rifle on the left. But then again, we can't see much details, so it may or may not be one of the in-game weapons with a buttstock attachment, I'm not sure. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:13, 18 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Remaining upcoming DLC weapons have been datamined ==&lt;br /&gt;
&lt;br /&gt;
iw9_me_sword02 - another kind of sword&lt;br /&gt;
&lt;br /&gt;
iw9_br_ngsierra - MCX Spear(from the NGSW acronym)&lt;br /&gt;
&lt;br /&gt;
iw9_sn_india - M200 Intervention&lt;br /&gt;
&lt;br /&gt;
iw9_pi_tango9 - Tec-9&lt;br /&gt;
&lt;br /&gt;
iw9_ar_helima - Springfield Hellion&lt;br /&gt;
&lt;br /&gt;
iw9_sm_acharlie45 - APC 45&lt;br /&gt;
&lt;br /&gt;
iw9_sh_tsierra - Tavor TS12&lt;br /&gt;
&lt;br /&gt;
iw9_sn_walpha - WA 2000&lt;br /&gt;
&lt;br /&gt;
iw9_pi_mike2011 - Staccato 2011(already appears in the campaign)&lt;br /&gt;
&lt;br /&gt;
iw9_ar_malima - Malyuk&lt;br /&gt;
&lt;br /&gt;
iw9_sm_acharlie9 - APC 9&lt;br /&gt;
&lt;br /&gt;
iw9_me_kamas - Kamas(Japanese sickles)&lt;br /&gt;
&lt;br /&gt;
iw9_me_kalisticks- Kali Sticks&lt;br /&gt;
&lt;br /&gt;
What are your thoughts? --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 04:47, 28 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Thanks! Assuming this is the full list, there's definitely some stuff I would have liked to see that's apparently not coming back from MW19 (G36, SG 550, L85, FAL, FA-MAS, M9, PM especially). But more positively I'm happy about the M1911 (well, 2011) and it's neat to see the Hellion/VHS-2 showing up in the roster, it's such a cool rifle. It's amusing to see the M200 and WA 2000 as MW2 throwbacks, but not getting the also-MW2 F2000, or especially the FAL when we finally have a battle rifle category is just criminal. :( [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 05:17, 28 March 2023 (UTC)&lt;br /&gt;
::Looking forward to the VHS in particular, I love that gun. Would be nice if it comes with the flip-up sights the real Hellion is sold with - hell, at this point I'd even take it having the same sights as the M4 - but realistically it's gonna just be the G36-style irons it has in everything else. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 07:44, 28 March 2023 (UTC)&lt;br /&gt;
:::BTW the Uzi(coming in S3), the Minimi(same Bruen Mk9 from MW19, which will be called &amp;quot;Serval&amp;quot; in MWII) and the FAMAS(which seems to have 2 separate versions, probably as full auto/semi and burst only) are in the files too. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 02:39, 29 March 2023 (UTC)&lt;br /&gt;
::::Oh good, those three/four I would love to see. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 07:14, 29 March 2023 (UTC)&lt;br /&gt;
:::::Season 3 teaser dropped today, showcasing the FJX Imperium (Intervention). Interestingly, it is shown to be chambered in &amp;quot;6.8 Wrath&amp;quot;, which sounds an awful lot like 6.8 FURY, used in the MCX SPEAR/XM7. Probably not intentional, but curious nevertheless. [[User:MonocledTarantula432|MonocledTarantula432]] ([[User talk:MonocledTarantula432|talk]]) 06:04, 3 April 2023 (UTC)&lt;br /&gt;
::::::&amp;quot;6.8 Wrath&amp;quot; is most definitely intended to be .277 Fury / 6.8x51mm, I just wish all the fake gun names were this on the nose about it. And there really wouldn't be any reason to rechamber the M200 in this cartridge if we weren't also getting the Spear, so that'll definitely come too. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:30, 3 April 2023 (UTC)&lt;br /&gt;
:::::::Well... the S3 content has been officially revealed today. The cool thing is that it does include an NGSW rifle, but kinda disappointingly it's not the SPEAR, but the RM277. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:31, 6 April 2023 (UTC)&lt;br /&gt;
::::::::Neat. It may not fit into the existing platform, but I do think it's the most interesting of the three program rifles. On another note, the main blog also mentions another full-auto pistol mid-season (in addition to the TEC-9), which is described as &amp;quot;high-calibre&amp;quot; and &amp;quot;modified to full-auto&amp;quot;. Maybe the 2011? [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 23:34, 6 April 2023 (UTC)&lt;br /&gt;
::::::::: The &amp;quot;high-calibre&amp;quot; and &amp;quot;modded to full-auto&amp;quot; seems to refer to the full-auto Desert Eagle, the &amp;quot;GS Magna&amp;quot;, that was accidentally revealed in a Japanese announcement. [[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 22:22, 3 May 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== EBR-14 ==&lt;br /&gt;
&lt;br /&gt;
So for this thing, which characteristic takes precedence - the receiver selector or the default barrel length?&lt;br /&gt;
[[File:MWII EBR-14 Reciever.jpg|none|600px]]&lt;br /&gt;
Here's what the right side of the receiver looks like, it's the same for both variants.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 03:27, 3 April 2023 (UTC)&lt;br /&gt;
:I remember a similar situation that happened in the past on one of the Ghost Recon pages, and a user who's knowledgeable on the M14 series stated that the presence of a select-fire lever rules out the M14 EBR-RI identification - and I agree with this; the selector is more important. Consequently, it's gotta be IDed either as a Mk 14 Mod 0 EBR with a long barrel, or as an M14 with a Sage chassis &amp;lt;s&amp;gt;and a Mk 14 gas system&amp;lt;/s&amp;gt;. I'd go with the former, especially that the in-game gun can be modified with a Mk 14-length barrel (now, the selector is fictionalized, but still). -[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:49, 3 April 2023 (UTC)&lt;br /&gt;
::Ok. I'll keep the EBR-RI image there though as that at least is the default barrel.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 02:47, 10 April 2023 (UTC)&lt;br /&gt;
:::Actually, per the comment that I just added on BF2042's talk page, it turns out that the M14 w/ Sage chassis image that we currently have on IMFDB has a longer handguard (the gas system is the same on the M14 and Mk 14), but the chassis is actually available in the same shorter length as the Mk 14. As such, I guess that it would be more appropriate to identify the &amp;quot;EBR-14&amp;quot; as an M14 with a Sage chassis (I'll upload an appropriate reference image in a while). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:17, 26 April 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Should these be ignored or added? ==&lt;br /&gt;
&lt;br /&gt;
On a few maps (including Al Mazrah), there are destroyed M1A2 TUSK Abrams models. They have ports for M240C guns but no actual guns in them.&lt;br /&gt;
[[File:Mwiidestroyedabrams1.jpg|none|400px|]]&lt;br /&gt;
[[File:Mwiidestroyedabrams2.jpg|none|400px|]]&lt;br /&gt;
Also, only on the MP map Taraq (doesn't appear in Warzone/Ground War versions of this map or anywhere else) there is a T-55 AM-2 model from MW2019. The machinegun port has a cover over it. &lt;br /&gt;
[[File:Mwiit551.jpg|none|400px|]]&lt;br /&gt;
[[File:Mwiit552.jpg|none|400px|]]&lt;br /&gt;
--[[User:Kona|Kona]] ([[User talk:Kona|talk]]) 08:46, 19 April 2023 (UTC)&lt;br /&gt;
:I'd say no since the guns both aren't visible and since the tanks are static and are never seen using the coaxial MGs.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:53, 19 April 2023 (UTC)&lt;br /&gt;
::They should. Guns being integrally fitted to a vehicle (where they can't be seen directly) are still known/understood to be present; their main cannons are guns as well and will also have their own designation (which I don't know off the top of my head). Same way if we had, say, an early-model Spitfire in a WWII game that wasn't seen to fire its Brownings, they should still be listed because they're known to be there. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 23:28, 19 April 2023 (UTC)&lt;br /&gt;
:::Yeah my thoughts too was based on previous pages where we would include weapons based on them being mounted on the real vehicles. &lt;br /&gt;
[[File:Mwiisemtex2.jpg|none|400px|]]&lt;br /&gt;
Also I noticed on other Call of Duty pages the Semtex Grenades were never added, so I'm wondering if they should be here or not since other fictional weapons were included. &lt;br /&gt;
[[File:Mwiishockstick2.jpg|none|400px|]]&lt;br /&gt;
In addition, the Shock Stick returned from BOII and still somewhat resembles the POMZ-2M anti-personnel mine. &lt;br /&gt;
[[File:Mwiidrillcharge2.jpg|none|400px|]]&lt;br /&gt;
The Drill Charge somewhat resembles the HHL-3 Hafthohlladung (and functions somewhat similarly).&lt;br /&gt;
[[File:Mwiidecoy2.jpg|none|400px|]]&lt;br /&gt;
[[File:Mwiisnapshot2.jpg|none|400px|]]&lt;br /&gt;
I'm unsure what the Decoy Grenade resembles nor Snapshot Grenade (though I heard the Snapshot was based on a toy).&lt;br /&gt;
&lt;br /&gt;
--[[User:Kona|Kona]] ([[User talk:Kona|talk]]) 05:45, 20 April 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:We already have a few things like this at the top of the top page (Drill Charge and Snapshot) alongside other miscellaneous stuff and optics, so that's probably the best place for these. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:32, 20 April 2023 (UTC)&lt;br /&gt;
::Ohh gotcha. So I'll add Semtex/Shock Stick there then. [[User:Kona|Kona]] ([[User talk:Kona|talk]]) 01:57, 21 April 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The remaining DLC weapons found in a datamine ==&lt;br /&gt;
&lt;br /&gt;
The shotgun coming in Season 4 Reloaded is the Tavor TS12. Besides the already known: Malyuk, APC 9, Kamas and STI 2011 the following weapons are also coming: falpha=FAMAS(burst), fecho=probably stands for Félin so a FAMAS(full auto), mkilo3=Minimi(the Bruen from MW19) and the ralpha=probably the Remington ACR. The WA 2000 seems to be removed. These are confirmed because they all got calling cards entries for the weapon masteries in the data. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 06:18, 17 June 2023 (UTC)&lt;br /&gt;
:Well that's good news, especially looking forward to the 2011 (to have it for itself, and to free up some P220 custom save slots), both FA-MASs, and the Minimi. It's interesting they're apparently making them two separate rifles, instead of having the Félin upper tied to a barrel attachment and the gun's fire modes be auto/burst (like the game's MP5), but maybe they'll be easier to balance that way. How certain are we that &amp;quot;ralpha&amp;quot; is the ACR? It seems odd the devs would go out of their way to make the APC556 (of all things) cosplay an ACR in a couple places, just to add the actual thing later on. Not that they ''couldn't'' do that lol. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 16:27, 18 June 2023 (UTC)&lt;br /&gt;
::yeah I taking some of those with a truckload of salt, the ACR seems unlikely as Alex said above. The Malyuk and FAMAS don't really fit the setting that much either.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:46, 18 June 2023 (UTC)&lt;br /&gt;
:FAMAS and Minimi have had their soundbanks in the game since the beta (they're just MW19's sounds) so not really sure if they actually are being added, or if miscellaneous foley from their sound sets are being reused on other guns. Then again, the 500 Magnum also reused the 357's sounds in the beta as well. &amp;quot;fecho&amp;quot; is the only one with new sounds. [[User:Fine cuisine|Fine cuisine]] ([[User talk:Fine cuisine|talk]]) 06:35, 13 July 2023 (UTC)&lt;br /&gt;
::The MCX Rattler was recently leaked, with a complete calling card, emblem, and weapon icon. This is very likely to be the &amp;quot;ralpha&amp;quot; rifle. Kind of a shame that we might get a redundant weapon that we can already effectively recreate with the &amp;quot;M13B&amp;quot;. [[User:MonocledTarantula432|MonocledTarantula432]] ([[User talk:MonocledTarantula432|talk]]) 19:20, 16 July 2023 (UTC)&lt;br /&gt;
:::Interestingly, some previously revealed loading screens show Valeria holding a blurred carbine that looks like an MCX Rattler; it does have the corresponding folding stock, at least. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:29, 17 July 2023 (UTC)&lt;br /&gt;
::::Yeah the Rattler has been confirmed as the ralpha, ACR is confirmed for MWIII from today's leaks --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 19:21, 17 July 2023 (UTC)&lt;br /&gt;
:::::Told you the FAMAS is coming--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 22:20, 26 July 2023 (UTC)&lt;br /&gt;
::::::If there’s one thing that bothers me is the fact that there’s another MP5! Instead of let’s see, the LWRC SMG-9, UMP-9, APC-9, or they could have a new LMG, because there’s not a single new LMG.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 02:55, 28 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Modern Warfare III weapons have leaked! ==&lt;br /&gt;
&lt;br /&gt;
Screenshots:&lt;br /&gt;
&lt;br /&gt;
https://imgur.com/neAlNPO&lt;br /&gt;
&lt;br /&gt;
https://imgur.com/dRGyXQA&lt;br /&gt;
&lt;br /&gt;
https://imgur.com/do6smsV&lt;br /&gt;
&lt;br /&gt;
https://imgur.com/jay5OWG&lt;br /&gt;
&lt;br /&gt;
https://imgur.com/9xdE6Au&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Assault Rifles:&lt;br /&gt;
&lt;br /&gt;
AK-556 = AK-101&lt;br /&gt;
&lt;br /&gt;
CDG-58 = QBZ 97 NSR Gen 3&lt;br /&gt;
&lt;br /&gt;
ANVL-B = F2000&lt;br /&gt;
&lt;br /&gt;
MCW = ACR&lt;br /&gt;
&lt;br /&gt;
MTZ 556 = CZ Bren 2&lt;br /&gt;
&lt;br /&gt;
You can see the Holger name at right part of the screenshot so the G36 is back, maybe with a MG36 LMG receiver&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Snipers/Marksmen Rifles:&lt;br /&gt;
&lt;br /&gt;
KVS Terminus = SVCh&lt;br /&gt;
&lt;br /&gt;
AMR 50 = Steyr HS .50 M1&lt;br /&gt;
&lt;br /&gt;
JP10 = Cadex Tremor 50&lt;br /&gt;
&lt;br /&gt;
KVB 73 = ?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Battle Rifles:&lt;br /&gt;
&lt;br /&gt;
MTZ 762 = CZ Bren 2 BR&lt;br /&gt;
&lt;br /&gt;
BAS B = MCX Spear (aka XM5/XM7)&lt;br /&gt;
&lt;br /&gt;
Sidewinder = ACR in 6.5mm?&lt;br /&gt;
&lt;br /&gt;
Beretta ARX-200 mentioned as br_aromeo200 in the battle rifle screenshot(that probably means the ARX-160 is in as an assault rifle too)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sub Machine Guns:&lt;br /&gt;
&lt;br /&gt;
Striker 45 = UMP45&lt;br /&gt;
&lt;br /&gt;
SAR-9 = AR15 in 9mm, don't know the specific one&lt;br /&gt;
&lt;br /&gt;
WSP-9 = Uzi&lt;br /&gt;
&lt;br /&gt;
Lach-9 = LWRC SMG-45 icon from MW19, maybe it's supposed to be the never released LWRC SMG-9 conversion?&lt;br /&gt;
&lt;br /&gt;
Rival-9 = CZ SCORPION EVO 3 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pistols:&lt;br /&gt;
&lt;br /&gt;
Raffica = Beretta 93R&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pretty cool list, feel free to correct or add anything.--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 23:48, 17 July 2023 (UTC)&lt;br /&gt;
:Shout out to the people who keep reposting illegally leaked images here for clout, gotta be my favorite kind of editor.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 00:20, 18 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Thanks, as always. :) Lots of really cool inclusions here; I'm definitely happy to see the F2000, G36, UMP45, and 93R. Still hoping that maybe there will be some sort of cross-usability with MWII weapons, since they're rather bizarrely releasing these games back-to-back. (Edit: They've confirmed weapons and other stuff from MWII will carry over to MWIII!) I do find it hilarious they can't keep the name structure for their internal fake names straight; the SMG-9 is named &amp;quot;Lach-9&amp;quot; implying it's an HK gun (UMP9), while the UMP45 is taking what used to be the SMG-45's &amp;quot;Striker 45&amp;quot; name (instead of the more appropriate &amp;quot;Striker 9&amp;quot; and &amp;quot;Lach-45&amp;quot;). [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 05:49, 18 July 2023 (UTC)&lt;br /&gt;
::Looking back, the KVB 73 can't be a Zastava M76, so any ideas? The cutoff SMG was just the Rival-9 again. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 06:26, 18 July 2023 (UTC)&lt;br /&gt;
:::Hyper-modern stuff isn't quite my area, but maybe a stylized AK-107 or MK-107? The fancy recoil system doesn't look to be above the barrel like the real one, but maybe that's what the funky looking handguard area is supposed to be. Given that it appears to be in the Sniper Rifle category despite looking to be a 5.45mm AK, maybe it having effectively zero recoil (plus maybe also full-auto) is why it's in that class? [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 06:48, 18 July 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1591565</id>
		<title>Talk:Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1591565"/>
		<updated>2023-07-17T16:55:58Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: /* Leak Weapons for Modern Warfare (2023) */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Extraneous Images=&lt;br /&gt;
For images from the main article that are unnecessary but probably still noteworthy enough to be kept here.&lt;br /&gt;
&lt;br /&gt;
[[File:Mw22 m16 (1).jpg|thumb|none|600px|The Colt Model 901 in the gunsmith preview. Prior to the Season One update, it is not possible to preview the weapon's 3D model akin to previous games, so a workaround was used to preview most of the weapons this way.]]&lt;br /&gt;
[[File:Mw22 g3 (1).jpg|thumb|none|600px|The HK91A2's left side in the loadout screen.]]&lt;br /&gt;
[[File:Mw22 g3 (2).jpg|thumb|none|600px|Its right side.]]&lt;br /&gt;
[[File:MW22 MK2.jpg|thumb|none|600px|The Marlin 336 in the loadout screen.]]&lt;br /&gt;
[[File:MW22 Deagle (1).jpg|thumb|none|600px|The Desert Eagle in the bugged gunsmith preview screen.]]&lt;br /&gt;
[[File:MW2 M1014.jpg|thumb|none|600px|The Benelli in the loadout screen.]]&lt;br /&gt;
[[File:M4super90 MWII gunsmith.jpg|thumb|none|600px|The M4 Super 90 in the weapon inspect menu.]]&lt;br /&gt;
[[File:MW22 LOCKWOOD.jpg|thumb|none|600px|The 725 in the loadout screen.]]&lt;br /&gt;
[[File:725 MWII gunsmith.jpg|thumb|none|600px|The Browning Citori 725 in the weapon preview menu.]]&lt;br /&gt;
[[File:MW22 M590.jpg|thumb|none|600px|The 590M in the loadout screen.]]&lt;br /&gt;
[[File:MW22 AK103 (1).jpg|thumb|none|600px|The AK-103's left side in the bugged gunsmith preview screen.]]&lt;br /&gt;
[[File:MW22 AK103 (2).jpg|thumb|none|600px|The rifle's right side.]]&lt;br /&gt;
[[File:MW22 AK105.jpg|thumb|none|600px|An AK-105 in the loadout screen.]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmith.jpg|thumb|none|600px|The AKS-74U in the weapon preview menu screen.]]&lt;br /&gt;
[[File:MW22 SCAR 17S.jpg|thumb|none|600px|The SSR lookalike in the loadout screen.]]&lt;br /&gt;
[[File:Mw22 scar 16.jpg|thumb|none|600px|The SCAR-L in the old gunsmith preview screen.]]&lt;br /&gt;
[[File:Mw22 scar 16 (2).jpg|none|thumb|600px|The gunsmith menu text was really confused on the length of the barrel, which makes you realize that this barrel looks more like a 17 inch than a 14.5, which comes standard with the rifle. This was later fixed, now the barrel is labeled as a 17.5.]]&lt;br /&gt;
[[File:Mw22 g3 (3).jpg|thumb|none|600px|Left side of the pseudo-HK91A3.]]&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous=&lt;br /&gt;
==CBU-97 Sensor Fuzed Weapon==&lt;br /&gt;
The CBU-97 Sensor Fuzed Weapon is delivered by the B-2 Spirit as part of the &amp;quot;Stealth Bomber&amp;quot; killstreak.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Snapshot Grenade&amp;quot;==&lt;br /&gt;
The fictional self flying disco ball inspired &amp;quot;Snapshot Grenade&amp;quot; returns from ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Drill Charge&amp;quot;==&lt;br /&gt;
The &amp;quot;Drill Charge&amp;quot; is a fictional device loosely resembling the Hafthohlladung magnet mine.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Combat Knife&amp;quot;==&lt;br /&gt;
The &amp;quot;Combat Knife&amp;quot; seems to be based on SOG knives, particularly SOG Pillar.&lt;br /&gt;
&lt;br /&gt;
==Container-Launched Missile System==&lt;br /&gt;
A fictional American container-launched ballistic missile system serves as the central catalyst for the campaign storyline. The appearance of the missile itself resembles a US Tomahawk or Russian Kalibr. In the opening mission, it is utilized by Shadow Company PMCs to eliminate the fictional Iranian general Ghorbrani; the real life event that inspired this scene, the assassination of Qasem Soleimani, was instead executed via an MQ-9 Reaper drone.&lt;br /&gt;
&lt;br /&gt;
The missile system is a container-launched missile system, able to be transported and launched from a standard shipping container. In real life, such container-launched missile systems have been (as of 2022) developed and/or produced by Russia (in the Club-K), China (in the YJ-18C), and Israel (in the LORA) since 2010, and there are no known American container-launched missile systems. The in-game missile system appears to be primarily based on the Club-K in its structural configuration, though the in-game system features only one launch tube instead of four.&lt;br /&gt;
&lt;br /&gt;
==MK-12A==&lt;br /&gt;
The same ''[[True Lies#MK-12A|True Lies]]'' inspired MK-12A nuclear warhead returns from ''Modern Warfare''. It is seen in the &amp;quot;Low Profile&amp;quot; spec ops mission.&lt;br /&gt;
&lt;br /&gt;
==MIM-23 Hawk==&lt;br /&gt;
The MIM-23 Hawk surface-to-air missile system is featured in the &amp;quot;Denied Area&amp;quot; spec ops mission. It is misattributed as &amp;quot;Russian-made&amp;quot; when in reality it is of US origin.&lt;br /&gt;
&lt;br /&gt;
==Storm Shadow/AGM-154 JSOW hybrid==&lt;br /&gt;
The same SCALP-EG/AGM-154 JSOW hybrid cruise missile from ''Modern Warfare'' returns along with all its fictionalizations as the Cruise Missile killstreak.&lt;br /&gt;
&lt;br /&gt;
=Attachments=&lt;br /&gt;
==Optics==&lt;br /&gt;
===Aimpoint CompM2===&lt;br /&gt;
A stylized Aimpoint CompM2 is featured as the &amp;quot;SZ Sro-7&amp;quot; (&amp;quot;SZ Reflex&amp;quot; in the beta).&lt;br /&gt;
&lt;br /&gt;
===Aimpoint Micro T-1===&lt;br /&gt;
The Aimpoint Micro T-1 based &amp;quot;Aim-Op&amp;quot; from ''Modern Warfare'' was added with Season 1 as the &amp;quot;Aim Op-V4&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Colt Scope===&lt;br /&gt;
The &amp;quot;Forge-Tac Delta 4&amp;quot; is based on the Colt Scope. &lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corvus Downrange-00&amp;quot;===&lt;br /&gt;
A slightly altered DI Optical EG1.&lt;br /&gt;
&lt;br /&gt;
===Hensoldt ZF 6×42 PSG1===&lt;br /&gt;
The &amp;quot;Lachmann Impact 9&amp;quot; is based on the ZF 6×42 PSG1, the PSG1's proprietary scope; its stylization also makes it resemble the very similar ZF 6×42 BL scope from the SG 550. The ZF 6×42 PSG1 is fittingly unlocked by using the PSG1's sister rifle, the SR9 (&amp;quot;LM-S&amp;quot;), and as that rifle lacks the PSG1's built-in scope mounts it instead attaches using a G3 claw mount. Interestingly, while its reticle is incorrect for the real ZF 6×42 PSG1 (that being a completely basic, simple crosshair), its in-game reticle is a very close match to a reticle from a ''different'' Hensoldt scope that comes up prominently when performing an internet image search for &amp;quot;ZF 6×42 PSG1&amp;quot;, which while incorrect, does speak to developer intent.&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer ROMEO 3 MAX===&lt;br /&gt;
The SIG-Sauer ROMEO 3 MAX based &amp;quot;Cronen LP945 Mini Reflex&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Cronen Mini Red Dot&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Lonewolf Optic&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ Lonewolf Optic&amp;quot; is the EOtech style holographic sight stand in for MWII.&lt;br /&gt;
&lt;br /&gt;
===Leupold LCO===&lt;br /&gt;
A slightly altered Leupold LCO red dot sight was added with Season 1 as the &amp;quot;SZ Battle Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Schlager 4X&amp;quot;===&lt;br /&gt;
The &amp;quot;Schlager 4X&amp;quot; is based on the Hensoldt ZO 4x30i scope.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Thermo-Optic X9&amp;quot;===&lt;br /&gt;
The &amp;quot;Thermo-Optic X9&amp;quot; appears to be a stylized Steiner Optics CQT with some kind of magnifier.&lt;br /&gt;
&lt;br /&gt;
===Leupold HAMR===&lt;br /&gt;
The Leupold HAMR based &amp;quot;Integral Hybrid&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Hybrid Firepoint&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===ELCAN SpectreDR===&lt;br /&gt;
Appears as the &amp;quot;Cronen Zero-P Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Vortex Venom Red Dot===&lt;br /&gt;
The Vortex Venom Red Dot based &amp;quot;Solozero Optics Mini Reflex&amp;quot; from ''Modern Warfare'' returns as &amp;quot;SZ Mini&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Cronen Mini Pro&amp;quot;===&lt;br /&gt;
The &amp;quot;Cronen Mini Pro&amp;quot; is a reincarnation of the same Docter based red dot from the original ''Modern Warfare 2''.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Sigma-IV Optic&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ Sigma-IV Optic&amp;quot; seems to be loosely inspired by the Trijicon RMR.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Recharge-DX&amp;quot;===&lt;br /&gt;
A slightly altered Trijicon SRS.&lt;br /&gt;
&lt;br /&gt;
===HoloSun HS510C===&lt;br /&gt;
The HoloSun HS510C based &amp;quot;Operator Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;XRK On-Point Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Kobra Red Dot===&lt;br /&gt;
The Kobra Red Dot based &amp;quot;Viper Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;DF105 Reflex Sight&amp;quot;. Its description correctly states that it is of Russian make.&lt;br /&gt;
&lt;br /&gt;
===Aimpoint ACRO P-1===&lt;br /&gt;
A stylized Aimpoint ACRO P-1 is featured as the &amp;quot;SZ Minitac-40&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===OKP-7===&lt;br /&gt;
The OKP-7 based &amp;quot;Monocle Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Monocle CT90&amp;quot;. Its description correctly states that it is of Russian origin.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corio RE-X Pro&amp;quot;===&lt;br /&gt;
The &amp;quot;Corio RE-X Pro&amp;quot; resembles Meprolight M21 with control buttons from HoloSun HS510C.&lt;br /&gt;
&lt;br /&gt;
===BelOMO PK-AS-W===&lt;br /&gt;
The BelOMO PK-AS-W based &amp;quot;APX5 Holographic Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Kazan-Holo&amp;quot;. Its description states that it is of Russian origin rather than Belarussian.&lt;br /&gt;
&lt;br /&gt;
===1P29 Scope===&lt;br /&gt;
The 1P29 Scope based &amp;quot;VLK 3.0x Optic&amp;quot; from ''Modern Warfare'' returns as &amp;quot;VLK 4.0 Optic&amp;quot;. Its description correctly states that it is of Russian origin and has 4x magnification.&lt;br /&gt;
&lt;br /&gt;
===Trijicon ACOG===&lt;br /&gt;
A stylized Trijicon ACOG is featured as the &amp;quot;SZ Bullseye Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Zeiss Z-Point===&lt;br /&gt;
A stylized Zeiss Z-Point/Hensoldt RSA red dot is featured as the &amp;quot;Corvus SOL-76&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Leupold Mark 6===&lt;br /&gt;
A stylized Leupold Mark 6 appears as the &amp;quot;Luca Field-6&amp;quot;, added alongside the SR-25 (&amp;quot;Tempus Torrent&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
==Muzzle devices==&lt;br /&gt;
===Dead Air Odessa-9===&lt;br /&gt;
The &amp;quot;Forge DX90-F&amp;quot; is a slightly visually altered Dead Air Silencers Odessa-9.&lt;br /&gt;
&lt;br /&gt;
===OSS HELIX HX 762 Suppressor===&lt;br /&gt;
The &amp;quot;Forge-Tac Dreadnaught Suppressor&amp;quot; appears to be an OSS HELIX HX 762 Suppressor.&lt;br /&gt;
&lt;br /&gt;
===Rugged Suppressors Obsidian===&lt;br /&gt;
The &amp;quot;CN30 Suppressor&amp;quot; is a Rugged Suppressors Obsidian pistol silencer.&lt;br /&gt;
&lt;br /&gt;
===SOCOM556 MINI2 Suppressor===&lt;br /&gt;
The &amp;quot;Echoline GS-X Suppressor&amp;quot; is a stylized SureFire SOCOM556 MINI2 Suppressor.&lt;br /&gt;
&lt;br /&gt;
===Silencerco Osprey 45===&lt;br /&gt;
The &amp;quot;FT Steelfire&amp;quot; is based on the Silencerco Osprey.&lt;br /&gt;
&lt;br /&gt;
===SureFire Warden===&lt;br /&gt;
Appears as the &amp;quot;Corvus Slash Gen. 2&amp;quot; flash hider.&lt;br /&gt;
&lt;br /&gt;
===SureFire Warcomp===&lt;br /&gt;
The &amp;quot;TZL-90 V3&amp;quot; is a SureFire Warcomp three prong flash hider.&lt;br /&gt;
&lt;br /&gt;
==Grips==&lt;br /&gt;
===&amp;quot;D15 Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;D15 Grip&amp;quot; is loosely based on Stark Equipment grips.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Sakin ZX Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Sakin ZX Grip&amp;quot; appears to be a combination of Hera Arms and Magpul grips.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Phantom Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Phantom Grip&amp;quot; is a stylized Valkyrie Dynamics AR Cobra Skeleton Grip.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Support CP90 Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Support CP90 Grip&amp;quot; is a stylized Ergo Tactical Deluxe Grip with Palm Shelf.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ivanov ST-70 Grip&amp;quot;===&lt;br /&gt;
Loosely based on the ZenitCo RK-3 AK pistol grip.&lt;br /&gt;
&lt;br /&gt;
==Magazines &amp;amp; Ammunition==&lt;br /&gt;
===MG15 Saddle Drum (modified)===&lt;br /&gt;
A [https://www.1919a4.com/threads/m-14-50-rd-drum.62713/ modified MG15 Saddle Drum] is available for the G3 as the &amp;quot;50-Round Drum&amp;quot;. Such modifications exist in reality, but it is incorrectly depicted as a 50rd single drum while the real ones consist of both 75rd drums. [http://www.rdts.com/HK_Upgrades.html Additional info].&lt;br /&gt;
&lt;br /&gt;
===SureFire MAG5-60===&lt;br /&gt;
The 60 round magazines for the M4 and SCAR-L are based on the SureFire MAG5-60.&lt;br /&gt;
&lt;br /&gt;
===Magpul PMAG-40===&lt;br /&gt;
The 40 round magazine for the SCAR-L is a stylized PMAG-40.&lt;br /&gt;
&lt;br /&gt;
===45 round STANAG===&lt;br /&gt;
The 45 round magazine for the M4 and M16 (and the 15 rounder for the FTac Recon) is based on many generic 40-round metal magazines made by different companies. 45-rounders in this format exist, but they are longer and more curved than the one in game.&lt;br /&gt;
&lt;br /&gt;
===G2 Research R.I.P. 9mm===&lt;br /&gt;
G2 Research Radically Invasive Projectile 9mm ammunition is available for submachine guns and pistols as the &amp;quot;9mm Frangible&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Lasers==&lt;br /&gt;
===&amp;quot;Corvus PEQ Beam-5&amp;quot;===&lt;br /&gt;
The &amp;quot;Corvus PEQ Beam-5&amp;quot; appears to be a stylized Wilcox Raid X.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FSS Ole-V Laser&amp;quot;===&lt;br /&gt;
The &amp;quot;FSS Ole-V Laser&amp;quot; appears to be a stylized AN/PEQ-5 CVL Carbine Visible Laser.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corio Laz-44 V3&amp;quot;===&lt;br /&gt;
The &amp;quot;Corio Laz-44 V3&amp;quot; appears to be a stylized B.E. Meyers MAWL.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ 1MW PEQ&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ 1MW PEQ&amp;quot; appears to be a stylized AN/PEQ-15.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;STOVL DR Laser Box&amp;quot;===&lt;br /&gt;
The &amp;quot;STOVL DR Laser Box&amp;quot; appears to be a stylized ZenitCo Perst-3.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DXS Flash 90&amp;quot;===&lt;br /&gt;
The &amp;quot;DXS Flash 90&amp;quot; appears to combine a Tactical Modlite ModButton combined with some kind of SureFire-like flashlight.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Schlager PEQ Box IV&amp;quot;===&lt;br /&gt;
The &amp;quot;Schlager PEQ Box IV&amp;quot; is a stylized Steiner DBAL with elements from Steiner Offset Tactical Aiming Laser.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DZM-1000 L&amp;quot;===&lt;br /&gt;
The &amp;quot;DZM-1000 L&amp;quot; is a stylized SureFire X400 Ultra WeaponLight.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FTac Grimline Laser&amp;quot;===&lt;br /&gt;
The &amp;quot;FTac Grimline Laser&amp;quot; is a stylized B.E. Meyers DIAL 100G.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XTEN Sidearm-L400&amp;quot;===&lt;br /&gt;
The Steiner DBAL-PL based &amp;quot;5mw Laser&amp;quot; from Modern Warfare returns as &amp;quot;XTEN Sidearm-L400&amp;quot; albeit with some alterations.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
==P220==&lt;br /&gt;
[https://www.youtube.com/watch?v=HPjVKjWEivU Found a video of it,] it's accessible in the Beta build through a trick involving Overkill. The inspect animation makes use of the decocker, which is super cool. Having the &amp;quot;weapon family&amp;quot; system in this game seems to be giving us a lot of guns that otherwise would have been a lot less likely to appear on their own. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:02, 17 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==PK and AK on Farm 18==&lt;br /&gt;
There are a bunch of PKs and AKs in a little shed near the firing range on one side of Farm, and the AKs seem to be standard wood furniture AK-47/AKM types, but I didn't have a scope handy to look closer. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 02:09, 26 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The Benelli==&lt;br /&gt;
Since I figure this'll be a point of discussion later on: I think the &amp;quot;Expedite 12&amp;quot; (weird name, BTW) is mostly based on the M2 Super 90 (given the rounded receiver with the beveling around the trigger group, the trigger guard's shape, et cetera), with a magazine tube/front end that's closer to the M4. We might want to see the release build's attachments to be sure, though - if all the alternate barrels/mag tubes (not sure if they'll be doing those separately, but I sure hope so) have the gas block, then we could say it's an M4 with M2-based bits; if it can be re-built without a gas block, we'll say it's just an M2 with a barrel/mag tube linkage that looks like a gas block. Thoughts? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 00:27, 28 September 2022 (UTC)&lt;br /&gt;
:I don't know each of them well enough to weigh in on which it is (or is a combo of), but for a related bit of interesting info, one of the animators commented explaining how the inspect animation is actually correct (won't feed from the tube when cycling manually, unless first pressing the button to load a shell from the tube to the lifter) and that the animator who did this gun actually has their own real one which they used for reference. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:07, 28 September 2022 (UTC)&lt;br /&gt;
::Just based on the gas system (the in-game description also states it is gas operated) I'd say it's safely meant to be an M4, just with the stylizations giving the rear end of the receiver some M2 resemblance.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 01:18, 28 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Identifying the &amp;quot;FTac Recon&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
So... any idea regarding this? As far as I can tell, the left side is reminiscent of the &amp;quot;XRK M4&amp;quot; blueprint from MW19, while on the right side, the shape of the upper receiver is kinda similar to some rifles such as the Wilson Combat .458 SOCOM Recon Tactical or the CMMG MkW-15. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 20:44, 1 October 2022 (UTC)&lt;br /&gt;
:Bit of info: the internal name of this weapon is &amp;quot;br_msecho&amp;quot;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:04, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Referring to the G3 family as civilian versions ==&lt;br /&gt;
&lt;br /&gt;
I feel that &amp;quot;no paddle release means civilian&amp;quot; is a rule of thumb that's being taken a bit too literally and in a vacuum, in the context of a video game with deliberately stylized weapons, as opposed to an actual live action setting where we're ID'ing &amp;quot;real&amp;quot; props. The SR9 is a fair ID as it features ironsights (which the PSG1 lacks), but the G3/HK33/MP5 trio should be getting a more detailed look to determine ID than just &amp;quot;no paddle&amp;quot;. The civilian rifles differ in more than just that feature (especially since we're apparently ignoring the select-fire fire control groups, including the MP5 having burst) but it's become the &amp;quot;standard&amp;quot; way of ID'ing them in live action simply because it's easily visible; this doesn't necessarily carry over to other mediums. I don't mean any of this as a criticism or an argument, I just wanted to open a discussion on properly ID'ing them. Considering how stylized they are, I would definitely lean towards being the proper military versions, but with a note like ''&amp;quot;Among the stylized elements of the rifle, it lacks a paddle magazine release, a trait more commonly associated with the civilian pattern&amp;quot;'' or similar. It's also worth noting that the Slight of Hand reloads actually use the (not visible) paddle release, with the AK-style knocking out the old mag with the new one. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:09, 16 October 2022 (UTC)&lt;br /&gt;
:The mentioned civilian HK rifles can actually have visible full-auto fire control groups when converted in reality, so it's not like the IDs are incorrect (this includes the HK94, which can be fitted with a burst/full-auto trigger group). By the way, regarding the SR9, it's not just the presence of sights, but also the fact it lacks the PSG-1's silent bolt closing device and stiffening bars. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:31, 16 October 2022 (UTC)&lt;br /&gt;
::I would go ahead and identify them as their military variants, as should be expected with a military shooter. The paddle release is the only thing that's making people ID them as civilian models, ignoring things like barrel lenght, the muzzle devices on the MP5 and the trigger groups. I'm gonna work on adding info and caps to these guns, and call them by their military name. If you guys want to edit them and ID them as civilian rifles go ahead. --[[User:AndreaPortapizze|AndreaPortapizze]] ([[User talk:AndreaPortapizze|talk]])&lt;br /&gt;
:::We previously made notes of civilian models in military shooters (such as the HK91A3 in CoD4, the Uzi in Black Ops/BO2 and the FN SCAR in MW3/BO2); I don't see why we should be doing things differently here. And like I said above, those civilian HK rifles can be fitted with full-auto trigger groups (as you can see [https://www.youtube.com/watch?v=QAoyOdsIJPs here] and [https://www.rockislandauction.com/detail/72/3704/class-iiinfa-converted-hk93-mg here]). The HK94 can also be modified with an MP5's muzzle device, as seen [https://www.youtube.com/watch?v=baNj58RnfrU here]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:50, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Launch weapon count ==&lt;br /&gt;
[https://www.callofduty.com/blog/2022/10/call-of-duty-modern-warfare-II-campaign-early-access-launch-overview#Weapons Per this absolutely enormous blog,] which also has some noteworthy images, we now have the amount of each weapon class at launch. Fifty-one weapons split across thirty-three platforms: Ten Assault Rifles, four Battle Rifles, seven Submachine Guns, six Light Machine Guns, four Shotguns, six Marksman Rifles, three Sniper Rifles, one Riot Shield, five Sidearms, four Launchers, and one Melee secondary weapon. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:28, 18 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Boney Hadger ==&lt;br /&gt;
&lt;br /&gt;
I'm not too invested in this, but I think it might make sense to ID it as both. The model is just probably stylized outright and I think the right side has some resemblance to the Q variant. We've had some people in the discord ask why it has been remarked as the AAC version.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:05, 21 October 2022 (UTC)&lt;br /&gt;
:If there is some Q influence in it, feel free to add it (we need some proper footage of the gun's right side regarding this). But the weapon overall seems to be mainly based on the AAC version, as noted by the magwell on the left side and the bulge between the bolt catch and the trigger guard. Plus, the line between the pistol grip and the fire selector is completely horizontal on the AAC version (the in-game rendition kinda looks like this), which is not the case for the Q version. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:43, 21 October 2022 (UTC)&lt;br /&gt;
:: https://cdn.discordapp.com/attachments/801926953292398685/1033044694508245043/unknown.png This was shared - noticed it has a MCX charging handle, since the game is putting them in the same family.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:56, 21 October 2022 (UTC)&lt;br /&gt;
:::Ah yeah, on the right side the upper is based on the Q model. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 23:08, 21 October 2022 (UTC)&lt;br /&gt;
The weapon appears to have been cut from the final release.  I'm looking through the gunsmith after the MP version has gone live and I'm not seeing it.  The MPX and MCX also cannot be found in the gunsmith, though the MPX is in the campaign. [[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 17:12, 30 October 2022 (UTC)&lt;br /&gt;
:The AW50 is missing as well. Given the Honey Badger is being considered part of the MCX family, that this group wasn't quite as polished as most of the other guns in the early build where they were seen, and the obviously-missing MCX Spear, the general consensus is that the MCX family is likely to be added alongside Season 1 in a few weeks. Hopefully the AW50 returns soon too. There were/are a few attachments and camos that were seen that are either now also missing (flat black camo) or don't seem to have any unlock requirements (one of the red dots), so they're likely tied to these unreleased weapons. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:01, 30 October 2022 (UTC)&lt;br /&gt;
::The Honey Badger is also currently exclusive to the campaign; a non-suppressed one is the starting weapon in the first mission. The MCX VIRTUS doesn't seem to be available in the campaign, though it's used by Kyle Garrick and Rodolfo Parra while they are NPCs. If the MCX will be added in Season 1, it would be cool if it ends up being replaced by the new SPEAR LT (which is unlikely, but hey, a man can dream). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:17, 3 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==COD 2024 leaked weapon list==&lt;br /&gt;
&lt;br /&gt;
Posting this here because I doubt the admins would allow the creation of a page for a game that will be released in 2 years that has not be officially announced yet.&lt;br /&gt;
&lt;br /&gt;
So in July/2022 someone datamined the .apk for the Warzone Mobile Alpha build and found loads of strings relating to Treyarch's 2024 Cold War sequel including maps names/images, new game modes, the story setting and more importantly to us a partial list of the guns that will be in the game. This was possible because MWII, WZ2.0, WZM and COD 2024 will all run on the same Infinity Ward updated engine, WZM that releases in 2023 is already using the same weapon models/animations from MWII/WZ2.0 for example. Here are screenshots of all the COD 2024 weapon strings so far(same can be found in MWII's code now): https://i.imgur.com/DkRtTep.jpg https://i.imgur.com/7ZdP0UC.jpg https://i.imgur.com/jeeKKe0.jpg&lt;br /&gt;
&lt;br /&gt;
Explaining the rationale of identifying the guns by the strings: t10(Treyarch's 10th lead developer game)_ar(assault rifle)_p01(weapon platform number 01)_coslo723('''Co'''lt 723, initials using their own phonetic alphabet plus numbers)_variant_0(the base model of the gun, the special blueprints start from variant_1)&lt;br /&gt;
&lt;br /&gt;
The game's story is set in the early to mid 90's(at least) since there are map images of one of Saddam's palaces being raided, an American base housing a Lockheed F-117 Nighthawk being bombarded and there are references in strings to the Mogadishu battle.&lt;br /&gt;
&lt;br /&gt;
But only now people were able to accurately name every weapon from the strings bar a single one. The game will use the same weapon platform system from MWII for different receivers that include either a different caliber, a different shooting mode(full or semi) or a different combat role(battle rifle or dmr) on the same platform. From the list below you can see they really took care not to overlap with the guns that are already in MWII and to keep them accurate to the game's time period. Here's the list with my commentaries:&lt;br /&gt;
&lt;br /&gt;
AR = Assault Rifle&lt;br /&gt;
BR = Battle Rifle&lt;br /&gt;
DM = Marksman Rifle&lt;br /&gt;
LM = Light Machine Gun&lt;br /&gt;
PI = Pistol&lt;br /&gt;
SH = Shotgun&lt;br /&gt;
SM = Submachine Gun&lt;br /&gt;
SN = Sniper Rifle&lt;br /&gt;
ME = Melee&lt;br /&gt;
LA = Launcher&lt;br /&gt;
&lt;br /&gt;
ArmaLite platform:&lt;br /&gt;
&lt;br /&gt;
AR: Colt Model 723&lt;br /&gt;
&lt;br /&gt;
DM: M16&lt;br /&gt;
&lt;br /&gt;
LM: AR-10 LMG(obscure prototype, belt or magazine-fed)&lt;br /&gt;
&lt;br /&gt;
SN: SR-25&lt;br /&gt;
&lt;br /&gt;
*The 723 was the obvious stand-in for the M4. They have a hard on to always make the M16 a DMR like it was in CW, but if they really wanted to do so they could have used the period accurate Colt Sporter Rifle Delta HBAR. The 7,62×51mm AR-10 LMG prototype was a really obscure choice, they could have gone with a C7A1 LSW with a Beta C-Mag instead. The SR-25 is finally in a COD game, but there is another string that has it as a DMR which is more accurate on how the sniper rifles in MWII all have larger calibers while the dmrs use calibers around the 7,62×51mm size. They could have easily had a Colt 9mm SMG too since it's period accurate.&lt;br /&gt;
&lt;br /&gt;
AK-74 platform:&lt;br /&gt;
&lt;br /&gt;
AR: AK-74&lt;br /&gt;
&lt;br /&gt;
SM: Gepard PDW(obscure prototype)&lt;br /&gt;
&lt;br /&gt;
LM: PU-21(obscure prototype, belt or magazine-fed)&lt;br /&gt;
&lt;br /&gt;
BR: AEK-973(however 7.62x39mm isn't a battle rifle caliber, just like the .458 SOCOM Ftac Recon in MWII)&lt;br /&gt;
&lt;br /&gt;
*The base AK-74 is finally in a COD game. The Gepard is very obscure and its main gimmick is being able to use various calibers with minor modification, it may use one of the armor piercing rounds it could use instead of being vanilla 9mm. The PU-21 is on the same level of obscurity, but we will be able to make the RPK-74 anyway. An AEK series is finally in COD, but they made the same mistake of putting it into the battle rifle category while using an intermediate cartridge (A Galil in 7.62x51mm NATO would be more accurate for the category but not in the same weapon family). A Saiga-12 could easily be part of this platform, maybe even converted to full-auto.&lt;br /&gt;
&lt;br /&gt;
SIG platform:&lt;br /&gt;
&lt;br /&gt;
AR: SIG SG 550&lt;br /&gt;
&lt;br /&gt;
BR: SIG SG 542&lt;br /&gt;
&lt;br /&gt;
SM: FAMAE SAF&lt;br /&gt;
&lt;br /&gt;
*FAMAE debuts in COD. A 550-1/550 SR will appear as an attachment variation.&lt;br /&gt;
&lt;br /&gt;
CETME&amp;amp;HK platform:&lt;br /&gt;
&lt;br /&gt;
AR: CETME Model L&lt;br /&gt;
&lt;br /&gt;
BR: CETME Model C&lt;br /&gt;
&lt;br /&gt;
SM: MP5&lt;br /&gt;
&lt;br /&gt;
*Model L is new to COD. Funny how you can make a H&amp;amp;K MP5 from a CETME Model C, so making a 5.56x45mm HK23 or GR9 would not be that far fetched for this platform(the HK21 is already in MWII).&lt;br /&gt;
&lt;br /&gt;
FAL platform:&lt;br /&gt;
&lt;br /&gt;
BR: FN FAL&lt;br /&gt;
&lt;br /&gt;
DM: either the IMI Rovat, the Belgian M2 sniper variant(obscure and just a FAL with a sniper scope) or something else way more obscure&lt;br /&gt;
&lt;br /&gt;
SM: IMBEL MD1(obscure prototype)&lt;br /&gt;
&lt;br /&gt;
*The MD1 was a cool choice, they really did their homework and it even has some attachment variations despite being a prototype. The DMR of the this platform is the only weapon that couldn't be positively identified(an accurized FAL? lol)&lt;br /&gt;
&lt;br /&gt;
AS Val platform:&lt;br /&gt;
&lt;br /&gt;
AR: AS Val&lt;br /&gt;
&lt;br /&gt;
SM: SR-3 Vikhr&lt;br /&gt;
&lt;br /&gt;
*Vintorez will be just an attachment variant, it seems.&lt;br /&gt;
&lt;br /&gt;
Kulspruta platform:&lt;br /&gt;
&lt;br /&gt;
LM: Ksp 58(6.5x55 mm)&lt;br /&gt;
&lt;br /&gt;
LM: Ksp 58D(shorter modernized variant in 7.62x51mm NATO)&lt;br /&gt;
&lt;br /&gt;
*Weird choice, but at least the calibers are different. Guess they didn't want to use the obvious M240.&lt;br /&gt;
&lt;br /&gt;
PGM platform:&lt;br /&gt;
&lt;br /&gt;
SN: PGM Ultima Ratio&lt;br /&gt;
&lt;br /&gt;
SN: PGM Hécate II&lt;br /&gt;
&lt;br /&gt;
*Cool choice. The .338 Mini Hecate could easily be here, unless the Ultima is using something larger than 7.62x51mm NATO.&lt;br /&gt;
&lt;br /&gt;
Dragunov platform:&lt;br /&gt;
&lt;br /&gt;
SN: SVD Dragunov&lt;br /&gt;
&lt;br /&gt;
DM: SVU Dragunov&lt;br /&gt;
&lt;br /&gt;
*First time both guns will be playable in MP in the same COD game(BO2 had the SVD as campaign only). &lt;br /&gt;
&lt;br /&gt;
Mossberg platform:&lt;br /&gt;
&lt;br /&gt;
SH: Mossberg 500&lt;br /&gt;
&lt;br /&gt;
SH: Bullpup Mossberg 500&lt;br /&gt;
&lt;br /&gt;
*Bullpup will debut in a COD game.&lt;br /&gt;
&lt;br /&gt;
Break-Action Shotgun platform:&lt;br /&gt;
&lt;br /&gt;
SH: CBC Model SB(single barrel)&lt;br /&gt;
&lt;br /&gt;
SH: Rottweil Skeet Olympia 72(over-under double barrel)&lt;br /&gt;
&lt;br /&gt;
*Finally the actual Olympia will be in a COD game.&lt;br /&gt;
&lt;br /&gt;
Grendel platform:&lt;br /&gt;
&lt;br /&gt;
PI: Grendel P30(.22 Winchester Magnum Rimfire)&lt;br /&gt;
&lt;br /&gt;
SM: Grendel R31(converted to full-auto)&lt;br /&gt;
&lt;br /&gt;
*Cool choice and caliber.&lt;br /&gt;
&lt;br /&gt;
USP platform:&lt;br /&gt;
&lt;br /&gt;
PI: H&amp;amp;K USP(9x19mm)&lt;br /&gt;
&lt;br /&gt;
PI: H&amp;amp;K USP(.40 S&amp;amp;W)&lt;br /&gt;
&lt;br /&gt;
*Mk 23/SOCOM could easily fill the .45 ACP pistol spot here.&lt;br /&gt;
&lt;br /&gt;
Makarov platform:&lt;br /&gt;
&lt;br /&gt;
PI: Makarov PM&lt;br /&gt;
&lt;br /&gt;
PI: Stechkin APS&lt;br /&gt;
&lt;br /&gt;
*Russian forces will finally have their time period adequate loadout with the AK-74, RPK-74(attachment variation only), Makarov and Dragunov.&lt;br /&gt;
&lt;br /&gt;
Melee platform:&lt;br /&gt;
&lt;br /&gt;
ME: Knife&lt;br /&gt;
&lt;br /&gt;
Panzerfaust platform:&lt;br /&gt;
&lt;br /&gt;
LA: Panzerfaust 3&lt;br /&gt;
&lt;br /&gt;
*Cool choice but since it's semi reloadable I wonder how they're gonna do its reloading animation. Could they finally give us the RPG-29 Vampir instead of the RPG-7 that's already in MWII?&lt;br /&gt;
&lt;br /&gt;
So, for now we have:&lt;br /&gt;
-16 platforms. 5 ARs, 3 DMs, 4 BRs, 4 LMs, 6 SMs, 4 SHs, 4 SNs, 5 PIs, 1 ME, 1 LA=37 weapons in total&lt;br /&gt;
&lt;br /&gt;
Reminder that this leak doesn't have any solitary weapon that doesn't have any receiver variation(besides the knife and Panzerfaust 3), but single weapon platforms will surely be in the game(as they are in MWII) and around that time period we had some crazy prototypes like the G11 and flechette rifles.&lt;br /&gt;
&lt;br /&gt;
So leave your corrections, additions(like what other guns could be part of these platforms) or thoughts below since we have 2 years until it releases. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:32, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That's a really cool list, I would have loved to see quite a few of these (SG 550, Model L, FAL, Hécate II, USP) in MWII. :( [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:59, 25 October 2022 (UTC)&lt;br /&gt;
:For the sake of those less technically inclined, I emphasize this is data publicly released by the publisher (albeit by accident), not something that falls under the &amp;quot;No bootleg&amp;quot; policy. [[User:VladVladson|VladVladson]] ([[User talk:VladVladson|talk]]) 07:10, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I am really concerned that they would &amp;quot;stylize&amp;quot; some if not all of these weapons. Otherwise, the weapon choice seems interesting. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 12:55, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I can already see Saddam's troops wielding rare and obscure prototype guns, Black Ops gonna Black Ops :D On the suggestions side, I can propose the [[Steyr ACR]], it fits all the Black Ops requirements, namely rare and never used prototype! --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 00:41, 26 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Only now realized that the Ksp 58D is the only really anachronistic gun in the roster, from what I can gather it had a DF test version before being adopted in the mid to late 2000s.--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:04, 26 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:With the Tempus Torrent(SR25) now in MWII we got another gun that will overlap besides the M16 and the MP5. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 06:19, 25 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magfed Mossberg ==&lt;br /&gt;
Is it just me or its magwell and magazine are straight up copied or at least very heavily inspired by the Vepr-12 relevant parts? [https://molot.biz/goods/vpo-205-00.html Pics that are currently on IMFDB don't seem to reflect the version that I had in mind so I am linking to the Molot-Oruzhie web page instead]. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 01:40, 29 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Indeed, even the magazine capacities match with 8, 10 and 12. Guess they wanted to make the Vepr-12 part of the AK platform but backed down. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 18:16, 29 October 2022 (UTC)&lt;br /&gt;
::Right down to the magazine manufacturer being VLK, an in-universe Russian company.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 07:08, 31 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::To further confirm, the Bryson 890's internal name is &amp;quot;'''mv'''iktor&amp;quot; which stands for '''M'''olot '''V'''epr. So it was supposed to be part of the AK platform probably by leveling the RPK, as they are related in real life. Guess they didn't want the AK platform to have 7 guns...--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 00:00, 3 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Viewing weapons in gunsmith==&lt;br /&gt;
Just a heads up for those who don't know, the MW19-style ability to rotate the gun (and zoom this time!) is actually in the game, just quite hidden, as it seems to be not quite finished yet. Not sure of the Keyboard equivalents, but on controller you go into the charm/decal/sticker selection menu and click left stick to go into it. From there you can press Y to hide the UI and click LS again to get the MW19-style preview animation. Zooming in is the right trigger, you can move the camera vertically with the right stick, and you can move the gun left/right with the left stick. And as always, you can go into a private match to have access to all the weapons and attachments. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 00:39, 1 November 2022 (UTC)&lt;br /&gt;
:A follow up to this, it seems that if you go into a private match set to one of the CDL modes (and wait a moment so you can start the match, when the little lock icons go away) you can access all the weapon/operator skins (and charms/stickers) that are in the current build of the game. Or rather, all of the weapons that aren't restricted from use by these supposedly &amp;quot;pro&amp;quot; players lol. You may have to scroll away from something then back to it to get it to load, and these are all VERY work in progress. For a few maybe interesting things I found, the camo/ghillie MRAD and M4 from the campaign are present, as are the gold AK and Desert Eagle from the same mission, there's a really nice MP5 called The Bureau which features a black SEF trigger group attachment (would be super handy for builds, with the default being tan and not matching anything), a gorgeous Equinox style version of the P220, some of the small red dots are sometimes on risers and sometimes not depending on different skins, the fictional Matuzek company is from the Czech Republic (per one of the alternate P220 slide markings), and as these are again very work in progress [https://i.imgur.com/ADODNTJ.png there's an amazingly hilarious P90 with a optic rail on its optic rail.] [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:26, 5 November 2022 (UTC)&lt;br /&gt;
::At least there arent any goofy masterclass blueprints with animated levitating skulls or dragons.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:16, 7 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The &amp;quot;AK-74M&amp;quot; railed handguard dissected==&lt;br /&gt;
Gonna put this here due to being too much for the &amp;quot;summary&amp;quot; section. [https://www.m4carbine.net/showthread.php?98722-New-Izhmash-AK-railed-handguard&amp;amp;p=1760686#post1760686 This] and [https://www.russiansurplus.net/product_p/ak9-black-railed-hg.htm this] confirm the origin of this &amp;quot;AK-74M&amp;quot;-ish railed handguard as being from AK-9. According to English wiki it was made at some vague 2000s, but the Russian wiki narrows it down to being introduced in 2005. Anyway, it appears this was the first model that the handguard was developed for and then subsequently it was used with newer 100 series AKs, therefore I suggest we call it the AK-9 handguard. Also just for reference, LCT AK-9 is the airsoft copy. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 01:42, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== MRAD named &amp;quot;Victus XMR&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
I don't have the game, so I want to ask, ''where'' is the name &amp;quot;Victus XMR&amp;quot; used on the MRAD? The loadout screenshot clearly shows it being named MCPR-300, and not Victus XMR. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:37, 18 November 2022 (UTC)&lt;br /&gt;
:It shows up in-game, as the display name above the gun's HUD icon and also above the pick-up icon. --[[User:MonocledTarantula432|MonocledTarantula432]] ([[User talk:MonocledTarantula432|talk]]) 04:16, 18 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Can confirm, booted up the game as of Nov 24, 2022 and started the mission &amp;quot;Recon By Fire&amp;quot;. The rifle still shows as &amp;quot;Victus XMR&amp;quot; instead of &amp;quot;MCPR-300&amp;quot; so I added that it's incorrect back onto the MRAD entry, doesn't appear to have been fixed in the latest patches. [[User:Antediluvial|Antediluvial]] ([[User talk:Antediluvial|talk]]) 05:34, 25 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==M16 ID==&lt;br /&gt;
The supposed &amp;quot;M16A3&amp;quot; ID is rather flimsy. The gun is intended to be an A4 (and features its flattop upper), while the lower is marked both &amp;quot;M16A2&amp;quot; ''and'' &amp;quot;Auto&amp;quot; at the same time, which is obviously a goof no matter how you spin it. The M16A3 is a full-auto A2 anyway, not an A4; it doesn't have a flattop. The only two IDs that actually make sense are either &amp;quot;M16A4 with incorrect and inconsistent markings&amp;quot; (the better option), or if we want to be exceptionally pedantic &amp;quot;M16A2 with A4 upper and incorrect M16/A1/A3 Auto marking&amp;quot;. But the current ID just doesn't work, both because it's a flattop and because we're apparently prioritizing the &amp;quot;Auto&amp;quot; text above the &amp;quot;M16A2&amp;quot; text, above the flattop upper, ''and'' above the burst functionality in gameplay, all of which should really be higher priority than the selector marking. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:46, 23 November 2022 (UTC)&lt;br /&gt;
:[https://www.sturmgewehr.com/forums/index.php?/topic/19067-wts-transferable-factory-colt-m16a2a4-model-r0901-serial-80300xx-safe-semi-auto-new-in-box-7500000/ Here] and [https://www.davidspiwak.com/gun/rare-colt-m16a4-model-r0901/ here]; the markings and flattop match the in-game rifle. What you have to keep in mind is that the page currently mentions specifically the Colt R0901, which ''does'' have a flattop upper (though I'm not sure if this version was officially designated &amp;quot;M16A3&amp;quot; or was colloquially marketed as such). Plus, it isn't a goof to see &amp;quot;M16A2&amp;quot; and &amp;quot;Auto&amp;quot; markings simultaneously, since M16A3s manufactured by Colt have been marked &amp;quot;M16A2&amp;quot; on the receiver (while other manufacturers like FN apparently did use &amp;quot;M16A3&amp;quot; markings). Now, if the devs later decide to fix the &amp;quot;Auto&amp;quot; marking, we will make the changes accordingly. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:39, 26 November 2022 (UTC)&lt;br /&gt;
::I changed the section's title to &amp;quot;Colt Model 901&amp;quot; to prevent confusion, in case the M16A3 designation turns out not to be really the proper one  for this version. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]])&lt;br /&gt;
&lt;br /&gt;
== HK Machinegun variants ==&lt;br /&gt;
&lt;br /&gt;
Not sure if these really count as they are more of a mockup, but I realized that it's possible to build HK11/HK13 esque weapons from the LM-762 and LM-556. Also a pseudo HK51-B with the RAPP's shortest barrel, though the sliding stock can't be equipped unfortunately.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 04:13, 7 December 2022 (UTC)&lt;br /&gt;
[[File:MWII HK11 (0).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:MWII HK13 (0).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:MWII HK51 (0).jpg|thumb|none|600px|]]&lt;br /&gt;
:Yeah, I'd agree with adding these to the page. As for the HK51-B style build, you could use a fixed stock, since there are [https://www.youtube.com/watch?v=QMEc54MHnhQ some] [https://www.icollector.com/Fully-Automatic-Portuguese-FMP-HK51B-Custom-Belt-Fed-Rifle-with-Fleming-Automatic-Sear_i9752626 builds] in this configuration, though I'd recommend replacing the PTR 9KT style trigger group by another attachment. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:22, 8 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Slimeline Pro is possibly a SM26013 ==&lt;br /&gt;
&lt;br /&gt;
This is possibly the closest thing I can find&lt;br /&gt;
&lt;br /&gt;
https://www.midwayusa.com/product/1020040977&lt;br /&gt;
&lt;br /&gt;
I don’t know if I’m right--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 05:31, 4 February 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==FA-MAS in loading screens==&lt;br /&gt;
Might be worth adding to the unusable weapons list, the &amp;quot;Triple Threat&amp;quot; and &amp;quot;Wading&amp;quot; loading screens feature the rifle, the former with the newer low rail and the latter with the classic carry handle. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 08:17, 23 February 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==9mm M4 in the current Shoot The Ship playlist tile==&lt;br /&gt;
Probably the MW19 model, just figured I'd mention it's there. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 03:50, 2 March 2023 (UTC)&lt;br /&gt;
:[[File:MWII Ship PCC .jpg|none|600px|]] Here it is, not sure why you don't just get a screencap of it yourself. Anyway, it has a Mlok rail and distinct PEQ and red dot, looks like it's made for the artwork and isn't the previous game's model. The CoD wiki also has those loading images with the FAMASs mentioned above.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:24, 2 March 2023 (UTC)&lt;br /&gt;
::Speaking of unusable weapons, there's a picture of Los Vaqueros members carrying some rifles in [https://www.youtube.com/watch?v=vvW_09jamfc&amp;amp;t=163s the intro cutscene] of Prison Break. At first glance, they seemed to me like DDM4s, judging by the stock on the rifle on the left. But then again, we can't see much details, so it may or may not be one of the in-game weapons with a buttstock attachment, I'm not sure. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:13, 18 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Remaining upcoming DLC weapons have been datamined ==&lt;br /&gt;
&lt;br /&gt;
iw9_me_sword02 - another kind of sword&lt;br /&gt;
&lt;br /&gt;
iw9_br_ngsierra - MCX Spear(from the NGSW acronym)&lt;br /&gt;
&lt;br /&gt;
iw9_sn_india - M200 Intervention&lt;br /&gt;
&lt;br /&gt;
iw9_pi_tango9 - Tec-9&lt;br /&gt;
&lt;br /&gt;
iw9_ar_helima - Springfield Hellion&lt;br /&gt;
&lt;br /&gt;
iw9_sm_acharlie45 - APC 45&lt;br /&gt;
&lt;br /&gt;
iw9_sh_tsierra - Tavor TS12&lt;br /&gt;
&lt;br /&gt;
iw9_sn_walpha - WA 2000&lt;br /&gt;
&lt;br /&gt;
iw9_pi_mike2011 - Staccato 2011(already appears in the campaign)&lt;br /&gt;
&lt;br /&gt;
iw9_ar_malima - Malyuk&lt;br /&gt;
&lt;br /&gt;
iw9_sm_acharlie9 - APC 9&lt;br /&gt;
&lt;br /&gt;
iw9_me_kamas - Kamas(Japanese sickles)&lt;br /&gt;
&lt;br /&gt;
iw9_me_kalisticks- Kali Sticks&lt;br /&gt;
&lt;br /&gt;
What are your thoughts? --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 04:47, 28 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Thanks! Assuming this is the full list, there's definitely some stuff I would have liked to see that's apparently not coming back from MW19 (G36, SG 550, L85, FAL, FA-MAS, M9, PM especially). But more positively I'm happy about the M1911 (well, 2011) and it's neat to see the Hellion/VHS-2 showing up in the roster, it's such a cool rifle. It's amusing to see the M200 and WA 2000 as MW2 throwbacks, but not getting the also-MW2 F2000, or especially the FAL when we finally have a battle rifle category is just criminal. :( [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 05:17, 28 March 2023 (UTC)&lt;br /&gt;
::Looking forward to the VHS in particular, I love that gun. Would be nice if it comes with the flip-up sights the real Hellion is sold with - hell, at this point I'd even take it having the same sights as the M4 - but realistically it's gonna just be the G36-style irons it has in everything else. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 07:44, 28 March 2023 (UTC)&lt;br /&gt;
:::BTW the Uzi(coming in S3), the Minimi(same Bruen Mk9 from MW19, which will be called &amp;quot;Serval&amp;quot; in MWII) and the FAMAS(which seems to have 2 separate versions, probably as full auto/semi and burst only) are in the files too. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 02:39, 29 March 2023 (UTC)&lt;br /&gt;
::::Oh good, those three/four I would love to see. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 07:14, 29 March 2023 (UTC)&lt;br /&gt;
:::::Season 3 teaser dropped today, showcasing the FJX Imperium (Intervention). Interestingly, it is shown to be chambered in &amp;quot;6.8 Wrath&amp;quot;, which sounds an awful lot like 6.8 FURY, used in the MCX SPEAR/XM7. Probably not intentional, but curious nevertheless. [[User:MonocledTarantula432|MonocledTarantula432]] ([[User talk:MonocledTarantula432|talk]]) 06:04, 3 April 2023 (UTC)&lt;br /&gt;
::::::&amp;quot;6.8 Wrath&amp;quot; is most definitely intended to be .277 Fury / 6.8x51mm, I just wish all the fake gun names were this on the nose about it. And there really wouldn't be any reason to rechamber the M200 in this cartridge if we weren't also getting the Spear, so that'll definitely come too. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:30, 3 April 2023 (UTC)&lt;br /&gt;
:::::::Well... the S3 content has been officially revealed today. The cool thing is that it does include an NGSW rifle, but kinda disappointingly it's not the SPEAR, but the RM277. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:31, 6 April 2023 (UTC)&lt;br /&gt;
::::::::Neat. It may not fit into the existing platform, but I do think it's the most interesting of the three program rifles. On another note, the main blog also mentions another full-auto pistol mid-season (in addition to the TEC-9), which is described as &amp;quot;high-calibre&amp;quot; and &amp;quot;modified to full-auto&amp;quot;. Maybe the 2011? [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 23:34, 6 April 2023 (UTC)&lt;br /&gt;
::::::::: The &amp;quot;high-calibre&amp;quot; and &amp;quot;modded to full-auto&amp;quot; seems to refer to the full-auto Desert Eagle, the &amp;quot;GS Magna&amp;quot;, that was accidentally revealed in a Japanese announcement. [[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 22:22, 3 May 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== EBR-14 ==&lt;br /&gt;
&lt;br /&gt;
So for this thing, which characteristic takes precedence - the receiver selector or the default barrel length?&lt;br /&gt;
[[File:MWII EBR-14 Reciever.jpg|none|600px]]&lt;br /&gt;
Here's what the right side of the receiver looks like, it's the same for both variants.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 03:27, 3 April 2023 (UTC)&lt;br /&gt;
:I remember a similar situation that happened in the past on one of the Ghost Recon pages, and a user who's knowledgeable on the M14 series stated that the presence of a select-fire lever rules out the M14 EBR-RI identification - and I agree with this; the selector is more important. Consequently, it's gotta be IDed either as a Mk 14 Mod 0 EBR with a long barrel, or as an M14 with a Sage chassis &amp;lt;s&amp;gt;and a Mk 14 gas system&amp;lt;/s&amp;gt;. I'd go with the former, especially that the in-game gun can be modified with a Mk 14-length barrel (now, the selector is fictionalized, but still). -[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:49, 3 April 2023 (UTC)&lt;br /&gt;
::Ok. I'll keep the EBR-RI image there though as that at least is the default barrel.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 02:47, 10 April 2023 (UTC)&lt;br /&gt;
:::Actually, per the comment that I just added on BF2042's talk page, it turns out that the M14 w/ Sage chassis image that we currently have on IMFDB has a longer handguard (the gas system is the same on the M14 and Mk 14), but the chassis is actually available in the same shorter length as the Mk 14. As such, I guess that it would be more appropriate to identify the &amp;quot;EBR-14&amp;quot; as an M14 with a Sage chassis (I'll upload an appropriate reference image in a while). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:17, 26 April 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Should these be ignored or added? ==&lt;br /&gt;
&lt;br /&gt;
On a few maps (including Al Mazrah), there are destroyed M1A2 TUSK Abrams models. They have ports for M240C guns but no actual guns in them.&lt;br /&gt;
[[File:Mwiidestroyedabrams1.jpg|none|400px|]]&lt;br /&gt;
[[File:Mwiidestroyedabrams2.jpg|none|400px|]]&lt;br /&gt;
Also, only on the MP map Taraq (doesn't appear in Warzone/Ground War versions of this map or anywhere else) there is a T-55 AM-2 model from MW2019. The machinegun port has a cover over it. &lt;br /&gt;
[[File:Mwiit551.jpg|none|400px|]]&lt;br /&gt;
[[File:Mwiit552.jpg|none|400px|]]&lt;br /&gt;
--[[User:Kona|Kona]] ([[User talk:Kona|talk]]) 08:46, 19 April 2023 (UTC)&lt;br /&gt;
:I'd say no since the guns both aren't visible and since the tanks are static and are never seen using the coaxial MGs.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:53, 19 April 2023 (UTC)&lt;br /&gt;
::They should. Guns being integrally fitted to a vehicle (where they can't be seen directly) are still known/understood to be present; their main cannons are guns as well and will also have their own designation (which I don't know off the top of my head). Same way if we had, say, an early-model Spitfire in a WWII game that wasn't seen to fire its Brownings, they should still be listed because they're known to be there. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 23:28, 19 April 2023 (UTC)&lt;br /&gt;
:::Yeah my thoughts too was based on previous pages where we would include weapons based on them being mounted on the real vehicles. &lt;br /&gt;
[[File:Mwiisemtex2.jpg|none|400px|]]&lt;br /&gt;
Also I noticed on other Call of Duty pages the Semtex Grenades were never added, so I'm wondering if they should be here or not since other fictional weapons were included. &lt;br /&gt;
[[File:Mwiishockstick2.jpg|none|400px|]]&lt;br /&gt;
In addition, the Shock Stick returned from BOII and still somewhat resembles the POMZ-2M anti-personnel mine. &lt;br /&gt;
[[File:Mwiidrillcharge2.jpg|none|400px|]]&lt;br /&gt;
The Drill Charge somewhat resembles the HHL-3 Hafthohlladung (and functions somewhat similarly).&lt;br /&gt;
[[File:Mwiidecoy2.jpg|none|400px|]]&lt;br /&gt;
[[File:Mwiisnapshot2.jpg|none|400px|]]&lt;br /&gt;
I'm unsure what the Decoy Grenade resembles nor Snapshot Grenade (though I heard the Snapshot was based on a toy).&lt;br /&gt;
&lt;br /&gt;
--[[User:Kona|Kona]] ([[User talk:Kona|talk]]) 05:45, 20 April 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:We already have a few things like this at the top of the top page (Drill Charge and Snapshot) alongside other miscellaneous stuff and optics, so that's probably the best place for these. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:32, 20 April 2023 (UTC)&lt;br /&gt;
::Ohh gotcha. So I'll add Semtex/Shock Stick there then. [[User:Kona|Kona]] ([[User talk:Kona|talk]]) 01:57, 21 April 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The remaining DLC weapons found in a datamine ==&lt;br /&gt;
&lt;br /&gt;
The shotgun coming in Season 4 Reloaded is the Tavor TS12. Besides the already known: Malyuk, APC 9, Kamas and STI 2011 the following weapons are also coming: falpha=FAMAS(burst), fecho=probably stands for Félin so a FAMAS(full auto), mkilo3=Minimi(the Bruen from MW19) and the ralpha=probably the Remington ACR. The WA 2000 seems to be removed. These are confirmed because they all got calling cards entries for the weapon masteries in the data. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 06:18, 17 June 2023 (UTC)&lt;br /&gt;
:Well that's good news, especially looking forward to the 2011 (to have it for itself, and to free up some P220 custom save slots), both FA-MASs, and the Minimi. It's interesting they're apparently making them two separate rifles, instead of having the Félin upper tied to a barrel attachment and the gun's fire modes be auto/burst (like the game's MP5), but maybe they'll be easier to balance that way. How certain are we that &amp;quot;ralpha&amp;quot; is the ACR? It seems odd the devs would go out of their way to make the APC556 (of all things) cosplay an ACR in a couple places, just to add the actual thing later on. Not that they ''couldn't'' do that lol. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 16:27, 18 June 2023 (UTC)&lt;br /&gt;
::yeah I taking some of those with a truckload of salt, the ACR seems unlikely as Alex said above. The Malyuk and FAMAS don't really fit the setting that much either.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:46, 18 June 2023 (UTC)&lt;br /&gt;
:FAMAS and Minimi have had their soundbanks in the game since the beta (they're just MW19's sounds) so not really sure if they actually are being added, or if miscellaneous foley from their sound sets are being reused on other guns. Then again, the 500 Magnum also reused the 357's sounds in the beta as well. &amp;quot;fecho&amp;quot; is the only one with new sounds. [[User:Fine cuisine|Fine cuisine]] ([[User talk:Fine cuisine|talk]]) 06:35, 13 July 2023 (UTC)&lt;br /&gt;
::The MCX Rattler was recently leaked, with a complete calling card, emblem, and weapon icon. This is very likely to be the &amp;quot;ralpha&amp;quot; rifle. Kind of a shame that we might get a redundant weapon that we can already effectively recreate with the &amp;quot;M13B&amp;quot;. [[User:MonocledTarantula432|MonocledTarantula432]] ([[User talk:MonocledTarantula432|talk]]) 19:20, 16 July 2023 (UTC)&lt;br /&gt;
:::Interestingly, some previously revealed loading screens show Valeria holding a blurred carbine that looks like an MCX Rattler; it does have the corresponding folding stock, at least. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:29, 17 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Leak Weapons for Modern Warfare (2023) ==&lt;br /&gt;
&lt;br /&gt;
[[File:MWIIILeakA.jpeg|thumb|none|600px|]]&lt;br /&gt;
[[File:MWIIILeakB.jpeg|thumb|none|600px|]]&lt;br /&gt;
[[File:MWIIILeakC.jpeg|thumb|none|600px|]]&lt;br /&gt;
[[File:MWIIILeakD.jpeg|thumb|none|600px|]]&lt;br /&gt;
[[File:MWIIILeakE.jpeg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
One of them is the CZ-805 Bren as you see in first person.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 16:55, 17 July 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1591390</id>
		<title>Talk:Call of Duty: Black Ops Cold War</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1591390"/>
		<updated>2023-07-16T15:59:10Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: /* &amp;quot;Sillix Holoscout&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Miscellaneous =&lt;br /&gt;
== US Air Force Pilot Survival Knife ==&lt;br /&gt;
The Ontario Knives 499 US Air Force Pilot Survival Knife issued to US Air Force jet pilots flying over Vietnam is carried by Sims and Adler during their time in Vietnam and Sims' knife is even featured as evidence for the campaign mission &amp;quot;Fracture Jaw&amp;quot;. Woods and Adler also carry such knives, presumably their own knives from Vietnam, in the 1981 segments of the campaign.&lt;br /&gt;
&lt;br /&gt;
== Vietnam War Period US Military Tomahawk ==&lt;br /&gt;
A tomahawk based on those used by US forces during the Vietnam War is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
== Hybrid AK Bayonet ==&lt;br /&gt;
What appears to be a hybrid between the basic AK-47 bayonet and the AKM Type II Bayonet is tossed by operators in the multiplayer lobby. A proper AKM Type II Bayonet also appears as the &amp;quot;Anime Assassin&amp;quot; blueprint for the knife and the same model is also used by Kravchenko in the zombie mode cutscenes.&lt;br /&gt;
[[Image:AKM type 2 bayonet.jpg|thumb|none|400px|An AKM type 2 bayonet with scabbard.]]&lt;br /&gt;
&lt;br /&gt;
== Shtrafbat Knife ==&lt;br /&gt;
What appears to be a Russian Shtrafbat knife is used by Spetsnaz operatives to dispatch the walkman using US soldier in the multiplayer reveal trailer and is carried by multiplayer operator Stone inaccurately in a [http://monkeyedgeblog.com/cool-guy-kit-the-raf-aircrew-knife-as-used-by-the-sas/ RAF aircrew knife sleeve sewn sheath]. It is most likely anachronistic.&lt;br /&gt;
&lt;br /&gt;
== Vietnam War Period MACV-SOG Knife ==&lt;br /&gt;
A Vietnam War period MACV-SOG knife is carried by multiplayer operatives Sims and Stone.&lt;br /&gt;
&lt;br /&gt;
== Ontario SP1 Marine Combat Knife ==&lt;br /&gt;
The same Ontario SP1 Marine Combat Knife from ''Modern Warfare Remastered'' is reused in the campaign. Mason takes one from a dead enemy operative at the beginning of &amp;quot;Nowhere Left to Run&amp;quot; and can use it throughout the mission. Adler can potentially also use one on Bell in &amp;quot;Ashes to Ashes&amp;quot;. It's appearance in the 1980s is anachronistic.&lt;br /&gt;
[[Image:Ontario SP1 Marine Combat Knife.jpg|thumb|none|400px|An Ontario SP1 Spec Plus Marine Combat Knife.]]&lt;br /&gt;
&lt;br /&gt;
== Unidentified Knife ==&lt;br /&gt;
The basic knife of the game is of unknown model but appears to be based on vintage [https://www.ebay.com/itm/293732635691 Swimaster diving knives].&lt;br /&gt;
&lt;br /&gt;
== Tru-Bal Throwing Knife ==&lt;br /&gt;
A Tru-Bal throwing knife is used by Bell to eliminate Vietcong fighters in the Vietnam War flashbacks.&lt;br /&gt;
&lt;br /&gt;
== Rambo II Survival Knife ==&lt;br /&gt;
Rambo's survival knife from ''[[Rambo: First Blood Part II]]'' was added as part of the '80s Action Heroes event.&lt;br /&gt;
[[Image:Rambo_knife_2.JPG‎|thumb|none|400px|Rambo II Survival Knife]]&lt;br /&gt;
&lt;br /&gt;
== Tessina Camera ==&lt;br /&gt;
A 35mm Tessina L camera is used in the campaign to take photos of various objects of interest. The Tessina was introduced in 1957 and was [https://petapixel.com/2011/03/11/actual-spy-cameras-used-by-the-cia/ actually used by the CIA].&lt;br /&gt;
&lt;br /&gt;
== R-77PD Missile ==&lt;br /&gt;
Fictionalized R-77PD missiles are delivered by MiG-23 jet fighters as the &amp;quot;Cruise Missile&amp;quot; scorestreak. Their markings incorrectly label them as &amp;quot;AN/DSQ-28&amp;quot; which is actually an active radar homing head used on US missiles such as the Harpoon. Also the markings incorrectly depict them as US ARMY missiles instead of Soviet.&lt;br /&gt;
&lt;br /&gt;
== M1942 Machete ==&lt;br /&gt;
An M1942 Machete is carried by Adler in &amp;quot;Fracture Jaw&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Kravchenko's Knife&amp;quot; ==&lt;br /&gt;
Kravchenko's knife is a hybrid consisting of an AKM Type II Bayonet blade combined with a MACV-SOG knife's handle.&lt;br /&gt;
&lt;br /&gt;
== Buck 120 ==&lt;br /&gt;
The long Buck 120 hunting knife is Ghostface's signature knife like in the ''Scream'' franchise.&lt;br /&gt;
&lt;br /&gt;
==Robbins of Dudley Push Dagger==&lt;br /&gt;
The [https://collections.royalarmouries.org/first-world-war/type/rac-narrative-140.html Robbins of Dudley Push Dagger] is carried on some of Park's outfit.&lt;br /&gt;
&lt;br /&gt;
==W30 TADM/Mk-54 SADM Hybrid==&lt;br /&gt;
A hybrid between the W30 Tactical Atomic Demolition Munition and the Mk-54 Special Atomic Demolition Munition is used to depict the nuclear weapons central to operation Fracture Jaw. However, this is most likely inaccurate since the W30 was in service until [https://www.flickr.com/photos/rocbolt/8656438510 1966] when it was [https://twitter.com/atomicanalyst/status/1281975711700529152 replaced] by the W45 Medium Atomic Demolition Munition. Also, the in game bomb is depicted as being smaller and apparently much lighter than the real thing since two soldiers can carry it when in reality it weighs 840 pounds (381kg).&lt;br /&gt;
&lt;br /&gt;
==Titan II ICBM==&lt;br /&gt;
The Titan II ICBM is featured in the multiplayer map ICBM. The map is set in an ICBM silo.&lt;br /&gt;
&lt;br /&gt;
==Trident C4==&lt;br /&gt;
The launch of a Trident C4 SLBM is seen in archival footage in the Season 1 cinematic.&lt;br /&gt;
&lt;br /&gt;
==Gerber Knife==&lt;br /&gt;
A Vietnam War Gerber Knife is seen on some multiplayer skins.&lt;br /&gt;
&lt;br /&gt;
= Attachments =&lt;br /&gt;
== Optics ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Microflex LED&amp;quot; ===&lt;br /&gt;
The &amp;quot;Microflex LED&amp;quot; is loosely based on the Docter or Noblex quicksight red dot for shotguns with the lens having a more conventional shape similar to the traditional Sightmark Sureshot Reflex Sight/Adco SOLO Sight. All of these red dot models are heavily anachronistic.&lt;br /&gt;
&lt;br /&gt;
=== C79 Optical Sight ===&lt;br /&gt;
The C79 Optical Sight appears as the &amp;quot;Visiontech 2x&amp;quot;. It is slightly anachronistic even though it was introduced in 1982 with the adoption of the Colt ACR, it was enter in service towards the end of the Cold War, in 1989.&lt;br /&gt;
&lt;br /&gt;
=== Colt Scope ===&lt;br /&gt;
The Colt scope appears as &amp;quot;Axial Arms 3x&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Elbit Falcon ===&lt;br /&gt;
The Israeli Elbit Falcon sight appears as the &amp;quot;Millstop Reflex&amp;quot;, and its description describes that it is produced in the USA instead of Israel. It’s slightly anachronistic, as it was developed in 1986.&lt;br /&gt;
&lt;br /&gt;
=== Kobra Red Dot Sight ===&lt;br /&gt;
The anachronistic Russian Kobra red dot sight appears as the &amp;quot;Kobra Red Dot&amp;quot; and its description mentions inaccurately that it is of Soviet origin; the real Kobra was introduced in 1996 after the collapse of the Soviet Union. This time it is depicted with its proper circular tube unlike the earlier ''Black Ops'' iteration which had a fictional squareish shape.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Sillix Holoscout&amp;quot; ===&lt;br /&gt;
The &amp;quot;Sillix Holoscout&amp;quot; appears to be inspired by a mixture of NcStar Urban Dot Sight and the Aimpoint Electronic. However, the NcStar Urban Dot Sight is anachronistic as it was introduced around 2015 and the overall design is too modern for the Cold War era. Holographic Sights weren’t a thing until 1996.&lt;br /&gt;
&lt;br /&gt;
=== SUIT Sight ===&lt;br /&gt;
The SUIT sight appears as the &amp;quot;Royal &amp;amp; Kross 4x&amp;quot;. The real scope's right side is depicted being on the left in game.&lt;br /&gt;
&lt;br /&gt;
=== Tasco Red Dot Scope ===&lt;br /&gt;
On handguns, the &amp;quot;Millstop Reflex&amp;quot; sight takes the form of a Tasco Red Dot Scope. It's anachronistic considering the fact that it was first released in 1994.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Quickdot LED&amp;quot; ===&lt;br /&gt;
The &amp;quot;Quickdot LED&amp;quot; appears to be inspired by the C-More red dot sight. This is anachronistic as the C-More was introduced in 1993.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Hawksmoor&amp;quot; ===&lt;br /&gt;
The &amp;quot;Hawksmoor&amp;quot; appears to be a fictional and generic machinegun red dot sight combining elements from DCL110AD-3X and Trijicon MGRS Machine Gun Reflex Sight and a battery compartment resembling Meprolight Mepro M5 red dot sight. Even though it is based mainly on MG red dot sights, which are typically larger, the in game sight is depicted as being significantly smaller as to pass for a regular red dot sight. All of the referenced models and the concept of an MG red dot sight itself are heavily anachronistic.&lt;br /&gt;
&lt;br /&gt;
=== Rusak Red Dot Sight ===&lt;br /&gt;
The &amp;quot;Diamondback Reflex&amp;quot; is loosely based on the Russian Rusak red dot sight which appears to be anachronistic as these were produced in the early 90s. It is also depicted with an English on/off switch, suggesting that it is a Western bloc equipment rather than an Eastern bloc equipment in-fiction. It is incorrectly depicted with a generic red dot instead of its proper chevron style reticle. It is available only to SMGs.&lt;br /&gt;
&lt;br /&gt;
=== OKP-7 ===&lt;br /&gt;
A stylized Russian OKP-7 red dot appears as the &amp;quot;Fastpoint Reflex&amp;quot;. It's appearance is most likely anachronistic.&lt;br /&gt;
&lt;br /&gt;
=== SUSAT Scope ===&lt;br /&gt;
The SUSAT scope appears as the &amp;quot;SUSAT Multizoom&amp;quot;. It is anachronism, as it was developed in 1988.&lt;br /&gt;
&lt;br /&gt;
=== AN/PVS-4 ===&lt;br /&gt;
The AN/PVS-4 appears as the &amp;quot;AN/PVS-4 Thermal&amp;quot;. In reality, the AN/PVS-4 is a night vision device that doesn't have thermal capabilities and as such can't work during day time. It is depicted with a non standard reticle while its proper one is inaccurately used on the game's depiction of the 1PN58 scope. The colors used with its fictional thermal mode appear to be based on the thermal mode of the biomasks from the ''Predator'' franchise.&lt;br /&gt;
&lt;br /&gt;
=== 1PN58 ===&lt;br /&gt;
The 1PN58 scope appears as the &amp;quot;Noch Sova Thermal&amp;quot;. In reality, the 1PN58 is a night vision device that doesn't have thermal capabilities and as such can't work during day time. It is depicted with the fine crosshair reticle of the AN/PVS-4 instead of its proper one and the colors used with its fictional thermal mode appear to be based on the thermal mode of the biomasks from the ''Predator'' franchise.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;SnapPoint&amp;quot; ===&lt;br /&gt;
The &amp;quot;SnapPoint&amp;quot; is loosely based on the Russian PK-122 holographic sight. Most likely anachronistic.&lt;br /&gt;
&lt;br /&gt;
== Muzzle devices ==&lt;br /&gt;
=== &amp;quot;Agency Choke&amp;quot; ===&lt;br /&gt;
The &amp;quot;Agency Choke&amp;quot; (&amp;quot;Agency Whisper Choke&amp;quot; previously) is based on the SilencerCo Salvo 12 shotgun suppressor. Its depiction in the 1980s is anachronistic as it was introduced in 2014.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Sound Suppressor&amp;quot; ===&lt;br /&gt;
The &amp;quot;Sound Suppressor&amp;quot; is based on the A-Tec A12 shotgun suppressor. It is anachronistic as the aforementioned SilencerCo Salvo 12 introduced in 2014 is the first dedicated shotgun suppressor and the A12 was likely introduced after that.&lt;br /&gt;
&lt;br /&gt;
=== Sionics Two-Stage Sound Suppressor ===&lt;br /&gt;
The Sionics Two-Stage Sound Suppressor appears as the &amp;quot;Agency Suppressor&amp;quot;. Strangely, it can't be attached to the MAC 10 but is attachable to rifles which is dubious to work in reality. The &amp;quot;Swindler&amp;quot; blueprint however, allows the MAC 10 mount the Sionics suppressor model by default.&lt;br /&gt;
&lt;br /&gt;
=== PBS-4 ===&lt;br /&gt;
The PBS-4 appears as the &amp;quot;GRU Suppressor&amp;quot; (&amp;quot;Agency Silencer&amp;quot; previously) for Eastern bloc weapons and the FARA 83.&lt;br /&gt;
[[Image:AKS-74UB with PBS-4 suppressor.jpg|thumb|none|400px|AKS-74UB with PBS-4 suppressor - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
=== PBS-1 ===&lt;br /&gt;
The PBS-1 appears as the &amp;quot;Suppressor&amp;quot; (&amp;quot;Silencer&amp;quot; previously) for Eastern bloc weapons and the FARA 83.&lt;br /&gt;
&lt;br /&gt;
=== .45 ACP Knight's Armament Suppressor ===&lt;br /&gt;
The .45 ACP Knight's Armament Suppressor appears as the &amp;quot;Agency Suppressor&amp;quot; for handguns.&lt;br /&gt;
&lt;br /&gt;
=== Wilson Combat Multi-Comp Bushing Compensator ===&lt;br /&gt;
The Wilson Combat Multi-Comp Bushing Compensator appears as the &amp;quot;Muzzle Brake .45 APC&amp;quot; for the M1911. It is anachronistic as it was introduced at some point in the late 2000s.&lt;br /&gt;
&lt;br /&gt;
=== Surefire 4-Prong Flash Hider ===&lt;br /&gt;
The Surefire 4-Prong Flash Hider appears as a muzzle attachment. It's most likely anachronistic.&lt;br /&gt;
&lt;br /&gt;
=== MG3 muzzle ===&lt;br /&gt;
An MG3 muzzle brake is used incorrectly on the PPSH-41.&lt;br /&gt;
&lt;br /&gt;
== Foregrips ==&lt;br /&gt;
=== A1 Pistol Grip ===&lt;br /&gt;
A slightly modified A1 pistol grip is featured as the &amp;quot;SFOD Speedgrip&amp;quot; (&amp;quot;MI6 Ergonomic Grip&amp;quot; in the alpha) for Western weapons and the &amp;quot;Spetsnaz Speedgrip&amp;quot; for the FARA 83. Using A1 grips as foregrips was actually something done by the MACV-SOG during the Vietnam War so this can be considered the only foregrip that is period appropriate in the whole game.&lt;br /&gt;
&lt;br /&gt;
=== XM148 grenade launcher grip ===&lt;br /&gt;
An [[XM148 grenade launcher]] grip appears as the &amp;quot;Infiltrator Grip&amp;quot; (known as &amp;quot;Marshal Foregrip&amp;quot; in the alpha) and &amp;quot;Red Cell Foregrip&amp;quot; for western weaponry.&lt;br /&gt;
&lt;br /&gt;
=== BS-1 grenade launcher grip ===&lt;br /&gt;
A [[BS-1 grenade launcher]] grip appears as the &amp;quot;Infiltrator Grip&amp;quot; (known as &amp;quot;Marshal Foregrip&amp;quot; in the alpha) and &amp;quot;Red Cell Foregrip&amp;quot; for eastern bloc weaponry.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Front Grip&amp;quot; ===&lt;br /&gt;
The &amp;quot;Front Grip&amp;quot; is essentially a chopped AIM grip.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Patrol Grip&amp;quot; ===&lt;br /&gt;
The &amp;quot;Patrol Grip&amp;quot; used on western weapons is a modified FN Minimi style grip.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Patrol Grip&amp;quot; used on eastern bloc weapons is an AKM-63 foregrip.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Foregrip&amp;quot; ===&lt;br /&gt;
The &amp;quot;Foregrip&amp;quot; appears to be inspired by the aluminum Kley Zion or LMT grip.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Field Agent Grip&amp;quot; ===&lt;br /&gt;
The &amp;quot;Field Agent Grip&amp;quot; used on western weapons is an FN FAL grip.&lt;br /&gt;
&lt;br /&gt;
=== Knight's Armament Vertical Grip ===&lt;br /&gt;
A stylized Knight's Armament vertical grip appears as the &amp;quot;Field Agent Grip&amp;quot; and &amp;quot;Foregrip&amp;quot; for the QBZ.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Bruiser Grip&amp;quot; ===&lt;br /&gt;
The &amp;quot;Bruiser Grip&amp;quot; resembles Delrin Vertical Grip but depicted smaller as a stubby style grip.&lt;br /&gt;
&lt;br /&gt;
== Magazines ==&lt;br /&gt;
=== SureFire MAG5-60 ===&lt;br /&gt;
The SureFire MAG5-60 appears as the &amp;quot;STANAG 50 Rnd&amp;quot; and &amp;quot;STANAG 54 Rnd&amp;quot; magazines for the western assault rifles and the M16A2 respectively. Presumably due to gameplay balancing, instead of the proper 60 rounds they hold only 50 and 54 respectively. The SureFire MAG5-60 is anachronistic for the 1980s as it was introduced in 2010 and the concept of a quad stack STANAG magazine didn't exist back then.&lt;br /&gt;
&lt;br /&gt;
=== Airsoft 850 round FAT magazine ===&lt;br /&gt;
A fictional magazine which is essentially a standard STANAG modified into airsoft 850 round FAT magazine appears as the &amp;quot;40 Rnd&amp;quot; magazine for western assault rifles. This is technically anachronistic as the concept of a quad stack STANAG magazine didn't exist back then.&lt;br /&gt;
&lt;br /&gt;
=== 7.62x39mm steel 40 round magazine ===&lt;br /&gt;
A 7.62x39mm steel 40 round magazine appears as the &amp;quot;40 Rnd&amp;quot; magazine for the AK-47. It is notably one of the few extended magazine attachments in the game to hold correct amount of rounds.&lt;br /&gt;
&lt;br /&gt;
=== 7.62x39mm Drum (converted) ===&lt;br /&gt;
A Chinese style [http://forum.militaryparitet.com/viewtopic.php?id=27940 7.62x39mm drum magazine converted to accept 5.45x39mm] ammunition is used as the &amp;quot;40 Rd Drum&amp;quot; and &amp;quot;STANAG 50 Rd Drum&amp;quot; magazine attachments for the AKS-74U. In reality these drums typically hold 75 rounds while the game's attachments incorrectly have only 40 and 50 rounds respectively, presumably for gameplay balance. The conversion of 7.62x39mm drums to 5.45x39mm can be considered to be anachronistic as this appears to be a modern practice done by civilian vendors and gunsmiths.&lt;br /&gt;
&lt;br /&gt;
=== Gurttrommel 34 ===&lt;br /&gt;
A stylized, backwards facing ''Gurttrommel 34'' is used as the &amp;quot;40 Rd Drum&amp;quot; magazine attachment for the QBZ rifle, including a magazine column and a feed system as the actual drum is just a belt container. It still has the latch for locking into German MG belt feed trays.&lt;br /&gt;
&lt;br /&gt;
[[File:BOCW QBZ drum.jpg|thumb|none|600px|The attachment's description further implies it is a ''helical'' magazine...]]&lt;br /&gt;
&lt;br /&gt;
=== RPD Drum (modified) ===&lt;br /&gt;
The QBZ's &amp;quot;STANAG 50 Rd Drum&amp;quot; appears to be a fictionalized and shrunken RPD drum magazine.&lt;br /&gt;
&lt;br /&gt;
=== MPA22-T Magazine ===&lt;br /&gt;
The MAC 10's &amp;quot;43 Rnd Speed Mag&amp;quot; and &amp;quot;Salvo 53 Rnd Fast Mag&amp;quot; appear to be based on the Masterpiece Arms MPA22T pistol. This is anachronistic as the MPA22T was only prototyped in January 2010.&lt;br /&gt;
&lt;br /&gt;
=== Suomi Magazine (converted) ===&lt;br /&gt;
A 9x19mm 72-round Suomi drum magazine converted to be used with Uzi appears as the drum magazine attachments for the Socimi and MAC-10. Presumably due to gameplay balancing, instead of the proper 72 rounds they hold 45 or 55 for the Socimi and 43 or 53 for the MAC-10. In reality, these conversions are made by Vector Arms and C&amp;amp;S Metall Werkes using preban (1994) Suomi drums which means that they are most likely anachronistic for the game.&lt;br /&gt;
&lt;br /&gt;
=== Magpul 7.62/.308 10 round Gen 3 PMAG ===&lt;br /&gt;
A Magpul .308 Gen 3 PMAG is available as the &amp;quot;STANAG 9&amp;quot; magazine for the LW3 &amp;quot;Tundra&amp;quot;. The &amp;quot;Salvo 9 Rnd Fast Mag&amp;quot; is also the same model but somewhat shortened. It is heavily anachronistic.&lt;br /&gt;
&lt;br /&gt;
=== X-Products 9mm 50 round drum ===&lt;br /&gt;
An [https://www.tactical-life.com/gear/x-products-mp5-drum-mag/ X-Products 9mm 50 round drum] is available as the &amp;quot;STANAG 50 Rnd Drum&amp;quot; magazine for the MP5. The &amp;quot;40 Rnd Drum&amp;quot; is also the same model but with its front part being hybridized with a Beta-C magazine. It is heavily anachronistic as it was introduced in 2014.&lt;br /&gt;
&lt;br /&gt;
== Barrels ==&lt;br /&gt;
=== TEC-9 barrel &amp;amp; shroud ===&lt;br /&gt;
A TEC-9 style barrel and shroud are used as the &amp;quot;Cavalry Lancer&amp;quot; and &amp;quot;Paratrooper&amp;quot; barrel attachments for western SMGs.&lt;br /&gt;
&lt;br /&gt;
=== Fluted AR barrel ===&lt;br /&gt;
Custom AR pattern fluted barrels appear as the &amp;quot;Cavalry Lancer&amp;quot; and &amp;quot;Strike Team&amp;quot; barrel attachments for western rifles. This is most likely anachronistic as fluted AR barrels appear to be a modern thing.&lt;br /&gt;
&lt;br /&gt;
=== AK &amp;quot;Swiss Grater&amp;quot; Upper Handguard ===&lt;br /&gt;
What is known as the &amp;quot;Swiss Grater&amp;quot; Upper Handguard for AK weapons appears as the &amp;quot;Cavalry Lancer&amp;quot; and &amp;quot;Paratrooper&amp;quot; barrel attachments for the AKS-74U and the &amp;quot;Ultralight&amp;quot;, &amp;quot;Cavalry Lancer&amp;quot;, &amp;quot;VDV Reinforced&amp;quot; and the &amp;quot;Spetsnaz RPK Barrel&amp;quot; for the AK-47. Similar devices can also be installed on the Remington and Arctic Warfare as the &amp;quot;Ultralight&amp;quot;, &amp;quot;Tiger Team&amp;quot; and &amp;quot;Hammer Forged&amp;quot; barrel attachments.&lt;br /&gt;
&lt;br /&gt;
=== MAC-10 barrel extension ===&lt;br /&gt;
A MAC-10 barrel extension is used as the &amp;quot;Takedown&amp;quot; barrel attachment for western SMGs.&lt;br /&gt;
&lt;br /&gt;
=== M249 heat shield ===&lt;br /&gt;
An M249 machine gun heat shield can be installed on the Remington and Arctic Warfare as the &amp;quot;Cavalry Lancer&amp;quot;, &amp;quot;Reinforced Heavy&amp;quot; and &amp;quot;Rapid Fire&amp;quot; barrel attachments. It is depicted with incorrect number of vent holes when used on the Remington but it is correct when used on the Arctic Warfare. It's appearance is slightly anachronistic as it was introduced after 1985.&lt;br /&gt;
&lt;br /&gt;
== Laser Sights &amp;amp; Flashlights==&lt;br /&gt;
=== Generic Laser Sight ===&lt;br /&gt;
The &amp;quot;Steady Aim Laser&amp;quot; and &amp;quot;SWAT 5mw Laser Sight&amp;quot; used on eastern bloc weapons appear to be a fictional and generic design loosely based on modern laser pointers with adjustment knobs. Such a compact and practical laser design is anachronistic for the setting, as the earliest laser sights of this kind were 90s laser sights such as the SureFire L70 or L75, which were introduced in 1990 and 1991 respectively.&lt;br /&gt;
&lt;br /&gt;
=== AN/PAQ 4C Laser Sight ===&lt;br /&gt;
The &amp;quot;Steady Aim Laser&amp;quot; used on western weapons is loosely based on the Insight Technology AN/PAQ 4C laser sight. It is anachronistic as it was produced in 1993-1999.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;SWAT 5mw Laser Sight&amp;quot; ===&lt;br /&gt;
The &amp;quot;SWAT 5mw Laser Sight&amp;quot; used on western weapons is loosely based on the Steiner DBAL and the Steiner Offset Tactical Aiming Laser, which is heavily anachronistic.&lt;br /&gt;
&lt;br /&gt;
=== Maglite Flashlight ===&lt;br /&gt;
A small Maglite C-cell flashlight appears as the &amp;quot;Mounted Flashlight&amp;quot;. The C-cell Maglite itself is period appropriate as it was introduced in 1981, however, it is mounted via a SureFire barrel clamp. A SureFire flashlight being mounted to the barrel was a configuration which was actually utilized in the 90s for example by Delta operators during the Battle of Mogadishu in 1993.&lt;br /&gt;
&lt;br /&gt;
=== Revolver laser sights ===&lt;br /&gt;
The various laser sights for the &amp;quot;Magnum&amp;quot; revolver appear to be inspired by the LaserLyte and LaserMax side mounted lasers for revolvers. This is anachronistic as neither the technology nor the concept for such compact side mounted revolver lasers existed back in the 80s.&lt;br /&gt;
&lt;br /&gt;
=== Imatronic LS45 laser sight ===&lt;br /&gt;
The &amp;quot;Ember Sighting Point&amp;quot; is based on the Imatronic LS45 laser sight but is depicted as being somewhat smaller than in reality. It is anachronistic by a few years as it was introduced in January 1987.&lt;br /&gt;
&lt;br /&gt;
== Stocks ==&lt;br /&gt;
=== &amp;quot;SAS Combat Stock&amp;quot; ===&lt;br /&gt;
The &amp;quot;SAS Combat Stock&amp;quot; for the MAC-10 is based on the stocks of Masterpiece Arms MAC-10 style carbines and Leinad Cobray CM-11/TM-11.&lt;br /&gt;
&lt;br /&gt;
=== ACE Skeleton Entry Stock ===&lt;br /&gt;
The ACE Skeleton Entry Stock appears as the &amp;quot;Duster Stock&amp;quot; for the XM177E1 and M16A2. Most likely anachronistic.&lt;br /&gt;
[[Image:AF02-F-OT-ARFXE-ARULE-5.jpg|thumb|none|400px|Ace Skeleton Stock.]]&lt;br /&gt;
&lt;br /&gt;
=== AR-15 Wire Stock ===&lt;br /&gt;
The M231 firing port weapon wire collapsible stock appears as the &amp;quot;Wire Stock&amp;quot; for the XM177E1 and M16A2. It is depicted as being non-collapsible in game.&lt;br /&gt;
[[Image:Stock M231.jpg|thumb|none|400px|An M231 firing port weapon wire collapsible stock.]]&lt;br /&gt;
&lt;br /&gt;
=== AR-15 1st Generation Collapsible ===&lt;br /&gt;
The 1st Generation Collapsible stock appears as the &amp;quot;Tactical Stock&amp;quot; for the Tec 9. It is depicted as being made of wood instead of plastic.&lt;br /&gt;
[[Image:Stock collapsible 1.jpg|thumb|none|400px|]]&lt;br /&gt;
&lt;br /&gt;
=== AK Wire Stock ===&lt;br /&gt;
A Romanian push button style AK wire stock appears as the &amp;quot;Wire Stock&amp;quot; for the AK-47, Ak 5, AKS-74U and the &amp;quot;KSP 45&amp;quot;. It has a cheek riser when used on the three weapons besides the AKS-74U.&lt;br /&gt;
&lt;br /&gt;
=== Custom M60 Wood Stock ===&lt;br /&gt;
A wood stock based on the [https://www.reddit.com/r/airsoft/comments/4p98l8/wanted_wood_furniture_for_my_m60_so_i_made_it/ custom M60 oak wood stock made by reddit user Automobilie] appears as the &amp;quot;Tactical Stock&amp;quot; and &amp;quot;SAS Combat Stock&amp;quot; for the M60.&lt;br /&gt;
&lt;br /&gt;
= Live Action Trailers =&lt;br /&gt;
== &amp;quot;Teaser&amp;quot; Trailer ==&lt;br /&gt;
===Thompson SMG===&lt;br /&gt;
Carried by a US soldier deploying from a chopper in Vietnam.&lt;br /&gt;
===M1 Garand===&lt;br /&gt;
===M1 Carbine???===&lt;br /&gt;
===M14===&lt;br /&gt;
===Unidentified US Rifle===&lt;br /&gt;
An unknown rifle carried by US troops during anti Vietnam War protests. Possibly Springfield M1903?&lt;br /&gt;
===Unidentified Russian Rifle===&lt;br /&gt;
Unknown rifles are being paraded by Soviet troops. Possibly Mosin Nagants or some of the Soviet semi auto rifles?&lt;br /&gt;
===M1 flamethrower===&lt;br /&gt;
Used by a US soldier probably in Vietnam.&lt;br /&gt;
&lt;br /&gt;
= Discussion =&lt;br /&gt;
&lt;br /&gt;
== Weapons I Saw ==&lt;br /&gt;
&lt;br /&gt;
I saw the AK47, or I not so sure if it's an AKM or Type 56. Then I saw an RPD LMG, a FN FNC battle rifle, XM177E2 with a flattop, although to be fair, flattop was around in the 80's. Then I saw a Colt 1911A1, a Remington 700 sniper rifle, and a AKS-74U Carbine. I'm not sure if the M16 appears to be a M16A1 or XM16E1. This &amp;quot;Commando&amp;quot; however does have a forward assist, but it has a A1 pistol grip, making this gun not the Colt 733.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 15:13, 26 August 2020 (EDT)&lt;br /&gt;
:The AK looks like an AKM, I think. The XM177 appears to be based on the Commando from the first Black Ops, but we'll see. Also, nice work getting on this page so quick! I was ready to start it later tonight, you beat me to it. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 15:29, 26 August 2020 (EDT)&lt;br /&gt;
::For clarification, I'm the one who started the page, not the guy above :P Anyway, the AK is actually an AK-47 (but with an AKM's slant compensator); note the gas block and the front sight, and the milled receiver is also seen in the trailer, though the specific shot is flipped. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:41, 26 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:As for the &amp;quot;SOCIMI Type 821&amp;quot;, that looks like MW's Uzi without the stock. I think a lot of the guns are supposed to be shared between these two games, judging by the Warzone integration and other cross-era guns like the AK-47, M1911, SKS ect.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:11, 26 August 2020 (EDT)&lt;br /&gt;
::Naw, the rear sight's position and the folding stock mechanism below it indicate that it's a SOCIMI. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:33, 26 August 2020 (EDT)&lt;br /&gt;
:::I see now, though it still looks a bit Uzi-like. Maybe it is new attachments/furniture; I guess time will tell. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:32, 26 August 2020 (EDT)&lt;br /&gt;
::::I'm replacing the screencaps by 4K ones; the relevant image now shows more details about the SOCIMI. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:43, 27 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
A couple leaked images I found from the game's Reddit page (may not reflect content in final version or even open beta/pre-alpha/etc.):&lt;br /&gt;
&lt;br /&gt;
Multiplayer screen showing a customized LMG: https://preview.redd.it/yap84l0silj51.jpg?width=2208&amp;amp;format=pjpg&amp;amp;auto=webp&amp;amp;s=08e974eb33d15ceec5988ed578cd913930ee053f&lt;br /&gt;
&lt;br /&gt;
Campaign screen showing an M16 (called M16A1): https://preview.redd.it/a8gvpo0silj51.jpg?width=2208&amp;amp;format=pjpg&amp;amp;auto=webp&amp;amp;s=09a14d017bef3e5e54ba18c69e13a90ec22e076e&lt;br /&gt;
&lt;br /&gt;
In addition, from what I've heard from a few content creators on YouTube who managed to see some campaign gameplay footage, other appearing weapons include an MP5, G3 (known as Krieg-6), Type 63 assault rifle, SPAS-12, the China Lake grenade launcher, and a recurve bow or crossbow. As said earlier, these may not necessarily be in the final game, so take them with a grain of salt.&lt;br /&gt;
--[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 09:08, 28 August 2020 (EDT)&lt;br /&gt;
: A type Type 63 would be an interesting addition. Was it mentioned specifically as a Type 63 or could it be someone confusing it with an SKS with a 30 round detachable magazine? --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 09:22, 28 August 2020 (EDT)&lt;br /&gt;
: I can't exactly tell; it said &amp;quot;Type 63&amp;quot; in a list of leaked stuff somewhere, but there's nothing visual to confirm this yet. It's all speculation. --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 09:34, 28 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Finally ==&lt;br /&gt;
&lt;br /&gt;
Well, took them long enough. After all the super secret projector puzzles and Warzone scavenger hunts. Look pretty cool, though. I love the 1980s Cold War, it was a pretty aesthetic time for weapons and military hardware. &lt;br /&gt;
&lt;br /&gt;
So, what's on everyone's wishlists? Because I'm weird, I went and [https://docs.google.com/document/d/10Pq9qxz1gL8aJj5ckvSpUClZ3lbruD4e53HjJziTQ8M/edit?usp=sharing made my dream weapons list] shortly after speculation about this game's existence started. I'm just hoping for period-appropriate weapons that actually make sense for the setting; I thought ''Modern Warfare'' was pretty good with that. Like, can we finally have a standard AK-74? Please? --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 16:04, 26 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Wouldn't mind seeing the Czech Vz. 58, that rifle is really underrepresented in games and would fit in well in this setting. I did notice the shorty AK that is shown being suppressed in the trailer has a correct AKS-74U rear sight, which hopefully is retroactively made a usable variant in ''MW''.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:47, 26 August 2020 (EDT)&lt;br /&gt;
::Looks like a properly sized AKS-74u barrel instead of the weirdo short barrel from MW2019 too, which is nice. I'm disappointed they went and made a faux Huey though, and the Tomcat also has some issues like vertical stabilizers having too much cant and intake scoops not being slanted forward enough. Also, the infamous backwards Troy BUIS from BLOPS1 makes a return, albeit actually facing the correct direction.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:24, 27 August 2020 (EDT)&lt;br /&gt;
:::I would expect such guns as vz. 61 and vz. 23, and perhaps Stechkin APB. And may be could see the MTs 21-12 autoloader as an Easter egg. But wait, we have the &amp;quot;first results in google pictures&amp;quot; guys, so what am I talking about. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 19:45, 29 August 2020 (EDT)&lt;br /&gt;
That's too realistic and accurate selection. If it is a true Black Ops game, then it should contain exotic, anachronistic and unheard of weapons. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:56, 26 August 2020 (EDT)&lt;br /&gt;
[[File:M4 Carbine First Model (1984).jpg|thumb|none|450px|January 1984 - XM4 Carbine]]&lt;br /&gt;
My wish list to have the XM4 Carbine (Colt 720), but it should be more like a gunsmith attachment for the XM177E1. The gun was first made in 1983 by the US Army as a customize XM177E2 with a A1 flash hider and fires M16A2 rounds. Later in January 1984, the 14.5 inch barrel and a A2 pistol grip was add it to the gun referring to as the XM4 Carbine.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 18:21, 27 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
Inb4 they bring back hyper-anachronistic guns like the L96A1 and the infamous FELIN version of the FAMAS again just to troll us. Anyways, I hope they brought back the &amp;quot;Death Machine&amp;quot; handheld minigun, &amp;quot;Grim Reaper&amp;quot; M202 rocket launcher and the underbarrel &amp;quot;Masterkey&amp;quot; shotgun and flamethrower attachments from the original Blops. --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 09:08, 28 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hope, they learned the lesson and did the research this time. Maybe this was the original Black Ops plot before was scapped? (Which explained guns anhachronism). Hope that will be possible to fight both NVAs, the Vietnam one and the German one. The perfect weapons for them would be FB PM63 and SKS. For the Ossies, hope for a MPi-K74 configuration (which already used by Farah in MW2019). The hype and expectation after huge after MW...--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:26, 8 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Steiner CQT ==&lt;br /&gt;
I don't think the reflex sight on the Stoner is a Steiner CQT, the housing for the lens goes all the forward, there's an elevation knob on the left side and a windage knob at the rear.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 02:04, 27 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:This is the closest match I found. Also I believe they are going the same &amp;quot;modern warfare stylization&amp;quot; route and therefore changing some of the details. Another thing that makes me pretty convinced that they used the Steiner CQT as reference is the fact that I simply googled &amp;quot;Cold War holographic sight&amp;quot; and it popped up. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 10:35, 27 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==XM177 promotional image==&lt;br /&gt;
Just linking this high quality image, for reference's sake: [http://www.gamereactor.eu/media/51/callduty_3245163b.png]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 11:24, 27 August 2020 (EDT)&lt;br /&gt;
:Rick Zeng told me the real reason why they add a flat top and a combination of an XM177 hider and an A1 flash hider is because of legal reasons. You also have to keep in mind that flattop was actually done in the 80s by Olympic Arms, even though back in E3 for Black Ops I, the Commando appears to have a MIL-STD-1913 Picatinny rail, that was introduced in 1993 when Colt developed the M4A1.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 14:05, 27 August 2020 (EDT)&lt;br /&gt;
::I think they should definitely drop this whole &amp;quot;change it so they don't sue us&amp;quot; attitude considering they won the humvee lawsuit. As for the chopping of the carry handle, unlike in BO1, this time it is not so anachronistic, however, considering that the campaign is set in 1981 and the practice of using chopped ARs by the actual military, as far as I have read, became a thing in the early 2000s most likely during the invasion of Iraq, then it might be considered anachronistic. As for the rail, it appears that both in the OG BO1 and this new one, it is based on something like the [[Predator_2#Magnum_Research_Inc._Mark_VII_Desert_Eagle|rail seen on the Predator 2 Deagle]], which I cannot find any info about after many hours of research, I'd wager it is some kind of 80s proto picatinny/weaver rail? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 14:20, 27 August 2020 (EDT)&lt;br /&gt;
:Isn't this rifle closer to a 933 [http://www.imfdb.org/wiki/File:Colt_m4_commando_03.jpg] than an XM177? [[User:Temp89|Temp89]] ([[User talk:Temp89|talk]])&lt;br /&gt;
::No, it isn't. The in-game gun has a shorter 10&amp;quot; barrel, an earlier A1 forward assist, and no case deflector. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:22, 28 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
Is it so hard for them to make period accurate weapons? They are so fixated in giving the players the capability to add optics that it doesn't even make sense. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 01:18, 29 August 2020 (EDT)&lt;br /&gt;
:Even then, it's not like you can't mount optics to a carry-handled AR or anything; hell, I'd wager that it even looks cooler that way. I'm just holding out hope that the XM16E1 can mount optics without hacksawing the carry handle, but that hope isn't high. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 08:16, 29 August 2020 (EDT)&lt;br /&gt;
::The carrying handles were designed to mount optics. Special Forces were the first to do it. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 21:22, 29 August 2020 (EDT)&lt;br /&gt;
:To be fair, optics attached directly onto the carry handle kinda take a lot of space on the screen and thus it is not quite practical from gameplay perspective. Also, it is clear that after MW2 they adopted kind of a &amp;quot;let's insert modernism and tacticoolism into everything&amp;quot; attitude which is clearly evident in all the anachronistic and tacticool stuff added to BO1 and now this one. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 09:58, 31 August 2020 (EDT)&lt;br /&gt;
::Eh, I don't think they take up enough space to really cause problems (not to mention that that'd be a neat balancing feature). But more to the point, it's not like they haven't had optics on carrying handles before (e.g. the FAMAS, the QBZ and USAS in ''MW3'', etc.). I just hope that they've learned from their mistakes. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 15:35, 31 August 2020 (EDT)&lt;br /&gt;
:::The basic FAMAS in ''MW''2019 is held lower when scopes are equipped. This thing's upper would also be neat to see as well, rather than a modern-looking flat top.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:04, 31 August 2020 (EDT)[[File:model 656.jpg|thumb|none|500px|Colt Model 656 M16A1 Special Low Profile fitted with scope and 20-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
== Military ARs or civilian? ==&lt;br /&gt;
&lt;br /&gt;
Does the semi-auto only selector markings on the &amp;quot;XM177E1&amp;quot; mean that it was actually modeled after some civilian version? Also I think the faux XM16E1 might be based on the same M16A1 &amp;quot;Retro Reissue&amp;quot; from BO3/4. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 09:52, 31 August 2020 (EDT)&lt;br /&gt;
:We'll see about that. Maybe they will make some changes in final game, you never know. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:13, 1 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== More Weapons! ==&lt;br /&gt;
[[File:BOCW Weapons Wall.jpg|thumb|none|600px]]&lt;br /&gt;
--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 13:51, 1 September 2020 (EDT)&lt;br /&gt;
I see the M16A2, finally!!! The AK47, a shotgun which I believe is either the Stevens Model 77E or the Winchester Model 1200 (I hope).--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 14:05, 1 September 2020 (EDT)&lt;br /&gt;
:I'm blind, I look closely and it looks like a bolt-action rifle. Possibly the Remington 700.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 14:26, 1 September 2020 (EDT)&lt;br /&gt;
::There's also a Beretta 93R on the gun wall. Also nice to see that the M16A2 gets a nice carry handle optic mount instead of lazily slapping a flat top upper on it like the Commando--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 14:41, 1 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== CAR-15 Variants ==&lt;br /&gt;
&lt;br /&gt;
Now the only reason why I'm doing this is because I have have a feeling that they are going to add some stuffs for the Commando, and possibly the M16A2 soon as gunsmith attachments, so I want to make sure you guys got the whole CAR-15 variants right.&lt;br /&gt;
&lt;br /&gt;
M16A1 Carbine - They are 4 types of M16A1. The first two models are the Colt 651 and 652. These guns have an M16 fix stock rather then a XM177 stock, and it has a 16.5 inch barrel. It was mad in 1971, and later around the early 70s, Colt made the 653 and 654, which have a XM177 stock. Now remember, these guns could have a 14.5 inch barrel, and they have an A1 pistol grip.&lt;br /&gt;
[[File:ColtM653Carbine.jpg|thumb|none|450px|Colt 653]]&lt;br /&gt;
&lt;br /&gt;
XM4 Carbine - Now, if you know me, you know that I love the M4 sense I first know about guns, but I'm not going to be like back then and name every single AR-15 carbine the M4. The XM4 was first made in 1983 from the US Army as a XM177E2 with an A1 flash hider and it fires M16A2 rounds. In January 1984, the gun have a 14.5 inch barrel and a A2 pistol grip. Later in 1985, the USMC tested the XM4, and in 1986, they add the M16A2 receiver to keep it as a modern designed, consider that they are a huge fan of the M16A2 rifle. In May 1986, Colt made a new M4 barrel and a new M4 handguard, and test results were not really good at the time. Colt ignore the XM4 until 1990, when Bushmaster joined the XM4 Program. In 1991, the gun was renamed the M4 Carbine, and in 1993, the gun have a flattop and it fires full-auto making it the M4A1. So basically the M4 is a modern version of the XM177E2. There are a lot of mythical stories about the XM4.&lt;br /&gt;
[[File:M4 Carbine First Model (1984).jpg|thumb|none|450px|January 1984 - XM4 Carbine]]&lt;br /&gt;
&lt;br /&gt;
M16A2 Carbine - Also known as the Colt 723, this weapon was made around 1985, but it didn't appear in service until 1987. Here's some myths that people are saying. The Colt 723 came from the XM177E2, which is not true. It actually came from the M16A1 Carbine. This weapon was very popular of the Delta forces, and it was used in the Invasion of Panama. A short version called the Colt 733 also consider to be a M16A2 carbine.&lt;br /&gt;
[[File:Colt-M-16-A-2-m723.jpg|thumb|none|450px|Colt 723]]&lt;br /&gt;
&lt;br /&gt;
M16A2 Government Carbine - Also known as the Colt 727. Okay, first of, the Colt 727 is not the father of the M4 or M4A1. The XM4 is even older than the Colt 727, because this gun was made in 1988, 4 years after the XM4 was made. I don't get why people are saying the Colt 727 is the father of the XM4! It's not! it's a improve variant of the Colt 723. Now then, mini rant out of the way, it does looks similar to the XM4, but here's the different. It fires full-automatic. The XM4 fires three-round burst. This could be not historically accurate, consider that the game take place in the early 80s.&lt;br /&gt;
[[File:Coltm727ima.jpg|thumb|none|450px|Colt 727]]&lt;br /&gt;
&lt;br /&gt;
So there you go, the CAR-15 variants. Now you know about these weapons, and now you know how can we describe these guns. Like I said, I'm only doing this because of gunsmith attachments refence, so I hope you guys get all of these and understand what we going to see for this year's Call of Duty.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 13:58, 2 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:For more AR variants we also have the [[Colt AR-15 Identification Guide]]. As for why people talk about the 727 leading to the M4, I think this is sort of true as I believe that the first AR variant that introduced the &amp;quot;M4&amp;quot; profile barrel was actually the 727. Before that the XM4 prototypes had either a straight barrel, or a stepped barrel that was thicker at the front but still narrow in front of the front sight. Also, part of this lore about the 727 probably comes from the fact that at its inception the XM4 was intended as a rear echelon weapon not intended for front line combat troops, but a lot of special forces used the 723 and 727 and got a lot of utility from it so when the M4 was finalised it was as a front line combat weapon.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:55, 10 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Leaked Multiplayer Alpha Footage==&lt;br /&gt;
From the official Reddit: https://www.reddit.com/r/blackopscoldwar/comments/imaxuo/full_6_minute_gameplay_of_cold_war/&lt;br /&gt;
&lt;br /&gt;
From the given footage shown there’s the AKS-74U (as “AK-74U”), the M16A2 (as “M16”), the MP5A2 (as “MP5”), the CAR-15 (as the “XM4” with flat-top receiver wrapped in slings like the Commando from BO1), the Stoner 63 and the SPAS-12 (as “Gallo 12”). In-game names aren’t necessarily final and may change in the final game like in COD:WWII and MW (2019). --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 01:28, 5 September 2020 (EDT)&lt;br /&gt;
:I'm actually pretty excited, proper AKS-74u barrel/handguard/sight, jungle mags, the gun audio seems nice and punchy, and the animations don't seem too bad either. Foregrip on that CAR-15 looks like a BCM Gunfighter vertical grip though, which is about 30 years too early, lol.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 04:22, 5 September 2020 (EDT)&lt;br /&gt;
::It looks alright for an early leak, though I have little doubt that it'll be getting more polish before it gets released. Also, for those who actually have social media, would you mind spamming IW to please put an &amp;quot;S&amp;quot; in &amp;quot;AKS-74U&amp;quot;? I know it's a minor thing and all, but still... gives me conniptions. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 11:41, 5 September 2020 (EDT)&lt;br /&gt;
:::In this case it's Treyarch, although IW were the first ones guilty of that with their weird airsoft shorty AK. But no matter how many times people tell them such things, I doubt the devs will care. It would also be appreciated if they learn to properly capitalize the &amp;quot;U&amp;quot;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:19, 9 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== One thing that I’m considering about ==&lt;br /&gt;
&lt;br /&gt;
There’s a attachment for the M16A2, and it showcases a 14.5 inch barrel with an Colt 607 handguard. It is that an AR-15 type variant or maybe an weird bizarre XM4 (1986 model) with an Colt 607 handguard, or it a some type of Colt Government AR-15 weapon, but considering that it has a 14.5 inch barrel, it’s not right.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 09:51, 10 September 2020 (EDT)&lt;br /&gt;
:If it has a 607 handguard but is not a 607 or 607A it is made up, pretty sure that handguard is unique to those models. Do you have a link to a picture of it? --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:51, 10 September 2020 (EDT)&lt;br /&gt;
::[[File:BOCW M16.jpeg|thumb|none|600px]]&lt;br /&gt;
That’s all I have, but I do have a screenshot on my phone, but it’s not jpg.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 14:47, 10 September 2020 (EDT)&lt;br /&gt;
:That isn't a &amp;quot;real&amp;quot; 607 handguard, to me it looks like they just cut the front half off of an M16A1 model to make something carbine-ish. Firstly, this has 5 vent holes whereas a 607 has 6. Secondly, a real 607 handguard has a new collar piece at the rear as they were made from cut down A1 handguards so they needed to give them a new back end, but the pictured handguard just looks like the rear of a factory A1 handguard.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:43, 11 September 2020 (EDT)&lt;br /&gt;
:: I had to say for now that this is a XM4 with a A1 handguard, but then we need to see the full game or at least the beta to see if the gun is going to equip with an attachment that is a CAR-15 telescopic but stock, or else this gun will be a bizarre XM4 Carbine. The gun have a 14.5 inch barrel and it’s a three round burst.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 17:06, 11 September 2020 (EDT)&lt;br /&gt;
:::[https://youtu.be/imhvfSylDQ8?t=189 Here] you can get a better look at the pseudo carbine handguard. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 22:02, 11 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
It's like the developers for these games don't understand the time period. I want to use something that looks like Larry Vicker's Delta Carbine, not this bullshit [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 12:32, 12 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;would've been a better choice&amp;quot;==&lt;br /&gt;
I'm just gonna say this out loud right here: I don't think these &amp;quot;better alternatives&amp;quot; information are necessary. The page should document why a gun is inapprorpiate within the game' setting, but it has no need to try to offer &amp;quot;possible solutions&amp;quot; to &amp;quot;rectify&amp;quot; these errors. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 08:57, 18 September 2020 (EDT)&lt;br /&gt;
:I concur with this sentiment. As much as it is &amp;quot;neat&amp;quot; to see what could've been used instead of what they did, it's clear they don't know nor care. More than likely this game is going to go Modern Warfare's route of using Franken-guns to make sure they DO NOT get sued. Even though they won that court case, I doubt Activision is in the mood to repeat history on something like that again. Just bite the bullet and deal with the anachronisms and Franken-guns and move on. [[User:PaperCake|PaperCake]] 10:38, 18 September 2020 (EST)&lt;br /&gt;
::Eh, I always thought that it was neat as information/trivia, but if the court of public opinion says no, then I won't start a fight over it. Better to keep the peace in situations like this. (Even if I still firmly believe that the M2 Carbine is an assault rifle...) [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 15:03, 18 September 2020 (EDT)&lt;br /&gt;
:::Well, if the M2 Carbine thing hasn't been settled yet, I suggest that you directly message an admin (such as commando552) and ask their opinion about it :P --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:13, 18 September 2020 (EDT)&lt;br /&gt;
::::I have moved the discussion about the M2 being an assault rifle to the [[Talk:M1_Carbine#Is_the_M2_Carbine_an_assault_rifle.3F|M1 carbine discussion page]] as it is no longer relevant to this page and can be continued over there.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 07:04, 20 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Black ops get advanced weapons excuse ==&lt;br /&gt;
&lt;br /&gt;
I've seen too many commons overestimating or believing in the myth that military technology is always 10 years ahead of what they adopt or because these guys are some for of ultra secret black ops, they'd get advanced weapons not available at the time. It annoys me [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 20:10, 26 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:We all know that this is just an excuse to add fancy weaponry and stuff to the games. It is obvious that even the most tacticoolest spec ops units cannot get ''weapons that haven't been created yet''. It's just that the &amp;quot;vintage&amp;quot; Black Ops games always come after some COD game that introduced something groundbreaking in terms of weapon customization, so naturally the BO game has to follow suit. Think about it, BO1 came after MW2 which introduced a great variety of attachments, this essentially made it impossible for them to shy away from the red dots and fancy weapons and in turn effectively turning the rather bland 60s setting into a modern and tacticoolized reimagining of the 60s. Now after MW19, BO Cold War is going through the same process of tacticoolizing the 80s in order to be able to compete with the gunsmith of the previous game. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:31, 26 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
::They really haven't clarified how Warzone is going to work between the two games in a non-confusing way, but given apparently it's supposed to be staying on the MW19 engine with its mechanics/etc (Yay!), I'm ''hoping'' this means we'll be getting MW19 versions of CW guns, as in with IW's drastically superior modelling/animation/sounds/etc. I ''reaaaaally'' want the FNC / Ak 5 and Arctic Warfare in MW19. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:40, 26 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==KSP-45 = Carl Gustav M/45?==&lt;br /&gt;
The name are similar, they are both Swedish, and the appearance is similar... maybe the M/45 is inspiration but is modified as per CoD habit. Or maybe is hybrid between a UMP and a CG M/45...--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 08:41, 11 October 2020 (EDT)&lt;br /&gt;
:I mean, the names are similar, sure, but they look absolutely nothing alike. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 10:58, 11 October 2020 (EDT)&lt;br /&gt;
::That's basically what I noted on the page, although &amp;quot;Kpist&amp;quot; is the more accurate designation for a submachinegun. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:35, 11 October 2020 (EDT)&lt;br /&gt;
:::Personally, I think it fits more along the lines of a modified Chiléan FAMAE SAF. When you look at the fixed stock version that’s being exported to Canada, the fact that does have a three round burst fire setting, and it lacking the H&amp;amp;K-style of charging handle like that on the UMP makes me think that it fits more along those lines then that of the UMP. It also fits more in line with the timeframe as well. Upon closer inspection, I think they just switched out the handguard and added different features to it like on the SOCIMI 821 (they modelled the gun with a side mounted charging handle akin to the Uzi Pros).--[[User:Bosoxboy521|Bosoxboy521]] ([[User talk:Bosoxboy521|talk]]) 11:16, 16 October 2020 (EDT)&lt;br /&gt;
:The pistol grip reminds of Jatimatic SMG and the stock looks very familiar though I can't recall it right now. Also the handguard and bolt release look like Taurus SMG. BTW here is [https://youtu.be/Ra3-KfmTy58?t=492 some gameplay of the thing]. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 17:58, 17 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
Isn't it is modified MP5/40? --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 10:22, 30 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, saw the pic... definite UMP!--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 10:41, 9 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== SWAT 5mw = Steiner DBAL ??? ==&lt;br /&gt;
&lt;br /&gt;
Here is my dissection on why the SWAT 5mw is inspired/based on the Steiner DBAL. As we already know, since MW19 and the whole Humvee thing Activision is trying its best to base its items on real things but modify them so it can make their depiction in the games lawsuit proof. I presume that's why we don't have exact 1:1 depictions in the games. Anyway, here are the clues. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:44, 12 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:BO CW DBAL.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
It appears to me to be based mostly on the Offset Tactical Aiming Laser.[https://sep.yimg.com/ay/alternateforce/steiner-otal-a-green-50mw-15.gif] [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:21, 1 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
:It appears to be a hybrid between the two, it is added now. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 22:00, 4 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Marking on the side of QBZ-83 ==&lt;br /&gt;
&lt;br /&gt;
I've read from a comment that the side of the QBZ-83 is marked with &amp;quot;T97NSR-PWC-5.56cal&amp;quot;. Is this true? I can't check this myself because I don't have the game, and most of the videos and screenshots I can find are too low quality. The Type 97 NSR is the canadian semi-auto export version of the QBZ-95; if this is true then this most likely means that Treyarch based the whole thing on a Canadian Type 97 NSR. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 07:26, 17 October 2020 (EDT)&lt;br /&gt;
: Yes. Note: the handle selection screen is the only one with most zoomed in picture. --[[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 16:20, 17 October 2020 (EDT) [[File:BOCW QBZ-83 Beta.jpg|thumb|none|600px]]&lt;br /&gt;
:: Hmm. The slot behind the selector switch is also marked with some Chinese characters; from what I can discern, they seem to say &amp;quot;名字叫宫 梦想&amp;quot;, which is complete gibberish meaning something like &amp;quot;name is called Gong / dream&amp;quot;. Not sure what's happening here. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:05, 18 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Attachment descriptions==&lt;br /&gt;
These are probably worth a laugh, or cry: https://imgur.com/gallery/lVJPVUt&lt;br /&gt;
--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:46, 22 October 2020 (EDT)&lt;br /&gt;
:I... I have no words. This is so many levels of embarrassing. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:07, 22 October 2020 (EDT)&lt;br /&gt;
::Did they try to use an AI to make these damn things? I mean, seriously, it seems like they just played Mad Libs with a bunch of random gun-related terms. I think my personal favorite has to be the &amp;quot;27.2&amp;quot; Recon&amp;quot; barrel for the M700 - aside from clearly not being that long, it somehow both is and is not rifled. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:06, 22 October 2020 (EDT) P.S.: Oh, and let's not forget the revolver cylinder that somehow holds 12 rounds despite still having 6 chambers.&lt;br /&gt;
:::Yeah, it really, really reads they like had a neural network compose descriptions off of Wikipedia's firearms articles. My favorite is the 1911 Cavalry Lancer, &amp;quot;Anti-''infantry'' barrel increases damage against enemy ''vehicles''.&amp;quot;--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:04, 23 October 2020 (EDT)&lt;br /&gt;
::::I do love the sniper rifle barrel that's smoothbore ''and'' rifled? Must be one of those .366 TKM rifles popular in Russia. The &amp;quot;STANAG 55 Rd Drum&amp;quot; for the Type 821 is pretty interesting, too. It describes having its ammo arranged side-by-side and being a single-stack. Wouldn't the ammo being side-by-side make it double-stack? Oh, but my favorite has to be the &amp;quot;13.7&amp;quot; Ranger&amp;quot; barrel for the XM4. The description states that it somehow cools off bullets and this also somehow makes them go faster.--[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 15:23, 23 October 2020 (EDT)&lt;br /&gt;
:::::Heck, even CoD Mobile bothered to model an actual 8-round cylinder for the relevant attachment on the &amp;quot;J358&amp;quot; revolver (not properly lined up with the barrel, but still). Also, &amp;quot;''Anti-infantry barrel increases damage against enemy vehicles''&amp;quot;... WHAT? Did I read that correctly? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:39, 26 October 2020 (EDT)&lt;br /&gt;
This makes me almost wanna buy the game just to read those descriptions. Anybody knows of a youtube video or something showing off all attachments?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:46, 19 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== RC-XD is fast enough to catch a plane? ==&lt;br /&gt;
&lt;br /&gt;
Not really a firearm-related question at all, but having rewatched the gameplay footage from the campaign trailer, I can't help ask out of curiosity: is it possible for a tiny remote-controlled car to catch up with a plane during a high-speed chase? I reckon the plane has much greater acceleration even when it's still on the ground, so do the cars. Otherwise, that must be a really powerful tiny engine powering the thing.--[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 09:25, 30 October 2020 (EDT)&lt;br /&gt;
:That whole sequence calls to mind the Fast &amp;amp; Furious movie where they had a cargo plane attempting to takeoff down an endless runway while being chased (I think Uncharted 3 has the same phenomenon). Honestly the campaign is not looking good, it seems to be a return to the over-the-top action movie hijinks and explosions when the best-received parts of MW2019 were the slow-paced nightvision room clearing segments.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:57, 30 October 2020 (EDT)&lt;br /&gt;
::Most likely it's not fast enough. I also think that one won't be able to go on unscathed after being rolled over by a vehicle in the manner shown in that same scene but hey that's COD after all. Also if you don't make over the top and cringy scenes in a game set in the 80s then I don't know when you will :D --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:03, 30 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Zombies trailer WWII weapons ==&lt;br /&gt;
&lt;br /&gt;
Are these available to use in the Zombies mode? If not then I think they should be added to a &amp;quot;Misc&amp;quot; section or to this page.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 19:58, 13 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
==Anachronistic weapons broke my immersion ==&lt;br /&gt;
&lt;br /&gt;
Just started the Vietnam mission and 2 things literally distracted me. The first was the M16 has a 20 round mag but the ammo count is 30 and I picked up an AKS74U...This game is stupid [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 01:51, 15 November 2020 (EST)&lt;br /&gt;
:Outside of the (disappointing yet expected) anachronistic weapons and attachments, I thoroughly enjoyed the campaign, thought it was far more ambitious with its gameplay and narrative than MW2019. Only real complaint is the lack of missions, short campaign in general, like MW2019.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 02:16, 15 November 2020 (EST)&lt;br /&gt;
:::East German Stasi using MP5s and the AK5s is annoying. They should be using whatever East German SMGs and MPi-KMS. How hard is that? [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 12:18, 15 November 2020 (EST)&lt;br /&gt;
::::What about the M1911 everywhere? They could recicle the Makarov. Seriously they should add more sidearm options given the fact that they have a Last Stand mechanic.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 04:35, 9 December 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mountain Dew ads ==&lt;br /&gt;
&lt;br /&gt;
Should we have a section here for the [https://www.youtube.com/watch?v=V1Xt9aetdFQ Mountain Dew ads] as they feature guns or just mention them on the main page? This might be cringe but we mentioned things like this for example with BO2's &amp;quot;LG Cinema Trailer&amp;quot;. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:21, 20 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Bullfrog's grip ==&lt;br /&gt;
Now here is the Bullfrog grip analysis. Obviously the thing is not a literal 1 to 1 depiction of anything real and is essentially a fictional grip but they had some inspiration when making it and that's why I say &amp;quot;inspired by... based on... influenced by... etc.&amp;quot; --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:27, 20 December 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
[[File:BOCW bullfrog grip.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
:The grip pattern does look a lot like the Skorpion's so I guess that's worth mentioning, although the overall shape doesn't match the Kiparis enough IMO. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 12:23, 2 January 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
== A rare photo of the M16A2 and XM4 ==&lt;br /&gt;
&lt;br /&gt;
So I found something from Rock Island Arsenal Museum, and what do I found is a rare photo of the XM4 Carbine and the M16A2 Rifle.&lt;br /&gt;
[[File:XM4 Carbine &amp;amp; M16A2 (1982).jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
Now this photo was made in 1982, before the M16A1E2 was presented by Colt to the US military. The name &amp;quot;M16A2&amp;quot; was from the USMC dates back to the late 70s when they ask Colt to developed a new rifle after their experience in Vietnam. The M16A1E1 was made in December 1981, but it would still be anachronistic as the game takes place before December 1981, let alone the game's M16A2 is the M16A1E2. So the M16A1E2 was made in November 1982, and it introduces the three round burst on this rifle (not the first burst firing M16 as the Colt 605B is the first one made in 1964). The XM4 on the other hand was start to developed as early as 1982, and it start off as the XM177E2 that fires M855 NATO rounds. The XM4 start to developed since 1983. So why I put this in Black Ops Cold War? Because there an attachment that give the &amp;quot;XM4&amp;quot; a 11.5 inch barrel, and the facts about the M16A2 to know that the game takes place in 1981 and the gun was developed in early as December 1981, even though is slightly anachronistic.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 13:36, 24 December 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== IMFDB Opinions on BOCW's gameplay and assets realism ==&lt;br /&gt;
&lt;br /&gt;
I just can't help but be disgusted by the lame step back in authenticity of BOCW from MW19. Weaponry, Ordnance and Vehicles really feels, looks, sounds trash to me.(exception for the Harrier's MGs which sounds impressively scary)&lt;br /&gt;
&lt;br /&gt;
== The worst thing about Cold War ==&lt;br /&gt;
&lt;br /&gt;
...isn't the extremely anachronistic weapons and attachments, its the fact that I can't access the DLC weapons and all their unlocks in offline custom matches anymore like MW2019! Now I actually have to grind the battlepass to screencap each new gun every season. Total pain in the ass considering how unfun core 6v6 is this year.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 22:19, 24 January 2021 (EST)&lt;br /&gt;
:[https://www.joblo.com/newsimages1/wiw-saving-private-ryan-salute.jpg] - you can still progress the battlepasses in MW, although I realize that having both games installed may be pushing hard drive limits.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 09:50, 25 January 2021 (EST)&lt;br /&gt;
::Play Plunder and just go for recons or scavenger contracts to level up your weapons. As for the game, the more free play days we have, the less I actually want to buy the game. I know the game was rushed, so I understand why it lacks the polish and details of MW2019, but it's just not as fun. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 11:12, 25 January 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
Honestly, capping the weapons in Warzone won't do it, and it's actually wrong since they are in the MW19 engine and not BOCW one.I have the Groza and MAC-10 by the way&lt;br /&gt;
--[[User:Solarriors|Solarriors]] 04:42 28 January 2021 (GMT+1)&lt;br /&gt;
:Warzone weapons XP will carry over to CW. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 14:08, 28 January 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
You can actually access all DLC and attachments in online private/custom matches ---[[User:Solarriors|Solarriors]]&lt;br /&gt;
:Doesnt seem to work on my end, tried setting up a custom private match and they're still locked--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 03:47, 25 February 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
== Firebase-Z AK &amp;quot;Wonder Weapon&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
[https://youtu.be/INmAzI7C9M8?t=78 So this is a thing.] I tried to save an image but for some reason it wouldn't upload, so that'll do.&lt;br /&gt;
&lt;br /&gt;
SO, apart from looking like something Vladof would make, what we have here is...to my best understandng an AK mated with the DG-2. Weird to have a Wonder Weapon we could actually put on the page, if it's eligable. It's got a GP launcher and everything. According to offical sources it's called the RAI K-84, or the Reactorniy Avtomat-Izluchatel Kuhlklay-84 in full.&lt;br /&gt;
&lt;br /&gt;
'''UPDATE:''' Never mind, it's already on the page. My bad.--[[User:Gunmaster2011|Pez-Dispenser]] ([[User talk:Gunmaster2011|talk]]) 10:18, 1 February 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
==Reload timer adjustmnent in patch notes==&lt;br /&gt;
Just wanted to pass this on, [https://www.treyarch.com/game-intel/2021/02/Warzone_Season_One_Midseason_Patch_Notes today's patch notes] give the absolute most vague, unspecific note possible about this: &amp;quot;Adjusted the timing of ammo replenishment during empty reloads for BOCW weapons&amp;quot;. No idea if this is a good or bad change. :P [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:58, 5 February 2021 (EST)&lt;br /&gt;
:I'd assume that they're changing the point during the reload animation when the game decides that the gun is finished reloading (since these have had a habit of being rather off in CoD games - the gun often counts as reloaded before your character has finished reloading it). Hopefully, they're making the timing match the animations better. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:19, 5 February 2021 (EST)&lt;br /&gt;
::That's what I assume too, but I don't have any hands-on experience with the CW weapons, so I have no idea how well they matched (or didn't) before or after the patch. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 14:56, 6 February 2021 (EST)&lt;br /&gt;
:::[https://www.youtube.com/watch?v=hSjfSkw5hJM Tested by TheXclusiveAce]. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 04:06, 17 February 2021 (EST)&lt;br /&gt;
::::Holy hell, I can't believe Treyarch managed to make the guns EVEN WORSE than they already were. The changes make it so you can skip the rechamber part of the animation on empty reloads now. :| This dev team really needs be kept far away from any future games, this is just embarrassing. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:17, 17 February 2021 (EST)&lt;br /&gt;
:::::All changes in Warzone are made by Raven Software ([https://www.reddit.com/r/blackopscoldwar/comments/l876an/applying_the_3x_scope_to_the_m82_causes_the/glbfz4y?utm_source=share&amp;amp;utm_medium=web2x&amp;amp;context=3 referenced by u/FoxhoundFPS]). Weapon balancing (including changing reload add time) was probably done by Raven themselves to address CW weapons' long after-reload pauses specific only to Warzone. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 02:13, 18 February 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
== Season 2 Trailer ==&lt;br /&gt;
&lt;br /&gt;
It just dropped, and showed off a few new guns - I spotted what looks like a screwed-up [[Walther MPK]], a probably-fictional crossbow, and (of all things) a [[FARA 83]]. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 19:54, 16 February 2021 (EST)&lt;br /&gt;
:Yay more ''Upotte!!'' guns! :D In all seriousness, that would be a neat addition, I love when more obscure things show up in games. Though at this point I'm also sad all these guns aren't getting MW's much better treatment (and that we can't use them there). [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 21:57, 16 February 2021 (EST)&lt;br /&gt;
:Nice ID work. Sadly people gonna call it &amp;quot;Galil&amp;quot; anyway. As for speculation about that sawed-off gun in the holster - I think it's just a China Lake blueprint. I mean M79. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 02:50, 17 February 2021 (EST)&lt;br /&gt;
::Huh. I thought that thing was a Galil. Maybe it'll end up being a Galil ARM with elements of the FARA 83 thrown in? Because as we've seen so far, this game isn't too big on having guns that are what they say they are. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 16:42, 17 February 2021 (EST)&lt;br /&gt;
:::It looks like [http://2.bp.blogspot.com/-KdnsXcQb_Tk/VnaJyrrI1rI/AAAAAAAB3CE/YGD2AfZC4V8/s1600/CampoHerrajecombatejunio1934.jpg this] variant, which has a bipod and FAL Para/Galil type stock, basically a discount ARM. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:56, 17 February 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
==Questionable captions==&lt;br /&gt;
Those two edits ([http://www.imfdb.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;amp;diff=1400455&amp;amp;oldid=prev 1] - DE and Strife captions, [http://www.imfdb.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;amp;diff=1400456&amp;amp;oldid=prev 2] - RAI K-84 caption) need to be toned down. [[IMFDB Style Guide#Media titles]] and [[Rules, Standards and Principles#No sarcastic or insulting Commentary]]. --[[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 18:00, 21 February 2021 (EST).&lt;br /&gt;
:Those seem perfectly acceptable to me. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:02, 21 February 2021 (EST)&lt;br /&gt;
::I'm fine with captions describing the contents of images and weapon details. But there's no real need for comments about developers and writers choices for ZM characters. Including such commentary in the main game's wiki page doesn't make this wiki any more &amp;quot;informative&amp;quot; about firearms and sounds more like a point for discussion on talk page or other resources. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 20:29, 21 February 2021 (EST)&lt;br /&gt;
:::Comments like those are pretty much par for the course when it comes to VG pages. People've been doing it for a while, so I think it's safe to call it a ''de facto'' acceptable thing to do. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:34, 21 February 2021 (EST)&lt;br /&gt;
::::I know. Still it can be done more tastefully even for IMFDB with less projecting. Or we could just comment on every frustration and missed opportunity of developers, like saying which weapon would be more era-appropriate on every weapon. I'm not all &amp;quot;anti-sarcasm caption&amp;quot; since there are really good comments people come up with on pages, but they at least assume that not all visitors are in &amp;quot;the know&amp;quot; or familiar with behind-the-scenes of the development. I've come around at the Strife commentary I should say. Operators being absolutely non-characters or related to ZM story is something that I dislike about CW too, but I'm not sure if there's need to over-explain who is holding the weapon in that picture on the gun wiki. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 21:04, 21 February 2021 (EST)&lt;br /&gt;
:::::Just to point out, the rule about sarcastic comments doesn't really apply to video games. It was mainly implemented for movie pages, to avoid insulting real actors and filmmakers. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:14, 22 February 2021 (EST)&lt;br /&gt;
::::::Point is acknowledged, even though those rules could be improved to include VG. Insulting real developers or writers is an issue too, it doesn't need to be downplayed because of different artform or media. As for my gripes about initial edits, I'm no longer pursuing to change that. Just to summarize, I got the clear message from this thread - captions can be used for everything related not only to weapon present in the image, but to include information about who is holding the weapon even if gloves are the only thing we can see from first person and this can be used to include all in-game or out-of-game facts including developer's choice for characters in one mode. In a gun wiki. I can understand the frustration about era-appropriate weapons on gun wiki, but I'm still questioning if not including Richtofen should be used as a starting point of caption for what is essentially &amp;quot;RAI K-84 in idle&amp;quot; image with nothing happening on it. After inspecting it again it seem like that remark was made to pad the caption's word count to be consistent with adjacent images. There's really nothing to call for it in that image too, so that's why it seems very strange among other comments. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 08:41, 22 February 2021 (EST)&amp;lt;br /&amp;gt;'''Edit:''' added to be less vague about a point. I'm okay with DE and Strife captions and they seem to follow IMFDB style of captions. &amp;quot;Grumbling at the fact that Primis and Ultimis were replaced by literal nobodies, of which he is one of them, the Requiem Operator in Firebase Z consoles himself by looking at his shiny space AK&amp;quot; is a good comment about BOCW. But I'm not sure if it is a good point to make in a gun wiki for &amp;quot;wonder weapon held by a pair of unique gloves&amp;quot; screenshot without any other information on it and inspecting it with all other weapon captions in the BOCW page seems uncalled for. Or it means it's OK to use any criticism valid for a game no matter the contents of image. As I wrote this, I found this [https://i.redd.it/pqrgt528tpg61.jpg image] (but used with mil-sim operators and equipped with RAI K-84s) would be an ideal fit for that caption and even justified in my opinion. That would be peak IMFDB and not de so detached from the commentary like a current one. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 09:12, 22 February 2021 (EST)&lt;br /&gt;
Wait wait wait, let's be clear : What are your complains about exactly?&lt;br /&gt;
[[User:Solarriors|Solarriors]] ([[User talk:Solarriors|talk]])&lt;br /&gt;
&lt;br /&gt;
:If your issue is the comments, then you're at least a few years late to that whole discussion on the rules. As stated prior, the rule about sarcastic comments is kept for movies to keep people from throwing their personal opinions at whatever actor they don't like. Games normally don't follow that same rule, and if anything it's mostly done to give the page a form of flow. Reading the same &amp;quot;RAI K-84 in idle&amp;quot;, &amp;quot;RAI K-84 firing&amp;quot;, &amp;quot;RAI K-84 reloading 1&amp;quot; and so on is brain melting, and allowing an editor to jazz it up a bit with some sarcasm and dry humor is not a bad thing by any metric. The comments fit tonally with almost every other video game page on this site, bar the ones that are so old and forgotten that no one's bothered to edit them in the same style. --[[User:PaperCake|PaperCake]] 18:58, 22 February 2021 (EST)&lt;br /&gt;
::Agreed, especially due to the visual repetitiveness inherent to video game pages. For example, the [[Far Cry 2]] page is absolutely hilarious and witty, and very amusing to read even if you've never played the game. I ''do'' think there's a thin, but very important line between &amp;quot;witty&amp;quot; and &amp;quot;snarky&amp;quot; though, and it's definitely best if we all don't cross that and end up with pages that actually sound insulting/harassing, in a demeaning sort of way. But back on the flip side again, the more glaring and facepalm-inducing goofs/oversights are, the more calling those out with a bit of flair feels justified. So yeah, it's all a bit subjective and case-by-case, I guess. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:53, 22 February 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
==Official ZRG 20mm footage and LC10's lore==&lt;br /&gt;
Treyarch's YouTube channel uploaded [https://www.youtube.com/watch?v=0krEGBnWEag Season Two Studio Broadcast] detailing all S2 features. Includes gameplay footage of upcoming ZRG 20mm with developer's commentary (at 17:12). Interesting note about LC10: at 15:10 it is stated that &amp;quot;fictionally this is a weapon that was designed by the same manufacturers as the LW3 - Tundra … submachine gun version of that weapon.&amp;quot; --[[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 19:14, 26 February 2021 (EST)&lt;br /&gt;
:Well, that would explain why it used to be called the &amp;quot;AI LC10&amp;quot; (and why it looks like that) - it's supposed to be made by Accuracy International. I can't help but feel like making a high-quality, precision-oriented SMG during the 1980s would be a rather stupid thing for a company to do (since the Cold War was the heyday of simple, cheap, stamped/tube-receiver subguns), but at least there's reasoning behind it, even if it's not particularly sound. Hell, it's also closer to an AW than the game's actual AW, given the one-piece handguard, stock and trigger guard shapes, and now-totally-redundant magazine well cutout.&lt;br /&gt;
&lt;br /&gt;
:Oh, and they've mirrored the NTW-20. Because... reasons, I guess. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:40, 26 February 2021 (EST)&lt;br /&gt;
::Funkier weapon designs could probably be their unique way of avoiding licensing and also doing &amp;quot;Cold War is prequel to Black Ops 2 and 3&amp;quot; thing. Like FFAR 1 being an earliest prototype of FFAR from BO3. But, as you point out, it is still interesting how LC10 was modelled with more accurate parts from a gun... which is already available in the game. I was ready for ZRG to be Kraber-AP with side-loading magazine in first-person view at all times as a unique trait, but they subverted that by mirroring the whole model for some reason. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 22:14, 26 February 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
Does anyone feel like the LC10 kinda looks like the Parker Hale IDW prototype? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 13:06, 27 February 2021 (EST) &lt;br /&gt;
:: Oh god, not the NYAAAAAAA. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 18:42, 27 February 2021 (EST)&lt;br /&gt;
:Eh, kinda, but not all that much - the features it has in common with the IDW/PDW aren't exactly unique to it, and I still think it's closer to the MPK in overall proportions. Plus, it lacks some of the features that we'd want if we wanted to cite the IDW as source of inspiration (e.g. the really long magwell). [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:21, 27 February 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
Here's some footage of the NTW in full: [https://www.youtube.com/watch?v=N9C-EHWNeHU]. Looks like, in addition to mirroring the whole thing and giving it a giant PSO-1 scope, they've also messed with the pistol grip, and made the barrel both way too short and non-reciprocating. Because shoulders don't matter, I guess. There's some other stuff in there, like how the supposedly 47-inch barrel has a wooden handguard on it, the extended magazine that clearly isn't meant for this gun since it has a catch hole nowhere near the magwell, and the fact that 80s-era body armor can somehow stop a 20mm shell. Except not, since it still has enough energy left over to one-shot the person behind you. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:42, 5 April 2021 (EDT)&lt;br /&gt;
::With each new gun they just seem to miss the point of the Cold War theme more and more. There are so many cool guns they could add that would fit the early 80s timeframe and yet they add fictional designs and anachronistic, stylized guns instead. Its not like they lack the funding or talent either, lots of the period correct weapon models are really decently modelled.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:53, 6 April 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Magnum identification==&lt;br /&gt;
Now, the design doesn't line up one-hundred percent, but I'm pretty sure it was based on a G&amp;amp;G G733 airsoft revolver, the thin fluting in the cylinder, the weird half-full rod housing, and the long body match up to the G&amp;amp;G almost exactly, with the only difference being that the trigger sits ''way'' behind the cylinder in the in-game revolver. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 01:16, 6 March 2021 (EST)&lt;br /&gt;
:That would make some sense, actually - the back of the frame made me think of an airsoft revolver, and the G&amp;amp;G has that same weird partial-yet-full underlug setup. As for the trigger/cylinder placement, I'm pretty sure that's because they put a [[Ruger GP100]]-style recoil shield on it, but didn't give it a normal S&amp;amp;W cylinder latch (albeit mounted at an angle) instead of the Ruger-style one that sits on the recoil shield, so they had to stretch the frame forward to make everything fit.&lt;br /&gt;
&lt;br /&gt;
:See, this is why I really don't like BOCW's fictional weapon designs. MW19's were a bit disappointing to have, but at least they looked convincing - we had a fair bit of talk-page discussion trying to identify the .357, because it looks like a real revolver that would actually exist. BOCW's, on the other hand, you can immediately tell that they're fictional, because they're often a weird mish-mash of parts from various guns put together without much regard for what they're supposed to do, and the resultant guns stick out awkwardly. It's a shame, too, because BOCW's normal guns are actually really well-modeled. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 08:32, 6 March 2021 (EST)&lt;br /&gt;
::Agreed, and this is even kind of reflected in the battlepass cosmetics and skins, for MW there were a lot more believable designs while Cold War straight away went for the wacky cartoony aesthetic. --[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 19:37, 6 March 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
== Lever action in S6 ==&lt;br /&gt;
&lt;br /&gt;
As seen in recent news, the in-game name of the gun is &amp;quot;.410 Ironhide&amp;quot;. Judging from the Season 6 [https://youtu.be/LBOpIgK2lEQ?t=127 cinematic] and from the [https://i.redd.it/1xm5ss459oq71.png roadmap] (EDIT: there's also an image [https://live.staticflickr.com/65535/51535872616_09189a2952_4k.jpg here]), it's most definitely a [https://www.henryusa.com/shotgun/lever-action-410-shotgun-side-gate/ Henry .410 lever action shotgun] (specifically the version with a side loading gate) with a few minor differences, and this is the pinnacle of Treyarch's anachronisms (next to BO1's FAMAS Valorisé and the PTR 9KT-inspired receiver on BOCW's MP5 blueprints), since Henry .410 lever action shotguns were introduced [https://web.archive.org/web/20210619234228/https://www.henryusa.com/shotgun/lever-action-410-shotgun/ in 2017], nevermind that the side gate version was produced in 2019. I haven't found any closer match to that gun, but that said I think I'll wait until the gun gets released before adding the Henry ID to the page. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:51, 30 September 2021 (EDT)&lt;br /&gt;
:Yeah, looks like you nailed it. Though it seems like they gave it a more oldschool style furniture instead of the modernish checkered ones. Wondering why they can't have just some OG 19th century lever action. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 15:52, 30 September 2021 (EDT)&lt;br /&gt;
::I mean, Winchester 1887? They'ved used it before. It is literally. RIGHT. '''THERE'''. --[[User:Gunmaster2011|Pez-Dispenser]] ([[User talk:Gunmaster2011|talk]]) 16:32, 30 September 2021 (EDT)&lt;br /&gt;
:::Can't wait for my yee-haw lever-action akimbo shotguns to be added to the game. They called it &amp;quot;Ironhide&amp;quot; for a reason, makes you think of either cowboys or dragons. (on a more serious note well done for identifying it correctly) --[[User:JackalUnderscore|JackalUnderscore]] ([[User talk:JackalUnderscore|talk]]) 17:55, 30 September 2021 (EDT)&lt;br /&gt;
::::So, Season 6 is out. The shotgun is not a totally accurate representation of real-life counterparts (as obviously expected), but I can still tell that the Henry is the closest match, judging by the receiver and the tubular magazine's setup. However, the in-game gun has a longer handguard (almost the same length as a [https://www.gunsinternational.com/guns-for-sale-online/shotguns/marlin-shotguns/marlin-410-xlr-ss-410-ga-used-gun-inv-215369.cfm?gun_id=101185058 Marlin shotgun]), and the hammer is different (it's shaped similarly to that of other weapons, such as the [https://www.icollector.com/Rossi-Model-Rio-Grande-410-Ga-2-1-2-Lever-Action-Shotgun-w-20-bbl-stainless-finish-appears-ex_i29857090 Rossi]). Does anyone have a better ID in mind, or should we go with the info that I mentioned here? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:59, 7 October 2021 (EDT)&lt;br /&gt;
:::::Like usual, it seems to be another hybrid but yeah it is mainly a Henry. However, the furniture seems to be intended to look like a vintage shotgun. The wood seems to be genuine wood and not plastic-ey fake synthetic wood or whatever it is found on modern guns. I think the idea here was to mash the modern guns and present the mutant as some OG 19th century gun a la Winchester Model 1887. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 11:26, 7 October 2021 (EDT)&lt;br /&gt;
::::::[https://www.reddit.com/r/blackopscoldwar/comments/tam7of/what_is_the_henry_new_shotgun_i_got_this/ Aaaaaaaand the Henry is indeed what the developers had in mind for this shotgun.] --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:08, 28 June 2022 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Unknown pistol ==&lt;br /&gt;
Any ideas what gun is [https://i.redd.it/l63hlmdjzuu71.jpg this]? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 21:46, 21 October 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Understanding the Black Ops series ==&lt;br /&gt;
&lt;br /&gt;
So I do think that Treyarch knew that there are so many anachronisms, but they throw it because Black Ops is not supposed to be a historical game, it been said since the original Black Ops with an interview. Plus, some of the guns were looking weird like the XM4 and Famas, because for legal reasons. This is also why the FAMAS F1 is not in Black Ops I. Keep in mind, they only got a year to develop the game, and to make matters worse, there’s the pandemic. So they didn’t have time to look up many information. If they do, then this game would be more historically accurate than now (not completely historically accurate because remember is not a historical game).--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 14:45, 21 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1591389</id>
		<title>Talk:Call of Duty: Black Ops Cold War</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1591389"/>
		<updated>2023-07-16T15:58:12Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: /* Elbit Falcon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Miscellaneous =&lt;br /&gt;
== US Air Force Pilot Survival Knife ==&lt;br /&gt;
The Ontario Knives 499 US Air Force Pilot Survival Knife issued to US Air Force jet pilots flying over Vietnam is carried by Sims and Adler during their time in Vietnam and Sims' knife is even featured as evidence for the campaign mission &amp;quot;Fracture Jaw&amp;quot;. Woods and Adler also carry such knives, presumably their own knives from Vietnam, in the 1981 segments of the campaign.&lt;br /&gt;
&lt;br /&gt;
== Vietnam War Period US Military Tomahawk ==&lt;br /&gt;
A tomahawk based on those used by US forces during the Vietnam War is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
== Hybrid AK Bayonet ==&lt;br /&gt;
What appears to be a hybrid between the basic AK-47 bayonet and the AKM Type II Bayonet is tossed by operators in the multiplayer lobby. A proper AKM Type II Bayonet also appears as the &amp;quot;Anime Assassin&amp;quot; blueprint for the knife and the same model is also used by Kravchenko in the zombie mode cutscenes.&lt;br /&gt;
[[Image:AKM type 2 bayonet.jpg|thumb|none|400px|An AKM type 2 bayonet with scabbard.]]&lt;br /&gt;
&lt;br /&gt;
== Shtrafbat Knife ==&lt;br /&gt;
What appears to be a Russian Shtrafbat knife is used by Spetsnaz operatives to dispatch the walkman using US soldier in the multiplayer reveal trailer and is carried by multiplayer operator Stone inaccurately in a [http://monkeyedgeblog.com/cool-guy-kit-the-raf-aircrew-knife-as-used-by-the-sas/ RAF aircrew knife sleeve sewn sheath]. It is most likely anachronistic.&lt;br /&gt;
&lt;br /&gt;
== Vietnam War Period MACV-SOG Knife ==&lt;br /&gt;
A Vietnam War period MACV-SOG knife is carried by multiplayer operatives Sims and Stone.&lt;br /&gt;
&lt;br /&gt;
== Ontario SP1 Marine Combat Knife ==&lt;br /&gt;
The same Ontario SP1 Marine Combat Knife from ''Modern Warfare Remastered'' is reused in the campaign. Mason takes one from a dead enemy operative at the beginning of &amp;quot;Nowhere Left to Run&amp;quot; and can use it throughout the mission. Adler can potentially also use one on Bell in &amp;quot;Ashes to Ashes&amp;quot;. It's appearance in the 1980s is anachronistic.&lt;br /&gt;
[[Image:Ontario SP1 Marine Combat Knife.jpg|thumb|none|400px|An Ontario SP1 Spec Plus Marine Combat Knife.]]&lt;br /&gt;
&lt;br /&gt;
== Unidentified Knife ==&lt;br /&gt;
The basic knife of the game is of unknown model but appears to be based on vintage [https://www.ebay.com/itm/293732635691 Swimaster diving knives].&lt;br /&gt;
&lt;br /&gt;
== Tru-Bal Throwing Knife ==&lt;br /&gt;
A Tru-Bal throwing knife is used by Bell to eliminate Vietcong fighters in the Vietnam War flashbacks.&lt;br /&gt;
&lt;br /&gt;
== Rambo II Survival Knife ==&lt;br /&gt;
Rambo's survival knife from ''[[Rambo: First Blood Part II]]'' was added as part of the '80s Action Heroes event.&lt;br /&gt;
[[Image:Rambo_knife_2.JPG‎|thumb|none|400px|Rambo II Survival Knife]]&lt;br /&gt;
&lt;br /&gt;
== Tessina Camera ==&lt;br /&gt;
A 35mm Tessina L camera is used in the campaign to take photos of various objects of interest. The Tessina was introduced in 1957 and was [https://petapixel.com/2011/03/11/actual-spy-cameras-used-by-the-cia/ actually used by the CIA].&lt;br /&gt;
&lt;br /&gt;
== R-77PD Missile ==&lt;br /&gt;
Fictionalized R-77PD missiles are delivered by MiG-23 jet fighters as the &amp;quot;Cruise Missile&amp;quot; scorestreak. Their markings incorrectly label them as &amp;quot;AN/DSQ-28&amp;quot; which is actually an active radar homing head used on US missiles such as the Harpoon. Also the markings incorrectly depict them as US ARMY missiles instead of Soviet.&lt;br /&gt;
&lt;br /&gt;
== M1942 Machete ==&lt;br /&gt;
An M1942 Machete is carried by Adler in &amp;quot;Fracture Jaw&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Kravchenko's Knife&amp;quot; ==&lt;br /&gt;
Kravchenko's knife is a hybrid consisting of an AKM Type II Bayonet blade combined with a MACV-SOG knife's handle.&lt;br /&gt;
&lt;br /&gt;
== Buck 120 ==&lt;br /&gt;
The long Buck 120 hunting knife is Ghostface's signature knife like in the ''Scream'' franchise.&lt;br /&gt;
&lt;br /&gt;
==Robbins of Dudley Push Dagger==&lt;br /&gt;
The [https://collections.royalarmouries.org/first-world-war/type/rac-narrative-140.html Robbins of Dudley Push Dagger] is carried on some of Park's outfit.&lt;br /&gt;
&lt;br /&gt;
==W30 TADM/Mk-54 SADM Hybrid==&lt;br /&gt;
A hybrid between the W30 Tactical Atomic Demolition Munition and the Mk-54 Special Atomic Demolition Munition is used to depict the nuclear weapons central to operation Fracture Jaw. However, this is most likely inaccurate since the W30 was in service until [https://www.flickr.com/photos/rocbolt/8656438510 1966] when it was [https://twitter.com/atomicanalyst/status/1281975711700529152 replaced] by the W45 Medium Atomic Demolition Munition. Also, the in game bomb is depicted as being smaller and apparently much lighter than the real thing since two soldiers can carry it when in reality it weighs 840 pounds (381kg).&lt;br /&gt;
&lt;br /&gt;
==Titan II ICBM==&lt;br /&gt;
The Titan II ICBM is featured in the multiplayer map ICBM. The map is set in an ICBM silo.&lt;br /&gt;
&lt;br /&gt;
==Trident C4==&lt;br /&gt;
The launch of a Trident C4 SLBM is seen in archival footage in the Season 1 cinematic.&lt;br /&gt;
&lt;br /&gt;
==Gerber Knife==&lt;br /&gt;
A Vietnam War Gerber Knife is seen on some multiplayer skins.&lt;br /&gt;
&lt;br /&gt;
= Attachments =&lt;br /&gt;
== Optics ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Microflex LED&amp;quot; ===&lt;br /&gt;
The &amp;quot;Microflex LED&amp;quot; is loosely based on the Docter or Noblex quicksight red dot for shotguns with the lens having a more conventional shape similar to the traditional Sightmark Sureshot Reflex Sight/Adco SOLO Sight. All of these red dot models are heavily anachronistic.&lt;br /&gt;
&lt;br /&gt;
=== C79 Optical Sight ===&lt;br /&gt;
The C79 Optical Sight appears as the &amp;quot;Visiontech 2x&amp;quot;. It is slightly anachronistic even though it was introduced in 1982 with the adoption of the Colt ACR, it was enter in service towards the end of the Cold War, in 1989.&lt;br /&gt;
&lt;br /&gt;
=== Colt Scope ===&lt;br /&gt;
The Colt scope appears as &amp;quot;Axial Arms 3x&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Elbit Falcon ===&lt;br /&gt;
The Israeli Elbit Falcon sight appears as the &amp;quot;Millstop Reflex&amp;quot;, and its description describes that it is produced in the USA instead of Israel. It’s slightly anachronistic, as it was developed in 1986.&lt;br /&gt;
&lt;br /&gt;
=== Kobra Red Dot Sight ===&lt;br /&gt;
The anachronistic Russian Kobra red dot sight appears as the &amp;quot;Kobra Red Dot&amp;quot; and its description mentions inaccurately that it is of Soviet origin; the real Kobra was introduced in 1996 after the collapse of the Soviet Union. This time it is depicted with its proper circular tube unlike the earlier ''Black Ops'' iteration which had a fictional squareish shape.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Sillix Holoscout&amp;quot; ===&lt;br /&gt;
The &amp;quot;Sillix Holoscout&amp;quot; appears to be inspired by a mixture of NcStar Urban Dot Sight and the Aimpoint Electronic. However, the NcStar Urban Dot Sight is anachronistic as it was introduced around 2015 and the overall design is too modern for the Cold War era.&lt;br /&gt;
&lt;br /&gt;
=== SUIT Sight ===&lt;br /&gt;
The SUIT sight appears as the &amp;quot;Royal &amp;amp; Kross 4x&amp;quot;. The real scope's right side is depicted being on the left in game.&lt;br /&gt;
&lt;br /&gt;
=== Tasco Red Dot Scope ===&lt;br /&gt;
On handguns, the &amp;quot;Millstop Reflex&amp;quot; sight takes the form of a Tasco Red Dot Scope. It's anachronistic considering the fact that it was first released in 1994.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Quickdot LED&amp;quot; ===&lt;br /&gt;
The &amp;quot;Quickdot LED&amp;quot; appears to be inspired by the C-More red dot sight. This is anachronistic as the C-More was introduced in 1993.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Hawksmoor&amp;quot; ===&lt;br /&gt;
The &amp;quot;Hawksmoor&amp;quot; appears to be a fictional and generic machinegun red dot sight combining elements from DCL110AD-3X and Trijicon MGRS Machine Gun Reflex Sight and a battery compartment resembling Meprolight Mepro M5 red dot sight. Even though it is based mainly on MG red dot sights, which are typically larger, the in game sight is depicted as being significantly smaller as to pass for a regular red dot sight. All of the referenced models and the concept of an MG red dot sight itself are heavily anachronistic.&lt;br /&gt;
&lt;br /&gt;
=== Rusak Red Dot Sight ===&lt;br /&gt;
The &amp;quot;Diamondback Reflex&amp;quot; is loosely based on the Russian Rusak red dot sight which appears to be anachronistic as these were produced in the early 90s. It is also depicted with an English on/off switch, suggesting that it is a Western bloc equipment rather than an Eastern bloc equipment in-fiction. It is incorrectly depicted with a generic red dot instead of its proper chevron style reticle. It is available only to SMGs.&lt;br /&gt;
&lt;br /&gt;
=== OKP-7 ===&lt;br /&gt;
A stylized Russian OKP-7 red dot appears as the &amp;quot;Fastpoint Reflex&amp;quot;. It's appearance is most likely anachronistic.&lt;br /&gt;
&lt;br /&gt;
=== SUSAT Scope ===&lt;br /&gt;
The SUSAT scope appears as the &amp;quot;SUSAT Multizoom&amp;quot;. It is anachronism, as it was developed in 1988.&lt;br /&gt;
&lt;br /&gt;
=== AN/PVS-4 ===&lt;br /&gt;
The AN/PVS-4 appears as the &amp;quot;AN/PVS-4 Thermal&amp;quot;. In reality, the AN/PVS-4 is a night vision device that doesn't have thermal capabilities and as such can't work during day time. It is depicted with a non standard reticle while its proper one is inaccurately used on the game's depiction of the 1PN58 scope. The colors used with its fictional thermal mode appear to be based on the thermal mode of the biomasks from the ''Predator'' franchise.&lt;br /&gt;
&lt;br /&gt;
=== 1PN58 ===&lt;br /&gt;
The 1PN58 scope appears as the &amp;quot;Noch Sova Thermal&amp;quot;. In reality, the 1PN58 is a night vision device that doesn't have thermal capabilities and as such can't work during day time. It is depicted with the fine crosshair reticle of the AN/PVS-4 instead of its proper one and the colors used with its fictional thermal mode appear to be based on the thermal mode of the biomasks from the ''Predator'' franchise.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;SnapPoint&amp;quot; ===&lt;br /&gt;
The &amp;quot;SnapPoint&amp;quot; is loosely based on the Russian PK-122 holographic sight. Most likely anachronistic.&lt;br /&gt;
&lt;br /&gt;
== Muzzle devices ==&lt;br /&gt;
=== &amp;quot;Agency Choke&amp;quot; ===&lt;br /&gt;
The &amp;quot;Agency Choke&amp;quot; (&amp;quot;Agency Whisper Choke&amp;quot; previously) is based on the SilencerCo Salvo 12 shotgun suppressor. Its depiction in the 1980s is anachronistic as it was introduced in 2014.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Sound Suppressor&amp;quot; ===&lt;br /&gt;
The &amp;quot;Sound Suppressor&amp;quot; is based on the A-Tec A12 shotgun suppressor. It is anachronistic as the aforementioned SilencerCo Salvo 12 introduced in 2014 is the first dedicated shotgun suppressor and the A12 was likely introduced after that.&lt;br /&gt;
&lt;br /&gt;
=== Sionics Two-Stage Sound Suppressor ===&lt;br /&gt;
The Sionics Two-Stage Sound Suppressor appears as the &amp;quot;Agency Suppressor&amp;quot;. Strangely, it can't be attached to the MAC 10 but is attachable to rifles which is dubious to work in reality. The &amp;quot;Swindler&amp;quot; blueprint however, allows the MAC 10 mount the Sionics suppressor model by default.&lt;br /&gt;
&lt;br /&gt;
=== PBS-4 ===&lt;br /&gt;
The PBS-4 appears as the &amp;quot;GRU Suppressor&amp;quot; (&amp;quot;Agency Silencer&amp;quot; previously) for Eastern bloc weapons and the FARA 83.&lt;br /&gt;
[[Image:AKS-74UB with PBS-4 suppressor.jpg|thumb|none|400px|AKS-74UB with PBS-4 suppressor - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
=== PBS-1 ===&lt;br /&gt;
The PBS-1 appears as the &amp;quot;Suppressor&amp;quot; (&amp;quot;Silencer&amp;quot; previously) for Eastern bloc weapons and the FARA 83.&lt;br /&gt;
&lt;br /&gt;
=== .45 ACP Knight's Armament Suppressor ===&lt;br /&gt;
The .45 ACP Knight's Armament Suppressor appears as the &amp;quot;Agency Suppressor&amp;quot; for handguns.&lt;br /&gt;
&lt;br /&gt;
=== Wilson Combat Multi-Comp Bushing Compensator ===&lt;br /&gt;
The Wilson Combat Multi-Comp Bushing Compensator appears as the &amp;quot;Muzzle Brake .45 APC&amp;quot; for the M1911. It is anachronistic as it was introduced at some point in the late 2000s.&lt;br /&gt;
&lt;br /&gt;
=== Surefire 4-Prong Flash Hider ===&lt;br /&gt;
The Surefire 4-Prong Flash Hider appears as a muzzle attachment. It's most likely anachronistic.&lt;br /&gt;
&lt;br /&gt;
=== MG3 muzzle ===&lt;br /&gt;
An MG3 muzzle brake is used incorrectly on the PPSH-41.&lt;br /&gt;
&lt;br /&gt;
== Foregrips ==&lt;br /&gt;
=== A1 Pistol Grip ===&lt;br /&gt;
A slightly modified A1 pistol grip is featured as the &amp;quot;SFOD Speedgrip&amp;quot; (&amp;quot;MI6 Ergonomic Grip&amp;quot; in the alpha) for Western weapons and the &amp;quot;Spetsnaz Speedgrip&amp;quot; for the FARA 83. Using A1 grips as foregrips was actually something done by the MACV-SOG during the Vietnam War so this can be considered the only foregrip that is period appropriate in the whole game.&lt;br /&gt;
&lt;br /&gt;
=== XM148 grenade launcher grip ===&lt;br /&gt;
An [[XM148 grenade launcher]] grip appears as the &amp;quot;Infiltrator Grip&amp;quot; (known as &amp;quot;Marshal Foregrip&amp;quot; in the alpha) and &amp;quot;Red Cell Foregrip&amp;quot; for western weaponry.&lt;br /&gt;
&lt;br /&gt;
=== BS-1 grenade launcher grip ===&lt;br /&gt;
A [[BS-1 grenade launcher]] grip appears as the &amp;quot;Infiltrator Grip&amp;quot; (known as &amp;quot;Marshal Foregrip&amp;quot; in the alpha) and &amp;quot;Red Cell Foregrip&amp;quot; for eastern bloc weaponry.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Front Grip&amp;quot; ===&lt;br /&gt;
The &amp;quot;Front Grip&amp;quot; is essentially a chopped AIM grip.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Patrol Grip&amp;quot; ===&lt;br /&gt;
The &amp;quot;Patrol Grip&amp;quot; used on western weapons is a modified FN Minimi style grip.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Patrol Grip&amp;quot; used on eastern bloc weapons is an AKM-63 foregrip.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Foregrip&amp;quot; ===&lt;br /&gt;
The &amp;quot;Foregrip&amp;quot; appears to be inspired by the aluminum Kley Zion or LMT grip.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Field Agent Grip&amp;quot; ===&lt;br /&gt;
The &amp;quot;Field Agent Grip&amp;quot; used on western weapons is an FN FAL grip.&lt;br /&gt;
&lt;br /&gt;
=== Knight's Armament Vertical Grip ===&lt;br /&gt;
A stylized Knight's Armament vertical grip appears as the &amp;quot;Field Agent Grip&amp;quot; and &amp;quot;Foregrip&amp;quot; for the QBZ.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Bruiser Grip&amp;quot; ===&lt;br /&gt;
The &amp;quot;Bruiser Grip&amp;quot; resembles Delrin Vertical Grip but depicted smaller as a stubby style grip.&lt;br /&gt;
&lt;br /&gt;
== Magazines ==&lt;br /&gt;
=== SureFire MAG5-60 ===&lt;br /&gt;
The SureFire MAG5-60 appears as the &amp;quot;STANAG 50 Rnd&amp;quot; and &amp;quot;STANAG 54 Rnd&amp;quot; magazines for the western assault rifles and the M16A2 respectively. Presumably due to gameplay balancing, instead of the proper 60 rounds they hold only 50 and 54 respectively. The SureFire MAG5-60 is anachronistic for the 1980s as it was introduced in 2010 and the concept of a quad stack STANAG magazine didn't exist back then.&lt;br /&gt;
&lt;br /&gt;
=== Airsoft 850 round FAT magazine ===&lt;br /&gt;
A fictional magazine which is essentially a standard STANAG modified into airsoft 850 round FAT magazine appears as the &amp;quot;40 Rnd&amp;quot; magazine for western assault rifles. This is technically anachronistic as the concept of a quad stack STANAG magazine didn't exist back then.&lt;br /&gt;
&lt;br /&gt;
=== 7.62x39mm steel 40 round magazine ===&lt;br /&gt;
A 7.62x39mm steel 40 round magazine appears as the &amp;quot;40 Rnd&amp;quot; magazine for the AK-47. It is notably one of the few extended magazine attachments in the game to hold correct amount of rounds.&lt;br /&gt;
&lt;br /&gt;
=== 7.62x39mm Drum (converted) ===&lt;br /&gt;
A Chinese style [http://forum.militaryparitet.com/viewtopic.php?id=27940 7.62x39mm drum magazine converted to accept 5.45x39mm] ammunition is used as the &amp;quot;40 Rd Drum&amp;quot; and &amp;quot;STANAG 50 Rd Drum&amp;quot; magazine attachments for the AKS-74U. In reality these drums typically hold 75 rounds while the game's attachments incorrectly have only 40 and 50 rounds respectively, presumably for gameplay balance. The conversion of 7.62x39mm drums to 5.45x39mm can be considered to be anachronistic as this appears to be a modern practice done by civilian vendors and gunsmiths.&lt;br /&gt;
&lt;br /&gt;
=== Gurttrommel 34 ===&lt;br /&gt;
A stylized, backwards facing ''Gurttrommel 34'' is used as the &amp;quot;40 Rd Drum&amp;quot; magazine attachment for the QBZ rifle, including a magazine column and a feed system as the actual drum is just a belt container. It still has the latch for locking into German MG belt feed trays.&lt;br /&gt;
&lt;br /&gt;
[[File:BOCW QBZ drum.jpg|thumb|none|600px|The attachment's description further implies it is a ''helical'' magazine...]]&lt;br /&gt;
&lt;br /&gt;
=== RPD Drum (modified) ===&lt;br /&gt;
The QBZ's &amp;quot;STANAG 50 Rd Drum&amp;quot; appears to be a fictionalized and shrunken RPD drum magazine.&lt;br /&gt;
&lt;br /&gt;
=== MPA22-T Magazine ===&lt;br /&gt;
The MAC 10's &amp;quot;43 Rnd Speed Mag&amp;quot; and &amp;quot;Salvo 53 Rnd Fast Mag&amp;quot; appear to be based on the Masterpiece Arms MPA22T pistol. This is anachronistic as the MPA22T was only prototyped in January 2010.&lt;br /&gt;
&lt;br /&gt;
=== Suomi Magazine (converted) ===&lt;br /&gt;
A 9x19mm 72-round Suomi drum magazine converted to be used with Uzi appears as the drum magazine attachments for the Socimi and MAC-10. Presumably due to gameplay balancing, instead of the proper 72 rounds they hold 45 or 55 for the Socimi and 43 or 53 for the MAC-10. In reality, these conversions are made by Vector Arms and C&amp;amp;S Metall Werkes using preban (1994) Suomi drums which means that they are most likely anachronistic for the game.&lt;br /&gt;
&lt;br /&gt;
=== Magpul 7.62/.308 10 round Gen 3 PMAG ===&lt;br /&gt;
A Magpul .308 Gen 3 PMAG is available as the &amp;quot;STANAG 9&amp;quot; magazine for the LW3 &amp;quot;Tundra&amp;quot;. The &amp;quot;Salvo 9 Rnd Fast Mag&amp;quot; is also the same model but somewhat shortened. It is heavily anachronistic.&lt;br /&gt;
&lt;br /&gt;
=== X-Products 9mm 50 round drum ===&lt;br /&gt;
An [https://www.tactical-life.com/gear/x-products-mp5-drum-mag/ X-Products 9mm 50 round drum] is available as the &amp;quot;STANAG 50 Rnd Drum&amp;quot; magazine for the MP5. The &amp;quot;40 Rnd Drum&amp;quot; is also the same model but with its front part being hybridized with a Beta-C magazine. It is heavily anachronistic as it was introduced in 2014.&lt;br /&gt;
&lt;br /&gt;
== Barrels ==&lt;br /&gt;
=== TEC-9 barrel &amp;amp; shroud ===&lt;br /&gt;
A TEC-9 style barrel and shroud are used as the &amp;quot;Cavalry Lancer&amp;quot; and &amp;quot;Paratrooper&amp;quot; barrel attachments for western SMGs.&lt;br /&gt;
&lt;br /&gt;
=== Fluted AR barrel ===&lt;br /&gt;
Custom AR pattern fluted barrels appear as the &amp;quot;Cavalry Lancer&amp;quot; and &amp;quot;Strike Team&amp;quot; barrel attachments for western rifles. This is most likely anachronistic as fluted AR barrels appear to be a modern thing.&lt;br /&gt;
&lt;br /&gt;
=== AK &amp;quot;Swiss Grater&amp;quot; Upper Handguard ===&lt;br /&gt;
What is known as the &amp;quot;Swiss Grater&amp;quot; Upper Handguard for AK weapons appears as the &amp;quot;Cavalry Lancer&amp;quot; and &amp;quot;Paratrooper&amp;quot; barrel attachments for the AKS-74U and the &amp;quot;Ultralight&amp;quot;, &amp;quot;Cavalry Lancer&amp;quot;, &amp;quot;VDV Reinforced&amp;quot; and the &amp;quot;Spetsnaz RPK Barrel&amp;quot; for the AK-47. Similar devices can also be installed on the Remington and Arctic Warfare as the &amp;quot;Ultralight&amp;quot;, &amp;quot;Tiger Team&amp;quot; and &amp;quot;Hammer Forged&amp;quot; barrel attachments.&lt;br /&gt;
&lt;br /&gt;
=== MAC-10 barrel extension ===&lt;br /&gt;
A MAC-10 barrel extension is used as the &amp;quot;Takedown&amp;quot; barrel attachment for western SMGs.&lt;br /&gt;
&lt;br /&gt;
=== M249 heat shield ===&lt;br /&gt;
An M249 machine gun heat shield can be installed on the Remington and Arctic Warfare as the &amp;quot;Cavalry Lancer&amp;quot;, &amp;quot;Reinforced Heavy&amp;quot; and &amp;quot;Rapid Fire&amp;quot; barrel attachments. It is depicted with incorrect number of vent holes when used on the Remington but it is correct when used on the Arctic Warfare. It's appearance is slightly anachronistic as it was introduced after 1985.&lt;br /&gt;
&lt;br /&gt;
== Laser Sights &amp;amp; Flashlights==&lt;br /&gt;
=== Generic Laser Sight ===&lt;br /&gt;
The &amp;quot;Steady Aim Laser&amp;quot; and &amp;quot;SWAT 5mw Laser Sight&amp;quot; used on eastern bloc weapons appear to be a fictional and generic design loosely based on modern laser pointers with adjustment knobs. Such a compact and practical laser design is anachronistic for the setting, as the earliest laser sights of this kind were 90s laser sights such as the SureFire L70 or L75, which were introduced in 1990 and 1991 respectively.&lt;br /&gt;
&lt;br /&gt;
=== AN/PAQ 4C Laser Sight ===&lt;br /&gt;
The &amp;quot;Steady Aim Laser&amp;quot; used on western weapons is loosely based on the Insight Technology AN/PAQ 4C laser sight. It is anachronistic as it was produced in 1993-1999.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;SWAT 5mw Laser Sight&amp;quot; ===&lt;br /&gt;
The &amp;quot;SWAT 5mw Laser Sight&amp;quot; used on western weapons is loosely based on the Steiner DBAL and the Steiner Offset Tactical Aiming Laser, which is heavily anachronistic.&lt;br /&gt;
&lt;br /&gt;
=== Maglite Flashlight ===&lt;br /&gt;
A small Maglite C-cell flashlight appears as the &amp;quot;Mounted Flashlight&amp;quot;. The C-cell Maglite itself is period appropriate as it was introduced in 1981, however, it is mounted via a SureFire barrel clamp. A SureFire flashlight being mounted to the barrel was a configuration which was actually utilized in the 90s for example by Delta operators during the Battle of Mogadishu in 1993.&lt;br /&gt;
&lt;br /&gt;
=== Revolver laser sights ===&lt;br /&gt;
The various laser sights for the &amp;quot;Magnum&amp;quot; revolver appear to be inspired by the LaserLyte and LaserMax side mounted lasers for revolvers. This is anachronistic as neither the technology nor the concept for such compact side mounted revolver lasers existed back in the 80s.&lt;br /&gt;
&lt;br /&gt;
=== Imatronic LS45 laser sight ===&lt;br /&gt;
The &amp;quot;Ember Sighting Point&amp;quot; is based on the Imatronic LS45 laser sight but is depicted as being somewhat smaller than in reality. It is anachronistic by a few years as it was introduced in January 1987.&lt;br /&gt;
&lt;br /&gt;
== Stocks ==&lt;br /&gt;
=== &amp;quot;SAS Combat Stock&amp;quot; ===&lt;br /&gt;
The &amp;quot;SAS Combat Stock&amp;quot; for the MAC-10 is based on the stocks of Masterpiece Arms MAC-10 style carbines and Leinad Cobray CM-11/TM-11.&lt;br /&gt;
&lt;br /&gt;
=== ACE Skeleton Entry Stock ===&lt;br /&gt;
The ACE Skeleton Entry Stock appears as the &amp;quot;Duster Stock&amp;quot; for the XM177E1 and M16A2. Most likely anachronistic.&lt;br /&gt;
[[Image:AF02-F-OT-ARFXE-ARULE-5.jpg|thumb|none|400px|Ace Skeleton Stock.]]&lt;br /&gt;
&lt;br /&gt;
=== AR-15 Wire Stock ===&lt;br /&gt;
The M231 firing port weapon wire collapsible stock appears as the &amp;quot;Wire Stock&amp;quot; for the XM177E1 and M16A2. It is depicted as being non-collapsible in game.&lt;br /&gt;
[[Image:Stock M231.jpg|thumb|none|400px|An M231 firing port weapon wire collapsible stock.]]&lt;br /&gt;
&lt;br /&gt;
=== AR-15 1st Generation Collapsible ===&lt;br /&gt;
The 1st Generation Collapsible stock appears as the &amp;quot;Tactical Stock&amp;quot; for the Tec 9. It is depicted as being made of wood instead of plastic.&lt;br /&gt;
[[Image:Stock collapsible 1.jpg|thumb|none|400px|]]&lt;br /&gt;
&lt;br /&gt;
=== AK Wire Stock ===&lt;br /&gt;
A Romanian push button style AK wire stock appears as the &amp;quot;Wire Stock&amp;quot; for the AK-47, Ak 5, AKS-74U and the &amp;quot;KSP 45&amp;quot;. It has a cheek riser when used on the three weapons besides the AKS-74U.&lt;br /&gt;
&lt;br /&gt;
=== Custom M60 Wood Stock ===&lt;br /&gt;
A wood stock based on the [https://www.reddit.com/r/airsoft/comments/4p98l8/wanted_wood_furniture_for_my_m60_so_i_made_it/ custom M60 oak wood stock made by reddit user Automobilie] appears as the &amp;quot;Tactical Stock&amp;quot; and &amp;quot;SAS Combat Stock&amp;quot; for the M60.&lt;br /&gt;
&lt;br /&gt;
= Live Action Trailers =&lt;br /&gt;
== &amp;quot;Teaser&amp;quot; Trailer ==&lt;br /&gt;
===Thompson SMG===&lt;br /&gt;
Carried by a US soldier deploying from a chopper in Vietnam.&lt;br /&gt;
===M1 Garand===&lt;br /&gt;
===M1 Carbine???===&lt;br /&gt;
===M14===&lt;br /&gt;
===Unidentified US Rifle===&lt;br /&gt;
An unknown rifle carried by US troops during anti Vietnam War protests. Possibly Springfield M1903?&lt;br /&gt;
===Unidentified Russian Rifle===&lt;br /&gt;
Unknown rifles are being paraded by Soviet troops. Possibly Mosin Nagants or some of the Soviet semi auto rifles?&lt;br /&gt;
===M1 flamethrower===&lt;br /&gt;
Used by a US soldier probably in Vietnam.&lt;br /&gt;
&lt;br /&gt;
= Discussion =&lt;br /&gt;
&lt;br /&gt;
== Weapons I Saw ==&lt;br /&gt;
&lt;br /&gt;
I saw the AK47, or I not so sure if it's an AKM or Type 56. Then I saw an RPD LMG, a FN FNC battle rifle, XM177E2 with a flattop, although to be fair, flattop was around in the 80's. Then I saw a Colt 1911A1, a Remington 700 sniper rifle, and a AKS-74U Carbine. I'm not sure if the M16 appears to be a M16A1 or XM16E1. This &amp;quot;Commando&amp;quot; however does have a forward assist, but it has a A1 pistol grip, making this gun not the Colt 733.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 15:13, 26 August 2020 (EDT)&lt;br /&gt;
:The AK looks like an AKM, I think. The XM177 appears to be based on the Commando from the first Black Ops, but we'll see. Also, nice work getting on this page so quick! I was ready to start it later tonight, you beat me to it. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 15:29, 26 August 2020 (EDT)&lt;br /&gt;
::For clarification, I'm the one who started the page, not the guy above :P Anyway, the AK is actually an AK-47 (but with an AKM's slant compensator); note the gas block and the front sight, and the milled receiver is also seen in the trailer, though the specific shot is flipped. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:41, 26 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:As for the &amp;quot;SOCIMI Type 821&amp;quot;, that looks like MW's Uzi without the stock. I think a lot of the guns are supposed to be shared between these two games, judging by the Warzone integration and other cross-era guns like the AK-47, M1911, SKS ect.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:11, 26 August 2020 (EDT)&lt;br /&gt;
::Naw, the rear sight's position and the folding stock mechanism below it indicate that it's a SOCIMI. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:33, 26 August 2020 (EDT)&lt;br /&gt;
:::I see now, though it still looks a bit Uzi-like. Maybe it is new attachments/furniture; I guess time will tell. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:32, 26 August 2020 (EDT)&lt;br /&gt;
::::I'm replacing the screencaps by 4K ones; the relevant image now shows more details about the SOCIMI. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:43, 27 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
A couple leaked images I found from the game's Reddit page (may not reflect content in final version or even open beta/pre-alpha/etc.):&lt;br /&gt;
&lt;br /&gt;
Multiplayer screen showing a customized LMG: https://preview.redd.it/yap84l0silj51.jpg?width=2208&amp;amp;format=pjpg&amp;amp;auto=webp&amp;amp;s=08e974eb33d15ceec5988ed578cd913930ee053f&lt;br /&gt;
&lt;br /&gt;
Campaign screen showing an M16 (called M16A1): https://preview.redd.it/a8gvpo0silj51.jpg?width=2208&amp;amp;format=pjpg&amp;amp;auto=webp&amp;amp;s=09a14d017bef3e5e54ba18c69e13a90ec22e076e&lt;br /&gt;
&lt;br /&gt;
In addition, from what I've heard from a few content creators on YouTube who managed to see some campaign gameplay footage, other appearing weapons include an MP5, G3 (known as Krieg-6), Type 63 assault rifle, SPAS-12, the China Lake grenade launcher, and a recurve bow or crossbow. As said earlier, these may not necessarily be in the final game, so take them with a grain of salt.&lt;br /&gt;
--[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 09:08, 28 August 2020 (EDT)&lt;br /&gt;
: A type Type 63 would be an interesting addition. Was it mentioned specifically as a Type 63 or could it be someone confusing it with an SKS with a 30 round detachable magazine? --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 09:22, 28 August 2020 (EDT)&lt;br /&gt;
: I can't exactly tell; it said &amp;quot;Type 63&amp;quot; in a list of leaked stuff somewhere, but there's nothing visual to confirm this yet. It's all speculation. --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 09:34, 28 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Finally ==&lt;br /&gt;
&lt;br /&gt;
Well, took them long enough. After all the super secret projector puzzles and Warzone scavenger hunts. Look pretty cool, though. I love the 1980s Cold War, it was a pretty aesthetic time for weapons and military hardware. &lt;br /&gt;
&lt;br /&gt;
So, what's on everyone's wishlists? Because I'm weird, I went and [https://docs.google.com/document/d/10Pq9qxz1gL8aJj5ckvSpUClZ3lbruD4e53HjJziTQ8M/edit?usp=sharing made my dream weapons list] shortly after speculation about this game's existence started. I'm just hoping for period-appropriate weapons that actually make sense for the setting; I thought ''Modern Warfare'' was pretty good with that. Like, can we finally have a standard AK-74? Please? --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 16:04, 26 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Wouldn't mind seeing the Czech Vz. 58, that rifle is really underrepresented in games and would fit in well in this setting. I did notice the shorty AK that is shown being suppressed in the trailer has a correct AKS-74U rear sight, which hopefully is retroactively made a usable variant in ''MW''.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:47, 26 August 2020 (EDT)&lt;br /&gt;
::Looks like a properly sized AKS-74u barrel instead of the weirdo short barrel from MW2019 too, which is nice. I'm disappointed they went and made a faux Huey though, and the Tomcat also has some issues like vertical stabilizers having too much cant and intake scoops not being slanted forward enough. Also, the infamous backwards Troy BUIS from BLOPS1 makes a return, albeit actually facing the correct direction.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:24, 27 August 2020 (EDT)&lt;br /&gt;
:::I would expect such guns as vz. 61 and vz. 23, and perhaps Stechkin APB. And may be could see the MTs 21-12 autoloader as an Easter egg. But wait, we have the &amp;quot;first results in google pictures&amp;quot; guys, so what am I talking about. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 19:45, 29 August 2020 (EDT)&lt;br /&gt;
That's too realistic and accurate selection. If it is a true Black Ops game, then it should contain exotic, anachronistic and unheard of weapons. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:56, 26 August 2020 (EDT)&lt;br /&gt;
[[File:M4 Carbine First Model (1984).jpg|thumb|none|450px|January 1984 - XM4 Carbine]]&lt;br /&gt;
My wish list to have the XM4 Carbine (Colt 720), but it should be more like a gunsmith attachment for the XM177E1. The gun was first made in 1983 by the US Army as a customize XM177E2 with a A1 flash hider and fires M16A2 rounds. Later in January 1984, the 14.5 inch barrel and a A2 pistol grip was add it to the gun referring to as the XM4 Carbine.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 18:21, 27 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
Inb4 they bring back hyper-anachronistic guns like the L96A1 and the infamous FELIN version of the FAMAS again just to troll us. Anyways, I hope they brought back the &amp;quot;Death Machine&amp;quot; handheld minigun, &amp;quot;Grim Reaper&amp;quot; M202 rocket launcher and the underbarrel &amp;quot;Masterkey&amp;quot; shotgun and flamethrower attachments from the original Blops. --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 09:08, 28 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hope, they learned the lesson and did the research this time. Maybe this was the original Black Ops plot before was scapped? (Which explained guns anhachronism). Hope that will be possible to fight both NVAs, the Vietnam one and the German one. The perfect weapons for them would be FB PM63 and SKS. For the Ossies, hope for a MPi-K74 configuration (which already used by Farah in MW2019). The hype and expectation after huge after MW...--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:26, 8 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Steiner CQT ==&lt;br /&gt;
I don't think the reflex sight on the Stoner is a Steiner CQT, the housing for the lens goes all the forward, there's an elevation knob on the left side and a windage knob at the rear.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 02:04, 27 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:This is the closest match I found. Also I believe they are going the same &amp;quot;modern warfare stylization&amp;quot; route and therefore changing some of the details. Another thing that makes me pretty convinced that they used the Steiner CQT as reference is the fact that I simply googled &amp;quot;Cold War holographic sight&amp;quot; and it popped up. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 10:35, 27 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==XM177 promotional image==&lt;br /&gt;
Just linking this high quality image, for reference's sake: [http://www.gamereactor.eu/media/51/callduty_3245163b.png]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 11:24, 27 August 2020 (EDT)&lt;br /&gt;
:Rick Zeng told me the real reason why they add a flat top and a combination of an XM177 hider and an A1 flash hider is because of legal reasons. You also have to keep in mind that flattop was actually done in the 80s by Olympic Arms, even though back in E3 for Black Ops I, the Commando appears to have a MIL-STD-1913 Picatinny rail, that was introduced in 1993 when Colt developed the M4A1.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 14:05, 27 August 2020 (EDT)&lt;br /&gt;
::I think they should definitely drop this whole &amp;quot;change it so they don't sue us&amp;quot; attitude considering they won the humvee lawsuit. As for the chopping of the carry handle, unlike in BO1, this time it is not so anachronistic, however, considering that the campaign is set in 1981 and the practice of using chopped ARs by the actual military, as far as I have read, became a thing in the early 2000s most likely during the invasion of Iraq, then it might be considered anachronistic. As for the rail, it appears that both in the OG BO1 and this new one, it is based on something like the [[Predator_2#Magnum_Research_Inc._Mark_VII_Desert_Eagle|rail seen on the Predator 2 Deagle]], which I cannot find any info about after many hours of research, I'd wager it is some kind of 80s proto picatinny/weaver rail? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 14:20, 27 August 2020 (EDT)&lt;br /&gt;
:Isn't this rifle closer to a 933 [http://www.imfdb.org/wiki/File:Colt_m4_commando_03.jpg] than an XM177? [[User:Temp89|Temp89]] ([[User talk:Temp89|talk]])&lt;br /&gt;
::No, it isn't. The in-game gun has a shorter 10&amp;quot; barrel, an earlier A1 forward assist, and no case deflector. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:22, 28 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
Is it so hard for them to make period accurate weapons? They are so fixated in giving the players the capability to add optics that it doesn't even make sense. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 01:18, 29 August 2020 (EDT)&lt;br /&gt;
:Even then, it's not like you can't mount optics to a carry-handled AR or anything; hell, I'd wager that it even looks cooler that way. I'm just holding out hope that the XM16E1 can mount optics without hacksawing the carry handle, but that hope isn't high. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 08:16, 29 August 2020 (EDT)&lt;br /&gt;
::The carrying handles were designed to mount optics. Special Forces were the first to do it. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 21:22, 29 August 2020 (EDT)&lt;br /&gt;
:To be fair, optics attached directly onto the carry handle kinda take a lot of space on the screen and thus it is not quite practical from gameplay perspective. Also, it is clear that after MW2 they adopted kind of a &amp;quot;let's insert modernism and tacticoolism into everything&amp;quot; attitude which is clearly evident in all the anachronistic and tacticool stuff added to BO1 and now this one. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 09:58, 31 August 2020 (EDT)&lt;br /&gt;
::Eh, I don't think they take up enough space to really cause problems (not to mention that that'd be a neat balancing feature). But more to the point, it's not like they haven't had optics on carrying handles before (e.g. the FAMAS, the QBZ and USAS in ''MW3'', etc.). I just hope that they've learned from their mistakes. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 15:35, 31 August 2020 (EDT)&lt;br /&gt;
:::The basic FAMAS in ''MW''2019 is held lower when scopes are equipped. This thing's upper would also be neat to see as well, rather than a modern-looking flat top.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:04, 31 August 2020 (EDT)[[File:model 656.jpg|thumb|none|500px|Colt Model 656 M16A1 Special Low Profile fitted with scope and 20-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
== Military ARs or civilian? ==&lt;br /&gt;
&lt;br /&gt;
Does the semi-auto only selector markings on the &amp;quot;XM177E1&amp;quot; mean that it was actually modeled after some civilian version? Also I think the faux XM16E1 might be based on the same M16A1 &amp;quot;Retro Reissue&amp;quot; from BO3/4. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 09:52, 31 August 2020 (EDT)&lt;br /&gt;
:We'll see about that. Maybe they will make some changes in final game, you never know. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:13, 1 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== More Weapons! ==&lt;br /&gt;
[[File:BOCW Weapons Wall.jpg|thumb|none|600px]]&lt;br /&gt;
--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 13:51, 1 September 2020 (EDT)&lt;br /&gt;
I see the M16A2, finally!!! The AK47, a shotgun which I believe is either the Stevens Model 77E or the Winchester Model 1200 (I hope).--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 14:05, 1 September 2020 (EDT)&lt;br /&gt;
:I'm blind, I look closely and it looks like a bolt-action rifle. Possibly the Remington 700.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 14:26, 1 September 2020 (EDT)&lt;br /&gt;
::There's also a Beretta 93R on the gun wall. Also nice to see that the M16A2 gets a nice carry handle optic mount instead of lazily slapping a flat top upper on it like the Commando--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 14:41, 1 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== CAR-15 Variants ==&lt;br /&gt;
&lt;br /&gt;
Now the only reason why I'm doing this is because I have have a feeling that they are going to add some stuffs for the Commando, and possibly the M16A2 soon as gunsmith attachments, so I want to make sure you guys got the whole CAR-15 variants right.&lt;br /&gt;
&lt;br /&gt;
M16A1 Carbine - They are 4 types of M16A1. The first two models are the Colt 651 and 652. These guns have an M16 fix stock rather then a XM177 stock, and it has a 16.5 inch barrel. It was mad in 1971, and later around the early 70s, Colt made the 653 and 654, which have a XM177 stock. Now remember, these guns could have a 14.5 inch barrel, and they have an A1 pistol grip.&lt;br /&gt;
[[File:ColtM653Carbine.jpg|thumb|none|450px|Colt 653]]&lt;br /&gt;
&lt;br /&gt;
XM4 Carbine - Now, if you know me, you know that I love the M4 sense I first know about guns, but I'm not going to be like back then and name every single AR-15 carbine the M4. The XM4 was first made in 1983 from the US Army as a XM177E2 with an A1 flash hider and it fires M16A2 rounds. In January 1984, the gun have a 14.5 inch barrel and a A2 pistol grip. Later in 1985, the USMC tested the XM4, and in 1986, they add the M16A2 receiver to keep it as a modern designed, consider that they are a huge fan of the M16A2 rifle. In May 1986, Colt made a new M4 barrel and a new M4 handguard, and test results were not really good at the time. Colt ignore the XM4 until 1990, when Bushmaster joined the XM4 Program. In 1991, the gun was renamed the M4 Carbine, and in 1993, the gun have a flattop and it fires full-auto making it the M4A1. So basically the M4 is a modern version of the XM177E2. There are a lot of mythical stories about the XM4.&lt;br /&gt;
[[File:M4 Carbine First Model (1984).jpg|thumb|none|450px|January 1984 - XM4 Carbine]]&lt;br /&gt;
&lt;br /&gt;
M16A2 Carbine - Also known as the Colt 723, this weapon was made around 1985, but it didn't appear in service until 1987. Here's some myths that people are saying. The Colt 723 came from the XM177E2, which is not true. It actually came from the M16A1 Carbine. This weapon was very popular of the Delta forces, and it was used in the Invasion of Panama. A short version called the Colt 733 also consider to be a M16A2 carbine.&lt;br /&gt;
[[File:Colt-M-16-A-2-m723.jpg|thumb|none|450px|Colt 723]]&lt;br /&gt;
&lt;br /&gt;
M16A2 Government Carbine - Also known as the Colt 727. Okay, first of, the Colt 727 is not the father of the M4 or M4A1. The XM4 is even older than the Colt 727, because this gun was made in 1988, 4 years after the XM4 was made. I don't get why people are saying the Colt 727 is the father of the XM4! It's not! it's a improve variant of the Colt 723. Now then, mini rant out of the way, it does looks similar to the XM4, but here's the different. It fires full-automatic. The XM4 fires three-round burst. This could be not historically accurate, consider that the game take place in the early 80s.&lt;br /&gt;
[[File:Coltm727ima.jpg|thumb|none|450px|Colt 727]]&lt;br /&gt;
&lt;br /&gt;
So there you go, the CAR-15 variants. Now you know about these weapons, and now you know how can we describe these guns. Like I said, I'm only doing this because of gunsmith attachments refence, so I hope you guys get all of these and understand what we going to see for this year's Call of Duty.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 13:58, 2 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:For more AR variants we also have the [[Colt AR-15 Identification Guide]]. As for why people talk about the 727 leading to the M4, I think this is sort of true as I believe that the first AR variant that introduced the &amp;quot;M4&amp;quot; profile barrel was actually the 727. Before that the XM4 prototypes had either a straight barrel, or a stepped barrel that was thicker at the front but still narrow in front of the front sight. Also, part of this lore about the 727 probably comes from the fact that at its inception the XM4 was intended as a rear echelon weapon not intended for front line combat troops, but a lot of special forces used the 723 and 727 and got a lot of utility from it so when the M4 was finalised it was as a front line combat weapon.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:55, 10 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Leaked Multiplayer Alpha Footage==&lt;br /&gt;
From the official Reddit: https://www.reddit.com/r/blackopscoldwar/comments/imaxuo/full_6_minute_gameplay_of_cold_war/&lt;br /&gt;
&lt;br /&gt;
From the given footage shown there’s the AKS-74U (as “AK-74U”), the M16A2 (as “M16”), the MP5A2 (as “MP5”), the CAR-15 (as the “XM4” with flat-top receiver wrapped in slings like the Commando from BO1), the Stoner 63 and the SPAS-12 (as “Gallo 12”). In-game names aren’t necessarily final and may change in the final game like in COD:WWII and MW (2019). --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 01:28, 5 September 2020 (EDT)&lt;br /&gt;
:I'm actually pretty excited, proper AKS-74u barrel/handguard/sight, jungle mags, the gun audio seems nice and punchy, and the animations don't seem too bad either. Foregrip on that CAR-15 looks like a BCM Gunfighter vertical grip though, which is about 30 years too early, lol.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 04:22, 5 September 2020 (EDT)&lt;br /&gt;
::It looks alright for an early leak, though I have little doubt that it'll be getting more polish before it gets released. Also, for those who actually have social media, would you mind spamming IW to please put an &amp;quot;S&amp;quot; in &amp;quot;AKS-74U&amp;quot;? I know it's a minor thing and all, but still... gives me conniptions. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 11:41, 5 September 2020 (EDT)&lt;br /&gt;
:::In this case it's Treyarch, although IW were the first ones guilty of that with their weird airsoft shorty AK. But no matter how many times people tell them such things, I doubt the devs will care. It would also be appreciated if they learn to properly capitalize the &amp;quot;U&amp;quot;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:19, 9 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== One thing that I’m considering about ==&lt;br /&gt;
&lt;br /&gt;
There’s a attachment for the M16A2, and it showcases a 14.5 inch barrel with an Colt 607 handguard. It is that an AR-15 type variant or maybe an weird bizarre XM4 (1986 model) with an Colt 607 handguard, or it a some type of Colt Government AR-15 weapon, but considering that it has a 14.5 inch barrel, it’s not right.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 09:51, 10 September 2020 (EDT)&lt;br /&gt;
:If it has a 607 handguard but is not a 607 or 607A it is made up, pretty sure that handguard is unique to those models. Do you have a link to a picture of it? --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:51, 10 September 2020 (EDT)&lt;br /&gt;
::[[File:BOCW M16.jpeg|thumb|none|600px]]&lt;br /&gt;
That’s all I have, but I do have a screenshot on my phone, but it’s not jpg.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 14:47, 10 September 2020 (EDT)&lt;br /&gt;
:That isn't a &amp;quot;real&amp;quot; 607 handguard, to me it looks like they just cut the front half off of an M16A1 model to make something carbine-ish. Firstly, this has 5 vent holes whereas a 607 has 6. Secondly, a real 607 handguard has a new collar piece at the rear as they were made from cut down A1 handguards so they needed to give them a new back end, but the pictured handguard just looks like the rear of a factory A1 handguard.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:43, 11 September 2020 (EDT)&lt;br /&gt;
:: I had to say for now that this is a XM4 with a A1 handguard, but then we need to see the full game or at least the beta to see if the gun is going to equip with an attachment that is a CAR-15 telescopic but stock, or else this gun will be a bizarre XM4 Carbine. The gun have a 14.5 inch barrel and it’s a three round burst.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 17:06, 11 September 2020 (EDT)&lt;br /&gt;
:::[https://youtu.be/imhvfSylDQ8?t=189 Here] you can get a better look at the pseudo carbine handguard. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 22:02, 11 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
It's like the developers for these games don't understand the time period. I want to use something that looks like Larry Vicker's Delta Carbine, not this bullshit [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 12:32, 12 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;would've been a better choice&amp;quot;==&lt;br /&gt;
I'm just gonna say this out loud right here: I don't think these &amp;quot;better alternatives&amp;quot; information are necessary. The page should document why a gun is inapprorpiate within the game' setting, but it has no need to try to offer &amp;quot;possible solutions&amp;quot; to &amp;quot;rectify&amp;quot; these errors. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 08:57, 18 September 2020 (EDT)&lt;br /&gt;
:I concur with this sentiment. As much as it is &amp;quot;neat&amp;quot; to see what could've been used instead of what they did, it's clear they don't know nor care. More than likely this game is going to go Modern Warfare's route of using Franken-guns to make sure they DO NOT get sued. Even though they won that court case, I doubt Activision is in the mood to repeat history on something like that again. Just bite the bullet and deal with the anachronisms and Franken-guns and move on. [[User:PaperCake|PaperCake]] 10:38, 18 September 2020 (EST)&lt;br /&gt;
::Eh, I always thought that it was neat as information/trivia, but if the court of public opinion says no, then I won't start a fight over it. Better to keep the peace in situations like this. (Even if I still firmly believe that the M2 Carbine is an assault rifle...) [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 15:03, 18 September 2020 (EDT)&lt;br /&gt;
:::Well, if the M2 Carbine thing hasn't been settled yet, I suggest that you directly message an admin (such as commando552) and ask their opinion about it :P --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:13, 18 September 2020 (EDT)&lt;br /&gt;
::::I have moved the discussion about the M2 being an assault rifle to the [[Talk:M1_Carbine#Is_the_M2_Carbine_an_assault_rifle.3F|M1 carbine discussion page]] as it is no longer relevant to this page and can be continued over there.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 07:04, 20 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Black ops get advanced weapons excuse ==&lt;br /&gt;
&lt;br /&gt;
I've seen too many commons overestimating or believing in the myth that military technology is always 10 years ahead of what they adopt or because these guys are some for of ultra secret black ops, they'd get advanced weapons not available at the time. It annoys me [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 20:10, 26 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:We all know that this is just an excuse to add fancy weaponry and stuff to the games. It is obvious that even the most tacticoolest spec ops units cannot get ''weapons that haven't been created yet''. It's just that the &amp;quot;vintage&amp;quot; Black Ops games always come after some COD game that introduced something groundbreaking in terms of weapon customization, so naturally the BO game has to follow suit. Think about it, BO1 came after MW2 which introduced a great variety of attachments, this essentially made it impossible for them to shy away from the red dots and fancy weapons and in turn effectively turning the rather bland 60s setting into a modern and tacticoolized reimagining of the 60s. Now after MW19, BO Cold War is going through the same process of tacticoolizing the 80s in order to be able to compete with the gunsmith of the previous game. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:31, 26 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
::They really haven't clarified how Warzone is going to work between the two games in a non-confusing way, but given apparently it's supposed to be staying on the MW19 engine with its mechanics/etc (Yay!), I'm ''hoping'' this means we'll be getting MW19 versions of CW guns, as in with IW's drastically superior modelling/animation/sounds/etc. I ''reaaaaally'' want the FNC / Ak 5 and Arctic Warfare in MW19. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:40, 26 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==KSP-45 = Carl Gustav M/45?==&lt;br /&gt;
The name are similar, they are both Swedish, and the appearance is similar... maybe the M/45 is inspiration but is modified as per CoD habit. Or maybe is hybrid between a UMP and a CG M/45...--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 08:41, 11 October 2020 (EDT)&lt;br /&gt;
:I mean, the names are similar, sure, but they look absolutely nothing alike. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 10:58, 11 October 2020 (EDT)&lt;br /&gt;
::That's basically what I noted on the page, although &amp;quot;Kpist&amp;quot; is the more accurate designation for a submachinegun. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:35, 11 October 2020 (EDT)&lt;br /&gt;
:::Personally, I think it fits more along the lines of a modified Chiléan FAMAE SAF. When you look at the fixed stock version that’s being exported to Canada, the fact that does have a three round burst fire setting, and it lacking the H&amp;amp;K-style of charging handle like that on the UMP makes me think that it fits more along those lines then that of the UMP. It also fits more in line with the timeframe as well. Upon closer inspection, I think they just switched out the handguard and added different features to it like on the SOCIMI 821 (they modelled the gun with a side mounted charging handle akin to the Uzi Pros).--[[User:Bosoxboy521|Bosoxboy521]] ([[User talk:Bosoxboy521|talk]]) 11:16, 16 October 2020 (EDT)&lt;br /&gt;
:The pistol grip reminds of Jatimatic SMG and the stock looks very familiar though I can't recall it right now. Also the handguard and bolt release look like Taurus SMG. BTW here is [https://youtu.be/Ra3-KfmTy58?t=492 some gameplay of the thing]. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 17:58, 17 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
Isn't it is modified MP5/40? --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 10:22, 30 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, saw the pic... definite UMP!--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 10:41, 9 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== SWAT 5mw = Steiner DBAL ??? ==&lt;br /&gt;
&lt;br /&gt;
Here is my dissection on why the SWAT 5mw is inspired/based on the Steiner DBAL. As we already know, since MW19 and the whole Humvee thing Activision is trying its best to base its items on real things but modify them so it can make their depiction in the games lawsuit proof. I presume that's why we don't have exact 1:1 depictions in the games. Anyway, here are the clues. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:44, 12 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:BO CW DBAL.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
It appears to me to be based mostly on the Offset Tactical Aiming Laser.[https://sep.yimg.com/ay/alternateforce/steiner-otal-a-green-50mw-15.gif] [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:21, 1 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
:It appears to be a hybrid between the two, it is added now. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 22:00, 4 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Marking on the side of QBZ-83 ==&lt;br /&gt;
&lt;br /&gt;
I've read from a comment that the side of the QBZ-83 is marked with &amp;quot;T97NSR-PWC-5.56cal&amp;quot;. Is this true? I can't check this myself because I don't have the game, and most of the videos and screenshots I can find are too low quality. The Type 97 NSR is the canadian semi-auto export version of the QBZ-95; if this is true then this most likely means that Treyarch based the whole thing on a Canadian Type 97 NSR. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 07:26, 17 October 2020 (EDT)&lt;br /&gt;
: Yes. Note: the handle selection screen is the only one with most zoomed in picture. --[[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 16:20, 17 October 2020 (EDT) [[File:BOCW QBZ-83 Beta.jpg|thumb|none|600px]]&lt;br /&gt;
:: Hmm. The slot behind the selector switch is also marked with some Chinese characters; from what I can discern, they seem to say &amp;quot;名字叫宫 梦想&amp;quot;, which is complete gibberish meaning something like &amp;quot;name is called Gong / dream&amp;quot;. Not sure what's happening here. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:05, 18 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Attachment descriptions==&lt;br /&gt;
These are probably worth a laugh, or cry: https://imgur.com/gallery/lVJPVUt&lt;br /&gt;
--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:46, 22 October 2020 (EDT)&lt;br /&gt;
:I... I have no words. This is so many levels of embarrassing. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:07, 22 October 2020 (EDT)&lt;br /&gt;
::Did they try to use an AI to make these damn things? I mean, seriously, it seems like they just played Mad Libs with a bunch of random gun-related terms. I think my personal favorite has to be the &amp;quot;27.2&amp;quot; Recon&amp;quot; barrel for the M700 - aside from clearly not being that long, it somehow both is and is not rifled. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:06, 22 October 2020 (EDT) P.S.: Oh, and let's not forget the revolver cylinder that somehow holds 12 rounds despite still having 6 chambers.&lt;br /&gt;
:::Yeah, it really, really reads they like had a neural network compose descriptions off of Wikipedia's firearms articles. My favorite is the 1911 Cavalry Lancer, &amp;quot;Anti-''infantry'' barrel increases damage against enemy ''vehicles''.&amp;quot;--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:04, 23 October 2020 (EDT)&lt;br /&gt;
::::I do love the sniper rifle barrel that's smoothbore ''and'' rifled? Must be one of those .366 TKM rifles popular in Russia. The &amp;quot;STANAG 55 Rd Drum&amp;quot; for the Type 821 is pretty interesting, too. It describes having its ammo arranged side-by-side and being a single-stack. Wouldn't the ammo being side-by-side make it double-stack? Oh, but my favorite has to be the &amp;quot;13.7&amp;quot; Ranger&amp;quot; barrel for the XM4. The description states that it somehow cools off bullets and this also somehow makes them go faster.--[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 15:23, 23 October 2020 (EDT)&lt;br /&gt;
:::::Heck, even CoD Mobile bothered to model an actual 8-round cylinder for the relevant attachment on the &amp;quot;J358&amp;quot; revolver (not properly lined up with the barrel, but still). Also, &amp;quot;''Anti-infantry barrel increases damage against enemy vehicles''&amp;quot;... WHAT? Did I read that correctly? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:39, 26 October 2020 (EDT)&lt;br /&gt;
This makes me almost wanna buy the game just to read those descriptions. Anybody knows of a youtube video or something showing off all attachments?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:46, 19 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== RC-XD is fast enough to catch a plane? ==&lt;br /&gt;
&lt;br /&gt;
Not really a firearm-related question at all, but having rewatched the gameplay footage from the campaign trailer, I can't help ask out of curiosity: is it possible for a tiny remote-controlled car to catch up with a plane during a high-speed chase? I reckon the plane has much greater acceleration even when it's still on the ground, so do the cars. Otherwise, that must be a really powerful tiny engine powering the thing.--[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 09:25, 30 October 2020 (EDT)&lt;br /&gt;
:That whole sequence calls to mind the Fast &amp;amp; Furious movie where they had a cargo plane attempting to takeoff down an endless runway while being chased (I think Uncharted 3 has the same phenomenon). Honestly the campaign is not looking good, it seems to be a return to the over-the-top action movie hijinks and explosions when the best-received parts of MW2019 were the slow-paced nightvision room clearing segments.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:57, 30 October 2020 (EDT)&lt;br /&gt;
::Most likely it's not fast enough. I also think that one won't be able to go on unscathed after being rolled over by a vehicle in the manner shown in that same scene but hey that's COD after all. Also if you don't make over the top and cringy scenes in a game set in the 80s then I don't know when you will :D --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:03, 30 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Zombies trailer WWII weapons ==&lt;br /&gt;
&lt;br /&gt;
Are these available to use in the Zombies mode? If not then I think they should be added to a &amp;quot;Misc&amp;quot; section or to this page.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 19:58, 13 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
==Anachronistic weapons broke my immersion ==&lt;br /&gt;
&lt;br /&gt;
Just started the Vietnam mission and 2 things literally distracted me. The first was the M16 has a 20 round mag but the ammo count is 30 and I picked up an AKS74U...This game is stupid [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 01:51, 15 November 2020 (EST)&lt;br /&gt;
:Outside of the (disappointing yet expected) anachronistic weapons and attachments, I thoroughly enjoyed the campaign, thought it was far more ambitious with its gameplay and narrative than MW2019. Only real complaint is the lack of missions, short campaign in general, like MW2019.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 02:16, 15 November 2020 (EST)&lt;br /&gt;
:::East German Stasi using MP5s and the AK5s is annoying. They should be using whatever East German SMGs and MPi-KMS. How hard is that? [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 12:18, 15 November 2020 (EST)&lt;br /&gt;
::::What about the M1911 everywhere? They could recicle the Makarov. Seriously they should add more sidearm options given the fact that they have a Last Stand mechanic.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 04:35, 9 December 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mountain Dew ads ==&lt;br /&gt;
&lt;br /&gt;
Should we have a section here for the [https://www.youtube.com/watch?v=V1Xt9aetdFQ Mountain Dew ads] as they feature guns or just mention them on the main page? This might be cringe but we mentioned things like this for example with BO2's &amp;quot;LG Cinema Trailer&amp;quot;. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:21, 20 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Bullfrog's grip ==&lt;br /&gt;
Now here is the Bullfrog grip analysis. Obviously the thing is not a literal 1 to 1 depiction of anything real and is essentially a fictional grip but they had some inspiration when making it and that's why I say &amp;quot;inspired by... based on... influenced by... etc.&amp;quot; --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:27, 20 December 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
[[File:BOCW bullfrog grip.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
:The grip pattern does look a lot like the Skorpion's so I guess that's worth mentioning, although the overall shape doesn't match the Kiparis enough IMO. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 12:23, 2 January 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
== A rare photo of the M16A2 and XM4 ==&lt;br /&gt;
&lt;br /&gt;
So I found something from Rock Island Arsenal Museum, and what do I found is a rare photo of the XM4 Carbine and the M16A2 Rifle.&lt;br /&gt;
[[File:XM4 Carbine &amp;amp; M16A2 (1982).jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
Now this photo was made in 1982, before the M16A1E2 was presented by Colt to the US military. The name &amp;quot;M16A2&amp;quot; was from the USMC dates back to the late 70s when they ask Colt to developed a new rifle after their experience in Vietnam. The M16A1E1 was made in December 1981, but it would still be anachronistic as the game takes place before December 1981, let alone the game's M16A2 is the M16A1E2. So the M16A1E2 was made in November 1982, and it introduces the three round burst on this rifle (not the first burst firing M16 as the Colt 605B is the first one made in 1964). The XM4 on the other hand was start to developed as early as 1982, and it start off as the XM177E2 that fires M855 NATO rounds. The XM4 start to developed since 1983. So why I put this in Black Ops Cold War? Because there an attachment that give the &amp;quot;XM4&amp;quot; a 11.5 inch barrel, and the facts about the M16A2 to know that the game takes place in 1981 and the gun was developed in early as December 1981, even though is slightly anachronistic.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 13:36, 24 December 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== IMFDB Opinions on BOCW's gameplay and assets realism ==&lt;br /&gt;
&lt;br /&gt;
I just can't help but be disgusted by the lame step back in authenticity of BOCW from MW19. Weaponry, Ordnance and Vehicles really feels, looks, sounds trash to me.(exception for the Harrier's MGs which sounds impressively scary)&lt;br /&gt;
&lt;br /&gt;
== The worst thing about Cold War ==&lt;br /&gt;
&lt;br /&gt;
...isn't the extremely anachronistic weapons and attachments, its the fact that I can't access the DLC weapons and all their unlocks in offline custom matches anymore like MW2019! Now I actually have to grind the battlepass to screencap each new gun every season. Total pain in the ass considering how unfun core 6v6 is this year.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 22:19, 24 January 2021 (EST)&lt;br /&gt;
:[https://www.joblo.com/newsimages1/wiw-saving-private-ryan-salute.jpg] - you can still progress the battlepasses in MW, although I realize that having both games installed may be pushing hard drive limits.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 09:50, 25 January 2021 (EST)&lt;br /&gt;
::Play Plunder and just go for recons or scavenger contracts to level up your weapons. As for the game, the more free play days we have, the less I actually want to buy the game. I know the game was rushed, so I understand why it lacks the polish and details of MW2019, but it's just not as fun. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 11:12, 25 January 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
Honestly, capping the weapons in Warzone won't do it, and it's actually wrong since they are in the MW19 engine and not BOCW one.I have the Groza and MAC-10 by the way&lt;br /&gt;
--[[User:Solarriors|Solarriors]] 04:42 28 January 2021 (GMT+1)&lt;br /&gt;
:Warzone weapons XP will carry over to CW. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 14:08, 28 January 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
You can actually access all DLC and attachments in online private/custom matches ---[[User:Solarriors|Solarriors]]&lt;br /&gt;
:Doesnt seem to work on my end, tried setting up a custom private match and they're still locked--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 03:47, 25 February 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
== Firebase-Z AK &amp;quot;Wonder Weapon&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
[https://youtu.be/INmAzI7C9M8?t=78 So this is a thing.] I tried to save an image but for some reason it wouldn't upload, so that'll do.&lt;br /&gt;
&lt;br /&gt;
SO, apart from looking like something Vladof would make, what we have here is...to my best understandng an AK mated with the DG-2. Weird to have a Wonder Weapon we could actually put on the page, if it's eligable. It's got a GP launcher and everything. According to offical sources it's called the RAI K-84, or the Reactorniy Avtomat-Izluchatel Kuhlklay-84 in full.&lt;br /&gt;
&lt;br /&gt;
'''UPDATE:''' Never mind, it's already on the page. My bad.--[[User:Gunmaster2011|Pez-Dispenser]] ([[User talk:Gunmaster2011|talk]]) 10:18, 1 February 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
==Reload timer adjustmnent in patch notes==&lt;br /&gt;
Just wanted to pass this on, [https://www.treyarch.com/game-intel/2021/02/Warzone_Season_One_Midseason_Patch_Notes today's patch notes] give the absolute most vague, unspecific note possible about this: &amp;quot;Adjusted the timing of ammo replenishment during empty reloads for BOCW weapons&amp;quot;. No idea if this is a good or bad change. :P [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:58, 5 February 2021 (EST)&lt;br /&gt;
:I'd assume that they're changing the point during the reload animation when the game decides that the gun is finished reloading (since these have had a habit of being rather off in CoD games - the gun often counts as reloaded before your character has finished reloading it). Hopefully, they're making the timing match the animations better. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:19, 5 February 2021 (EST)&lt;br /&gt;
::That's what I assume too, but I don't have any hands-on experience with the CW weapons, so I have no idea how well they matched (or didn't) before or after the patch. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 14:56, 6 February 2021 (EST)&lt;br /&gt;
:::[https://www.youtube.com/watch?v=hSjfSkw5hJM Tested by TheXclusiveAce]. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 04:06, 17 February 2021 (EST)&lt;br /&gt;
::::Holy hell, I can't believe Treyarch managed to make the guns EVEN WORSE than they already were. The changes make it so you can skip the rechamber part of the animation on empty reloads now. :| This dev team really needs be kept far away from any future games, this is just embarrassing. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:17, 17 February 2021 (EST)&lt;br /&gt;
:::::All changes in Warzone are made by Raven Software ([https://www.reddit.com/r/blackopscoldwar/comments/l876an/applying_the_3x_scope_to_the_m82_causes_the/glbfz4y?utm_source=share&amp;amp;utm_medium=web2x&amp;amp;context=3 referenced by u/FoxhoundFPS]). Weapon balancing (including changing reload add time) was probably done by Raven themselves to address CW weapons' long after-reload pauses specific only to Warzone. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 02:13, 18 February 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
== Season 2 Trailer ==&lt;br /&gt;
&lt;br /&gt;
It just dropped, and showed off a few new guns - I spotted what looks like a screwed-up [[Walther MPK]], a probably-fictional crossbow, and (of all things) a [[FARA 83]]. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 19:54, 16 February 2021 (EST)&lt;br /&gt;
:Yay more ''Upotte!!'' guns! :D In all seriousness, that would be a neat addition, I love when more obscure things show up in games. Though at this point I'm also sad all these guns aren't getting MW's much better treatment (and that we can't use them there). [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 21:57, 16 February 2021 (EST)&lt;br /&gt;
:Nice ID work. Sadly people gonna call it &amp;quot;Galil&amp;quot; anyway. As for speculation about that sawed-off gun in the holster - I think it's just a China Lake blueprint. I mean M79. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 02:50, 17 February 2021 (EST)&lt;br /&gt;
::Huh. I thought that thing was a Galil. Maybe it'll end up being a Galil ARM with elements of the FARA 83 thrown in? Because as we've seen so far, this game isn't too big on having guns that are what they say they are. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 16:42, 17 February 2021 (EST)&lt;br /&gt;
:::It looks like [http://2.bp.blogspot.com/-KdnsXcQb_Tk/VnaJyrrI1rI/AAAAAAAB3CE/YGD2AfZC4V8/s1600/CampoHerrajecombatejunio1934.jpg this] variant, which has a bipod and FAL Para/Galil type stock, basically a discount ARM. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:56, 17 February 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
==Questionable captions==&lt;br /&gt;
Those two edits ([http://www.imfdb.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;amp;diff=1400455&amp;amp;oldid=prev 1] - DE and Strife captions, [http://www.imfdb.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;amp;diff=1400456&amp;amp;oldid=prev 2] - RAI K-84 caption) need to be toned down. [[IMFDB Style Guide#Media titles]] and [[Rules, Standards and Principles#No sarcastic or insulting Commentary]]. --[[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 18:00, 21 February 2021 (EST).&lt;br /&gt;
:Those seem perfectly acceptable to me. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:02, 21 February 2021 (EST)&lt;br /&gt;
::I'm fine with captions describing the contents of images and weapon details. But there's no real need for comments about developers and writers choices for ZM characters. Including such commentary in the main game's wiki page doesn't make this wiki any more &amp;quot;informative&amp;quot; about firearms and sounds more like a point for discussion on talk page or other resources. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 20:29, 21 February 2021 (EST)&lt;br /&gt;
:::Comments like those are pretty much par for the course when it comes to VG pages. People've been doing it for a while, so I think it's safe to call it a ''de facto'' acceptable thing to do. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:34, 21 February 2021 (EST)&lt;br /&gt;
::::I know. Still it can be done more tastefully even for IMFDB with less projecting. Or we could just comment on every frustration and missed opportunity of developers, like saying which weapon would be more era-appropriate on every weapon. I'm not all &amp;quot;anti-sarcasm caption&amp;quot; since there are really good comments people come up with on pages, but they at least assume that not all visitors are in &amp;quot;the know&amp;quot; or familiar with behind-the-scenes of the development. I've come around at the Strife commentary I should say. Operators being absolutely non-characters or related to ZM story is something that I dislike about CW too, but I'm not sure if there's need to over-explain who is holding the weapon in that picture on the gun wiki. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 21:04, 21 February 2021 (EST)&lt;br /&gt;
:::::Just to point out, the rule about sarcastic comments doesn't really apply to video games. It was mainly implemented for movie pages, to avoid insulting real actors and filmmakers. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:14, 22 February 2021 (EST)&lt;br /&gt;
::::::Point is acknowledged, even though those rules could be improved to include VG. Insulting real developers or writers is an issue too, it doesn't need to be downplayed because of different artform or media. As for my gripes about initial edits, I'm no longer pursuing to change that. Just to summarize, I got the clear message from this thread - captions can be used for everything related not only to weapon present in the image, but to include information about who is holding the weapon even if gloves are the only thing we can see from first person and this can be used to include all in-game or out-of-game facts including developer's choice for characters in one mode. In a gun wiki. I can understand the frustration about era-appropriate weapons on gun wiki, but I'm still questioning if not including Richtofen should be used as a starting point of caption for what is essentially &amp;quot;RAI K-84 in idle&amp;quot; image with nothing happening on it. After inspecting it again it seem like that remark was made to pad the caption's word count to be consistent with adjacent images. There's really nothing to call for it in that image too, so that's why it seems very strange among other comments. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 08:41, 22 February 2021 (EST)&amp;lt;br /&amp;gt;'''Edit:''' added to be less vague about a point. I'm okay with DE and Strife captions and they seem to follow IMFDB style of captions. &amp;quot;Grumbling at the fact that Primis and Ultimis were replaced by literal nobodies, of which he is one of them, the Requiem Operator in Firebase Z consoles himself by looking at his shiny space AK&amp;quot; is a good comment about BOCW. But I'm not sure if it is a good point to make in a gun wiki for &amp;quot;wonder weapon held by a pair of unique gloves&amp;quot; screenshot without any other information on it and inspecting it with all other weapon captions in the BOCW page seems uncalled for. Or it means it's OK to use any criticism valid for a game no matter the contents of image. As I wrote this, I found this [https://i.redd.it/pqrgt528tpg61.jpg image] (but used with mil-sim operators and equipped with RAI K-84s) would be an ideal fit for that caption and even justified in my opinion. That would be peak IMFDB and not de so detached from the commentary like a current one. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 09:12, 22 February 2021 (EST)&lt;br /&gt;
Wait wait wait, let's be clear : What are your complains about exactly?&lt;br /&gt;
[[User:Solarriors|Solarriors]] ([[User talk:Solarriors|talk]])&lt;br /&gt;
&lt;br /&gt;
:If your issue is the comments, then you're at least a few years late to that whole discussion on the rules. As stated prior, the rule about sarcastic comments is kept for movies to keep people from throwing their personal opinions at whatever actor they don't like. Games normally don't follow that same rule, and if anything it's mostly done to give the page a form of flow. Reading the same &amp;quot;RAI K-84 in idle&amp;quot;, &amp;quot;RAI K-84 firing&amp;quot;, &amp;quot;RAI K-84 reloading 1&amp;quot; and so on is brain melting, and allowing an editor to jazz it up a bit with some sarcasm and dry humor is not a bad thing by any metric. The comments fit tonally with almost every other video game page on this site, bar the ones that are so old and forgotten that no one's bothered to edit them in the same style. --[[User:PaperCake|PaperCake]] 18:58, 22 February 2021 (EST)&lt;br /&gt;
::Agreed, especially due to the visual repetitiveness inherent to video game pages. For example, the [[Far Cry 2]] page is absolutely hilarious and witty, and very amusing to read even if you've never played the game. I ''do'' think there's a thin, but very important line between &amp;quot;witty&amp;quot; and &amp;quot;snarky&amp;quot; though, and it's definitely best if we all don't cross that and end up with pages that actually sound insulting/harassing, in a demeaning sort of way. But back on the flip side again, the more glaring and facepalm-inducing goofs/oversights are, the more calling those out with a bit of flair feels justified. So yeah, it's all a bit subjective and case-by-case, I guess. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:53, 22 February 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
==Official ZRG 20mm footage and LC10's lore==&lt;br /&gt;
Treyarch's YouTube channel uploaded [https://www.youtube.com/watch?v=0krEGBnWEag Season Two Studio Broadcast] detailing all S2 features. Includes gameplay footage of upcoming ZRG 20mm with developer's commentary (at 17:12). Interesting note about LC10: at 15:10 it is stated that &amp;quot;fictionally this is a weapon that was designed by the same manufacturers as the LW3 - Tundra … submachine gun version of that weapon.&amp;quot; --[[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 19:14, 26 February 2021 (EST)&lt;br /&gt;
:Well, that would explain why it used to be called the &amp;quot;AI LC10&amp;quot; (and why it looks like that) - it's supposed to be made by Accuracy International. I can't help but feel like making a high-quality, precision-oriented SMG during the 1980s would be a rather stupid thing for a company to do (since the Cold War was the heyday of simple, cheap, stamped/tube-receiver subguns), but at least there's reasoning behind it, even if it's not particularly sound. Hell, it's also closer to an AW than the game's actual AW, given the one-piece handguard, stock and trigger guard shapes, and now-totally-redundant magazine well cutout.&lt;br /&gt;
&lt;br /&gt;
:Oh, and they've mirrored the NTW-20. Because... reasons, I guess. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:40, 26 February 2021 (EST)&lt;br /&gt;
::Funkier weapon designs could probably be their unique way of avoiding licensing and also doing &amp;quot;Cold War is prequel to Black Ops 2 and 3&amp;quot; thing. Like FFAR 1 being an earliest prototype of FFAR from BO3. But, as you point out, it is still interesting how LC10 was modelled with more accurate parts from a gun... which is already available in the game. I was ready for ZRG to be Kraber-AP with side-loading magazine in first-person view at all times as a unique trait, but they subverted that by mirroring the whole model for some reason. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 22:14, 26 February 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
Does anyone feel like the LC10 kinda looks like the Parker Hale IDW prototype? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 13:06, 27 February 2021 (EST) &lt;br /&gt;
:: Oh god, not the NYAAAAAAA. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 18:42, 27 February 2021 (EST)&lt;br /&gt;
:Eh, kinda, but not all that much - the features it has in common with the IDW/PDW aren't exactly unique to it, and I still think it's closer to the MPK in overall proportions. Plus, it lacks some of the features that we'd want if we wanted to cite the IDW as source of inspiration (e.g. the really long magwell). [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:21, 27 February 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
Here's some footage of the NTW in full: [https://www.youtube.com/watch?v=N9C-EHWNeHU]. Looks like, in addition to mirroring the whole thing and giving it a giant PSO-1 scope, they've also messed with the pistol grip, and made the barrel both way too short and non-reciprocating. Because shoulders don't matter, I guess. There's some other stuff in there, like how the supposedly 47-inch barrel has a wooden handguard on it, the extended magazine that clearly isn't meant for this gun since it has a catch hole nowhere near the magwell, and the fact that 80s-era body armor can somehow stop a 20mm shell. Except not, since it still has enough energy left over to one-shot the person behind you. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:42, 5 April 2021 (EDT)&lt;br /&gt;
::With each new gun they just seem to miss the point of the Cold War theme more and more. There are so many cool guns they could add that would fit the early 80s timeframe and yet they add fictional designs and anachronistic, stylized guns instead. Its not like they lack the funding or talent either, lots of the period correct weapon models are really decently modelled.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:53, 6 April 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Magnum identification==&lt;br /&gt;
Now, the design doesn't line up one-hundred percent, but I'm pretty sure it was based on a G&amp;amp;G G733 airsoft revolver, the thin fluting in the cylinder, the weird half-full rod housing, and the long body match up to the G&amp;amp;G almost exactly, with the only difference being that the trigger sits ''way'' behind the cylinder in the in-game revolver. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 01:16, 6 March 2021 (EST)&lt;br /&gt;
:That would make some sense, actually - the back of the frame made me think of an airsoft revolver, and the G&amp;amp;G has that same weird partial-yet-full underlug setup. As for the trigger/cylinder placement, I'm pretty sure that's because they put a [[Ruger GP100]]-style recoil shield on it, but didn't give it a normal S&amp;amp;W cylinder latch (albeit mounted at an angle) instead of the Ruger-style one that sits on the recoil shield, so they had to stretch the frame forward to make everything fit.&lt;br /&gt;
&lt;br /&gt;
:See, this is why I really don't like BOCW's fictional weapon designs. MW19's were a bit disappointing to have, but at least they looked convincing - we had a fair bit of talk-page discussion trying to identify the .357, because it looks like a real revolver that would actually exist. BOCW's, on the other hand, you can immediately tell that they're fictional, because they're often a weird mish-mash of parts from various guns put together without much regard for what they're supposed to do, and the resultant guns stick out awkwardly. It's a shame, too, because BOCW's normal guns are actually really well-modeled. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 08:32, 6 March 2021 (EST)&lt;br /&gt;
::Agreed, and this is even kind of reflected in the battlepass cosmetics and skins, for MW there were a lot more believable designs while Cold War straight away went for the wacky cartoony aesthetic. --[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 19:37, 6 March 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
== Lever action in S6 ==&lt;br /&gt;
&lt;br /&gt;
As seen in recent news, the in-game name of the gun is &amp;quot;.410 Ironhide&amp;quot;. Judging from the Season 6 [https://youtu.be/LBOpIgK2lEQ?t=127 cinematic] and from the [https://i.redd.it/1xm5ss459oq71.png roadmap] (EDIT: there's also an image [https://live.staticflickr.com/65535/51535872616_09189a2952_4k.jpg here]), it's most definitely a [https://www.henryusa.com/shotgun/lever-action-410-shotgun-side-gate/ Henry .410 lever action shotgun] (specifically the version with a side loading gate) with a few minor differences, and this is the pinnacle of Treyarch's anachronisms (next to BO1's FAMAS Valorisé and the PTR 9KT-inspired receiver on BOCW's MP5 blueprints), since Henry .410 lever action shotguns were introduced [https://web.archive.org/web/20210619234228/https://www.henryusa.com/shotgun/lever-action-410-shotgun/ in 2017], nevermind that the side gate version was produced in 2019. I haven't found any closer match to that gun, but that said I think I'll wait until the gun gets released before adding the Henry ID to the page. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:51, 30 September 2021 (EDT)&lt;br /&gt;
:Yeah, looks like you nailed it. Though it seems like they gave it a more oldschool style furniture instead of the modernish checkered ones. Wondering why they can't have just some OG 19th century lever action. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 15:52, 30 September 2021 (EDT)&lt;br /&gt;
::I mean, Winchester 1887? They'ved used it before. It is literally. RIGHT. '''THERE'''. --[[User:Gunmaster2011|Pez-Dispenser]] ([[User talk:Gunmaster2011|talk]]) 16:32, 30 September 2021 (EDT)&lt;br /&gt;
:::Can't wait for my yee-haw lever-action akimbo shotguns to be added to the game. They called it &amp;quot;Ironhide&amp;quot; for a reason, makes you think of either cowboys or dragons. (on a more serious note well done for identifying it correctly) --[[User:JackalUnderscore|JackalUnderscore]] ([[User talk:JackalUnderscore|talk]]) 17:55, 30 September 2021 (EDT)&lt;br /&gt;
::::So, Season 6 is out. The shotgun is not a totally accurate representation of real-life counterparts (as obviously expected), but I can still tell that the Henry is the closest match, judging by the receiver and the tubular magazine's setup. However, the in-game gun has a longer handguard (almost the same length as a [https://www.gunsinternational.com/guns-for-sale-online/shotguns/marlin-shotguns/marlin-410-xlr-ss-410-ga-used-gun-inv-215369.cfm?gun_id=101185058 Marlin shotgun]), and the hammer is different (it's shaped similarly to that of other weapons, such as the [https://www.icollector.com/Rossi-Model-Rio-Grande-410-Ga-2-1-2-Lever-Action-Shotgun-w-20-bbl-stainless-finish-appears-ex_i29857090 Rossi]). Does anyone have a better ID in mind, or should we go with the info that I mentioned here? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:59, 7 October 2021 (EDT)&lt;br /&gt;
:::::Like usual, it seems to be another hybrid but yeah it is mainly a Henry. However, the furniture seems to be intended to look like a vintage shotgun. The wood seems to be genuine wood and not plastic-ey fake synthetic wood or whatever it is found on modern guns. I think the idea here was to mash the modern guns and present the mutant as some OG 19th century gun a la Winchester Model 1887. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 11:26, 7 October 2021 (EDT)&lt;br /&gt;
::::::[https://www.reddit.com/r/blackopscoldwar/comments/tam7of/what_is_the_henry_new_shotgun_i_got_this/ Aaaaaaaand the Henry is indeed what the developers had in mind for this shotgun.] --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:08, 28 June 2022 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Unknown pistol ==&lt;br /&gt;
Any ideas what gun is [https://i.redd.it/l63hlmdjzuu71.jpg this]? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 21:46, 21 October 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Understanding the Black Ops series ==&lt;br /&gt;
&lt;br /&gt;
So I do think that Treyarch knew that there are so many anachronisms, but they throw it because Black Ops is not supposed to be a historical game, it been said since the original Black Ops with an interview. Plus, some of the guns were looking weird like the XM4 and Famas, because for legal reasons. This is also why the FAMAS F1 is not in Black Ops I. Keep in mind, they only got a year to develop the game, and to make matters worse, there’s the pandemic. So they didn’t have time to look up many information. If they do, then this game would be more historically accurate than now (not completely historically accurate because remember is not a historical game).--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 14:45, 21 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1591386</id>
		<title>Call of Duty: Black Ops Cold War</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1591386"/>
		<updated>2023-07-16T15:19:14Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: /* RPG-7 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: Black Ops Cold War&lt;br /&gt;
|picture=CODBOCWCover1.jpeg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=November 13, 2020&lt;br /&gt;
|developer=Treyarch, Raven Software&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: Black Ops Cold War''''' is a first-person shooter developed by Treyarch and Raven Software and published by Activision. It is the sixth game in the ''Black Ops'' series and the seventeenth in the ''Call of Duty'' series. It is also a direct sequel to ''[[Call of Duty: Black Ops]]''. Like previous games in the series, it is composed of three main modes of play, a single-player campaign, a player-vs-player multiplayer mode, and a 1-4 player cooperative zombies mode. &lt;br /&gt;
&lt;br /&gt;
The campaign's setting takes place primarily in 1981 with several flashbacks dating to 1968 during the Vietnam War, and the zombies and multiplayer mode take place simultaneously in 1984, hence, certain weapons are available in these modes that aren't present in the campaign because of the time difference. The player character is a new, customizable operative codenamed &amp;quot;Bell&amp;quot;, who is part of a CIA task force, including Alex Mason, Frank Woods, and Jason Hudson, out to stop a Soviet agent codenamed &amp;quot;Perseus&amp;quot; (based on the real-life conspiracy) from carrying out a decades-long plan that could radically alter the balance of power of the Cold War.&lt;br /&gt;
&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;
=Overview=&lt;br /&gt;
''Black Ops Cold War'' maintains several weapon features from the 2019 ''Modern Warfare'', including Gunsmith and the ability to reload while aiming down sights.&lt;br /&gt;
&lt;br /&gt;
The game features an extensive swimming and underwater mechanic which inaccurately depicts weapons as being able to be fired underwater, something which would lead to malfunctions and possible complete weapon failures (i.e. exploded barrels) in reality, not to mention projectiles can't travel more than a few feet in such environment. Also, bullet velocities for most of the weapon are much slower in-game than in real life, and some weapons unrealistically share the same velocities despite their different calibers and designs.&lt;br /&gt;
&lt;br /&gt;
While Gunsmith offers a wide variety of attachments to equip, it lacks several features from ''Modern Warfare''. It also features some ''staggeringly'' poor attachment descriptions filled with inaccuracies and misused terms. For example, STANAG is used as a catch-all term for extended magazines, despite the real usage being almost the exact opposite of such an idea.&lt;br /&gt;
&lt;br /&gt;
Many of the cosmetic blueprints feature cerakoted designs which is anachronistic for the 80s as cerakoted weapons started appearing at some point in the 2000s or 2010s. In addition to this, heavily altered &amp;quot;Mastercraft&amp;quot; variants feature altered inspection animations.&lt;br /&gt;
&lt;br /&gt;
Weapons from ''Black Ops Cold War'' also make appearances in ''Call of Duty: Warzone'', a standalone battle royale game mode originally released for (and developed on) ''[[Call of Duty: Modern Warfare (2019)]]''. While most weapons are identical between BOCW and ''Warzone'', a number of weapons, especially the ones added post-release, have more detailed animations in ''Warzone''. More rarely, some BOCW weapons have different weapon models when implemented in ''Warzone''.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] appears under the name &amp;quot;Diamatti&amp;quot;. It holds 15 rounds by default, despite having a visibly extended magazine. It also has a slightly shorter barrel by default; the “7.2&amp;quot; Reinforced Heavy” barrel attachment gives it a more correct barrel length, though this one is shown as fluted. Soviet forces use it in the campaign (which is incorrect, as they would use the [[Stechkin APS]] or the APB instead, though it fires in automatic mode), along with Alex Mason in &amp;quot;Echoes of a Cold War&amp;quot;; nevertheless, its scarce appearance would not be suitable for any sort of military during the game's time period.&lt;br /&gt;
&lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm]]&lt;br /&gt;
[[File:M93Rpreview BOCW.jpg|thumb|none|600px|The Beretta 93R in Gunsmith.]]&lt;br /&gt;
[[File:Beretta93rIdle BOCW.jpg|thumb|none|600px|Sims wielding a &amp;quot;Diamatti&amp;quot; in Angola.]]&lt;br /&gt;
[[File:Beretta93rADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:Beretta93rInspect BOCW.jpg|thumb|none|600px|Sims admires what is possibly the most accurate Beretta 93R weapon model in a Call of Duty game to date.]]&lt;br /&gt;
[[File:Beretta93rInspect2 BOCW.jpg|thumb|none|600px|Pulling back the slide for a brass check.]]&lt;br /&gt;
[[File:Beretta93rReload BOCW.jpg|thumb|none|600px|Swapping magazines during a reload.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] is featured in the game, simply referred to as &amp;quot;1911&amp;quot; and featuring a nickel finish similar to the multiplayer 1911 weapon model from ''[[Call of Duty: Black Ops|Black Ops]]''. In the campaign, it is the main sidearm of almost everyone, including the Soviet and North Vietnamese forces, who would much more likely use the [[Makarov PM]] or [[Tokarev TT-33]] as their sidearms. It incorrectly holds 8 rounds in a standard 7-round magazine. Performing takedowns in loud combat also involve the use of the M1911A1 regardless of faction.&lt;br /&gt;
&lt;br /&gt;
In alpha, beta, and pre-release materials, the M1911 appears with a parkerized finish and brown grips. The &amp;quot;Wingman&amp;quot; skin from the &amp;quot;Air Sea Land Pack&amp;quot; for the Ultimate Edition is also an M1911A1, featuring a paint-job similar to that of the P-51 Mustang fighters during WWII. The M1911A1 is also used in the Overpower finishing move.&lt;br /&gt;
&lt;br /&gt;
[[File:NickelPlatedM1911A1.jpg|thumb|none|300px|Nickel Plated Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:1911preview BOCW.jpg|thumb|none|600px|The M1911A1 in Gunsmith.]]&lt;br /&gt;
[[File:1911Idle BOCW.jpg|thumb|none|600px|The M1911A1 in Angola.]]&lt;br /&gt;
[[File:1911ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:1911Inspect BOCW.jpg|thumb|none|600px|Inspecting the M1911.]]&lt;br /&gt;
[[File:1911Inspect2 BOCW.jpg|thumb|none|600px|Inspecting its other side.]]&lt;br /&gt;
[[File:1911reload BOCW.jpg|thumb|none|600px|Much like the 1911 in [[Call of Duty: Modern Warfare (2019)]], the 1911 in Black Ops Cold War features a nice detail in the slide stop engaging the slide after the last round is fired from a magazine.]]&lt;br /&gt;
[[File:1911reload2 BOCW.jpg|thumb|none|600px|The standard reload involves power slinging the slide, there are magazine options that change that to an animation where the player character hits the slide stop.]]&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:BOCW-M1911-2.jpeg|thumb|none|600px|The M1911A1 with a parkerized finish in the alpha multiplayer loadout menu.]]&lt;br /&gt;
[[File:BOCW-1911-1.jpg|thumb|none|600px|The M1911 tucked in Adler's pants in a pre-release trailer. In the final game, the player grabs the pistol to take down a guard - even though they have their own suppressed 1911 at this point with no way to replace it.]]&lt;br /&gt;
[[File:BOCW M1911 trailer silencer.jpg|thumb|none|600px|A suppressed M1911A1 is racked in the multiplayer reveal trailer. Note the Ak 5 with what appears to be Advanced Armament Corporation OMNI 5.56mm suppressor which doesn't appear in actual multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle==&lt;br /&gt;
An anachronistic and visually altered [[Desert Eagle]] fitted with a Laser Products Corporation LPC Model 7 laser sight and an enormous muzzle brake appears as the &amp;quot;Hand Cannon&amp;quot; in the campaign mission &amp;quot;Desperate Measures&amp;quot;. Inspiration for the weapon appears to come from the laser sighted [[AMT Hardballer]] from ''[[The Terminator]]''. Perhaps taking its moniker a little too literally, it fires explosive rounds. The campaign version feeds from an 8-round magazine (which could or could not be correct, its caliber never being stated) and cannot be reloaded; once all eight rounds have been fired, it is discarded. While still inappropriate because of its extreme rarity, the [[AMC Auto Mag Pistol]] (1969) could've been a better fit for the game's time period.&lt;br /&gt;
&lt;br /&gt;
It was added as the &amp;quot;Hand Cannon&amp;quot; streak in Season 4 (with an updated model and animations, which was retroactively applied to the campaign version), with 10 extremely powerful explosive rounds that can take out any streak you can shoot in one to four shots. It is the primary weapon of choice for the &amp;quot;One in the Chamber&amp;quot; gamemode. Its scorestreak icon shows a more accurate rendition of a Desert Eagle, though this one is an even more anachronistic picatinny railed Mark XIX than the Mark VII on which the actual weapon is based. The laser is now green, and aiming uses ironsights mounted on top of the laser. Its role is similar to the &amp;quot;Annihilator&amp;quot; revolver from ''[[Call of Duty: Black Ops III|BO3]]'' and ''[[Call of Duty: Black Ops 4|BO4]]'', even reusing the sounds of that gun from those games.&lt;br /&gt;
&lt;br /&gt;
[[File:DesertEagleMarkVIInickel.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark VII with nickel finish - .44 Magnum]]&lt;br /&gt;
[[Image:Longslide2.jpg|thumb|none|600px|The AMT Hardballer Longslide/LPC Model 7 laser sight combo from ''The Terminator'' which appears to have been the inspiration for the &amp;quot;Hand Cannon&amp;quot;. The in-game laser is incorrectly depicted as being switched on by pressing a fictional button at the rear, while the real thing has a separate switch connected via cables.]]&lt;br /&gt;
[[File:Desert eagle picatinny.JPG|thumb|none|350px|Magnum Research Desert Eagle Mark XIX, current production model with Picatinny railed barrel - .44 Magnum]]&lt;br /&gt;
[[File:COD CW Deagle Menu.jpg|thumb|none|600px|The &amp;quot;Hand Cannon&amp;quot; in the multiplayer menu. The description incorrectly calling it a &amp;quot;revolver&amp;quot; was reused from Black Ops 3/4, though the word has been changed to &amp;quot;handgun&amp;quot; after an update. A round can be seen in the spare magazine.]]&lt;br /&gt;
[[File:BOCWDeagle3rd.jpg|thumb|none|600px|Bell stops admiring his nice shoes to look upon the mutant Deagle in the middle of the KGB headquarters, of all places. This is the only place in the campaign it can be found.]]&lt;br /&gt;
[[File:BOCWDeagle.jpg|thumb|none|600px|Bell holds the Hand Cannon as he awaits enemy forces about to barge into the room. Here the laser sight can be seen more clearly.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Magnum&amp;quot;==&lt;br /&gt;
The &amp;quot;Magnum&amp;quot; is a fictional hybrid revolver that appears to have some influence from a variety of revolvers such as [[Smith &amp;amp; Wesson#Revolvers|Smith &amp;amp; Wesson]], [[Ruger#Revolvers|Ruger]], [[Arminius HW Revolver Series|Arminius]], Alfa, [[Astra#Revolvers|Astra]] and the [[Colt Trooper]]. The rear of the frame and the angle of the grip give it a strong resemblance to the G&amp;amp;G G733 airsoft revolver. The names of some of its muzzle attachments suggest that it is chambered in .45 ACP (misnamed &amp;quot;.45 APC&amp;quot;); this would contradict both the &amp;quot;Magnum&amp;quot; name, and its Warzone incarnation's stated chambering (.357 Magnum). Like other revolvers in previous ''Black Ops'' games, it is reloaded with single rounds by default, and still has the reload logic errors of the player character reloading only the rounds needed to refill the cylinder in gameplay despite the reload animation showing the entire cylinder being ejected.&lt;br /&gt;
&lt;br /&gt;
The Magnum can also accept a suppressor, even though it almost certainly wouldn't work on the revolver in reality due to the gap between the cylinder, which would leak enough propellant gases to render the suppressor useless. The Magnum also has nonsensical 9-round and 12-round cylinders as attachment options; these cylinders are completely identical to the base cylinder dimensionally, with the amount of rounds held in them ''visibly'' remaining 6 rounds. They're only different in their shapes, being an unfluted cylinder and a [[Mateba]]-like hexagonal cylinder respectively. These cylinder options are also very incorrectly referred to as magazines in their attachment names.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Minted&amp;quot; blueprint gives the revolver a barrel that appears similar to the anachronistic [[Smith &amp;amp; Wesson Model 986]], while others give it a [[Dan Wesson]]-style heavy barrel.&lt;br /&gt;
[[File:G&amp;amp;G G733.jpg|thumb|none|350px|'''Airsoft''' G&amp;amp;G G733 airsoft revolver]]&lt;br /&gt;
[[File:ColtPython6In.jpg|thumb|none|350px|Colt Python with 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:TrooperMKV.jpg|thumb|none|350px|Colt Trooper MK V with straight wood grips and a 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:S&amp;amp;WModel17A.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 17-6 - .22LR]]&lt;br /&gt;
[[File:Ruger Speed 6.jpg|thumb|none|350px|Ruger Speed Six with blued finish and 2.75-inch barrel - .357 Magnum]]&lt;br /&gt;
[[File:Astra357-01.jpg|thumb|none|350px|Astra 357, 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:Revolverpreview BOCW.jpg|thumb|none|600px|A close up look of the &amp;quot;Magnum&amp;quot; in Gunsmith, showing its many design inspirations - the sights come from Smith &amp;amp; Wesson revolvers, the cylinder, hammer, trigger &amp;amp; trigger guard from a Colt Python, the barrel seems to be a mix between that of a Python and a Colt Trooper (complete with a partial underlug rather awkwardly merged into a full one), and a Ruger-style recoil shield; the latter is supposed to have the cylinder release mounted on it, but the designer instead decided to put a conventional Astra-esque cylinder release behind it, forcing them to rather awkwardly stretch the frame forward to fit both.]]&lt;br /&gt;
[[File:Revolveridle BOCW.jpg|thumb|none|600px|The mutant &amp;quot;Magnum&amp;quot;, an amalgamation of the leading revolver brands.]]&lt;br /&gt;
[[File:RevolverADS BOCW.jpg|thumb|none|600px|Aiming down the Smith &amp;amp; Wesson sights.]]&lt;br /&gt;
[[File:Revolverinspect BOCW.jpg|thumb|none|600px|Inspecting the revolver involves flipping the Colt cylinder out.]]&lt;br /&gt;
[[File:Revolverinspect2 BOCW.jpg|thumb|none|600px|Inspecting the Colt-esque barrel.]]&lt;br /&gt;
[[File:Revolverreload BOCW.jpg|thumb|none|600px|Reloading by dumping all rounds in the cylinder.]]&lt;br /&gt;
[[File:Revolverreload2 BOCW.jpg|thumb|none|600px|The default reload animation has the player character individually insert rounds off screen; depending on the cylinder you choose in Gunsmith, a speed loader may be used instead (though dual-wielding will always reload both at once). The animation finishes with a wince-inducing flick of the wrist to shut the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Tranquilizer Gun&amp;quot;==&lt;br /&gt;
A hybrid of a [[Ruger Mk II]] and a [[Welrod]] mocked up to be a tranquilizer pistol is used by Bell in the campaign. The detachable magazine holds 8 rounds, and the animations are reused from the M1911 listed above. The bolt from the Welrod is used as a slide when it locks back on an empty magazine, however, the weapon does not eject casings of any kind, which begs the question of what the slide actually does. Some sort of air canister is seen under the barrel, and the weapon makes noises comparable to compressed air being released, which makes sense.&lt;br /&gt;
[[File:Ruger Mark II MK512.jpg|thumb|none|300px|Ruger Mark II - .22 LR]]&lt;br /&gt;
[[File:HPIM0965.jpg|thumb|none|300px|Welrod Mark II - .32 ACP.]]&lt;br /&gt;
[[File:TranqPistolEvidence BOCW.jpg|thumb|none|600px|From this angle, the grip is very clearly inspired by the Ruger Mk II.]]&lt;br /&gt;
[[File:TranqPistol BOCW.jpg|thumb|none|600px|But the ejection port and large knurled breech charging handle is very much Welrod-like.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
A [[Heckler &amp;amp; Koch MP5K]] with a collapsible stock and a threaded barrel is available as the &amp;quot;MP5&amp;quot;. It has an aftermarket and anachronistic Vector Arms MP5K style handstop handguard with perforations instead of a vertical foregrip by default. It uses an HK claw mount with an anachronistic rail when equipping optics. It can be customized into a number of MP5 variants as seen below, having a wide latitude of barrel and stock configurations akin to ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''.&lt;br /&gt;
&lt;br /&gt;
While not anachronistic for the 80s segments, the MP5K is used by US troops in Bell's Vietnam War flashbacks, which is both inaccurate and anachronistic (the MP5K was developed in 1976, and while the standard MP5 was first developed in 1966, it didn't see any form of service in Vietnam until 1975 as the MP5SD with the Green Berets). In this case (along with certain other weapons in the Vietnam missions), it can somewhat be excused by the fact that these are false flashbacks mixed with hallucinations. It is inaccurate for the East German police to be wielding MP5Ks during &amp;quot;Brick in the Wall&amp;quot;, where they would be using Soviet-manufactured rifles, carbines or submachine guns; the same goes with the Spetsnaz forces in other missions as well as the Cuban Revolutionary Armed Forces in &amp;quot;End of the Line&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
All blueprint variants of the MP5 have the same lower receiver as those of ''Modern Warfare'' (being based on the receiver of a [[PTR 9KT]], which is incredibly anachronistic to ''Cold War''), with the triangular parts still facing the opposite direction compared to real S-E-F lowers.&lt;br /&gt;
[[File:Heckler &amp;amp; Koch MP5K fitted with a A3 stock.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K &amp;quot;Reverse Stretch&amp;quot; with A3 stock - 9x19mm]]&lt;br /&gt;
[[File:MP5Kpreview BOCW.jpg|thumb|none|600px|The MP5K in Gunsmith. Note the gripless handguard resembling modern [https://hkparts.net/product/hk-mp5k-sp89-sp5k-forearm-with-handstop-usa-p16466.htm American examples] with added vent holes for creativity points.]]&lt;br /&gt;
[[File:MP5KIdle BOCW.jpg|thumb|none|600px|The MP5K used on board a Soviet salvage ship.]]&lt;br /&gt;
[[File:MP5KInspect BOCW.jpg|thumb|none|600px|Inspecting the default 30 round magazine of the MP5K.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A3===&lt;br /&gt;
The weapon has some barrel attachments that turn it into a full-sized [[MP5A3]]. The “9.5&amp;quot; Extended” barrel has an original slimline handguard, while the “9.5&amp;quot; Ranger” has a &amp;quot;tropical&amp;quot; wide handguard.&lt;br /&gt;
[[File:H&amp;amp;KMP5A3slimforearm.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; handguard - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5A3.jpg|thumb|none|600px|The MP5A3 with a &amp;quot;[[Talk:Call_of_Duty:_Black_Ops_Cold_War#X-Products_9mm_50_round_drum|STANAG 50 Rnd Drum]]&amp;quot; and &amp;quot;Collapsed Stock&amp;quot;.]]&lt;br /&gt;
[[File:MP5A3Idle BOCW.jpg|thumb|none|600px|An MP5A3 in Moscow.]]&lt;br /&gt;
[[File:MP5A3Inspect BOCW.jpg|thumb|none|600px|Turning it over to look at the ejection port and the &amp;quot;40 Rnd Speed Mag&amp;quot;, which is a slightly longer version of the early straight &amp;quot;waffle&amp;quot;-style magazine.]]&lt;br /&gt;
[[File:MP5A3Inspect2 BOCW.jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:MP5A3ADS BOCW.jpg|thumb|none|600px|Looking through the iron sights.]]&lt;br /&gt;
[[File:MP5A3.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with &amp;quot;tropical&amp;quot; wide handguard - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2===&lt;br /&gt;
The combination of the aforementioned barrel with the &amp;quot;Tactical Stock&amp;quot; turns the gun into an [[MP5A2]].&lt;br /&gt;
[[File:HK MP-5 A3.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with original &amp;quot;slimline&amp;quot; handguard and straight &amp;quot;waffle&amp;quot;-style magazine - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5A2.jpg|thumb|none|600px|The MP5A2 from the public beta with a &amp;quot;40 Rnd Speed Mag&amp;quot;. The &amp;quot;Salvo 50 Rnd Fast Mag&amp;quot; uses the same magazine model for some reason, albeit with a different tape and pull loop.]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A2WideForearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with &amp;quot;tropical&amp;quot; wide handguard - 9x19mm]]&lt;br /&gt;
[[File:MP5A2gunsmith BOCW.jpg|thumb|none|600px|The post launch MP5A2, with the &amp;quot;tropical&amp;quot; handguard.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
Combining either of the sound suppressors with the “9.5&amp;quot; Ranger” barrel configurations produces a [[Heckler &amp;amp; Koch MP5SD]] configuration. The “9.5&amp;quot; Extended” and “9.5&amp;quot; Reinforced Heavy” barrels also create an MP5SD with the handguard missing.&lt;br /&gt;
[[File:MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 with S-E-F trigger group - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5SD2.jpg|thumb|none|600px|An MP5SD2 configuration from the public beta with the &amp;quot;Agency Suppressor&amp;quot;.]]&lt;br /&gt;
[[File:MP5SD2gunsmith BOCW.jpg|thumb|none|600px|The post launch MP5SD2 in gunsmith preview.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
Ditto to the above configuration but with the default or one of the collapsible stock variants produces an MP5SD3.&lt;br /&gt;
[[File:MP5SD3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5SD3.jpg|thumb|none|600px|The MP5SD3 with the &amp;quot;Sound Suppressor&amp;quot; and &amp;quot;Jungle-Style Mag&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9 Hybrid==&lt;br /&gt;
A mildly fictionalized [[Intratec TEC-9]] was added with season five. It is depicted with the bolt assembly and charging handle of an [[Interdynamic KG-9]], although it is shown firing from a closed bolt like an actual TEC-9. It also has the front sight of a [[PPSh-41]] and the stock of an Interdynamic MP-9, though the latter can be removed with the &amp;quot;No Stock&amp;quot; attachment. When equipping grip attachments, it uses the base of the factory grip with the actual grip chopped off and replaced with the grip attachment of choice.&lt;br /&gt;
&lt;br /&gt;
It fires in semi-auto by default, but there are attachments that convert it into full-auto (the fire rate of which appears to be slower than in real life) and an inaccurate burst fire mode. It incorrectly holds 21 and 24 rounds (in multiplayer and Warzone respectively) in the actual 32-round magazine, presumably to prevent a burst from having less than 3 rounds.&lt;br /&gt;
&lt;br /&gt;
In terms of chronology, while the earlier MP-9/KG-9 was produced from 1981 (thus being borderline period appropriate for the 1981-1985 multiplayer maps), the TEC-9 has the post-1987 rear sight, rendering it anachronistic for the game.&lt;br /&gt;
&lt;br /&gt;
Dual TEC-9s are used by Perseus operative Kitsune in the season five cinematic trailer. The weapon is also seen in the &amp;quot;Harbinger Of Doom&amp;quot; calling card.&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 (post-1987 version) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:InterDynamicKG99.jpg|thumb|none|300px|Interdynamic KG-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Interdynamic MP-9.jpg|thumb|none|450px|Interdynamic MP-9 with foregrip and telescoping stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Tec9preview BOCW.jpg|thumb|none|600px|The mutant TEC-9 in the preview screen for the season 5 battlepass.]]&lt;br /&gt;
[[File:Tec9idle BOCW.jpg|thumb|none|600px|The TEC-9 in action in the slums of Panama City.]]&lt;br /&gt;
[[File:Tec9ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Tec9inspect BOCW.jpg|thumb|none|600px|Inspecting the gun. Note how, in addition to having the KG-9's bolt and charging handle, it also has its safety notch; the TEC-9 instead used the charging handle itself as a safety, pushing it into the bolt instead of using it to lock the bolt back.]]&lt;br /&gt;
[[File:Tec9inspect2 BOCW.jpg|thumb|none|600px|Checking out the closed bolt on a stock TEC-9]]&lt;br /&gt;
[[File:Tec9reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Tec9reload2 BOCW.jpg|thumb|none|600px|Note the various markings and warnings stamped into the polymer lower.]]&lt;br /&gt;
[[File:Tec9reload3 BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Tec9reload4 BOCW.jpg|thumb|none|600px|Charging the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;KSP 45&amp;quot;==&lt;br /&gt;
The &amp;quot;KSP 45&amp;quot; is a fictional 3-round burst submachine gun, only appearing in multiplayer. The overall shape is similar to the [[T2 MK5|Australian Automatic Arms 9mm SAC]], but takes other cues from submachine guns such as the [[Heckler &amp;amp; Koch UMP45]] with its boxy design, selector switch style, and charging handle with lock open feature (though it is depicted on the right side rather than the left). It has an AR-like bolt release and an AK trigger guard with paddle magazine release. Notably, it also resembles the &amp;quot;MACHT 37&amp;quot; frankengun from ''[[Metal Gear Solid V: The Phantom Pain]]''. Its buttstock seems to combine the socket of a solid MP5 stock, the shape of one from the the AAA SAC or the Wieger StG-940, H&amp;amp;K G3 style sling attachment point and the foldability of the UMP stock; the &amp;quot;Tactical Stock&amp;quot; and &amp;quot;SAS Combat Stock&amp;quot; attachments swap this out for a [[PSG-1]]-style stock (without or with a cheek rest, respectively), while the &amp;quot;Wire Stock&amp;quot; attachment gives it a shortened Romanian AK wire stock and the &amp;quot;Duster Stock&amp;quot; gives it a UMP-style stock. Curiously, the &amp;quot;42 Rnd&amp;quot; and &amp;quot;48 Rnd STANAG&amp;quot; magazine attachments, while referred to as drums, are actually shrunken-down HK21 machine gun belt boxes with feed towers instead of belt feed openings; the &amp;quot;42 Rnd Speed Mag&amp;quot; and &amp;quot;SALVO 48 Rnd Fast Mag&amp;quot; are [[Spectre M4]]-esque quad stack mags (of the exact same size, with the only difference being the latter's cloth shroud). &lt;br /&gt;
&lt;br /&gt;
Although it isn't normally written in all caps, &amp;quot;Ksp&amp;quot; is the Swedish abbreviation for &amp;quot;machine gun&amp;quot; (short for ''Kulspruta''); however, the trademarks on the right side of the &amp;quot;KSP 45&amp;quot; identify it as a &amp;quot;Kühn &amp;amp; Schmidt MP-U&amp;quot; and state that it is of West German origin. There is also a &amp;quot;WARNING REFER TO OWNER'S MANUAL&amp;quot; stamp above the fire selector, which is similar to the markings on nonmilitary UMPs and USCs.&lt;br /&gt;
&lt;br /&gt;
It is also depicted as being used by a Vietcong guerilla in the &amp;quot;Brap Brap&amp;quot; calling card implying that it was used in Vietnam in the ''Black Ops'' universe.&lt;br /&gt;
[[File:AAA SAC 9mm.jpg|thumb|none|450px|Australian Automatic Arms 9mm SAC - 9x19mm]]&lt;br /&gt;
[[File:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:HKMP2000Prototype.jpg|thumb|none|450px|Experimental H&amp;amp;K MP2000 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:KSP45preview BOCW.jpg|thumb|none|600px|The &amp;quot;KSP 45&amp;quot; up close. At full size, the fire selector's 3 positions - &amp;quot;SAFE&amp;quot;, &amp;quot;BURST&amp;quot;, and &amp;quot;AUTO&amp;quot; - can be seen; ignoring the rather obvious fact that the weapon can't be set to full-auto in-game, the lack of a semi-auto position on a select-fire weapon is rather bizarre. Somewhat amusingly, the former is accompanied by a single large white block, while the latter features three small ones, and the three-round-burst position only features two.]]&lt;br /&gt;
[[File:KSP45Idle BOCW.jpg|thumb|none|600px|Holding the KSP 45.]]&lt;br /&gt;
[[File:KSP45ADS BOCW.jpg|thumb|none|600px|Aiming down the sights - here, the folding stock hinge is easily visible.]]&lt;br /&gt;
[[File:KSP45Inspect BOCW.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:KSP45Inspect2 BOCW.jpg|thumb|none|600px|Inspecting the right side. Note the UMP charging handle present over the ejection port and the small AR like brass deflector.]]&lt;br /&gt;
[[File:KSP45reload BOCW.jpg|thumb|none|600px|Reloading the KSP. Note the UMP like handguard covered with checkered texture like the early MP5 slimline forearm.]]&lt;br /&gt;
&lt;br /&gt;
==LAPA SM Modelo 3==&lt;br /&gt;
The [[LAPA SM Modelo 3]] was added during Season 6, under the name &amp;quot;LAPA&amp;quot; (an odd name, as LAPA is the manufacturer of the weapon). The SM Modelo 3 was a prototype weapon with only one example ever made rendering it virtually impossible to be used in any meaningful combat capacity. Appropriate submachine guns of Brazilian origin would either be the INA Model 953 (1950), a modification of the [[Madsen M50]] chambered in .45 ACP or the extremely simple-to-manufacture Mekanika Uru (1977).&lt;br /&gt;
[[File:LAPA SM MOD 3.jpg|thumb|none|450px|LAPA SM Modelo 3 - 9x19mm]]&lt;br /&gt;
[[File:LAPABPpreview BOCW.jpg|thumb|none|600px|The &amp;quot;LAPA&amp;quot; in the preview menu screen.]]&lt;br /&gt;
[[File:LAPAidle BOCW.jpg|thumb|none|600px|The &amp;quot;LAPA&amp;quot; and its owner checking out a parking garage in Miami Beach.]]&lt;br /&gt;
[[File:LAPAADS BOCW.jpg|thumb|none|600px|Aiming down the sights at a shifty looking garage door.]]&lt;br /&gt;
[[File:LAPAinspect1 BOCW.jpg|thumb|none|600px|Inspecting the firearm.]]&lt;br /&gt;
[[File:LAPAinspect2 BOCW.jpg|thumb|none|600px|Checking out the other side.]]&lt;br /&gt;
[[File:LAPAreload1 BOCW.jpg|thumb|none|600px|Reloading after dumping an entire magazine of 9mm into said garage door.]]&lt;br /&gt;
[[File:LAPAreload2 BOCW.jpg|thumb|none|600px|Giving the charging handle a good pull, cocking the gun.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;LC10&amp;quot;==&lt;br /&gt;
The &amp;quot;LC10&amp;quot; is a fictional submachine gun that was added in Season 2. It appears to be based on the [[Walther MPK]], with stylistic elements from (of all things) an [[Accuracy International Arctic Warfare]] sniper rifle ([https://youtu.be/0krEGBnWEag?t=903%20 the developers having stated that in-universe it was made by the same manufacturer as the game's Accuracy International-inspired &amp;quot;LW3 Tundra&amp;quot;]). Its Warzone incarnation was previously stated to be chambered in .45 ACP, but this was later changed to 9mm Parabellum. The muzzle brake and flash guard attachments still have the .45 caliber shown as part of their names (in which case it is mislabeled &amp;quot;.45 APC&amp;quot;). An actual MPK or MPL would be appropriate choices.&lt;br /&gt;
&lt;br /&gt;
[[File:Walther mpk unfolded.jpg|thumb|none|450px|Walther MPK with stock unfolded - 9x19mm]]&lt;br /&gt;
[[File:Arctic Warfare Folding Stock.jpg|thumb|none|450px|Accuracy International AW-F - 7.62x51mm NATO]]&lt;br /&gt;
[[File:LC10loadoutpreview BOCW.jpg|thumb|none|600px|The &amp;quot;LC10&amp;quot; in the loadout menu weapon preview screen. Peculiarly, the wire stock features a cheek pad.]]&lt;br /&gt;
[[File:LC10idle BOCW.jpg|thumb|none|600px|The &amp;quot;LC10&amp;quot; in the rather anachronistic Los Angeles high speed bullet train station ported from ''Black Ops 2''.]]&lt;br /&gt;
[[File:LC10ads BOCW.jpg|thumb|none|600px|Looking through the adjustable rear sight.]]&lt;br /&gt;
[[File:LC10reload1 BOCW.jpg|thumb|none|600px|Reloading from empty involves taking the fresh magazine and flicking the empty mag out by hitting the release paddle with the feed lip.]]&lt;br /&gt;
[[File:LC10reload2 BOCW.jpg|thumb|none|600px|Inserting the new magazine, then charging the bolt.]]&lt;br /&gt;
[[File:LC10inspect1 BOCW.jpg|thumb|none|600px|Much like the AUG, the LC10's transparent polymer magazine models the proper amount of ammunition in each magazine. Despite being depicted as a closed bolt gun, there is no round visible in the breech during the brass check section of the inspect animation.]]&lt;br /&gt;
[[File:LC10inspect2 BOCW.jpg|thumb|none|600px|Note the empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
The [[MAC-10]] was added in Season 1. It is depicted with a custom side cocking charging handle similar to low profile Uzi cocking levers and uses anachronistic front grip adapter and top rail when attaching grip and sight attachments respectively. The side is marked with &amp;quot;Cal .45 Auto&amp;quot;, which is contradicted by the use of a 32-round default magazine, the number &amp;quot;9&amp;quot; as part of some muzzle attachments names, and the use of 9mm Parabellum ammunition in Warzone. The weapon fires correctly from an open bolt in ''Cold War'', but incorrectly from a closed bolt in ''Warzone''.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Quick Judgement&amp;quot; blueprint is based on the Lawgiver MK II pistol from the ''Judge Dredd'' franchise.&lt;br /&gt;
[[File:IngramMAC10.jpg|thumb|none|300px|Ingram MAC-10 - 9x19mm]]&lt;br /&gt;
[[File:MAC10preview BOCW.jpg|thumb|none|600px|The MAC-10 in the battlepass preview screen.]]&lt;br /&gt;
[[File:MAC10idle BOCW.jpg|thumb|none|600px|The MAC-10 being used in a [[Back to the Future|New Jersey mall]].]]&lt;br /&gt;
[[File:MAC10ADS BOCW.jpg|thumb|none|600px|Looking through the basic notch sights. Note the misaligned front and rear sights.]]&lt;br /&gt;
[[File:MAC10inspect1 BOCW.jpg|thumb|none|600px|Inspecting the MAC-10.]]&lt;br /&gt;
[[File:MAC10inspect2 BOCW.jpg|thumb|none|600px|Checking the ejection port.]]&lt;br /&gt;
[[File:MAC10inspect3 BOCW.jpg|thumb|none|600px|Tugging on the charging handle.]]&lt;br /&gt;
[[File:MAC10reload BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:MAC10reload2 BOCW.jpg|thumb|none|600px|And then racking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-02 Kiparis==&lt;br /&gt;
The [[OTs-02 Kiparis]] was added in in the mid-season update for Season 4, under the name &amp;quot;OTs 9&amp;quot;. It is technically anachronistic to the 80s time period of the game, as while it was designed in the seventies, it was first serially produced in 1991. The Sa vz. 82 Skorpion, the aforementioned APS, or the TKB-486 would be better choices for the time period. the It uses 20-round magazines by default, though 25, 30, 32 and 40 round magazines are available as attachments, with the 30 rounder being the only real option. The 30 and 40 rounders are regular magazine extensions, while the 25 and 32 rounders are curved &amp;quot;speed mags&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Kiparis is one of the few weapons to have a distinctly different set of animations in ''Warzone'' compared to ''Cold War''.&lt;br /&gt;
[[File:Kiparis.jpg|thumb|none|450px|KBP OTs-02 &amp;quot;Kiparis&amp;quot; - 9x18mm Makarov]]&lt;br /&gt;
[[File:KiparisPreview BOCW.jpg|thumb|none|600px|The Kiparis in the gunsmith preview screen.]]&lt;br /&gt;
[[File:CW OTs9 idle.jpg|thumb|none|600px|Cpt. Price holds the OTs-02 Kiparis in the middle of a paintball arena.]]&lt;br /&gt;
[[File:CW OTs9 inspectleft.jpg|thumb|none|600px|Inspecting the Russian SMG; note that the selector is incorrectly pointing towards &amp;quot;ОД&amp;quot;, which is for semi-auto.]]&lt;br /&gt;
[[File:CW OTs9 inspectright.jpg|thumb|none|600px|Checking the SMG for any stray flecks of paint, here the bolt handle is clearly visible. It apparently moves independently of the rest of the gun during this animation; at the end (and after firing a shot), the bolt visibly drops down a couple of millimeters, suggesting that the animation doesn't quite loop like it's supposed to.]]&lt;br /&gt;
[[File:CW OTs9 irons.jpg|thumb|none|600px|Aiming down the clear ironsights.]]&lt;br /&gt;
[[File:CW OTs9 tacreload1.jpg|thumb|none|600px|Quickly using the magazine release before an employee notices the time-travelling SAS soldier in the middle of the arena.]]&lt;br /&gt;
[[File:CW OTs9 tacreload2.jpg|thumb|none|600px|Inserting a fresh magazine of 9x18mm Makarov.]]&lt;br /&gt;
[[File:CW OTs9 emptyreload beginflick.jpg|thumb|none|600px|The empty reload procedure involves flicking the magazine out, AK style...]]&lt;br /&gt;
[[File:CW OTs9 emptyreload flick.jpg|thumb|none|600px|...which results in the old magazine being knocked to the floor.]]&lt;br /&gt;
[[File:CW OTs9 emptyreload insert.jpg|thumb|none|600px|The penultimate step - loading a new stick mag.]]&lt;br /&gt;
[[File:CW OTs9 emptyreload bolt.jpg|thumb|none|600px|With an overarm tug on the bolt handle, Price is now free to travel back to [[Call of Duty: Modern Warfare (2019)|his own timeline]], taking his anachronistic SMG with him.]]&lt;br /&gt;
[[File:CW OTs9 melee.jpg|thumb|none|600px|But not before he waves the Kiparis around in the air, showing off the future of Russian SMG design to the bewildered paintball arena employees.]]&lt;br /&gt;
&lt;br /&gt;
==PM-63 RAK==&lt;br /&gt;
The [[PM-63 RAK]] was added during Season 3 as the &amp;quot;AMP63&amp;quot;; unlike its incarnation in ''[[Call of Duty: Black Ops|BO1]]'', it is classified as a pistol. Also unlike that incarnation, it has a correct 15-round capacity by default (with 20-, 22-, and 25-round optional magazines available, the latter being the only real one), as well as a more correct rate of fire. Its foregrip and stock are now permanently folded, and it fires from a closed bolt like the PM-63C variant from the Polish firm &amp;quot;Pioneer Arms Corp&amp;quot;. Additionally, its Warzone incarnation is incorrectly chambered in 9mm Parabellum (a feature of the PM-70 prototype) rather than 9x18mm Makarov.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lawgiver&amp;quot; blueprint is based on the Lawgiver MK II pistol from the ''Judge Dredd'' franchise.&lt;br /&gt;
[[File:PM63.JPG|thumb|none|350px|PM-63 RAK - 9x18mm Makarov]]&lt;br /&gt;
[[File:PM63preview BOCW.jpg|thumb|none|600px|The PM-63 in a loadout menu.]]&lt;br /&gt;
[[File:PM63idle BOCW.jpg|thumb|none|600px|The PM-63 wielded by MI6 operative Park in New Mexico.]]&lt;br /&gt;
[[File:PM63ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:PM63inspect1 BOCW.jpg|thumb|none|600px|Inspecting the Polish submachine gun.]]&lt;br /&gt;
[[File:PM63inspect2 BOCW.jpg|thumb|none|600px|Checking the other side.]]&lt;br /&gt;
[[File:PM63reload1 BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:PM63reload2 BOCW.jpg|thumb|none|600px|Sliding in a new magazine.]]&lt;br /&gt;
[[File:PM63reload3 BOCW.jpg|thumb|none|600px|Racking the slide.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
An anachronistic and heavily stylized [[PP-19 Bizon-2]] (developed in the 1990s) appears under the name &amp;quot;Bullfrog&amp;quot;. It is depicted with a ribbed dust cover resembling that of an [[AS Val]], and the rear sight relocated to the rear of the receiver, along many other cosmetic changes. The default helical magazine only holds 50 rounds instead of 64 or 53 like its real-world counterpart (in 9x18mm Makarov and 9x19mm Parabellum, respectively), and its front attachment point is below the front sight (like the earlier Bizon-1). It has a top-folding stock by default, but can be fitted with a side-folding stock similar to that of other Bizon variants, via the &amp;quot;Duster Stock&amp;quot; or the &amp;quot;KGB Skeletal Stock&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:PP-19 Bizon top-folding stock.jpg|thumb|none|450px|PP-19 Bizon-2-01 with top-folding stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Bizonpreview BOCW.jpg|thumb|none|600px|The &amp;quot;Bullfrog&amp;quot; in Gunsmith. The stock is similar to the Dragunov MA prototype (a trials competitor to the AKS-74U) and the grip is shaped similar to the PP-71, another one of Dragunov's prototypes.]]&lt;br /&gt;
[[File:BizonIdle BOCW.jpg|thumb|none|600px|The &amp;quot;Bullfrog&amp;quot; in-game.]]&lt;br /&gt;
[[File:BizonADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:BizonInspect BOCW.jpg|thumb|none|600px|Inspecting involves popping out the helical magazine for a quick glance.]]&lt;br /&gt;
[[File:BizonInspect2 BOCW.jpg|thumb|none|600px|Then turning it over to look at the ejection port.]]&lt;br /&gt;
[[File:BizonReload BOCW.jpg|thumb|none|600px|Dropping an empty magazine.]]&lt;br /&gt;
[[File:BizonReload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine. Note the conspicuous lack of ammunition, made all the more conspicuous by its presence in the inspection animation.]]&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:BOCW Bizon stock.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] was added in Season 3. It is carried by some Red Army soldiers in the intro cutscene of the Zombies map Die Maschine and inaccurately by Soviet troops in the Season 3 cutscene, which is set in 1984. It is also seen in the &amp;quot;Combat Hardened&amp;quot; achievement icon which is based on the &amp;quot;Stand to Death&amp;quot; statue in Volgograd.&lt;br /&gt;
&lt;br /&gt;
By default, it holds 32 rounds; this is a characteristic of the MP41(r), a German 9x19mm conversion of the PPSh-41 from WWII, even though the in-game weapon is modeled with a standard PPSh-41's 35-round magazine. Interestingly, the &amp;quot;VDV 50 Round Fast Mag&amp;quot; attachment gives the weapon a straight magazine looking similar to that of the MP41(r). To confuse matters further, its muzzle attachments imply that it's chambered in .45 ACP (or rather, .45 &amp;quot;APC&amp;quot;), a feature of absolutely no version of the PPSh.&lt;br /&gt;
&lt;br /&gt;
The weapon has a variety of rather strange barrel options - the &amp;quot;15.7&amp;quot; Task Force&amp;quot; barrel, as well as the &amp;quot;Loud Pipe&amp;quot; variant, have a front forend and heat shield styled after the [[SVT-40]] (a setup extremely similar to the &amp;quot;Thrive&amp;quot; and &amp;quot;Snake&amp;quot; variations from ''[[Call of Duty: WWII]]''); the &amp;quot;14.9&amp;quot; Rifled&amp;quot; barrel gives it an [[Erma EMP-35]]'s barrel shroud and the small wooden forend of a [[PPD-40]]; the &amp;quot;14.9&amp;quot; Ranger&amp;quot; barrel has what appears to be a [[Browning M1919]] barrel shroud with a [[Karabiner 98k]] front sight; the &amp;quot;14.9&amp;quot; Reinforced Heavy&amp;quot; barrel is taken from the [[K-50M]] (albeit also fitted with a Kar98k's front sight); the &amp;quot;12.7&amp;quot; Cavalry Lancer&amp;quot; barrel is seemingly inspired by the PPD-40's (albeit shorter, with larger vents and no handguard); and the &amp;quot;14.3&amp;quot; Extended&amp;quot; barrel is taken from the [[PPS-43]]. Stock options include the &amp;quot;Tactical Stock&amp;quot; (an [[MP28]]-style stock with a leather cheekrest), the &amp;quot;Spetznaz Stock&amp;quot; (a regular-looking stock with a cheekrest and two seemingly-random bolts driven directly through the receiver), and the &amp;quot;Marathon&amp;quot;, &amp;quot;Duster&amp;quot;, and &amp;quot;CQB&amp;quot; stocks (all sawn off, with the former having the original wooden side panels, the latter having K-50M-esque metal side panels, and the Duster having the metal side panels of the experimental folding-stocked PPSh-45; these panels are also used by the &amp;quot;Raider Stock&amp;quot;, seemingly a grafted-on rifle stock).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Night Raid&amp;quot; blueprint (a promotional pre-order reward in ''BOCW'' for ''[[Call of Duty: Vanguard]]'') is stylized after WWII planes like the P-40 Warhawk with the addition of a red dot sight stylized after WWII aircraft reflector gunsights like the Mk 20 Mod 4 sight.&lt;br /&gt;
[[File:Ppsh41.jpg‎|thumb|none|450px|PPSh-41 with 35-round box magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:PPSH41battlepasspreview BOCW.jpg|thumb|none|600px|The PPSh-41 in the battlepass preview. Note the 35-round box magazine inaccurately holding only 32 rounds.]]&lt;br /&gt;
[[File:PPSH41idle BOCW.jpg|thumb|none|600px|NATO operator Hunter wields a PPSh-41.]]&lt;br /&gt;
[[File:PPSH41ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:PPSH41inspect1 BOCW.jpg|thumb|none|600px|Inspecting the submachine gun.]]&lt;br /&gt;
[[File:PPSH41inspect2 BOCW.jpg|thumb|none|600px|Flipping it over.]]&lt;br /&gt;
[[File:PPSH41reload1 BOCW.jpg|thumb|none|600px|Taking out an empty magazine.]]&lt;br /&gt;
[[File:PPSH41reload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PPSH41reload3 BOCW.jpg|thumb|none|600px|Cocking the gun.]]&lt;br /&gt;
[[File:PPSH-01-SMG.jpg‎|thumb|none|450px|PPSh-41 with 71 round drum - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:BOCW PPSh drum.jpg|thumb|none|600px|The weapon loaded with a drum magazine, which only holds 55 rounds. A version of this drum with some canvas wrapped around the bottom holds 85, somehow.]]&lt;br /&gt;
[[File:BOCW PPSh SVT barrel.jpg|thumb|none|600px|The &amp;quot;Task Force&amp;quot; barrel makes the front end of the PPSh resemble the [[SVT-40]].]]&lt;br /&gt;
[[File:BOCWMaschine-PPShSVT.jpg|thumb|none|600px|Soviet soldiers with PPSh-41s in the &amp;quot;Die Maschine&amp;quot; intro.]]&lt;br /&gt;
[[File:PPSH 9MM.JPG|thumb|none|450px|PPSh-41 with 9mm conversion - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BOCW PPSh 9m.jpg|thumb|none|600px|The &amp;quot;VDV 50 round fast mag&amp;quot; resembles a 9x19mm converted PPSh.]]&lt;br /&gt;
&lt;br /&gt;
==SOCIMI Type 821==&lt;br /&gt;
The [[SOCIMI Type 821]] appears in-game. It was referred to as the &amp;quot;Type 821&amp;quot; during the alpha, but the name was changed to &amp;quot;Milano 821&amp;quot; in the Beta (with Milano being Italian for Milan, the city where this gun was made) and kept through the final game. It has an anachronistic Masterpiece Arms side cocking charging handle instead of the proper top mounted one like the [[Uzi]] it was based on. It is anachronistic to the campaign's 1981 time period, as it was designed in 1983 and produced in 1984 (the earlier Uzi for American forces and the PPS-42/43 or the later-added PPSh-41 for Communist-state forces would have been a better choice).&lt;br /&gt;
&lt;br /&gt;
[[File:Socimi821.jpg|thumb|none|450px|Socimi Type 821 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Mpa10sst.jpg|thumb|none|300px|MasterPiece Arms MPA10SST - .45 ACP]]&lt;br /&gt;
[[File:Type821preview BOCW.jpg|thumb|none|600px|The Type 821 in Gunsmith. It lacks a stock by default.]]&lt;br /&gt;
[[File:Type821idle BOCW.jpg|thumb|none|600px|The Type 821 in a Nicaraguan cartel plantation, now fitted with a folding stock. Note that the weapon has been modified with a side cocking charging handle from modern Masterpiece Arms MAC 10/11 clones.]]&lt;br /&gt;
[[File:Type821ADS BOCW.jpg|thumb|none|600px|Looking down the notch sights.]]&lt;br /&gt;
[[File:Type821inspect BOCW.jpg|thumb|none|600px|Inspecting the Type 821.]]&lt;br /&gt;
[[File:Type821inspect2 BOCW.jpg|thumb|none|600px|Inspecting the other side. Unfortunately, like the Uzi from the previous [[Call of Duty: Modern Warfare (2019)|Call of Duty]], the open bolt design of the Type 821 is not reflected in the third person model.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] appears as the &amp;quot;Gallo SA12&amp;quot; (''gallo'' means &amp;quot;rooster&amp;quot; or &amp;quot;cock&amp;quot; in Italian). It is used in semi-automatic mode, and the stock is folded by default, but it can be modified with some unfolded stock options, as well as a fixed stock or no stock at all. Attaching optics will automatically unfold the stock as well. It is weirdly used by Soviet forces in the campaign, and also appears anachronistically in the false flashbacks to the Vietnam War. While the [[KS-23]] from ''BO1'' would be a preferable option as it was adopted by Soviet forces (though it is being serial produced at 1981, the year of most of the campaign's events), semi-automatic designs such as the [[MTs 21-12|MTs 21]] or the [[Baikal Semi Auto Shotgun Series|IZh-20]] would be more suitable to a semi-automatic role.&lt;br /&gt;
&lt;br /&gt;
In a rare bit of realism, the carrier latch button is depressed during reloads to allow the user to load shells (unless an optical attachment is used, in which case the player character will grasp the shotgun from the heat shield instead). When not aiming, the weapon will be upended during reloads (as previously seen in ''[[Call of Duty: Modern Warfare 2|Modern Warfare 2 Campaign Remastered]]''), while the weapon will be held right-side up if reloading while aiming. However, the gun is never rechambered after an empty reload. It holds 7 shells, which is possible with 6 round tubes and a 7th shell in the chamber (or with an underloaded 8-round tube), but as this is never depicted, the tube length is fictional. The magazine tube itself looks more like a 5 or 6 shell tube rather than the 7 shells the weapon actually holds.&lt;br /&gt;
&lt;br /&gt;
The extended 9 and 12 round tubes are modeled incorrectly; while the tube does get longer, it only grows by about 0.5 shells length each time to avoid a comically large magazine tube sticking out of the front of the shotgun.&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 with stock folded - 12 gauge]]&lt;br /&gt;
[[File:SPAS12preview BOCW.jpg|thumb|none|600px|The SPAS-12 in Gunsmith.]]&lt;br /&gt;
[[File:SPAS12Idle BOCW.jpg|thumb|none|600px|The SPAS-12 in use on a CIA raid of an East German aircraft hangar.]]&lt;br /&gt;
[[File:SPAS12ADS BOCW.jpg|thumb|none|600px|Aiming down the sights with the stock folded up. This is inaccurate to the real SPAS-12; the end of the stock is solid and you cannot aim down the sights with the stock folded.]]&lt;br /&gt;
[[File:SPAS12Inspect BOCW.jpg|thumb|none|600px|Inspecting the SPAS-12.]]&lt;br /&gt;
[[File:SPAS12Inspect2 BOCW.jpg|thumb|none|600px|Checking the other side.]]&lt;br /&gt;
[[File:SPAS12Reload BOCW.jpg|thumb|none|600px|Loading up the magazine tube.]]&lt;br /&gt;
[[File:ADS SPAS-12 BLOPS CW.jpg|thumb|none|600px|When reloading while aiming, the shotgun is held right-side up with the support hand holding down the carrier latch button.]]&lt;br /&gt;
&lt;br /&gt;
==Henry .410 Lever Action Shotgun==&lt;br /&gt;
A stylized [[Henry USA rifle series#Henry .410 Lever Action Shotgun|Henry .410 Lever Action Shotgun]] was added with Season 6 as the &amp;quot;.410 Ironhide&amp;quot;. It is extremely anachronistic; not only were Henry lever action shotguns not produced until 2017, but the side loading gate version featured in-game was introduced in 2019. It is fitted with a Williams sight. Compared to the game's other shotguns, it is more precision-oriented, with the tightest spread, lowest fire rate, and worst hipfire spread (the weapon's barrel somehow spreading pellets differently based on how the user looks at it); somewhat bafflingly, it also does the most damage out of all the game's shotguns, despite firing the smallest shells by a substantial margin. The only other lever-action shotgun that is appropriate to the game's setting would be a reproduction version of the fullsize [[Winchester Model 1887]]. It is not in .410 gauge, however, but it is at least appropriate for the damage it deals (though it isn't of the same capacity). Another exotic manually-operated shotgun would be the TOZ [[MTs 20 shotgun series]] in 32 gauge and with an extended magazine.&lt;br /&gt;
&lt;br /&gt;
In a reverse of the SPAS-12's errors, the Henry .410 is ''always'' cocked after every reload in ''Cold War''’s multiplayer. However, this is corrected in Warzone, where it is only cocked when empty.&lt;br /&gt;
[[File:H018G-410R.jpg|thumb|none|450px|Henry H018G-410R - .410 bore]]&lt;br /&gt;
[[File:Henry410BPpreview BOCW.jpg|thumb|none|600px|The Henry Lever Action Shotgun in the battlepass preview menu.]]&lt;br /&gt;
[[File:Henry410idle BOCW.jpg|thumb|none|600px|The Henry .410 wielded by NATO operator Park, in a Soviet live fire training compound,]]&lt;br /&gt;
[[File:Henry410ADS BOCW.jpg|thumb|none|600px|Aiming down Main Street, USA.]]&lt;br /&gt;
[[File:Henry410inspect1 BOCW.jpg|thumb|none|600px|Inspecting the time travelling lever action shotgun. Note the top of the receiver is drilled and tapped for an optic mount.]]&lt;br /&gt;
[[File:Henry410inspect2 BOCW.jpg|thumb|none|600px|Flipping the shotgun over and examining the loading gate and ejection port.]]&lt;br /&gt;
[[File:Henry410reload BOCW.jpg|thumb|none|600px|Inserting fresh shells into the loading gate.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
The [[Ithaca 37]] appears in-game as the &amp;quot;Hauer 77&amp;quot;, likely a reference to [[Rutger Hauer]], the late star of the film ''[[Hobo with a Shotgun]]''. The weapon is pumped after every single reload (in both Cold War and Warzone). A unique variant of the shotgun, known as the &amp;quot;Firestarter&amp;quot;, appears in &amp;quot;End of the Line&amp;quot;, firing incendiary shells exclusive to this mission.&lt;br /&gt;
&lt;br /&gt;
A shortened version called the &amp;quot;Sucker Punch&amp;quot; is available as a skin via the &amp;quot;Air Sea Land&amp;quot; pack for the Ultimate Edition. The base weapon can also be shortened by equipping the “19.3&amp;quot; Hammer Forged” barrel and the &amp;quot;No Stock&amp;quot; attachment.&lt;br /&gt;
[[File:IthacaBayo.jpg|thumb|none|450px|Ithaca 37 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:Ithaca37preview BOCW.jpg|thumb|none|600px|The Ithaca 37 in Gunsmith. It is fitted with a heat shield by default, the bayonet lug is removed and the sling loop is attached to the magazine tube.]]&lt;br /&gt;
[[File:Ithaca37idle BOCW.jpg|thumb|none|600px|The Ithaca 37 used on board a Soviet salvage ship.]]&lt;br /&gt;
[[File:Ithaca37ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Ithaca37Inspect BOCW.jpg|thumb|none|600px|Inspecting the Ithaca 37.]]&lt;br /&gt;
[[File:Ithaca37Inspect2 BOCW.jpg|thumb|none|600px|Every weapon inspect for the Ithaca 37 involves the player character working the pump.]]&lt;br /&gt;
[[File:Ithaca37Reload BOCW.jpg|thumb|none|600px|Loading the magazine tube up.]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The [[Penn Arms Striker-12]] was added to the game during Season 1. It has the auto-ejection mechanism (and therefore the shell deflector) of late models, but lacks a rear drum advance lever like early models. The design is anachronistic, as the auto-ejection feature on Striker shotguns (developed in 1989) wasn't yet in existence during game's time period (when the company was called Sentinel Arms), and the original model wouldn't fit in the pre-1983 multiplayer maps either.&lt;br /&gt;
&lt;br /&gt;
It is referred to as the &amp;quot;Streetsweeper&amp;quot;, and incorrectly fires in fully-automatic mode. Unlike its counterpart from previous games, the winding key is correctly used to rotate the cylinder while reloading, although there is a missing step in which the player character is supposed to manually eject the last shell with the ejector rod.&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|400px|Penn Arms Striker-12 - 12 gauge]]&lt;br /&gt;
[[File:Striker12FullLength.jpg|thumb|none|400px|Sentinel Arms Striker-12 with civilian-legal 18&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:Striker12preview BOCW.jpg|thumb|none|600px|The Striker-12.]]&lt;br /&gt;
[[File:Striker12Idle BOCW.jpg|thumb|none|600px|The Striker-12 in service inside a West German US Army base.]]&lt;br /&gt;
[[File:Striker12ADS BOCW.jpg|thumb|none|600px|The Striker-12's iron sights.]]&lt;br /&gt;
[[File:Striker12Inspect BOCW.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:Striker12Inspect2 BOCW.jpg|thumb|none|600px|Carefully reading the warning label on the side of the receiver.]]&lt;br /&gt;
[[File:Striker12Reload BOCW.jpg|thumb|none|600px|Reloading by twisting the winding key for each new shell.]]&lt;br /&gt;
[[File:Striker12Reload2 BOCW.jpg|thumb|none|600px|Inserting a new shell.]]&lt;br /&gt;
&lt;br /&gt;
==TP-82==&lt;br /&gt;
A stylized [[TP-82]] was added in season five as the &amp;quot;Marshal&amp;quot;, an in-universe predecessor to ''BO3''’s [[Talk:Call of Duty: Black Ops III#&amp;quot;Marshal 16&amp;quot;|&amp;quot;Marshal 16&amp;quot;]]. It is used by Woods as a backup sidearm in the season five cinematic trailer. It is classed as a pistol instead of a shotgun.&lt;br /&gt;
&lt;br /&gt;
The weapon lacks the 5.45mm barrel that the actual weapon has, meaning it functions as a regular double-barrel shotgun. Furthermore, it has been rechambered for 12 gauge instead of the 12.5x70mm shells it actually uses. Owing to its pistol classification, it can be dual-wielded. The weapon only has 6 attachments, which include two optics (mounted on an anachronistic Picatinny rail), a cut-down barrel, a longer barrel and dual-wield. The final attachment is &amp;quot;Dragon's Breath&amp;quot; shells, which do not set enemies on fire, instead they just have a flat damage increase and a cosmetic fire effect, but they are still countered by Flak Jacket.&lt;br /&gt;
&lt;br /&gt;
The two hammers on the gun are not dynamically animated in BOCW, but are in ''Warzone''. In BOCW, the right hammer doesn't drop after firing the first shot (from the right barrel), and both hammers will only drop (simultaneously) after firing both shots; the ''Warzone'' animation correctly shows the right hammer dropping after the first shot. This also extends to the reload animations: the BOCW animation only shows the operator cocking both hammers when reloading both both barrels, while the ''Warzone'' animation has an additional animation showing the operator cocking the one dropped hammer when reloading a single barrel.&lt;br /&gt;
&lt;br /&gt;
Markings on the weapon read &amp;quot;Manufactured in the USA&amp;quot; and &amp;quot;Marshal 82&amp;quot;. In a nice bit of attention-to-detail, struck primers can be seen on the fired shells when reloading. &lt;br /&gt;
[[File:TP-82.jpg|thumb|none|400px|TP-82 - 5.45x39mm &amp;amp; 12.5x70mm (roughly 40 gauge)]]&lt;br /&gt;
[[File:TP82preview BOCW.jpg|thumb|none|600px|Gunsmith preview.]]&lt;br /&gt;
[[File:TP82idle BOCW.jpg|thumb|none|600px|The &amp;quot;Marshal&amp;quot; on the map &amp;quot;Diesel&amp;quot;.]]&lt;br /&gt;
[[File:TP82empty BOCW.jpg|thumb|none|600px|After depleting your ammo pool, the hammers will be correctly shown as uncocked.]]&lt;br /&gt;
[[File:TP82ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:TP82inspect1 BOCW.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:TP82inspect2 BOCW.jpg|thumb|none|600px|Flipping it over.]]&lt;br /&gt;
[[File:TP82inspect3 BOCW.jpg|thumb|none|600px|Checking the breech, note the unstruck primers on the shotgun shells.]]&lt;br /&gt;
[[File:TP82reload BOCW.jpg|thumb|none|600px|Reloading the &amp;quot;Marshal&amp;quot;, note the now struck primer on the right.]]&lt;br /&gt;
[[File:TP82reload2 BOCW.jpg|thumb|none|600px|Spent hulls ejected.]]&lt;br /&gt;
[[File:TP82reload3 BOCW.jpg|thumb|none|600px|Fresh shells inserted.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles / Carbines=&lt;br /&gt;
==Ak 5==&lt;br /&gt;
A stylized [[Ak 5]] is featured in the game as the &amp;quot;Krig 6&amp;quot; (''krig'' means &amp;quot;war&amp;quot; in Swedish). It anachronistically appears in the campaign's 1981 period and in the false flashbacks to Vietnam, as it was first produced in 1986 (the [[FN FNC]], from which the Ak 5 was derived, would have been a more appropriate choice for the 80s segments, and it’s predecessor, the [[FN CAL]], was developed in 1966, and it was used by Thai Forces during the Vietnam War). It also uses an anachronistic upper rail when equipping optics. It is used inaccurately by the East German police and Soviet as well as American troops in the campaign, who would much more likely use the [[AKS-74|MPi-AKS-74N]] and [[M16]] respectively. While it may be possible that the Iranian terrorists in &amp;quot;Nowhere Left to Run&amp;quot; stole a few AK 5 rifles, it is highly unlikely, considering it is exclusively used by the Swedish Armed Forces and the Norwegian Police Service.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tactical Stock&amp;quot; gives it a synthetic fixed [[FN FAL]] stock (similar to some FNC configurations), and the &amp;quot;Commando Assembly&amp;quot; stock is taken from a [[SIG SG 550]] series rifle.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|450px|Bofors Ak 5 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Ak5preview BOCW.jpg|thumb|none|600px|The Ak 5 in Gunsmith. Note the stylistically fictionalized handguard, the early FN FNC-style trigger guard, the lack of reinforcement on the wire stock, as well as the addition of a bolt release paddle, something that the actual Ak 5 (lacking a bolt hold open device) does not have. In reality, the bolt hold open device and automatic nature of the feature would not be added to the weapon system until the Ak 5C became finalized and adopted in the mid-2000s.]]&lt;br /&gt;
[[File:Ak5idle BOCW.jpg|thumb|none|600px|The Ak 5 enjoying a snow map, as its heritage demands.]]&lt;br /&gt;
[[File:Ak5ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Ak5inspect BOCW.jpg|thumb|none|600px|Holding up the gun for an inspect.]]&lt;br /&gt;
[[File:Ak5inspect2 BOCW.jpg|thumb|none|600px|Checking the other side. Note how the weapon also has an FNC-style charging handle.]]&lt;br /&gt;
[[File:Ak5reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Ak5reload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:Ak5reload3 BOCW.jpg|thumb|none|600px|Racking the charging handle to chamber a round. The fictional bolt release paddle is slapped instead in the reloads of some of the magazine options.]]&lt;br /&gt;
[[File:BOCW-Ak5-1.jpg|thumb|none|600px|Woods wields an Ak 5 with an upper rail in a trailer. Note the picatinny rail which is of the anachronistic modern style.]]&lt;br /&gt;
[[File:BOCW-Ak5-2.jpg|thumb|none|600px|The Ak 5 going down in a Michael Bay style sequence. For some reason, the flash hider is missing in this sequence, and the stock is clipping through the ground.]]&lt;br /&gt;
[[File:BOCW AK5 Trailer.jpeg|thumb|none|600px|Sims with an Ak 5 in the multiplayer reveal trailer.]]&lt;br /&gt;
[[File:FNC REM Sporter.jpg|thumb|450px|none|FN FNC - 5.56x45mm]]&lt;br /&gt;
[[File:BOCW Ak5-FNC.jpg|thumb|none|600px|The Ak 5 can be configured with an FNC-like or Daewoo K2-like handguard with the “19.7&amp;quot; Ranger” barrel configuration.]]&lt;br /&gt;
&lt;br /&gt;
==AK-47/AKM Hybrid==&lt;br /&gt;
An &amp;quot;[[AK-47]]&amp;quot; is featured in the game. During the alpha and beta stages, it was mostly modeled correctly after an AK-47, albeit with an [[AKM]]-style pistol grip and slant compensator. However, the model of the base gun was changed in the final game: now it also has an AKM's stamped receiver and ribbed top cover, while retaining the AK-47's gas block, gas tube, front sight block, handguard, and stock. &lt;br /&gt;
&lt;br /&gt;
It can be fitted with an [[RPK]]-style barrel and stock via the “20&amp;quot; Liberator” barrel and the &amp;quot;Tactical Stock&amp;quot; respectively. Other notable Eastern Bloc customizations include a Romanian/East German style coat-hanger stock with the added cheek strut piece as the &amp;quot;Wire Stock&amp;quot;. The &amp;quot;Foregrip&amp;quot; is a Romanian type wooden foregrip and the &amp;quot;Patrol Grip&amp;quot; is a Hungarian FEG-style foregrip. It uses a fictionalized Dragunov optics mount modified into a rail mount when equipping optics.&lt;br /&gt;
&lt;br /&gt;
The AK can also take an extended 40-round steel magazine or a 50-round orange Bakelite resin mag.&lt;br /&gt;
&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:AKpreview BOCW.jpg|thumb|none|600px|The launch version model of the &amp;quot;AK-47&amp;quot;, featuring the ribbed dust cover and stamped receiver.]]&lt;br /&gt;
[[File:AK47idle BOCW.jpg|thumb|none|600px|The AK hybrid in an East German training facility.]]&lt;br /&gt;
[[File:AK47ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:AK47inspect BOCW.jpg|thumb|none|600px|Adler removes the magazine during the weapon inspect.]]&lt;br /&gt;
[[File:AK47inspect2 BOCW.jpg|thumb|none|600px|Then does a chamber check. There will always be a round in the chamber, regardless of whether you have ammunition or not.]]&lt;br /&gt;
[[File:AK47reload BOCW.jpg|thumb|none|600px|Reloading from empty involves flinging the old magazine out by hitting the mag release with the feed lip of a new magazine.]]&lt;br /&gt;
[[File:AK47reload2 BOCW.jpg|thumb|none|600px|Then after rocking in the fresh magazine, racking the bolt with an anachronistic underhand charge. The underhand charge is a modern technique that appears to have developed after the 2000s. Interestingly, a more conventional reload was used in the beta but was changed to the underhand method in the final game presumably due to the community's dissatisfaction with the game's reload animations compared to ''Modern Warfare''.]]&lt;br /&gt;
&lt;br /&gt;
===AK-47===&lt;br /&gt;
Many blueprints, such as the &amp;quot;Iron Curtain&amp;quot; and &amp;quot;Soviet Standard&amp;quot;, retain the AK-47's appearance seen in earlier builds of the game. Additionally, some unusable AK-47s can be seen in the CIA Safehouse.&lt;br /&gt;
&lt;br /&gt;
The Season 1 &amp;quot;Prototype&amp;quot; blueprint gives the weapon a green M16-style stock and a modern barrel, and the &amp;quot;Lethal Damage&amp;quot; blueprint has a sporterized stock.&lt;br /&gt;
&lt;br /&gt;
[[File:PolyTechLegendAK47.jpg|thumb|none|450px|Poly Technologies Legend AK with original Russian style front sight, AKM muzzle brake, and bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:BOCW-AK-2.jpeg|thumb|none|600px|The older AK-47 model during the alpha. Note the presence of an AKM-type pistol grip, the opposite of the AKS-74U as seen below.]]&lt;br /&gt;
[[File:BOCW RPK.jpg|thumb|none|600px|A pseudo-RPK build on the loadout wall in the beta.]]&lt;br /&gt;
[[File:BOCW AK Proto.jpg|thumb|none|600px|The odd-looking &amp;quot;Prototype&amp;quot; blueprint.]]&lt;br /&gt;
[[Image:Radom Hunter.jpg|thumb|450px|none|Radom Hunter - 7.62x39mm. Image used to show the sporterized stock.]]&lt;br /&gt;
[[File:BOCW AK sport.jpg|thumb|none|600px|The sporterized stock on the &amp;quot;Lethal Damage&amp;quot; blueprint.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-47===&lt;br /&gt;
Equipping the &amp;quot;Duster Stock&amp;quot; on some blueprints turns the gun into an [[AKS-47]].&lt;br /&gt;
&lt;br /&gt;
[[File:DeactivatedAKS(1954-59).jpg|thumb|none|450px|AKS-47 - 7.62x39mm]]&lt;br /&gt;
[[File:BOCW AKS-47.jpg|thumb|none|600px|An AKS-47 build in the beta. The &amp;quot;Taped Mags&amp;quot; change the reload animations to be all done with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===Type 56===&lt;br /&gt;
The &amp;quot;AK-47&amp;quot; wielded by NVA and VC soldiers in the Vietnam flashback missions is modeled after the Chinese [[Type 56 assault rifle#Type 56 (7.62x39mm)|Type 56]].&lt;br /&gt;
&lt;br /&gt;
[[File:Early type 56.jpg|thumb|none|450px|Type 56, early milled receiver model with bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:Type56-2.jpg|thumb|none|450px|Type 56-2 - 7.62x39mm]]&lt;br /&gt;
[[File:Type56 BOCW.jpg|thumb|none|600px|Bell admiring her newly acquired Type 56.]]&lt;br /&gt;
[[File:Type56 BOCWsights.jpg|thumb|none|600px|Looking down the fully enclosed hood of the front sight post, also note the milled dust cover.]]&lt;br /&gt;
[[File:Type56 BOCWreload.jpg|thumb|none|600px|Reloading shows the early slab sided AK-47 magazine unique to the Type 56 weapon model in game, as well as the folded (and sadly unusable) spike bayonet.]]&lt;br /&gt;
[[File:Type56 BOCWreload2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Type56wm BOCW.jpg|thumb|none|600px|The world model of the Type 56 shows the Type 56-2 style folding stock, which is anachronistic to those (false) flashback missions, because the Type 56-2 was released after the war in 1980. Note how it also has an Type 56/AK-47 style pistol grip rather than the AKM one used on the base AK.]]&lt;br /&gt;
&lt;br /&gt;
===AMD-65===&lt;br /&gt;
The ''[[Rambo III]]'' inspired &amp;quot;Bloodstained&amp;quot; blueprint gives the gun a similar appearance to the [[AMD-65]], except that it retains the AK-47's front sight and gas system.&lt;br /&gt;
&lt;br /&gt;
[[File:AMD65Short.jpg‎|thumb|none|450px|Hungarian AMD-65 as seen in the film - 7.62x39mm. This one has an American copy of an Israeli blank fire adapter (which is slightly longer and thinner than most commonly seen external BFAs. This is the version seen in the movie.)]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is one of the weapons in ''Black Ops Cold War''. In classic ''Call of Duty'' tradition, it is incorrectly classified as a submachine gun and referred to as the &amp;quot;AK-74u&amp;quot;. While not anachronistic for the 80s segments, it's quite overrepresented even with Woods having one in his trunk at a time when the Soviets were just introducing it to service in Afghanistan. It also appears anachronistically in Bell's false flashbacks to the Vietnam War, where it's inaccurately used by the Vietcong.&lt;br /&gt;
&lt;br /&gt;
It has attachment configurations that approximate members of the [[AS Val]] family. The &amp;quot;Duster Stock&amp;quot; is similar the Val stock, the &amp;quot;Commando Assembly&amp;quot; stock is from the [[VSS Vintorez]], and the “10.3&amp;quot; Ranger” barrel configuration uses the SR-3M's handguard. The &amp;quot;40 Rd Speed Mag&amp;quot; is also a 20-round 6L25 9x39mm magazine.&lt;br /&gt;
&lt;br /&gt;
In addition, the drum magazine attachments are straighter-style 7.62x39mm drum magazines.&lt;br /&gt;
[[File:AKS74U.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:AKS-74upreview BOCW.jpg|thumb|none|600px|While this AKS-74U is more accurately modeled than in most previous ''Call of Duty'' titles, it is shown with an AK-47 style pistol grip, apparently having traded grips with the Beta AK-47.]]&lt;br /&gt;
[[File:AKS-74uIdle BOCW.jpg|thumb|none|600px|Sims holds an AKS-74U while looking at some sand dunes.]]&lt;br /&gt;
[[File:AKS-74uADS BOCW.jpg|thumb|none|600px|Aiming down the distinctive rear notch of the AKS-74U.]]&lt;br /&gt;
[[File:AKS-74uInspect BOCW.jpg|thumb|none|600px|Inspecting the AKS-74U.]]&lt;br /&gt;
[[File:AKS-74uInspect2 BOCW.jpg|thumb|none|600px|Checking out the ejection port and correctly positioned safety lever.]]&lt;br /&gt;
[[File:AKS-74uReload BOCW.jpg|thumb|none|600px|Swapping magazines during a reload.]]&lt;br /&gt;
[[File:BOCW AKS-74U 9x39.jpg|thumb|none|600px|The AKS-74U with various 9x39mm components. Either of the suppressor attachments convert into a Val/VSS style suppressor with the &amp;quot;Ranger&amp;quot; and two of the other barrel mods.]]&lt;br /&gt;
[[File:Aks74uEscapeplanblackopscw.jpg|thumb|none|600px|The &amp;quot;Escape Plan&amp;quot; blueprint of the AKS-74U - as with the &amp;quot;Battleworn&amp;quot; AKM from ''Modern Warfare Remastered'', the dust cover is gone and reveals fully modeled internals. Note that the &amp;quot;Spetsnaz PKM Stock&amp;quot; attachment is just a regular AK-type stock in this blueprint. Also note that this game does not contain a PKM, which is odd, as many Warsaw Pact weapons feature stocks with &amp;quot;Spetsnaz PKM stock&amp;quot; as their name.]]&lt;br /&gt;
&lt;br /&gt;
==APS Underwater Rifle==&lt;br /&gt;
The [[APS Underwater Assault Rifle]] was added in an update on May 6, 2022. It is referred to as the &amp;quot;UGR&amp;quot;, and is incorrectly classified as a submachine gun (a fact even its own description seems to acknowledge, given that it is described as an &amp;quot;underwater rifle modified for improved land performance&amp;quot;; these &amp;quot;improvements&amp;quot; are presumably what stops the weapon from physically destroying itself within 180 rounds fired above water).&lt;br /&gt;
&lt;br /&gt;
Like many of the game's weapons, it features several visual alterations compared to its real-world counterpart; most notably, it feeds from a flat-bottomed magazine reminiscent of the QBS-06 (a Chinese derivative of the APS). This holds an incorrect 27 rounds (compared to the QBS's 25 and the APS's 26), presumably to prevent an incomplete burst at the end of a magazine when the unique &amp;quot;Burst Fire Repeater&amp;quot; muzzle device (which somehow makes the weapon fire in three-round bursts, despite being little more than an [[MG81]]-style flash hider) is used. A more appropriate staggered-bottomed magazine (albeit with an even more incorrect 30-round capacity) is the weapon's only alternate ammo option; this is full of explosive-tipped darts, presumably to help drive home the idea of this weapon as an in-universe predecessor to ''[[Call of Duty: Black Ops 4|BO4]]'''s &amp;quot;S6 Stingray&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Interestingly, this is the only weapon that is actually appropriate for the game's otherwise implausible underwater ballistic physics.&lt;br /&gt;
[[File:APS underwater rifle.jpg|thumb|none|450px|APS underwater assault rifle - 5.66x39mm MPS]]&lt;br /&gt;
[[File:QBS-06.jpg|thumb|none|450px|QBS-06 - 5.8x42mm DBS-06]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;CARV.2&amp;quot;==&lt;br /&gt;
The &amp;quot;CARV.2&amp;quot; added during Season 3 is a fictional burst-firing bullpup &amp;quot;tactical rifle&amp;quot; manufactured by the same (in-universe) company that manufactures the &amp;quot;KSP 45&amp;quot;. It appears to be based on the [[Heckler &amp;amp; Koch G11|Heckler &amp;amp; Koch G11 K2]], even using the latter's 4.73mm caseless ammunition in Warzone. It is anachronistic either way, though firing prototypes do exist during the game's time period.&lt;br /&gt;
&lt;br /&gt;
Compared to the real G11, the &amp;quot;CARV.2&amp;quot; is a bullpup rifle with a a conventional bullpup configuration, with the magazine placed in the stock instead of above the barrel. It also features a typical charging handle, instead of the wind-up handle on the real G11. It appears shorter and slightly taller than the G11, with a carrying handle instead of the G11's integrated optic, and a rail where the real G11's magazine resides. The handguard is moulded, and the barrel is vented, presumably a way of alleviating the problems the G11 had with its barrel heating up during operation, as there are no brass shells to take the heat out of the rifle. The fire selector is further forward than the real G11, but still features semi-auto, 3-round burst and full-auto, although the rifle is not able to fire in semi-auto or full-auto in gameplay. A more true to the real thing handguard is available as the ''22.5&amp;quot; Task Force'' barrel attachment. &lt;br /&gt;
&lt;br /&gt;
The magazine holds 45 rounds by default, and bizarrely has &amp;quot;.437mm×33&amp;quot; written on it. Oddly, the magazine is also curved, despite the caseless 4.73mm round not being tapered (which is the reason for curved magazines, to allow for the round to feed properly); the in-game weapon apparently uses [https://www.artstation.com/artwork/zO2Qb6 a different, fictional type] of 4.73mm ammo with rounded (though still not tapered) propellant charges and exposed bullets, seemingly based on [https://militarycartridges.com/2018/04/12/5-56mm-x-24mm-caseless/ Frankford Arsenal's experimental 5.56x24mm caseless rounds.] Caseless 4.73mm ammunition would be anachronistic in the 80s maps, as it was not developed at the time.&lt;br /&gt;
&lt;br /&gt;
[[File:G11K2 left.jpg|thumb|none|450px|Heckler &amp;amp; Koch G11 K2 - 4.73x33mm]]&lt;br /&gt;
[[File:CARV2preview BOCW.jpg|thumb|none|600px|The &amp;quot;CARV.2&amp;quot; in the weapon model preview screen. Another fictional rifle inspired by the G11 but using the same feed layout is the [[Metal Gear Solid V: The Phantom Pain#&amp;quot;G44&amp;quot;|G44]] from ''[[Metal Gear Solid V: The Phantom Pain]]''.]]&lt;br /&gt;
[[File:CARV2idle BOCW.jpg|thumb|none|600px|The &amp;quot;CARV.2&amp;quot; in New Mexico.]]&lt;br /&gt;
[[File:CARV2ADS BOCW.jpg|thumb|none|600px|Aiming down the sights at a suspicious step van.]]&lt;br /&gt;
[[File:CARV2inspect1 BOCW.jpg|thumb|none|600px|Inspecting the pseudo-G11.]]&lt;br /&gt;
[[File:CARV2inspect2 BOCW.jpg|thumb|none|600px|Note the absence of an ejection port due to the caseless nature of 4.73mm; the real G11 actually does feature an ejection port, to allow removal of a live round from the chamber (either to get rid of a dud, or simply to clear the weapon).]]&lt;br /&gt;
[[File:CARV2reload1 BOCW.jpg|thumb|none|600px|Swapping out magazines...]]&lt;br /&gt;
[[File:CARV2reload2 BOCW.jpg|thumb|none|600px|...and pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==CETME Model C==&lt;br /&gt;
The [[CETME Model C]] was added in Season 4 as the &amp;quot;C58&amp;quot;, noted due to its slightly curved magazine.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;SASR Jungle Grip&amp;quot; gives it a similar pistol grip to the [[Heckler &amp;amp; Koch PSG-1]], and the &amp;quot;Raider Stock&amp;quot; also resembles a PSG-1 stock. The &amp;quot;CQB Stock&amp;quot; is a sliding design similar to the [[G3A4]].&lt;br /&gt;
&lt;br /&gt;
Interestingly, one of the magazine options is a caliber conversion (the first such attachment in the game), using 5.56x45mm NATO ammunition in a fictional 60-round drum; oddly, the only thing this does is decrease the damage in exchange for a larger-than-normal magazine, with no impact on fire rate, recoil, muzzle velocity, etc. This is not the case for the Warzone counterpart, as that one instead has a 55-round drum option that retains the base 7.62x51mm ammunition.&lt;br /&gt;
&lt;br /&gt;
The curved &amp;quot;25 Rnd Speed&amp;quot; and &amp;quot;Salvo 30 Rnd Fast Mag&amp;quot; resemble HK32 style magazines. The &amp;quot;18.7&amp;quot; Reinforced Heavy Barrel&amp;quot; will give it a handguard resembling that of an [[IMI Romat]]'s while the &amp;quot;18.2&amp;quot; Takedown&amp;quot; to its predecessor the Model B. &amp;quot;15.6&amp;quot; Ultralight&amp;quot; and &amp;quot;18.7&amp;quot; Ranger&amp;quot; will give it a handguard resembling that of a Model E.&lt;br /&gt;
&lt;br /&gt;
[[File:Cetme.jpg|thumb|none|450px|CETME Model C - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CETMEmodelCpreview BOCW.jpg|thumb|none|600px|The CETME Model C in the battlepass preview screen.]]&lt;br /&gt;
[[File:CETMEmodelCidle BOCW.jpg|thumb|none|600px|The CETME Model C in service in Algeria.]]&lt;br /&gt;
[[File:CETMEmodelCADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CETMEmodelCinspect1 BOCW.jpg|thumb|none|600px|Inspecting the Model C.]]&lt;br /&gt;
[[File:CETMEmodelCinspect2 BOCW.jpg|thumb|none|600px|Checking out the other side.]]&lt;br /&gt;
[[File:CETMEmodelCinspect3 BOCW.jpg|thumb|none|600px|Performing a chamber check.]]&lt;br /&gt;
[[File:CETMEmodelCreload1 BOCW.jpg|thumb|none|600px|Locking the bolt back on the reload. Note that it is not completely locked upwards into the locking recess in the cocking tube.]]&lt;br /&gt;
[[File:CETMEmodelCreload2 BOCW.jpg|thumb|none|600px|The empty magazine is removed.]]&lt;br /&gt;
[[File:CETMEmodelCreload3 BOCW.jpg|thumb|none|600px|A fresh magazine is inserted.]]&lt;br /&gt;
[[File:CETMEmodelCreload4 BOCW.jpg|thumb|none|600px|The operator then performs an aggressive &amp;quot;HK Slap&amp;quot; on the charging handle, sending the bolt into battery.]]&lt;br /&gt;
[[File:H&amp;amp;KPSG01LongMag.jpg|thumb|none|450px|Heckler &amp;amp; Koch PSG-1 with 20-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Cetme modelo E.jpg|thumb|none|450px|CETME Model E with Non-genuine translucent magazine. - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-CETME-PSGParts.jpg|thumb|none|600px|The &amp;quot;C58&amp;quot; combined with the &amp;quot;Raider Stock&amp;quot; and &amp;quot;SASR Jungle Grip&amp;quot;.]]&lt;br /&gt;
[[File:Fal13-1-.jpg|thumb|none|450px|IMI Romat - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-CETME-187HeavyBarrel.jpg|thumb|none|600px|The &amp;quot;18.7&amp;quot; Reinforced Heavy Barrel&amp;quot; attached to the &amp;quot;C58&amp;quot;.]]&lt;br /&gt;
[[File:Cetme b30.jpg|thumb|none|450px|CETME Model B - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-CETME-182TakedownBarrel.jpg|thumb|none|600px|The &amp;quot;18.2&amp;quot; Takedown&amp;quot; attached to the &amp;quot;C58&amp;quot; alongside the more curved 25-round speed mag which makes it almost identical to the reference image of the Model B.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield EM-2==&lt;br /&gt;
A stylised arctic model [[Enfield EM-2]] was added in season five. It features its built in scope by default. When equipped for the first time, the character properly presses the fire selector button to switch the weapon to full-auto mode. It is correctly referred as firing .280 British in Warzone and in the names of some of the muzzle attachments. While not anachronistic, its usage by anyone in the 80s is extremely unlikely due to only 59 examples being ever produced.&lt;br /&gt;
&lt;br /&gt;
[[File:EM-2.jpg|thumb|none|450px|Enfield EM-2 - .280 British]]&lt;br /&gt;
[[File:EM-2 arctic model.jpg|thumb|none|450px|Enfield EM-2 arctic model with enlarged trigger guard for use with heavy cold weather gloves - .280 British]]&lt;br /&gt;
[[File:EM2preview BOCW.jpg|thumb|none|600px|The EM-2 in the preview menu for the season 5 battlepass; note the AR-style long birdcage flash hider, fictional checkered pistol grip, and curious setup of a trigger guard within another trigger guard. According to the markings above the magazine well, its full name in the Black Ops universe is &amp;quot;NIGHTFIELD EM280&amp;quot;, referencing the .280 British round the weapon fires.]]&lt;br /&gt;
[[File:EM2idle BOCW.jpg|thumb|none|600px|The EM-2 being used to defend an NSA facility in West Germany.]]&lt;br /&gt;
[[File:EM2ADS BOCW.jpg|thumb|none|600px|The EM-2's integral scope. Note the reticle which is essentially a turned upside down version of the original thing with the addition of a central dot.]]&lt;br /&gt;
[[File:EM2inspect1 BOCW.jpg|thumb|none|600px|Inspecting the EM-2. Note the stylized carry handle reminiscent of the AR pattern. The fire selector above the thumb is properly set to &amp;quot;full-auto&amp;quot; mode.]]&lt;br /&gt;
[[File:EM2inspect2 BOCW.jpg|thumb|none|600px|Admiring the tasteful woodgrain.]]&lt;br /&gt;
[[File:EM2reload1 BOCW.jpg|thumb|none|600px|Reloading from empty; empty reloads are done with the right hand, while non-empty ones are done with the left.]]&lt;br /&gt;
[[File:EM2reload2 BOCW.jpg|thumb|none|600px|As NATO operator Hunter inserts the fresh magazine, the bolt drops and chambers a new round.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Hybrid==&lt;br /&gt;
The &amp;quot;FFAR 1&amp;quot; is a weapon based on the [[FAMAS Valorisé]] combined with a trigger guard and magazine well from FAMAS G2 (both of which would be anachronistic to the game), with some visual features similar to the &amp;quot;FFAR&amp;quot; from ''[[Call of Duty: Black Ops III]]''. The default magazine correctly holds 25 rounds instead of 30 like in past ''Call of Duty'' games.&lt;br /&gt;
&lt;br /&gt;
In the game's lore it appears that this weapon is the successor of the FAMAS from the first ''Black Ops'' game and predecessor to the &amp;quot;FFAR&amp;quot; from ''Black Ops III''.&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|450px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Famas g2.jpg|thumb|none|450px|FAMAS G2 with proprietary bipod deployed - 5.56x45mm]]&lt;br /&gt;
[[File:FFARpreview BOCW.jpg|thumb|none|600px|The &amp;quot;FFAR 1&amp;quot; in Gunsmith. Note the front sight similar to the FAMAS Valorisé but the overall shape reminiscent of the prototype and the G2 trigger guard imposed over the now redundant standard one. Also note the return of the adjustable gas piston block, something that does not exist on the actual FAMAS.]]&lt;br /&gt;
[[File:FFARidle BOCW.jpg|thumb|none|600px|The heavily stylised FAMAS in East Germany.]]&lt;br /&gt;
[[File:FFARADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:FFARinspect BOCW.jpg|thumb|none|600px|Inspecting the bullpup rifle.]]&lt;br /&gt;
[[File:FFARinspect2 BOCW.jpg|thumb|none|600px|The player character giving it a loving caress.]]&lt;br /&gt;
[[File:FFARreload BOCW.jpg|thumb|none|600px|Removing the old magazine.]]&lt;br /&gt;
[[File:FFARreload2 BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FARA 83==&lt;br /&gt;
The [[FARA 83]] was added in Season 2 with the metal stock, marking its first appearance in a video game. The flash hider is of a different design to the real weapon and some sort of gas block is mounted underneath the front sight, which is absent on the real weapon. It is anachronistic for pre-1984 multiplayer maps.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tactical Stock&amp;quot; uses the real fixed stock of the FARA. Oddly, the weapon features some AK stock, with the East German coat hangar AK stock as the &amp;quot;Wire Stock&amp;quot; and a [[Type 56-2]] stock as the &amp;quot;Duster Stock&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:FARA83 2.jpg|thumb|none|450px|FARA 83 with metal stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FARA83loadoutpreview BOCW.jpg|thumb|none|600px|The FARA 83 in base form.]]&lt;br /&gt;
[[File:FARA83idle BOCW.jpg|thumb|none|600px|NATO operator Hunter wields a FARA 83 in a Laotian village.]]&lt;br /&gt;
[[File:FARA83ADS BOCW.jpg|thumb|none|600px|Aiming down the sights of the Argentinian rifle.]]&lt;br /&gt;
[[File:FARA83inspect1 BOCW.jpg|thumb|none|600px|Inspecting the rifle. The weapon features accurate marking and bears a serial number of [[Call of Duty: Modern Warfare 2|00141]]. The fire selector is also set to auto.]]&lt;br /&gt;
[[File:FARA83inspect2 BOCW.jpg|thumb|none|600px|Checking out the other side.]]&lt;br /&gt;
[[File:FARA83reload1 BOCW.jpg|thumb|none|600px|Ejecting the empty mag.]]&lt;br /&gt;
[[File:FARA83reload2 BOCW.jpg|thumb|none|600px|Rocking in a new mag.]]&lt;br /&gt;
[[File:FARA83reload3 BOCW.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:Fara 83.jpg|thumb|none|450px|FARA 83 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[IMI Galil ARM]] was added in Season 6, and is called the &amp;quot;Grav&amp;quot; like in ''[[Call of Duty: Black Ops 4|BO4]]''. It has an [[AS Val]] stock and a slightly shorter barrel by default, but can be fitted with a longer barrel in Gunsmith. What’s interesting is that the weapon could have the FN FAL pistol grip, which was used on the prototype Balashinkov (Galil Prototype).&lt;br /&gt;
&lt;br /&gt;
[[File:GalilARM-2.jpg|thumb|none|450px|IMI Galil ARM - 5.56x45mm NATO]]&lt;br /&gt;
[[File:GalilBPpreview BOCW.jpg|thumb|none|600px|The Galil ARM in the battlepass preview menu.]]&lt;br /&gt;
[[File:GalilIdle BOCW.jpg|thumb|none|600px|The Galil ARM used on a field trip to the Moscow Zoo.]]&lt;br /&gt;
[[File:GalilADS BOCW.jpg|thumb|none|600px|The iron sights of the Galil. For some reason, the Galil doesn't have its rear sights in ''Warzone''.]]&lt;br /&gt;
[[File:GalilInspect BOCW.jpg|thumb|none|600px|Inspecting the Galil; note the wooden handguard lacking the grooves and screws of the real deal. Also note the &amp;quot;F-S&amp;quot; selector markings, indicating that it is based on a civilian model.]]&lt;br /&gt;
[[File:GalilInspect2 BOCW.jpg|thumb|none|600px|Checking to see if the safety is disengaged.]]&lt;br /&gt;
[[File:GalilReload BOCW.jpg|thumb|none|600px|Reloading from an empty magazine.]]&lt;br /&gt;
[[File:GalilReload2 BOCW.jpg|thumb|none|600px|Rocking in the new magazine.]]&lt;br /&gt;
[[File:GalilReload3 BOCW.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:Galilarm-05.jpg|thumb|none|450px|IMI Galil ARM chambered in 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==K31==&lt;br /&gt;
The [[K31 Rifle]] was added to the sniper rifles category in Season 3, under the name &amp;quot;Swiss K31&amp;quot;. It has a shortened barrel by default, though the “24.9&amp;quot; Extended” barrel attachment gives it the correct barrel length.&lt;br /&gt;
&lt;br /&gt;
The Warzone incarnation of the K31 is correctly chambered in 7.5x55mm. Despite this, some barrel attachment make it seem like the weapon fires .308 Winchester/7.62x51mm NATO, which would be incorrect.&lt;br /&gt;
&lt;br /&gt;
[[File:SchmidtRubinK31.jpg|thumb|none|450px|Karabiner K31 Rifle - 7.5x55mm Schmidt Rubin GP-11]]&lt;br /&gt;
[[File:K31battlepasspreview BOCW.jpg|thumb|none|600px|The K31 in the battlepass preview.]]&lt;br /&gt;
[[File:K31idle BOCW.jpg|thumb|none|600px|The K31 on Mount Yamantau, equipped with the aforementioned &amp;quot;24.9 Extended&amp;quot; barrel, along with its original iron sights.]]&lt;br /&gt;
[[File:K31ADS BOCW.jpg|thumb|none|600px|The K31's iron sights.]]&lt;br /&gt;
[[File:K31inspect1 BOCW.jpg|thumb|none|600px|Inspecting the K31.]]&lt;br /&gt;
[[File:K31inspect2 BOCW.jpg|thumb|none|600px|Hunter pulling the bolt back for a chamber check.]]&lt;br /&gt;
[[File:K31reload1 BOCW.jpg|thumb|none|600px|Reloading the K31 involves opening the action and removing the magazine.]]&lt;br /&gt;
[[File:K31reload2 BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:K31reload3 BOCW.jpg|thumb|none|600px|And closing the bolt, chambering a new round.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] appears in the game as the &amp;quot;DMR 14&amp;quot;. It is modeled after an airsoft G&amp;amp;G Armament GR14 and as such it sports a synthetic stock (though equipping the Duster Pad stock gives it a chequered wooden stock), fires semi-automatically, and is classified as a &amp;quot;tactical rifle&amp;quot; in multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[File:M14 rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Springfield Armory M1A Black.jpg|thumb|none|450px|Springfield Armory M1A with synthetic stock, for comparison - 7.62x51mm]]&lt;br /&gt;
[[File:M14preview BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:M14Idle BOCW.jpg|thumb|none|601px|The M14 on a bright Miami day.]]&lt;br /&gt;
[[File:M14ADS BOCW.jpg|thumb|none|601px|Looking down the iron sights.]]&lt;br /&gt;
[[File:M14ChamberCheck BOCW.jpg|thumb|none|601px|NATO operator Hunter holds the rifle up to inspect.]]&lt;br /&gt;
[[File:M14Inspect2 BOCW.jpg|thumb|none|600px|Checking the other side of the rifle. Note the circular cutout with two holes and the presence of selector switch complete with a cutout in the stock for it, confirming it as an airsoft G&amp;amp;G Armament GR14.]]&lt;br /&gt;
[[File:M14Inspect3 BOCW.jpg|thumb|none|600px|Performing a chamber check.]]&lt;br /&gt;
[[File:M14Reload BOCW.jpg|thumb|none|601px|Swapping out magazines.]]&lt;br /&gt;
[[File:M14Reload2 BOCW.jpg|thumb|none|601px|Hunter inserting a fresh magazine.]]&lt;br /&gt;
[[File:M14Reload3 BOCW.jpg|thumb|none|600px|Tugging on the charging handle to chamber a round.]]&lt;br /&gt;
[[File:BOCWM14Wood.jpg|thumb|none|600px|The wooden M14 stock when equipping the Duster Pad. It seems to be inspired by [https://salem-poor-squadron-75.tumblr.com/post/179129731667/springfield-armory-m1a-socom-16-the-shorter-and/amp this] particular M1A SOCOM 16 custom stock made by LAW483 Enterprises and an ATI Fiberforce Recoil Pad. It should be noted that such custom made or synthetic stocks are most likely anachronistic for the 80s and a basic wooden one would have sufficed instead.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] appears under the &amp;quot;tactical rifles&amp;quot; class. It is simply referred to as the &amp;quot;M16&amp;quot; in the HUD, but actually has &amp;quot;M16.A2&amp;quot; markings on the magwell. It incorrectly holds 30 rounds in a 20-round magazine, and the pin for the auto sear on the lower receiver is absent, which in reality would prevent the rifle from firing in bursts. It is anachronistic to the campaign's 1981 time period, as the M16A2 was not adopted for service yet, first being adopted in 1983 by the USMC and in 1986 by the Army. Rather than removing the carry handle as in previous Black Ops games, it uses an anachronistic carry handle rail when equipping optics. Said carry handle rail appears to be a modern 1913 rail attached using a clamp and screw system from a Colt 3x or 4x AR-15 scope somehow mated together. The weapon boasts surprisingly high damage, able to kill enemies in a single burst at some range compared to the fully-automatic rifles.&lt;br /&gt;
&lt;br /&gt;
The M16's alternate barrel options include “16.3&amp;quot; Rapid Fire”, “20.5&amp;quot; Cavalry Lancer”, “16.3&amp;quot; Titanium”, “20.2&amp;quot; Takedown”, and “15.9&amp;quot; Strike Team”; of these, the 20.5&amp;quot; barrel options are visually just the default barrel but fluted (&amp;quot;Cavalry Lancer&amp;quot;) or dimpled (&amp;quot;Takedown&amp;quot;). For the short barrel options, the &amp;quot;Rapid Fire&amp;quot; and &amp;quot;Strike Team&amp;quot; both give the gun a short triangular handguard (the difference is that &amp;quot;Rapid Fire&amp;quot; has a smooth barrel while &amp;quot;Strike Team&amp;quot;'s is fluted), while &amp;quot;Titanium&amp;quot; gives the gun a short round handguard, the end result somewhat resembling a Colt Model 723 14.5&amp;quot; A1 barrel.&lt;br /&gt;
&lt;br /&gt;
The M16's stock options include &amp;quot;Tactical Stock&amp;quot;, the normal M16A2 stock with a cheek pad, &amp;quot;Wire Stock&amp;quot;, an M231 FPW-like wire stock, &amp;quot;Duster Stock&amp;quot;, a Doublestar Ace skeleton stock (which might be anachronistic), &amp;quot;Commando Assembly&amp;quot;, a 2nd generation collapsible stock, and &amp;quot;Buffer Tube&amp;quot;, an exposed buffer tube with a rubber pad.&lt;br /&gt;
&lt;br /&gt;
Magazine options include the classic ''Black Ops'' jungle-style fast mags made with either duct tape or clamps, a 30-round STANAG magazine depicted as a 45-rounder, a 20-round STANAG magazine with an improvised duct tape magazine assists somehow also depicted as a 45-rounder, and a severely underloaded MAG5-100 100-round magazine holding 54 rounds (which also appears on the in-game &amp;quot;XM4&amp;quot;, where it holds 50 rounds).&lt;br /&gt;
[[File:M16A2.jpg|thumb|none|450px|Colt M16A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A2preview BOCW.jpg|thumb|none|600px|The M16A2 in Gunsmith.]]&lt;br /&gt;
[[File:M16A2Idle BOCW.jpg|thumb|none|600px|The M16A2 in service inside a Nevadan nuclear weapons test site.]]&lt;br /&gt;
[[File:M16A2ADS BOCW.jpg|thumb|none|600px|Aiming down the carry handle sights.]]&lt;br /&gt;
[[File:M16A2inspect BOCW.jpg|thumb|none|600px|Inspecting the rifle. Note that the in-universe stand in for Colt appears to be the fictional &amp;quot;Arrow Armory&amp;quot; (the same manufacturer stamped on the ''BOCW'' M1911A1) based in Hartford, Connecticut, standing in for Colt, the real life manufacturer of both weapons, which is also based in Hartford, CT.]]&lt;br /&gt;
[[File:M16A2inspect2 BOCW.jpg|thumb|none|600px|Performing a rather enthusiastic chamber check; pulling the bolt this far back would likely eject the currently-chambered round.]]&lt;br /&gt;
[[File:M16A2Reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:M16A2Reload2 BOCW.jpg|thumb|none|600px|Inserting a fresh 20 round steel GI mag.]]&lt;br /&gt;
[[File:BOCW M16A2 Constable.jpg|thumb|none|600px|The &amp;quot;Constable&amp;quot; blueprint, which has an anachronistic Aim Sports AR free float rifle length quad rail/V3 or Monstrum Tactical 12 inch free float quad rail.]]&lt;br /&gt;
&lt;br /&gt;
===Colt XM4 Carbine===&lt;br /&gt;
The combination of the “16.3&amp;quot; Titanium” barrel attachment with the &amp;quot;Commando Assembly&amp;quot; stock attachment approximates the [[M4 Carbine|XM4 Carbine]], sans the proper stepped barrel used for early models. The exact same configuration can be made by removing all attachments from the &amp;quot;SOG Commando&amp;quot; blueprints for the gun referred to as the &amp;quot;XM4&amp;quot; in game and then reattaching the longest barrel option. The handguard seems to be inspired from the later models of the XM4 (as well as early M4s and M4A1s, which consider it’s fully-automatic with a fix carry handle makes it a M4E1). It’s however anachronism, as this model is the 1986 model, consider the early XM4 used the A1 receiver when it was revealed in 1983.&lt;br /&gt;
[[File:XM4 1986 model.jpg|thumb|none|450px|XM4 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BOCW M16-XM4.jpg|thumb|none|600px|The XM4 on the loadout workbench.]]&lt;br /&gt;
[[File:XM4Idle BOCW.jpg|thumb|none|600px|The XM4 being used in Moscow.]]&lt;br /&gt;
[[File:XM4ADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:XM4Inspect BOCW.jpg|thumb|none|600px|Inspecting the XM4 build.]]&lt;br /&gt;
[[File:XM4Inspect2 BOCW.jpg|thumb|none|600px|Looking at the other side of the gun.]]&lt;br /&gt;
[[File:XM4Inspect3 BOCW.jpg|thumb|none|600px|The final part of the inspect animation involves tugging back on the charging handle for a chamber check.]]&lt;br /&gt;
[[File:XM4Reload BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:COD CWBO Beta Key Art.jpg|thumb|none|600px|A nearly identical build is seen in the key art for the beta, which is horizontally flipped. Some parts are missing from the gun's model, including the case deflector, the magazine release button, and a portion of the fence around it.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14 Groza==&lt;br /&gt;
A stylized [[OTs-14 Groza]] with a shortened receiver was added to the game in Season 1. It is anachronistic, as the real weapon was produced in 1992. It feeds from 5.45x39mm style magazines, something which is not confirmed to have existed on a real Groza, but is actually used on a Groza-inspired bullpup AK pistol developed in the late 2010s by US-based Bad Element Co. In contrast, its Warzone incarnation is stated to be chambered in &amp;quot;7.62 Soviet&amp;quot; (i.e. 7.62x39mm), and some of its muzzle attachments have &amp;quot;7.62&amp;quot; as part of their name.&lt;br /&gt;
&lt;br /&gt;
[[File:OTS-14.jpg|thumb|none|450px|OTs-14-4A-01 Groza - 9x39mm]]&lt;br /&gt;
[[File:Grozapreview BOCW.jpg|thumb|none|600px|The Groza in the battlepass preview screen. It isn't entirely clear why the weapon has been so heavily stylized, especially considering that one of the perks of adding a Groza to a game with other AKs is that you can re-use parts of their models (including more or less the entire receiver sans optic rail).]]&lt;br /&gt;
[[File:GrozaIdle BOCW.jpg|thumb|none|600px|The Groza in the hands of NATO operator Baker.]]&lt;br /&gt;
[[File:GrozaADS BOCW.jpg|thumb|none|600px|Looking through the Groza's iron sights. The rear sight notch is missing and the sights are misaligned.]]&lt;br /&gt;
[[File:GrozaInspect BOCW.jpg|thumb|none|600px|Inspecting the stylized Groza.]]&lt;br /&gt;
[[File:GrozaInspect2 BOCW.jpg|thumb|none|600px|Performing a chamber check, note the piston rod.]]&lt;br /&gt;
[[File:GrozaReload BOCW.jpg|thumb|none|600px|Removing the entirely fictional magazine.]]&lt;br /&gt;
[[File:GrozaReload2 BOCW.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:GrozaReload3 BOCW.jpg|thumb|none|600px|Performing an underhand charge. This would be impractical in reality, given the location of the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-95-1==&lt;br /&gt;
An anachronistic [[QBZ-95-1]] rifle appears in the game, featuring several retro-styled cosmetic alterations. It was briefly seen in the Gunsmith trailer, labeled the &amp;quot;Type 15&amp;quot;, but the name was changed to &amp;quot;QBZ-83&amp;quot; in the Beta and retained in the current version of the game. The Type 95's development began in 1989, with the first prototypes being made in 1990. The in-game weapon bears some cosmetic resemblances to [http://www.163.com/dy/article/EK33QH8D05355H7O.html some of the Type 95's early prototypes], but is still clearly based on the QBZ-95-1, which began its development in 2004 and was adopted in 2010. The Type 86S (a Chinese AK-platform weapon in the bullpup form) would be more appropriate, but it would be anachronistic and inappropriate on early maps as well as the campaign.&lt;br /&gt;
&lt;br /&gt;
The weapon's trigger and trigger guard shape come from the [[HS Produkt VHS|HS Produkt VHS-2]], with the latter being made from stamped metal rather like the FAMAS. Its magazines appear to be loosely based on Chinese steel AK magazines. It also has three vents on the upper handguard and a birdcage-like muzzle device, both elements of the QBZ-97. The fire selector also only has safe/fire positions like a civilian model.&lt;br /&gt;
&lt;br /&gt;
The side of the gun is marked with &amp;quot;T97NSR-PWC-CAL 5.56 mm&amp;quot;; T97NSR refers to a semi-auto only civilian variant of the 5.56mm QBZ-97A sold in Canada named Type 97 NSR. This likely suggests that Treyarch modeled the gun after a Type 97 NSR then modified it to make it resemble a Chinese QBZ-95 (with its distinct magazine shape and paddle magazine release) and &amp;quot;retro-ified&amp;quot; it. Some of its muzzle attachments also have &amp;quot;5.56&amp;quot; as part of their names, though it is unclear if this is an intentional reference to the QBZ-97 connections or a result of the generally confused state of attachment name/descriptions in ''BOCW''; its Warzone incarnation is also supposedly chambered in 5.56 NATO.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;QBZ-83&amp;quot; name would suggest that it was adopted in 1983 in the ''Black Ops'' universe which would still be anachronistic to the pre-83 maps.&lt;br /&gt;
[[File:Norinco QBZ95-1.jpg|thumb|none|450px|QBZ-95-1 - 5.8x42mm]]&lt;br /&gt;
[[File:Norinco QBZ-97.jpg|thumb|none|450px|QBZ-97 - 5.56x45mm]]&lt;br /&gt;
[[file:BOCW QBZ-83.jpg|thumb|none|600px|The QBZ on the Beta loadout wall. The indent behind the pistol grip is marked with a bizarre and grammatically broken string of Chinese text: &amp;quot;名字叫常 梦想&amp;quot; (Pinyin: míng zì jiào cháng / mèng xiǎng; more clearly seen [[:File:BOCW_QBZ-83_Beta.jpg|here]]); literally, it means &amp;quot;name is called Chang / Dream&amp;quot;. Considering that the QBZ-83 is modelled by Treyarch weapon artist [https://www.artstation.com/artwork/bKQ34r Pawin Changkiendee], it is possible that the broken Chinese was an attempt at inserting an oblique dev signature on the gun model. The artist's ArtStation images also show that the same text is marked on the bolt carrier on the release model.]]&lt;br /&gt;
[[File:QBZ95-1preview BOCW.jpg|thumb|none|600px|The QBZ in Gunsmith the released game, showing the Type 97 NSR markings more clearly. Note that the receiver marking has been changed to &amp;quot;83式自动步枪&amp;quot; (Pinyin: 83 shì zì dòng bù qiāng), meaning &amp;quot;Type 83 automatic rifle&amp;quot;. The word &amp;quot;中国&amp;quot; (Pinyin: zhōng guó), meaning &amp;quot;China&amp;quot;, is also faintly marked on the magazine well, and the rear of the stock is ''very'' faintly marked with &amp;quot;梦想&amp;quot; (Pinyin: mèng xiǎng), or &amp;quot;dream&amp;quot;.]]&lt;br /&gt;
[[File:QBZ95idle BOCW.jpg|thumb|none|600px|The &amp;quot;QBZ-83&amp;quot; in Nuketown.]]&lt;br /&gt;
[[File:QBZ95ADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:QBZ95inspect BOCW.jpg|thumb|none|600px|Inspecting the gun. Note Adler's jacket sleeve clipping through the magazine, a phenomenon also seen in ''[[Battlefield 4]]'''s depiction of the rifle.]]&lt;br /&gt;
[[File:QBZ95inspect2 BOCW.jpg|thumb|none|600px|Performing a chamber check.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;RAI K-84&amp;quot;==&lt;br /&gt;
The &amp;quot;RAI K-84&amp;quot; (standing for &amp;quot;Reactorniy Avtomat-Izluchatel Kuhlklay-84&amp;quot;, translated &amp;quot;Reactor Automatic Radiator Kuhlklay-84&amp;quot;) is a &amp;quot;Wonder Weapon&amp;quot; in the Zombies map Firebase Z released during Season 1. It is based on an [[AK-74]] with the depiction of a milled receiver; such a configuration exists on the Waffen Werks WW-74M, a US-made semi-automatic rifle, though the in-game weapon has two rivets at the rear like the stamped receiver of a standard AK-74. It is fitted with an underbarrel &amp;quot;Vortex&amp;quot; grenade launcher called the &amp;quot;GP-6K2&amp;quot; and modeled after a [[GP-25]].&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:BOCW RAI K-84 1.jpg|thumb|none|600px|The &amp;quot;RAI K-84&amp;quot; as seen in the Firebase Z trailer.]]&lt;br /&gt;
[[File:BOCWRAIKHold.jpg|thumb|none|600px|Grumbling at the fact that Primis and Ultimis were replaced by literal nobodies, of which he is one of them, the Requiem Operator in Firebase Z consoles himself by looking at his shiny space AK. The jumbled mess of parts and components welded to a traditional assault rifle base at least backs up its designation as a prototype.]]&lt;br /&gt;
[[File:BOCWRAIKInspect.jpg|thumb|none|600px|Inspecting the magazine-shaped cell holder used to power the rifle, vaguely resembling the Kalash magazines in the ''Metro'' games. It would probably not be wise to place one's fingers anywhere near the cells in the magazine, considering they are actively and visually ''sparking''.]]&lt;br /&gt;
[[File:BOCWRAIKReload.jpg|thumb|none|600px|At least reloading the weapon shows more careful finger placement. As a bit of trivia, intel in the map notes that the RAI K-84 was based off of a &amp;quot;Generator Khaosa Zavoyski-45&amp;quot; weapon that was developed in-universe in WWII. This is a reference to the otherwise completely fictional &amp;quot;GKZ-45 Mark3&amp;quot; Wonder Weapon from the ''[[Call of Duty: Black Ops III]]'' map Gorod Krovi, implying the RAI K is a successor to it. This is backed up by it operating like a more powerful version of the GKZ; a powerful laser bolt firing weapon with a secondary, grenade-type fire that explodes when shot at with the former.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1==&lt;br /&gt;
A [[Steyr AUG A1]] with the bayonet lug from the F88 Austeyr appears in the game as the &amp;quot;AUG&amp;quot; and is classified as a &amp;quot;tactical rifle&amp;quot; in multiplayer. It incorrectly fires in three-round bursts, a feature of the much later (2005) AUG A3 (as well as the similar-looking &amp;quot;ABR 223&amp;quot; from ''BO4'', which its weapon properties are likely based out of). Its foregrip is folded by default, but it can be unfolded via the &amp;quot;Field Agent foregrip&amp;quot;; it also has some rail-mounted foregrip options. Like the M16A2, the weapon boasts surprisingly high damage, able to kill enemies in a single burst at some range compared to the fully-automatic rifles. Originally the weapon was going to have an A2 sight, but it was replaced by the A1 sight by default.&lt;br /&gt;
&lt;br /&gt;
For some reason, Soviet troops use this weapon in the side-mission &amp;quot;Operation Red Circus,&amp;quot; which is incorrect.&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|450px|Steyr AUG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Austeyr.jpg|thumb|none|450px|F88 Austeyr - 5.56x45mm. Note bayonet lug halfway down the projecting part of the barrel and visible ALO tab at the bottom of the trigger]]&lt;br /&gt;
[[File:AUGidle BOCW.jpg|thumb|none|600px|The AUG A1 in service on an estate in the Hollywood Hills.]]&lt;br /&gt;
[[File:AUGADS BOCW.jpg|thumb|none|600px|Looking through the integral Swarovski scope. The offset backup iron sights are modelled correctly, but the reticle is incorrect.]]&lt;br /&gt;
[[File:AUGinspect1 BOCW.jpg|thumb|none|600px|Inspecting the rifle. The F88's bayonet lug is more visible here.]]&lt;br /&gt;
[[File:AUGinspect2 BOCW.jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:AUGEmpty BOCW.jpg|thumb|none|600px|The AUG is one of the few weapons in game to correctly track how many rounds are available in each mag, as can be seen with this empty magazine with follower visibly modeled. Unfortunately, ''Cold War'' does not model the last round bolt hold open mechanism that the IRL AUG A1 has.]]&lt;br /&gt;
[[File:AUGinspect3 BOCW.jpg|thumb|none|600px|Checking the ejection port.]]&lt;br /&gt;
[[File:AUGreload1 BOCW.jpg|thumb|none|600px|Removing the magazine during a reload.]]&lt;br /&gt;
[[File:AUGreload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:AUGreload3 BOCW.jpg|thumb|none|600px|Slapping the charging handle home.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A2===&lt;br /&gt;
Equipping any optical attachments turns the weapon into an anachronistic [[Steyr AUG A2|AUG A2]].&lt;br /&gt;
[[File:SteyrAUGSR.jpg|thumb|none|450px|Steyr AUG Special Receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[File:AUGA2gunsmithpreview BOCW.jpg|thumb|none|600px|The AUG A2 build.]]&lt;br /&gt;
&lt;br /&gt;
==Type 63==&lt;br /&gt;
The [[Type 63 rifle]] is available in the game, classified as a &amp;quot;tactical rifle&amp;quot;. Despite being select-fire in reality, it is restricted to semi-automatic mode in-game; the spike bayonet is also unusable. It uses what appears to be an anachronistic M14 rifle style rail mount when equipping optics. The default magazine initially held a correct 20 rounds in the closed alpha, but this was increased to an incorrect 25 in the beta and final game.&lt;br /&gt;
&lt;br /&gt;
Player character Bell and Woods use this rifle in &amp;quot;Redlight, Greenlight&amp;quot; instead of a more appropriate American M14.&lt;br /&gt;
[[File:Type63.jpg|thumb|none|450px|Type 63 - 7.62x39mm]]&lt;br /&gt;
[[File:Type63preview BOCW.jpg|thumb|none|600px|The Type 63 in Gunsmith.]]&lt;br /&gt;
[[File:Type63idle BOCW.jpg|thumb|none|600px|The Type 63 in Uzbekistan.]]&lt;br /&gt;
[[File:Type63ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Type63inspect BOCW.jpg|thumb|none|600px|Inspecting the Type 63.]]&lt;br /&gt;
[[File:Type63inspect2 BOCW.jpg|thumb|none|600px|Turning it over.]]&lt;br /&gt;
[[File:Type63inspect3 BOCW.jpg|thumb|none|600px|Brass check time.]]&lt;br /&gt;
[[File:Type63reload BOCW.jpg|thumb|none|600px|Reloading by flicking the old magazine out with a fresh one, much like the AK-47 reload.]]&lt;br /&gt;
[[File:Type63reload2 BOCW.jpg|thumb|none|600px|Then chambering the gun with a tug of the bolt handle.]]&lt;br /&gt;
&lt;br /&gt;
==VAHAN==&lt;br /&gt;
The [[VAHAN]], a somewhat obscure prototype Armenian assault rifle, was added in the 1.29 update; this makes ''BOCW'' the weapon's first known media appearance. The in-game version is somewhat stylized, and goes by the name &amp;quot;Vargo 52&amp;quot;; this presumably references the fact that design work on the project began in 1952 (with an earlier rifle called the &amp;quot;MBC-2&amp;quot;), though the VAHAN itself wasn't designed or built until 1992, making its in-game appearance anachronistic.&lt;br /&gt;
&lt;br /&gt;
[[File:VAHAN.jpg|thumb|none|450px|VAHAN with Bushnell scope - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==XM16E1==&lt;br /&gt;
The fully-automatic [[XM16E1]] appears exclusively in the campaign. It is labeled &amp;quot;M16A1&amp;quot; in the HUD and on the magwell (though the pick-up text spells it with a lowercase &amp;quot;a&amp;quot;, for some reason), but it actually has the appearance of a 'faux' XM16E1, as seen in some movies where the guns are built from M16A1s. This is firstly evidenced by the combination of an XM16E1's 3-prong flash hider with an M16A1's full fence lower. The weapon also appears to have a chrome bolt carrier, which was present on the XM16E1, but not on the M16A1. For some reason, the XM16E1 has an anachronistic A2 pistol grip, while the XM4 has a A1 pistol grip.&lt;br /&gt;
&lt;br /&gt;
In a small though somewhat confusing detail, the receiver bears a forge code mark, C H. This would indicate a rifle with an upper receiver built from Harvey Aluminum billets, but this code would have been in use from the mid 1970s to the early 1980s, well after Vietnam and never on an actual XM16E1 (though M16A1s were made with this code). Due to the nature of the game's storyline, this could be justified as intentional anachronism, however. &lt;br /&gt;
&lt;br /&gt;
It appears in the two Vietnam flashback levels, as well as a few other missions where it is available alongside the M16A2. It is incredibly powerful, as the weapon's damage was balanced for occasional bursts rather than consistent fully-auto firing, made even easier with the game's rather controllable muzzle climb. It uses the same reloading animations as the M16A2, but has a different firing sound. It is also seen in the &amp;quot;Good Enough&amp;quot; calling card.&lt;br /&gt;
[[File:XM16E1.jpg|thumb|none|450px|Mockup of an XM16E1 rifle with 20-round magazine - 5.56x45mm NATO. This can be identified as a mockup by its full magazine fence and strengthened front pivot point, neither of which appeared on the XM16E1.]]&lt;br /&gt;
[[File:XM16E1 BOCW.jpg|thumb|none|600px|Bell holds an XM16E1 in a Vietnamese village.]]&lt;br /&gt;
[[File:BOCW-M16-2.jpg|thumb|none|600px|Note the full fence lower, indicating that this is not a true XM16E1.]]&lt;br /&gt;
&lt;br /&gt;
==XM177E1==&lt;br /&gt;
The [[XM177E1]], specifically the later model with a full fence lower, appears under the name &amp;quot;XM4&amp;quot;. It is depicted with a flat top, seeming to be the result of a chopped off carry handle with a bolted rail (which was done in the 1980s by Olympic Arms and some other manufacturers). It has an anachronistic rear sight which is a hybrid between the Troy Battle Sight and Midway Industries Flip Up Sight, and the flash hider has been altered to resemble an A1. It also appears to have been based on a civilian model, as it has semi-auto only selector markings (Fire/Safe).&lt;br /&gt;
&lt;br /&gt;
The weapon is wrapped in slings with a portion tucked behind the bolt catch like the &amp;quot;Commando&amp;quot; from the first ''[[Call of Duty: Black Ops|Black Ops]]'', although the default empty reload animation in this case correctly uses the charging handle instead of trying to hit the bolt release, which couldn't possibly work with a cloth strap tucked behind it (that said, some reload animations, like the jungle mags reload animation, still involve hitting the sling-padded bolt catch). Equipping any stock customization removes the sling wrap. Mounting optics removes the front sight but keeps the gas block.&lt;br /&gt;
&lt;br /&gt;
The XM4 designation is anachronistic for the time period of 1981, as the XM177 wouldn't be designated as &amp;quot;XM4&amp;quot; until 1983, and even then would be attached to an [[:File:XM4 Carbine &amp;amp; M16A2 (1982).jpg|improved model of the XM177E2]]. However, the “11.8&amp;quot; Ranger” give the weapon an 11.5 inch barrel making it the XM177E2. The A1 pistol grip is inaccurately depicted as being solid instead of hollow.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Black Tide&amp;quot; blueprint replaces the regular handguard with a carbine-length [[M203]] grenade launcher heat shield; it also has a yellow tiger stripe camouflage paint similar to the [[M79 grenade launcher|M79]] used by &amp;quot;The Roach&amp;quot; in ''[[Apocalypse Now]]''. The &amp;quot;Giantsbane&amp;quot; variant uses an anachronistic [[Z-M LR 300]] handguard and front sight (the LR 300 having been introduced in 2000). It is also seen in the &amp;quot;Reaper Of The Dead&amp;quot; calling card.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Inconspicuous&amp;quot; blueprint uses the M16A2's upper receiver, while retaining the XM177E1's earlier teardrop forward assist, however. It has an [[Olympic Arms OA-93]] style handguard with vents patterned after the Advanced Armament Corporation OMNI suppressor, an Israeli style elastic handguard band, what appears to be a faux suppressor, a tactical light, a stock cheek pad and a [[Talk:Call of Duty: Black Ops Cold War#SureFire MAG5-60|SureFire MAG5-60]] magazine. The &amp;quot;Fly Trap&amp;quot; blueprint has an A2 handguard, an A2 pistol grip, and an A2 forward assist. The &amp;quot;Ultimate Hunter&amp;quot; has an anachronistic quad rail handguard, a muzzle brake with a breach face, a scope with some cosmetic similarities to a Trijicon ACOG, and a collapsible stock modelled after various offerings from the late 2000's onwards. The 13.7&amp;quot; Takedown, and original SOCOM will make the weapon resembles to the current M4A1 Carbine, which is anachronistic.&lt;br /&gt;
&lt;br /&gt;
[[File:Colt 609-XM1771E1 Late.jpg|thumb|none|451px|Colt Model 609 / XM177E1 - 5.56x45mm NATO. This is a late model with a full fence lower.]]&lt;br /&gt;
[[File:Muzzle A1.jpg|thumb|none|350px|A1 &amp;quot;Birdcage&amp;quot; flash hider]]&lt;br /&gt;
[[File:XM177E1preview BOCW.jpg|thumb|none|600px|The XM177E1 in Gunsmith.]]&lt;br /&gt;
[[File:XM177E1Idle BOCW.jpg|thumb|none|600px|The XM177E1 wielded by CIA agent Russel Adler. Note the MACV-SOG patch on the sling, yet another throwback to the iconic ''Black Ops 1'' &amp;quot;Commando&amp;quot;.]]&lt;br /&gt;
[[File:XM177E1ADS BOCW.jpg|thumb|none|600px|Aiming down the sights at some communist concrete.]]&lt;br /&gt;
[[File:BOCW new XM4 sights.jpg|thumb|none|600px|The updated sights, which now block less of the screen. This was changed in Season 4 for a few other weapons too, including the QBZ and the Ak 5.]]&lt;br /&gt;
[[File:XM177E1Inspect BOCW.jpg|thumb|none|600px|Inspecting involves checking the magazine.]]&lt;br /&gt;
[[File:XM177E1Inspect2 BOCW.jpg|thumb|none|600px|Then tapping it against the magwell, reinserting the magazine, and performing a chamber check. The phrase &amp;quot;This is my rifle&amp;quot; can be seen marked on the ejection port's cover, a reference to the USMC's Rifleman's Creed.]]&lt;br /&gt;
[[File:XM177E1reload BOCW.jpg|thumb|none|600px|Note the animated bolt release catch, as well as an animated magazine release tab actuating as the player character ejects and inserts magazines.]]&lt;br /&gt;
[[File:XM177reload2 BOCW.jpg|thumb|none|600px|The last step for default reloads is a firm jerk of the charging handle.]]&lt;br /&gt;
[[File:BOCW Inconspicuous.jpg|thumb|none|600px|The &amp;quot;Inconspicuous&amp;quot; variant as seen the Warzone preview.]]&lt;br /&gt;
[[File:Pseudo-M4A1.jpg|thumb|none|600px|The &amp;quot;Ultimate Hunter&amp;quot; variant with some attachments to become a psuedo-M4A1 Carbine as seen the Black Ops Cold War preview.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International PM/AW Hybrid==&lt;br /&gt;
The &amp;quot;LW3 - Tundra&amp;quot; is a hybrid of the [[Accuracy International Precision Marksman]] and the [[Accuracy International Arctic Warfare|Arctic Warfare]], along with some fictional elements. The game files was referred to it as the “L96-A1”, even though it’s not the weapon itself. It has a Precision Marksman-style stock, and lacks a finger cutout in the magwell like this model, but has the safety of an Arctic Warfare (incorrectly set to the rear position, which would lock the bolt and the trigger), as well as an adjustable cheek pad and a flash hider like the latter. Curiously enough, it also uses Picatinny rails like the AW, but with a PM-like scope mount and backup rear sight used on it. The rifle is mildly anachronistic, as the Precision Marksman wasn't developed until 1982 and the Arctic Warfare wasn't developed until 1988, while the campaign takes place in 1981 and multiplayer takes place between 1981-1985. The name Tundra suggests it was intended to be based off of the Arctic Warfare, but they went with PM elements to keep it to the multiplayer's time period.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it is inaccurately and anachronistically used by Soviet snipers (which would likely use a SVD or a M1891 Mosin Nagant instead).&lt;br /&gt;
&lt;br /&gt;
[[File:L96A1G.jpg|thumb|none|450px|Accuracy International PM - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International AW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:AccuracyInternationalAW-PMpreview BOCW.jpg|thumb|none|600px|The hybrid Accuracy International rifle in Gunsmith.]]&lt;br /&gt;
[[File:AW-PMidle BOCW.jpg|thumb|none|600px|The hybrid Accuracy International rifle on a Miami Beach boardwalk.]]&lt;br /&gt;
[[File:AW-PMinspect BOCW.jpg|thumb|none|600px|Initiating the inspect animation.]]&lt;br /&gt;
[[File:AW-PMreload BOCW.jpg|thumb|none|600px|Good view of the other side.]]&lt;br /&gt;
[[File:AW-PMreload2 BOCW.jpg|thumb|none|600px|Taking out the magazine.]]&lt;br /&gt;
[[File:AW-PMreload3 BOCW.jpg|thumb|none|600px|Chambering new 7.62x51mm round.]]&lt;br /&gt;
[[File:AW-PMreload4 BOCW.jpg|thumb|none|600px|Ready to go.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M82A1M==&lt;br /&gt;
The [[Barrett M82A1M]] appears in the game as the &amp;quot;M82&amp;quot;. It is anachronistic to the game, since it was developed in the 1990s; the original M82 would be more accurate for some multiplayer maps. To balance out its semiautomatic firing mode, the M82A1M is comically the ''weakest'' sniper rifle in terms of per-shot damage, not even able to break the bulletproof armor scorestreak or even Soviet armored units in the campaign in one shot. Due to the lack of a Soviet sniper rifle, the Soviet forces use the Barrett as their sniper (instead of the aforementioned SVD), which is incorrect.&lt;br /&gt;
&lt;br /&gt;
[[File:Barrett M82A1M.jpg|thumb|none|450px|Barrett M82A1M - .50 BMG]]&lt;br /&gt;
[[File:M82preview BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:M82idle BOCW.jpg|thumb|none|600px|The M82A1M in Miami.]]&lt;br /&gt;
[[File:M82inspect BOCW.jpg|thumb|none|600px|Inspecting the M82A1M.]]&lt;br /&gt;
[[File:M82inspect2 BOCW.jpg|thumb|none|600px|Brass check.]]&lt;br /&gt;
[[File:M82inspect3.jpg|thumb|none|600px|Note the &amp;quot;MOD 82A1&amp;quot; stamped on the magwell.]]&lt;br /&gt;
&lt;br /&gt;
==Mechem NTW-20==&lt;br /&gt;
The [[Mechem NTW-20]] was added in the Season 2 Reloaded update as the &amp;quot;ZRG 20mm&amp;quot;. It is heavily stylized and fitted with a PSO-1 scope with incorrect reticle by default. It is also far shorter than the real weapon, making the weapon shorter then the in-game Barrett M82A1M, despite the NTW-20 being roughly twice the length of the Barrett. It is anachronistic by more than a decade (1998) and is set up for left-handed use, with the magazine and bolt handle on the right and left side respectively, opposite what it should be.&lt;br /&gt;
&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Mechem NTW-20 - 20x82mm MG151]]&lt;br /&gt;
[[File:Svu.jpg|thumb|none|450px|SVU Dragunov - 7.62x54mmR, image used to show PSO-1 scope.]]&lt;br /&gt;
[[File:NTW20gunsmithpreview BOCW.jpg|thumb|none|600px|The &amp;quot;ZRG 20mm&amp;quot; in Gunsmith preview. Note the oversized PSO-1 and short appearance.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 700PSS==&lt;br /&gt;
The [[Remington 700PSS]] appears as the &amp;quot;Pelington 703&amp;quot;, complete with a permanently attached Harris bipod (which can be deployed by equipping the &amp;quot;Front Grip&amp;quot; or &amp;quot;Bipod&amp;quot; underbarrel attachments). Like the M40 and R700 rifles in ''[[Call of Duty 4: Modern Warfare]]'', it is reloaded with individual rounds. It is anachronistic for the game as it was designed in 1986 while the 80s segments of ''Black Ops Cold War'' take place in 1981-1985; the scope also mounts on an anachronistic rail. It is also inaccurately used by Spetsnaz and Cuban snipers and also appears in Bell's Vietnam War false flashbacks, fitted with a wooden stock and is depicted as being used by the US troops, though it is likely standing in for the Remington M40 in this case, consider that it was called the “M40” in the game files. Its Warzone incarnation is stated to use .308 ammunition (most likely Winchester).&lt;br /&gt;
&lt;br /&gt;
[[File:RemingtonPSS700.jpg|thumb|none|450px|Remington 700PSS with Leupold Mark 4 scope and Harris bipod - .300 Win Mag]]&lt;br /&gt;
[[File:R700PSSpreview BOCW.jpg|thumb|none|600px|The Remington 700 in Gunsmith.]]&lt;br /&gt;
[[File:R700idle BOCW.jpg|thumb|none|600px|The Remington 700PSS in service in Soviet Uzbekistan.]]&lt;br /&gt;
[[File:R700inspect BOCW.jpg|thumb|none|600px|Turning the gun over to read the engraved &amp;quot;Pelington&amp;quot; manufacturer branding, which is very clearly meant to evoke the Remington trade dress on the real Remington 700.]]&lt;br /&gt;
[[File:R700inspect2 BOCW.jpg|thumb|none|600px|Inspecting the Remington 700 involves a very elaborate animation, where the player character will eject a live round...]]&lt;br /&gt;
[[File:R700inspect3 BOCW.jpg|thumb|none|600px|Catching it in their right hand...]]&lt;br /&gt;
[[File:R700inspect4 BOCW.jpg|thumb|none|600px|Then slipping it back into the chamber and sending the bolt into battery.]]&lt;br /&gt;
[[File:R700reload BOCW.jpg|thumb|none|600px|Reloading is done with individual rounds.]]&lt;br /&gt;
[[File:CODBOCWWoodsSniper1.jpeg|thumb|none|600px|Woods holding the sniper rifle in a promotional image.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==CETME Ameli==&lt;br /&gt;
The late NB model [[CETME Ameli]] was added in Season 4. It is inaccurately fitted with an early NA variant flash hider. It appears under the Spanish Army's designation &amp;quot;MG 82&amp;quot;. It is borderline anachronistic for pre-1982 maps, as it was recently unveiled and put into Spanish service at the time.&lt;br /&gt;
&lt;br /&gt;
[[File:CetmeAmeli556.jpg|thumb|none|450px|CETME Ameli (late NB model) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Amelipreview BOCW.jpg|thumb|none|600px|The CETME Ameli in the battlepass preview screen. Note the MG42 like conical muzzle from the early NA variant. Fitting this one to an NB model is dubious as the NA muzzle is part of the barrel shroud while the NB straight flash hider is part of the barrel.]]&lt;br /&gt;
[[File:AmeliIdle BOCW.jpg|thumb|none|600px|The CETME Ameli in the hands of NATO operator Baker, onboard a luxury yacht.]]&lt;br /&gt;
[[File:AmeliADS BOCW.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AmeliInspect1 BOCW.jpg|thumb|none|600px|Inspecting the Spanish LMG.]]&lt;br /&gt;
[[File:AmeliInspect2 BOCW.jpg|thumb|none|600px|The other side.]]&lt;br /&gt;
[[File:AmeliReload1 BOCW.jpg|thumb|none|600px|Reloading by racking the charging handle.]]&lt;br /&gt;
[[File:AmeliReload2 BOCW.jpg|thumb|none|600px|Opening the top cover.]]&lt;br /&gt;
[[File:AmeliReload3 BOCW.jpg|thumb|none|600px|Replacing the ammo box.]]&lt;br /&gt;
[[File:AmeliReload4 BOCW.jpg|thumb|none|600px|And inserting a fresh belt into the feed tray.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
A handheld [[M134 Minigun]] is featured in the game. It is shown with a 4-flange barrel clamp (like an original General Electric M134) combined with a Dillon Aero flash hider. It is obtainable in the campaign mission &amp;quot;The Final Countdown&amp;quot;, under the name &amp;quot;M134 Minigun&amp;quot;. It was later added to multiplayer and Zombies in Season 2 as the &amp;quot;Death Machine&amp;quot;, with a slightly altered model.&lt;br /&gt;
&lt;br /&gt;
It also appears mounted on helicopters, including the &amp;quot;Chopper Gunner&amp;quot; scorestreak in multiplayer, and as part of the &amp;quot;Sentry Turret&amp;quot; scorestreak. A helicopter-mounted version can be used by Bell during a setpiece in &amp;quot;Fracture Jaw&amp;quot;, though when the helicopter was shot down during the aforementioned mission, it somehow still manages to operate without the assistance of a power supply.&lt;br /&gt;
&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|450px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M134deathmachine BOCW.jpg|thumb|none|600px|The &amp;quot;Death Machine&amp;quot; in the scorestreak selection menu. This configuration resembles the airsoft Classic Army M134-A2 CO2/HPA.]]&lt;br /&gt;
[[File:BOCW-Minigun-1.jpg|thumb|none|600px|The M134 at the far right, in both door and subsystem mounts. Note that ''Black Ops Cold War'' continues the ''Modern Warfare'' trend of fictionalizing its vehicles, evident by the addition of backwards Pave Low style air intakes and overall stylized appearance of the faux Huey.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Death Machine&amp;quot; (Dead Ops Arcade 3)===&lt;br /&gt;
The &amp;quot;Death Machine&amp;quot; model from ''[[Call of Duty: Black Ops III]]'', a futuristic man-portable rotary gun based on the [[General Dynamics GAU-19/A]], appears exclusively as a power-up in the Zombies map Dead Ops Arcade 3: Rise of the Mamaback.&lt;br /&gt;
&lt;br /&gt;
[[File:GAU19.jpg|thumb|none|450px|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The [[M60 machine gun|M60]] is one of the machine guns in ''BOCW''; it is the original model, as opposed to the M60E3 featured in past games.&lt;br /&gt;
&lt;br /&gt;
A mounted version can also be found in &amp;quot;End of the Line&amp;quot;, which somehow ended up to the Cuban forces. It is also seen in the &amp;quot;Harvest Time&amp;quot; calling card.&lt;br /&gt;
&lt;br /&gt;
[[File:M60GPMG.jpg|thumb|none|450px|M60 gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M60preview BOCW.jpg|thumb|none|600px|The M60 in Gunsmith. The belt box only holds 75 rounds by default instead of 100, though it has a correct capacity in Warzone.]]&lt;br /&gt;
[[File:M60idle BOCW.jpg|thumb|none|600px|The M60 in the lobby of a fancy Miami Beach hotel.]]&lt;br /&gt;
[[File:M60ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:M60inspect BOCW.jpg|thumb|none|600px|Woods holds the M60 up in the inspect animation.]]&lt;br /&gt;
[[File:M60inspect2 BOCW.jpg|thumb|none|600px|Getting a good look at the ammo box, note the rounds in the belt appear to have struck primers.]]&lt;br /&gt;
[[File:M60inspect3 BOCW.jpg|thumb|none|600px|Checking out the charging handle and link ejection port.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-1-Pull.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-2-Push.jpg|thumb|none|600px|Pushing it back into position.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-3-ThrowCasings.jpg|thumb|none|600px|After the cover is opened, the remaining M13 belt link is swiped away. This is the only difference between an empty and partially-empty reload.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-4-BoxRemove.jpg|thumb|none|600px|Removing the ammo box.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-5-BoxNew.jpg|thumb|none|600px|Inserting a full ammo box into its hang slit.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-6-AlignBullets.jpg|thumb|none|600px|Aligning the belt.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-7-LidClose.jpg|thumb|none|600px|Closing the M60's cover lid. In reality, the original M60 (and not later versions depicted in previous games) requires the charging handle to be locked back in order to properly close the top-cover, as reloading with the handle forward would not allow the top-cover to be fully closed. Using fast mags produces a different reloading animation where the cover isn't flipped up, and the belt is instead pushed into the gun, which is then charged twice to put the round in place.]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
The [[RPD]] appears under its real name, with an incorrect disintegrating ammunition belt. The &amp;quot;Fast Mag&amp;quot; reload animation shows the RPD reload in a unique manner by having the new belt pulled through the closed top cover, whereas the default reload involves using the feed tray cover.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it is used by Soviet forces in 1981, at a time when it had already been phased out in favor of the [[PKM]] and the [[RPK-74]].&lt;br /&gt;
&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:RPDpreview BOCW.jpg|thumb|none|600px|The RPD in Gunsmith. It only holds 50 rounds (formerly 75) by default instead of 100 in its belt container.]]&lt;br /&gt;
[[File:RPDidle BOCW.jpg|thumb|none|600px|The RPD in use on a Nicaraguan cartel plantation.]]&lt;br /&gt;
[[File:RPDADS BOCW.jpg|thumb|none|600px|Looking through the iron sights.]]&lt;br /&gt;
[[File:RPDinspect BOCW.jpg|thumb|none|600px|Inspecting the RPD.]]&lt;br /&gt;
[[File:RPDinspect2 BOCW.jpg|thumb|none|600px|Turning the RPD over.]]&lt;br /&gt;
[[File:RPDreload BOCW.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:RPDreload2 BOCW.jpg|thumb|none|600px|Lifting the dust cover.]]&lt;br /&gt;
[[File:RPDreload3 BOCW.jpg|thumb|none|600px|Feeding the new ammo belt in.]]&lt;br /&gt;
[[File:BOCW-RPD-1.jpg|thumb|none|600px|Adler and Belikov brandish RPDs as they prepare to shoot their way out of KGB headquarters.]]&lt;br /&gt;
&lt;br /&gt;
==Stoner 63A==&lt;br /&gt;
The [[Stoner 63A]] is available in-game. Its in-game configuration primarily matches the Commando configuration, feeding from the right and featuring a bottom cocking handle. By default, it has a long barrel generally associated with the LMG configuration, though it can be modified with a Commando barrel via the “16&amp;quot; SOR Cut Down” attachment; this is a rather strange name, given that the Commando-length barrel was a factory option. A few Soviet heavies in the campaign are seen using these instead of the more faction-appropriate RPD.&lt;br /&gt;
&lt;br /&gt;
The gun can use a 100-round drum modeled after the real gun's left-feeding 100-round drum, mirrored to feed from the right instead of the left (and also featuring some cosmetic differences). The gun also has a fictional 125-round box option.&lt;br /&gt;
[[File:Stoner 63A Commando Right Feed.jpg|thumb|none|450px|Stoner 63A, Commando configuration (Mark 23 Mod 0) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Stoner 63 LMG.jpg|thumb|none|450px|Stoner 63, light machine gun configuration (XM207) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Stoner63preview BOCW.jpg|thumb|none|600px|The Stoner 63 in Gunsmith. Like the M60, it only holds 75 rounds by default instead of 100 in its belt box.]]&lt;br /&gt;
[[File:Stoner63idle BOCW.jpg|thumb|none|600px|The Stoner 63 in Nuketown.]]&lt;br /&gt;
[[File:Stoner63ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Stoner63inspect BOCW.jpg|thumb|none|600px|Initiating inspect animation.]]&lt;br /&gt;
[[File:Stoner63inspect2 BOCW.jpg|thumb|none|600px|Checking the right hand side.]]&lt;br /&gt;
[[File:Stoner63reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Stoner63reload2 BOCW.jpg|thumb|none|600px|Taking out the ammo box.]]&lt;br /&gt;
[[File:Stoner63reload3 BOCW.jpg|thumb|none|600px|Inserting a fresh ammo box.]]&lt;br /&gt;
[[File:Stoner63reload4 BOCW.jpg|thumb|none|600px|Taking the new belt of 5.56x45mm. Like the RPD and the M60, the Fast Mags reload animation shows the belt being pulled through the gun rather than put into the gun after flipping up the feed tray cover.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==FIM-43 Redeye==&lt;br /&gt;
The [[FIM-43 Redeye]] appears under the name &amp;quot;Cigma 2&amp;quot;. Despite being a dedicated MANPADS in reality, the weapon can still be fired even without a lock-on and against ground targets. It somehow appears in a secret Soviet training facility in &amp;quot;Redlight, Greenlight&amp;quot;, though it may be possible that Soviet forces somewhat stole a few Redeyes from the Afghan mujahideen during the Soviet–Afghan War or otherwise, it would likely be fired ones for research use. Cuban forces in &amp;quot;End of the Line&amp;quot; also somehow ended up with Redeye launchers, where the RPG-7 already featured in the game would be a better choice.&lt;br /&gt;
&lt;br /&gt;
[[File:FIM-43 Redeye display.jpg|thumb|none|450px|Dummy FIM-43 Redeye Block I/II with sling - 70mm]]&lt;br /&gt;
[[File:FIM43preview BOCW.jpg|thumb|none|600px|The Redeye in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
The &amp;quot;RAI K-84&amp;quot; wonder weapon in Zombies is fitted with an underbarrel &amp;quot;Vortex&amp;quot; grenade launcher, called the &amp;quot;GP-6K2&amp;quot; and taking the form of a [[GP-25]].&lt;br /&gt;
&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:BOCWGP6K2.jpg|thumb|none|600px|The Requiem Operator readies his Vortex launcher. Rather than relying on its own source of ammunition, the launcher instead takes ten shots from the magazine every time it is fired.]]&lt;br /&gt;
[[File:BOCWRAIKReload.jpg|thumb|none|600px|Wires between the launcher and the main body of the gun can be better seen while reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Hawk MM1 grenade launcher==&lt;br /&gt;
The [[Hawk MM1 grenade launcher]] appears as the &amp;quot;War Machine&amp;quot; scorestreak. Bell wields one that somehow manages to hold 36 rounds in one of the final missions of the campaign. It appropriately holds 12 in multiplayer and Zombies mode.&lt;br /&gt;
[[File:MM1.jpg|thumb|none|400px|Hawk MM1 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:HawkMM1scorestreakmenu BOCW.jpg|thumb|none|600px|The Hawk MM1 in the scorestreak selection menu.]]&lt;br /&gt;
[[File:BOCW MM-1 Beta.jpg|thumb|none|600px|The MM1 as seen in the beta. Lacking sights of any sort, the MM1's &amp;quot;aiming&amp;quot; animation consists of simply zooming in the user's view slightly.]]&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
The [[M79 grenade launcher]] is one of the launchers in the game. It appears in the missions &amp;quot;End of the Line&amp;quot; and the false Vietnam flashback mission &amp;quot;Desperate Measures,&amp;quot; as well as &amp;quot;Redlight, Greenlight&amp;quot; as part of an easter egg.&lt;br /&gt;
&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|400px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:M79preview BOCW.jpg|thumb|none|600px|The M79.]]&lt;br /&gt;
[[File:M79idle BOCW.jpg|thumb|none|600px|The M79 in Nuketown.]]&lt;br /&gt;
[[File:M79ADS BOCW.jpg|thumb|none|600px|Looking down the ladder sight.]]&lt;br /&gt;
[[File:M79inspect BOCW.jpg|thumb|none|600px|The inspect animation for the M79 is very simple, with the player character turning it over from left to right.]]&lt;br /&gt;
[[File:M79inspect2 BOCW.jpg|thumb|none|600px|The other side.]]&lt;br /&gt;
[[File:M79reload BOCW.jpg|thumb|none|600px|Ejecting the spent 40mm casing.]]&lt;br /&gt;
[[File:M79reload2 BOCW.jpg|thumb|none|600px|Reloading with another round.]]&lt;br /&gt;
[[File:M79reload3 BOCW.jpg|thumb|none|600px|Flipping the breech shut.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is one of the launchers in ''BOCW''. This time, it’s flip-up sight is in the correct position unlike the previous Black Ops games where the flip up sight is backwards.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RPG7preview BOCW.jpg|thumb|none|600px|The RPG-7 in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==F-1 Hand Grenade==&lt;br /&gt;
Several multiplayer character skins have unusable [[F-1 Hand Grenade]]s attached to the belt.&lt;br /&gt;
[[Image:deactivated f1.jpg|thumb|none|350px|F-1 High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[File:BOCW-ArtistF1Grenade.jpg|thumb|none|600px|The &amp;quot;[[Léon: The Professional|Artist]]&amp;quot; skin for the operator Portnova from season 2 in-game.]]&lt;br /&gt;
[[File:BOCW-F1Grenade1.jpg|thumb|none|600px|The &amp;quot;Violent Nature&amp;quot; skin in-game.]]&lt;br /&gt;
[[File:BOCW-F1Grenade2.jpg|thumb|none|600px|The &amp;quot;Meltdown&amp;quot; skin in-game.]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is carried by US soldiers in Vietnam in the campaign. M18s with inverted color scheme are also carried by Naga. On the 2021 released map &amp;quot;Apocalypse&amp;quot;, several M18s with purple smoke lying around the ruins.&lt;br /&gt;
[[File:M18yellow actual.jpg|thumb|none|150px|M18 smoke grenade, yellow]]&lt;br /&gt;
[[File:BOCW-M18-Smoke-1.jpg|thumb|none|600px|An M18 with an incorrect &amp;quot;WHITE&amp;quot; marking on a soldier.]]&lt;br /&gt;
[[File:BOCW-M18-Smoke-2.jpg|thumb|none|600px|An unusable unprimed M18 releasing endless, incorrectly-colored smoke.]]&lt;br /&gt;
[[File:AmericanSniperANM8.jpg|thumb|none|250px|Screen-used stunt AN/M8 smoke grenade (Marc Lee's; with a foam magazine) from ''[[American Sniper]]''. Image used to illustrate Naga's inverted color M18 grenades.]]&lt;br /&gt;
&lt;br /&gt;
==M26 hand grenade==&lt;br /&gt;
What appears to be an [[M26 hand grenade]] is carried by Woods in promotional media. The &amp;quot;Wrecking Ball&amp;quot; skin has an unusable M26 hanging from his belt.&lt;br /&gt;
[[File:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW-M26Grenade1.jpg|thumb|none|600px|The &amp;quot;Wrecking Ball&amp;quot; skin in-game.]]&lt;br /&gt;
&lt;br /&gt;
==M34 White Phosphorous grenade==&lt;br /&gt;
The [[M34 White Phosphorous grenade]] appears as the &amp;quot;Smoke Grenade&amp;quot;.&lt;br /&gt;
[[File:M34 2-1-.jpg|thumb|none|150px|M34 White Phosphorous grenade.]]&lt;br /&gt;
[[File:BOCW M34 WP.jpg|thumb|none|600px|The &amp;quot;Smoke Grenade&amp;quot; in the loadout.]]&lt;br /&gt;
&lt;br /&gt;
==M67 hand grenade==&lt;br /&gt;
The [[M67 hand grenade]] appears as the &amp;quot;Frag&amp;quot;. It is also depicted on the &amp;quot;Quartermaster&amp;quot; perk.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 fragmentation grenade.]]&lt;br /&gt;
[[File:BOCW M67.jpg|thumb|none|600px|A M67 frag grenade in the &amp;quot;Lethal&amp;quot; equipment section.]]&lt;br /&gt;
&lt;br /&gt;
==M83 smoke grenade==&lt;br /&gt;
An anachronistic M83 instead of the period-appropriate AN/M8 HC smoke grenades are carried by Sims and US troops in &amp;quot;Fracture Jaw&amp;quot;.&lt;br /&gt;
[[File:M87.JPG|thumb|none|200px|M83 TA smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
An [[M84 stun grenade]] is carried by Woods in the campaign and is seen in cinematics. The same fictionalized M84 from ''Modern Warfare'' is also carried by multiplayer operator Zeyna. It is anachronistic as it was used from 1995 in reality.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:BOCW M1911 trailer silencer.jpg|thumb|none|600px|M84 stun grenades seen in the arsenal of a Perseus team in the multiplayer reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 hand grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is seen in the key art for the game's beta.&lt;br /&gt;
[[file:MK2 grenade DoD.jpg|thumb|150px|none|Mk 2 hand grenade]]&lt;br /&gt;
[[File:COD CWBO Beta Key Art.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MK3A2 offensive hand grenade==&lt;br /&gt;
The [[MK3 offensive hand grenade|MK3A2]] concussion grenade appears as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
[[File:MK3A2.jpg|thumb|none|150px|MK3A2 offensive hand grenade]]&lt;br /&gt;
[[File:BOCW Mk3A2.jpg|thumb|none|600px|The MK3A2 as seen in the loadout section.]]&lt;br /&gt;
&lt;br /&gt;
==Rheinmetall MK13 Mod 0 BTV-EL flash grenade==&lt;br /&gt;
MK 13 flashbang grenades are carried by US troops in cutscenes and are seen on the default skins for multiplayer operators Adler and Song and Naga's &amp;quot;Warlord&amp;quot; skin. Most likely anachronistic.&lt;br /&gt;
[[File:MK13 Mod 0 BTV-EL.jpg|thumb|none|200px|Rheinmetall MK13 Mod 0 BTV-EL flash grenade]]&lt;br /&gt;
[[File:BOCW Adler M18.jpg|thumb|none|600px|Adler with an MK 13 flashbang on his belt.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgrante==&lt;br /&gt;
Seven unusable [[Model 24 Stielhandgranate]]s can be seen on the &amp;quot;Die Maschine&amp;quot; Zombies map, right behind the Kingtiger tank.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|350px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW-Stielhandgrante1.jpg|thumb|none|600px|Looking at &amp;quot;potato mashers&amp;quot;.]]&lt;br /&gt;
[[File:BOCW-Stielhandgrante2.jpg|thumb|none|600px|Closer view of three stick grenades, it appears that the model is reused from ''Black Ops III'' and ''Black Ops 4''.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5==&lt;br /&gt;
Unusable [[RGD-5]] grenades are visible on the harness of multiplayer operators Portnova and Garcia and on Naga's &amp;quot;Warlord&amp;quot; skin.&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|160px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW Garcia grenades.jpg|thumb|none|600px|Garcia's character model on the beta's main multiplayer screen.]]&lt;br /&gt;
&lt;br /&gt;
==RG-42==&lt;br /&gt;
Also seen hanging on Garcia's belt is an [[RG-42 hand grenade]].&lt;br /&gt;
[[File:RG-42 HG.jpg|thumb|none|160px|RG-42 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW Garcia grenades.jpg|thumb|none|600px|The RG-42 is just barely visible on Garcia's belt, by his left hip.]]&lt;br /&gt;
&lt;br /&gt;
==Simulator Hand Grenade M116A1==&lt;br /&gt;
The [[M116A1 training grenade|Simulator Hand Grenade M116A1]] appears as the &amp;quot;Flashbang&amp;quot;. In reality, this is a training grenade and not an actual combat device.&lt;br /&gt;
[[File:M116a1pullcord.jpg|thumb|none|300px|Simulator Hand Grenade M116A1 with pullcord fuse]]&lt;br /&gt;
[[File:M116A1Flashbang BOCW.jpg|thumb|none|600px|The M116A1 in the operator loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==TM-46 anti-tank mine==&lt;br /&gt;
A cosmetically modified [[TM-46 anti-tank mine]] appears as the &amp;quot;Proximity Mine&amp;quot; field upgrade.&lt;br /&gt;
[[File:Tm-46.jpg|thumb|none|450px|TM-46 anti-tank mine]]&lt;br /&gt;
[[File:BOCW Prox Mine.jpg|thumb|none|600px|The Proximity Mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Type 67 Stick Grenade==&lt;br /&gt;
Several unusable Chinese [[Type 67 stick grenade|Type 67 Grenades]] are seen on the Vietcong guerillas found in the campaign. In the multiplayer, an operator skin for Baker can be purchased with Season 2, which also has two Type 67 Stick Grenades attached to the belt.&lt;br /&gt;
[[File:Type67Grenade.jpg|thumb|none|350px|Type 67 High-Explosive Fragmentation stick grenade]]&lt;br /&gt;
[[File:BOCW-Type67grenade.jpg|thumb|none|600px|Bell looks at a dead Vietcong fighter.]]&lt;br /&gt;
[[File:BOCW-Type67grenade2.jpg|thumb|none|600px|The &amp;quot;Last One Standing&amp;quot; skin in-game.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==8.8 cm Flak 37==&lt;br /&gt;
Bell destroys several Flak 37s in &amp;quot;The Final Countdown&amp;quot;. It is inaccurately depicted as being mounted on Czechoslovakian type carriage and mount.&lt;br /&gt;
[[Image:FlaK37.jpg|thumb|none|400px|8.8 cm FlaK 37 (note the pointer dials, the rectangular boxes on the side of the gun cradle with two circles) - 88x571mm R]]&lt;br /&gt;
[[File:BOCW-Flak1.jpg|thumb|none|600px|In a truly Bond villain fashion, &amp;quot;Perseus&amp;quot; have mated the poor Flak 37 to a [http://www.frajasw.cz/gallery/lizard/pldvk_vz_53/pldvk_vz_53.html Czechoslovakian towed 30-mm anti-aircraft installation ZK.453].]]&lt;br /&gt;
[[File:BOCW-Flak2.jpg|thumb|none|600px|As evident from this image, the combination of a much larger Flak 37 with the ZK.453 carriage is dubious to work in reality as the latter is obviously designed for a smaller weapon. As for why would a rogue Soviet element use a WWII German flak, that's probably due to asset recycling from a previous game.]]&lt;br /&gt;
&lt;br /&gt;
==30mm ZK.453==&lt;br /&gt;
In &amp;quot;Red Light, Green Light&amp;quot;, some 30mm ZK.453 anti-aircraft guns can be seen.&lt;br /&gt;
[[File:BOCW-AAZK1.jpg|thumb|none|600px|The ZK.453 which unlike the aforementioned mutant flak, actually fits the carriage it was meant for.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
Five bent [[Browning M2 Aircraft]] Machine Guns in fixed and flexible mount are seen on a crashed Boeing B17 &amp;quot;Flying Fortress&amp;quot; on the Zombies map &amp;quot;Die Maschine&amp;quot;. This bomber is first seen during the &amp;quot;Nacht der Untoten&amp;quot; cutscene from ''[[Call of Duty: World at War|World at War]]''.&lt;br /&gt;
[[File:M2aircraft.jpg|thumb|none|450px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, flexible - .50 BMG]]&lt;br /&gt;
[[File:BOCW-BM2Air.jpg|thumb|none|600px|Looking at the top turret with two mounted Brownings.]]&lt;br /&gt;
[[File:BOCW-BM2Air1.jpg|thumb|none|600px|The barrel of a waist gunner position.]]&lt;br /&gt;
[[File:BOCW-BM2Air2.jpg|thumb|none|600px|A rear view of the same MG inside the bomber shows the spade grips of the flexible Browning variant. The last two MGs of the tail gunner position can be seen outside the map.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
[[Browning M2HB]]s are mounted on M1 Abrams tanks.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:M242 25mm gun.jpg|thumb|none|450px|M242 Bushmaster chaingun - 25mm]]&lt;br /&gt;
[[File:BOCW-M2HB1.jpg|thumb|none|600px|It appears that the M2HB has also been fictionalized somewhat, because &amp;quot;legal reasons&amp;quot;. Among these fictionalizations are reinforcing ribs added at the front of the receiver, an extension to the receiver that separates the receiver and the barrel shroud and also mounts the front sight, the barrel shroud only having 3 vent holes instead of 4 (none of which are actually modeled, but textured onto the gun) and also being bottlenecked similar to an [[M242 Bushmaster chaingun]], and lightening cuts added to the top cover. The Abrams tank it is mounted to is the M1A1 variant, easily identified by the different profile of the bore evacuator on the M256 120mm cannon and the lack of the M1A2's thermal viewer for the commander; the M1A1 Abrams is anachronistic to this level, set in 1983, as the M1A1 was only accepted into service some time between 1985 and 1986.]]&lt;br /&gt;
[[File:BOCW-M2HB2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==DShKM Heavy Machine Gun==&lt;br /&gt;
A [[DShK Heavy Machine Gun|DShKM Heavy Machine Gun]] appears to be mounted gunboats, tanks and bunkers in multiplayer and also on the ''Slava''-class, and inappropriately, the ''Ticonderoga''-class cruisers on the map Armada. It can be used in the campaign mission &amp;quot;Redlight, Greenlight&amp;quot;, mounted on a (anachronistic) BTR-80 APC.&lt;br /&gt;
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
==General Electric M61 Vulcan==&lt;br /&gt;
F-14A Tomcats, armed with [[M61 Vulcan]] cannons, are seen taking off from a ''Nimitz''-class carrier in the reveal trailer. The carrier also sports Vulcan cannons in CIWS installations.&lt;br /&gt;
[[File:M61vulcan.jpg|thumb|none|450px|GE M61 Vulcan Cannon - 20x102mm]]&lt;br /&gt;
[[File:Phalanx.jpg|thumb|none|400px|Phalanx Block 1 CIWS - 20x102mm]]&lt;br /&gt;
[[File:BOCW Nimitz Carrier.jpg|thumb|none|600px|A Tomcat launching into the danger zone from the supercarrier, with CIWS visible on both sides of the bow.]]&lt;br /&gt;
&lt;br /&gt;
==M40 Recoilless Rifle==&lt;br /&gt;
The [[M40 Recoilless Rifle]] is seen on jeeps inside Camp Haskins.&lt;br /&gt;
[[File:M40 Type 73 jeep mount.jpg|thumb|none|400px|M40 Recoilless Rifle (Licensed in Japan as the Type 60) mounted on Type 73 Kyu jeep - 106mm Rocket]]&lt;br /&gt;
[[File:BOCW-M40Recoilless.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The Panzerkampfwagen VI Ausf. B Tiger II &amp;quot;Königstiger&amp;quot; heavy tank on the &amp;quot;Die Maschine&amp;quot; Zombies map has a hull-mounted [[MG34]].&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BOCW-MG34Panzerlauf.jpg|thumb|none|600px|The hull-mounted MG34. It appears that the weapon plus the entire tank model are reused from ''Black Ops III''.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
An [[MG42]] with a drum magazine appears only as an emplaced weapon in the Vietnam War flashback mission &amp;quot;Fracture Jaw&amp;quot;. It is confirmed that the MG34 was used in Vietnam as military aid from the Soviet Union which had captured stockpiles from WWII thus the appearance of the MG42 in this context is also plausible.&lt;br /&gt;
[[File:mg42drummag.jpg|thumb|none|450px|MG42 with drum magazine - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BOCW-MG42-1.jpg|thumb|none|600px|An MG42 in Vietnam. It appears that the model is lifted from ''Black Ops III''.]]&lt;br /&gt;
[[File:BOCW-MG42-2.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
&lt;br /&gt;
==Yakushev-Borzov Yak-B==&lt;br /&gt;
A [[Yakushev-Borzov Yak-B]] is mounted on in-game Hind-D attack helicopters.&lt;br /&gt;
[[File:Mil Mi-24D Yak-B closeup.jpg|thumb|none|400px|Closeup of Yakushev-Borzov Yak-B mounted on Mi-24 Hind-D - 12.7x108mm]]&lt;br /&gt;
[[File:YakB Hind BOCW.jpg|thumb|none|600px|The chin-mounted Yak-B as seen in the vehicle customization menu in Cold War.]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-23==&lt;br /&gt;
The &amp;quot;VTOL Escort&amp;quot; (Modeled after the Yak-38) has two [[Gryazev-Shipunov GSh-23]] autocannons mounted in underwing UPK-23 gunpods. While the pod itself is correctly modeled, it is incorrectly depicted as a flexible aiming system (independent from the Yak's nose direction) due to gameplay reasons and controls. It is also seen mounted with an NPPU-23 helicopter turret inaccurately onto a Mi-8 helicopter piloted by Kravchenko in &amp;quot;Mauer Der Toten&amp;quot;.&lt;br /&gt;
[[File:GSh-23-2.jpg|thumb|none|400px|Grayzev-Shipunov GSh-23 with ammo belt - 23x115mm]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-2==&lt;br /&gt;
[[Gryazev-Shipunov GSh-30-2]] cannons are used by the Sukhoi Su-25 &amp;quot;Frogfoot&amp;quot; jets against ground targets when conducting the &amp;quot;Strafe Run&amp;quot; scorestreak.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==150 lb Crossbow==&lt;br /&gt;
A 150 lb crossbow similar to those by Velocity Archery and Wizard Archery appears as the &amp;quot;R1 Shadowhunter&amp;quot;. Those designs are most likely anachronistic.&lt;br /&gt;
[[File:R1crossbowpreview BOCW.jpg|thumb|none|600px|The &amp;quot;R1 Shadowhunter&amp;quot; in the gunsmith preview menu.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower (modified)==&lt;br /&gt;
A modified [[M2 Flamethrower]] was added as a scorestreak with Season 5. It consists of the gun group with added custom smaller fuel tanks, modified muzzle and a stock. Its icon shows it consisting of a normal M2 wand paired with M9 fuel tanks.&lt;br /&gt;
[[File:M9 with M2 wand.jpg|thumb|none|450px|M9 Flamethrower with M2 wand]]&lt;br /&gt;
&lt;br /&gt;
==Recurve Bow==&lt;br /&gt;
A recurve bow which appears to be based on [[Rambo]]'s bows appears in the campaign and as a scorestreak in multiplayer. It is inaccurately depicted as being usable underwater which doesn't hinder in any way the arrow's movement nor the flame of the fire arrows.&lt;br /&gt;
&lt;br /&gt;
==Beretta 92F==&lt;br /&gt;
A [[Beretta 92F]] is seen on a movie poster in the map &amp;quot;Amerika&amp;quot;.&lt;br /&gt;
[[File:Beretta92F EarlyModel.jpg|thumb|none|300px|Beretta 92F - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Beretta92Fmovieposter BOCW.jpg|thumb|none|600px|The movie &amp;quot;Hot 'Nuff&amp;quot; with the Beretta 92F.]]&lt;br /&gt;
&lt;br /&gt;
==China Lake Grenade Launcher==&lt;br /&gt;
The [[M79 grenade launcher|M79]]'s master calling card shows a [[China Lake Launcher]] instead of a proper M79.&lt;br /&gt;
[[File:China Lake.jpg|thumb|none|450px|China Lake Launcher - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
Two [[Colt SAA]] revolvers are seen in the &amp;quot;Dead Still&amp;quot; calling card.&lt;br /&gt;
[[File:ColtSAALongBarrel.jpg|thumb|none|300px|Colt Single Action Army with 7.5&amp;quot; barrel known as the &amp;quot;Cavalry&amp;quot; model - .45 Long Colt]]&lt;br /&gt;
[[File:BOCW-SAACard.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
[[Enfield L85A2]] rifles are seen in the &amp;quot;Hardcore Kill Collector&amp;quot; calling card.&lt;br /&gt;
[[File:L85A2Iron.jpg|thumb|none|450px|L85A2 with iron sights - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BOCW CC L85.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Sci-Fi Rifle==&lt;br /&gt;
A fictional sci-fi rifle inspired by the [[M41A Pulse Rifle]] from the ''Alien'' franchise is featured in posters for the fictional movie &amp;quot;Two Days On The Moon&amp;quot; in the map Express.&lt;br /&gt;
[[File:M41a02.jpg|thumb|none|450px|Opposite side view of an M41A Pulse Rifle from ''Aliens''.]]&lt;br /&gt;
[[File:BOCW alien rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Sniper Rifle==&lt;br /&gt;
A fictional sniper rifle seemingly based on the &amp;quot;Sniper Rifle&amp;quot; from ''[[Fallout 3]]'' appears in the &amp;quot;Saving PhD Ryan&amp;quot; campaign calling card.&lt;br /&gt;
[[File:FNV_Sniper_Rifle.jpg|thumb|none|450px|The &amp;quot;Sniper Rifle&amp;quot; from ''Fallout 3''.]]&lt;br /&gt;
[[File:BOCW CC F3SR.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Handflammpatrone DM34==&lt;br /&gt;
Handflammpatrone DM34 single-shot incendiary pistols are used in two executions - Woods' &amp;quot;Spare A Light&amp;quot; and Kitsune's &amp;quot;Tortured&amp;quot;.&lt;br /&gt;
[[File:Handflammpatrone.jpg|thumb|none|350px|Handflammpatrone DM34]]&lt;br /&gt;
&lt;br /&gt;
==IWI Galil ACE 21==&lt;br /&gt;
A soldier wields two [[Galil ACE 21]]s in the &amp;quot;Armed To The Teeth&amp;quot; calling card.&lt;br /&gt;
[[File:Galil ACE 21.jpg|thumb|none|450px|IWI Galil ACE 21 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
What appears to be [[M1 Garand]]s are seen on the &amp;quot;Down Range&amp;quot; bundle picture.&lt;br /&gt;
[[File:M1 Garand.jpg|thumb|none|450px|M1 Garand - .30-06.]]&lt;br /&gt;
[[File:BOCW-DownRange.jpg|thumb|none|600px|The last WWII-style American soldier on the right carries the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==M114 155 mm howitzer==&lt;br /&gt;
M114 155 mm howitzers are seen in firebase Ripcord in the mission &amp;quot;Fracture Jaw&amp;quot;. The &amp;quot;Artillery&amp;quot; scorestreak also consists of a barrage from M114 155 mm howitzers.&lt;br /&gt;
[[File:M114 155m howitzer.jpg|thumb|none|450px|M114 Howitzer - 155mm]]&lt;br /&gt;
[[File:M114Scorestreak BOCW.jpg|thumb|none|600px|The selection menu artwork for the &amp;quot;Artillery&amp;quot; scorestreak shows an M114 battery. This reflects their usage in the context of the Vietnam War through the game's Southeast Asian multiplayer maps are set in the 80s.]]&lt;br /&gt;
[[File:BOCW-M114Howitzer.jpg|thumb|none|600px|The barrels of the howitzers can be seen in the distance.]]&lt;br /&gt;
&lt;br /&gt;
==M20 &amp;quot;Super Bazooka&amp;quot;==&lt;br /&gt;
An [[M20 &amp;quot;Super Bazooka&amp;quot;]] is seen in Vietnam War archival footage in the intro of &amp;quot;Fracture Jaw&amp;quot;.&lt;br /&gt;
[[File:M20 Super Bazooka.jpg|thumb|none|450px|M20 &amp;quot;Super Bazooka&amp;quot; - 3.5&amp;quot; rocket]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Marshal 16&amp;quot;==&lt;br /&gt;
The fictional [[Talk:Call of Duty: Black Ops III#&amp;quot;Marshal 16&amp;quot;|&amp;quot;Marshal 16&amp;quot;]] from ''Black Ops III'' appears as the &amp;quot;Classic Marshal&amp;quot; charm.&lt;br /&gt;
[[File:Marshal16 BO3.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Matchlock Musket==&lt;br /&gt;
A Spanish conquistador firing a [[Matchlock Musket]] is seen in the &amp;quot;Iron Sight Assassin&amp;quot; calling card that could be earned during season 2 at level 180.&lt;br /&gt;
[[file:MatchlockMusket.jpg|thumb|none|450px|European Matchlock musket.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M91/30==&lt;br /&gt;
A scoped [[Mosin-Nagant M91/30]] is seen in the &amp;quot;Power Killer&amp;quot; calling card. A Mosin is also depicted on a huge banner showing the Tiergarten Soviet War Memorial statue in he map Moscow.&lt;br /&gt;
[[file:M9130-Sniper-PE.jpg|thumb|none|450px|Mosin Nagant M1891/30 Sniper Rifle with PE scope - 7.62x54mm R]]&lt;br /&gt;
[[File:BOCW-MosinCard.jpg|thumb|none|600px|The rifle is equipped with a PEM sniper scope instead of the better-known PU scope.]]&lt;br /&gt;
&lt;br /&gt;
==Tippman 98 Custom==&lt;br /&gt;
In Season 4 Reloaded, the map &amp;quot;Rush&amp;quot; from ''Black Ops II'' was added. As with the original map, [[Air Guns#Tippmann 98 Custom|Tippmann 98 Customs]] appear in a store display of paintball guns, despite being anachronistic for the new setting of the 1980s (as opposed to ''BO2'''s 2025 setting).&lt;br /&gt;
[[Image:Tippmann 98 Custom.jpg|thumb|none|400px|Tippmann 98 Custom Paintball Marker - .62 caliber]]&lt;br /&gt;
&lt;br /&gt;
==Tippmann X7 G36==&lt;br /&gt;
In Season 4 Reloaded, the map &amp;quot;Rush&amp;quot; from ''Black Ops II'' was added. As with the original map, Tippmann X7 G36s appear in a store display of paintball guns, despite being anachronistic for the new setting of the 1980s (as opposed to ''BO2'''s 2025 setting).&lt;br /&gt;
[[File:Tippmann X7 G36.jpg|thumb|450px|none|A Tippmann X7 G36 paintball gun.]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified Repeating Rifle==&lt;br /&gt;
A scoped repeating rifle (possibly a [[Marlin Firearms|Marlin]]) is seen briefly in archival footage during the intro of &amp;quot;Brick in the Wall&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Valmet M76F==&lt;br /&gt;
A [[Valmet M76F]] is seen in the City Ripper bundle picture.&lt;br /&gt;
[[File:ValmetM76F.jpg|thumb|none|450px|Valmet M76F with side folding tubular stock - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK==&lt;br /&gt;
A suppressed [[Walther PPK]] is seen held by Adler in the &amp;quot;Action Packed&amp;quot; calling card.&lt;br /&gt;
[[File:WaltherPPkSilenced.jpg|thumb|none|350px|Walther PPK with a sound suppressor - .380 ACP (Brown factory grips).]]&lt;br /&gt;
[[File:BOCW-PPK1Card.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873==&lt;br /&gt;
What appears to be a [[Winchester Model 1873]] is seen in the &amp;quot;One Shot Kill&amp;quot; calling card.&lt;br /&gt;
[[File:Winchester1873.jpg‎|thumb|none|450px|Winchester Model 1873 carbine - 1st generation rifle - 44-40 Winchester]]&lt;br /&gt;
[[File:BOCW CC repeater.jpg‎|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified Selfloading Rifle==&lt;br /&gt;
An unknown self loading rifle of Soviet type is seen on a soldier statue in the multiplayer map Moscow. The statue is based on the Tiergarten Soviet War Memorial in Berlin which actually depicts a Mosin. Curiously, a proper depiction of the soldier complete with the Mosin can be seen on a huge banner in the same map.&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
Three unusable [[Glock 18C]] pistols can be seen hanging on a wall on the multiplayer map &amp;quot;Checkmate&amp;quot;. Their appearance is anachronistic as the map takes place in January 1985, while the Glock 18 was produced in 1986 - the 3rd Generation variants were introduced after 1998. A Glock pistol is also seen in the &amp;quot;Grizzled Veteran Master&amp;quot; calling card.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|300px|Glock 18C (3rd Generation) - 9x19mm. This model has compensator cuts on the slide and barrel to reduce muzzle climb while firing.]]&lt;br /&gt;
[[File:BOCW-Glock.jpg|thumb|none|600px|The pistol in a highly unlikely place to be found, an East German training facility. Despite having the 18C's compensator cuts, the slide markings label it as a standard Glock 18.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Two [[Makarov PM]]s appear on Helen Park's &amp;quot;Scorched&amp;quot;, &amp;quot;Bad Blood&amp;quot;, &amp;quot;Hellion&amp;quot;, and &amp;quot;Commando&amp;quot; outfits, as well as on Samantha Maxis' &amp;quot;Dark Aether&amp;quot; outfit and Portnova's &amp;quot;Handler&amp;quot; outfit. Aleksandra Valentina also carries a holstered one in the Zombies mode cutscenes.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|300px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:BOCW Park Makarovs.jpg|thumb|none|600px|The grips of both Makarovs can be seen in weird waist holsters on her vest.]]&lt;br /&gt;
&lt;br /&gt;
==Sedgley Fist Gun==&lt;br /&gt;
Scattered throughout the CIA Safehouse used as the in-game mission hub are various unusable [[Sedgley Fist Gun|Sedgley Fist Guns]].&lt;br /&gt;
[[File:OPG Glove device.jpg|thumb|none|325px|Sedgley Fist Gun - .38]]&lt;br /&gt;
[[File:SedgleyFistGun BOCW.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:SedgleyFistGun2 BOCW.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Strife&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;Strife&amp;quot; pistol from ''[[Call of Duty: Black Ops 4|Black Ops 4]]'' can be seen on a table in the side mission &amp;quot;Operation Red Circus&amp;quot;. Unusable and completely anachronistic to the game's setting, the gun was likely originally used as a placeholder during the mapping process that went overlooked and wasn't removed.&lt;br /&gt;
[[File:S&amp;amp;WSigma9F.jpg|thumb|none|300px|Smith &amp;amp; Wesson Sigma SW9F - 9x19mm Parabellum]]&lt;br /&gt;
[[File:S&amp;amp;W SD40.jpg‎|thumb|none|300px|Smith &amp;amp; Wesson Sigma SD40 - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:S&amp;amp;W M&amp;amp;P 2.0.jpg|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P 2.0 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BOCWStrife.jpg|thumb|none|600px|Mason takes the time out of chasing a known enemy of the state to admire a time-traveling literal space pistol. While one could chalk it up to THE NUMBERS making him hallucinate guns that wouldn't exist for at least five (and at most seven) decades more, its appearance in the multiplayer map based off of this mission (Crossroads, taking place in 1983) marks it as a placeholder that never got removed.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33==&lt;br /&gt;
The [[Tokarev TT-33]] is used by some Red Army soldiers in the intro cutscene of the Zombies map Die Maschine.&lt;br /&gt;
[[File:TT-33-Wartime.jpg|thumb|none|300px|Tokarev TT-33 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:BOCWMaschine-TT1.jpg|thumb|none|600px|One soldier points his Tokarev at a suspicious German.]]&lt;br /&gt;
[[File:BOCWMaschine-TT2.jpg|thumb|none|600px|The cameraman defends himself with a TT-33.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
Unusable [[AKM]] rifles can be seen next to the Glock 18 pistols in the multiplayer map &amp;quot;Checkmate&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
The [[SVT-40]] is used by some Red Army soldiers in the intro cinematic of the Zombies map Die Maschine.&lt;br /&gt;
[[File:SVT-40.jpg|thumb|none|450px|Tokarev SVT-40 - 7.62x54mmR]]&lt;br /&gt;
[[File:BOCWMaschine-PPShSVT.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BOCWMaschine-SVT.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1591385</id>
		<title>Call of Duty: Black Ops Cold War</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1591385"/>
		<updated>2023-07-16T15:15:46Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: /* Remington 700PSS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: Black Ops Cold War&lt;br /&gt;
|picture=CODBOCWCover1.jpeg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=November 13, 2020&lt;br /&gt;
|developer=Treyarch, Raven Software&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: Black Ops Cold War''''' is a first-person shooter developed by Treyarch and Raven Software and published by Activision. It is the sixth game in the ''Black Ops'' series and the seventeenth in the ''Call of Duty'' series. It is also a direct sequel to ''[[Call of Duty: Black Ops]]''. Like previous games in the series, it is composed of three main modes of play, a single-player campaign, a player-vs-player multiplayer mode, and a 1-4 player cooperative zombies mode. &lt;br /&gt;
&lt;br /&gt;
The campaign's setting takes place primarily in 1981 with several flashbacks dating to 1968 during the Vietnam War, and the zombies and multiplayer mode take place simultaneously in 1984, hence, certain weapons are available in these modes that aren't present in the campaign because of the time difference. The player character is a new, customizable operative codenamed &amp;quot;Bell&amp;quot;, who is part of a CIA task force, including Alex Mason, Frank Woods, and Jason Hudson, out to stop a Soviet agent codenamed &amp;quot;Perseus&amp;quot; (based on the real-life conspiracy) from carrying out a decades-long plan that could radically alter the balance of power of the Cold War.&lt;br /&gt;
&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;
=Overview=&lt;br /&gt;
''Black Ops Cold War'' maintains several weapon features from the 2019 ''Modern Warfare'', including Gunsmith and the ability to reload while aiming down sights.&lt;br /&gt;
&lt;br /&gt;
The game features an extensive swimming and underwater mechanic which inaccurately depicts weapons as being able to be fired underwater, something which would lead to malfunctions and possible complete weapon failures (i.e. exploded barrels) in reality, not to mention projectiles can't travel more than a few feet in such environment. Also, bullet velocities for most of the weapon are much slower in-game than in real life, and some weapons unrealistically share the same velocities despite their different calibers and designs.&lt;br /&gt;
&lt;br /&gt;
While Gunsmith offers a wide variety of attachments to equip, it lacks several features from ''Modern Warfare''. It also features some ''staggeringly'' poor attachment descriptions filled with inaccuracies and misused terms. For example, STANAG is used as a catch-all term for extended magazines, despite the real usage being almost the exact opposite of such an idea.&lt;br /&gt;
&lt;br /&gt;
Many of the cosmetic blueprints feature cerakoted designs which is anachronistic for the 80s as cerakoted weapons started appearing at some point in the 2000s or 2010s. In addition to this, heavily altered &amp;quot;Mastercraft&amp;quot; variants feature altered inspection animations.&lt;br /&gt;
&lt;br /&gt;
Weapons from ''Black Ops Cold War'' also make appearances in ''Call of Duty: Warzone'', a standalone battle royale game mode originally released for (and developed on) ''[[Call of Duty: Modern Warfare (2019)]]''. While most weapons are identical between BOCW and ''Warzone'', a number of weapons, especially the ones added post-release, have more detailed animations in ''Warzone''. More rarely, some BOCW weapons have different weapon models when implemented in ''Warzone''.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] appears under the name &amp;quot;Diamatti&amp;quot;. It holds 15 rounds by default, despite having a visibly extended magazine. It also has a slightly shorter barrel by default; the “7.2&amp;quot; Reinforced Heavy” barrel attachment gives it a more correct barrel length, though this one is shown as fluted. Soviet forces use it in the campaign (which is incorrect, as they would use the [[Stechkin APS]] or the APB instead, though it fires in automatic mode), along with Alex Mason in &amp;quot;Echoes of a Cold War&amp;quot;; nevertheless, its scarce appearance would not be suitable for any sort of military during the game's time period.&lt;br /&gt;
&lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm]]&lt;br /&gt;
[[File:M93Rpreview BOCW.jpg|thumb|none|600px|The Beretta 93R in Gunsmith.]]&lt;br /&gt;
[[File:Beretta93rIdle BOCW.jpg|thumb|none|600px|Sims wielding a &amp;quot;Diamatti&amp;quot; in Angola.]]&lt;br /&gt;
[[File:Beretta93rADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:Beretta93rInspect BOCW.jpg|thumb|none|600px|Sims admires what is possibly the most accurate Beretta 93R weapon model in a Call of Duty game to date.]]&lt;br /&gt;
[[File:Beretta93rInspect2 BOCW.jpg|thumb|none|600px|Pulling back the slide for a brass check.]]&lt;br /&gt;
[[File:Beretta93rReload BOCW.jpg|thumb|none|600px|Swapping magazines during a reload.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] is featured in the game, simply referred to as &amp;quot;1911&amp;quot; and featuring a nickel finish similar to the multiplayer 1911 weapon model from ''[[Call of Duty: Black Ops|Black Ops]]''. In the campaign, it is the main sidearm of almost everyone, including the Soviet and North Vietnamese forces, who would much more likely use the [[Makarov PM]] or [[Tokarev TT-33]] as their sidearms. It incorrectly holds 8 rounds in a standard 7-round magazine. Performing takedowns in loud combat also involve the use of the M1911A1 regardless of faction.&lt;br /&gt;
&lt;br /&gt;
In alpha, beta, and pre-release materials, the M1911 appears with a parkerized finish and brown grips. The &amp;quot;Wingman&amp;quot; skin from the &amp;quot;Air Sea Land Pack&amp;quot; for the Ultimate Edition is also an M1911A1, featuring a paint-job similar to that of the P-51 Mustang fighters during WWII. The M1911A1 is also used in the Overpower finishing move.&lt;br /&gt;
&lt;br /&gt;
[[File:NickelPlatedM1911A1.jpg|thumb|none|300px|Nickel Plated Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:1911preview BOCW.jpg|thumb|none|600px|The M1911A1 in Gunsmith.]]&lt;br /&gt;
[[File:1911Idle BOCW.jpg|thumb|none|600px|The M1911A1 in Angola.]]&lt;br /&gt;
[[File:1911ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:1911Inspect BOCW.jpg|thumb|none|600px|Inspecting the M1911.]]&lt;br /&gt;
[[File:1911Inspect2 BOCW.jpg|thumb|none|600px|Inspecting its other side.]]&lt;br /&gt;
[[File:1911reload BOCW.jpg|thumb|none|600px|Much like the 1911 in [[Call of Duty: Modern Warfare (2019)]], the 1911 in Black Ops Cold War features a nice detail in the slide stop engaging the slide after the last round is fired from a magazine.]]&lt;br /&gt;
[[File:1911reload2 BOCW.jpg|thumb|none|600px|The standard reload involves power slinging the slide, there are magazine options that change that to an animation where the player character hits the slide stop.]]&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:BOCW-M1911-2.jpeg|thumb|none|600px|The M1911A1 with a parkerized finish in the alpha multiplayer loadout menu.]]&lt;br /&gt;
[[File:BOCW-1911-1.jpg|thumb|none|600px|The M1911 tucked in Adler's pants in a pre-release trailer. In the final game, the player grabs the pistol to take down a guard - even though they have their own suppressed 1911 at this point with no way to replace it.]]&lt;br /&gt;
[[File:BOCW M1911 trailer silencer.jpg|thumb|none|600px|A suppressed M1911A1 is racked in the multiplayer reveal trailer. Note the Ak 5 with what appears to be Advanced Armament Corporation OMNI 5.56mm suppressor which doesn't appear in actual multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle==&lt;br /&gt;
An anachronistic and visually altered [[Desert Eagle]] fitted with a Laser Products Corporation LPC Model 7 laser sight and an enormous muzzle brake appears as the &amp;quot;Hand Cannon&amp;quot; in the campaign mission &amp;quot;Desperate Measures&amp;quot;. Inspiration for the weapon appears to come from the laser sighted [[AMT Hardballer]] from ''[[The Terminator]]''. Perhaps taking its moniker a little too literally, it fires explosive rounds. The campaign version feeds from an 8-round magazine (which could or could not be correct, its caliber never being stated) and cannot be reloaded; once all eight rounds have been fired, it is discarded. While still inappropriate because of its extreme rarity, the [[AMC Auto Mag Pistol]] (1969) could've been a better fit for the game's time period.&lt;br /&gt;
&lt;br /&gt;
It was added as the &amp;quot;Hand Cannon&amp;quot; streak in Season 4 (with an updated model and animations, which was retroactively applied to the campaign version), with 10 extremely powerful explosive rounds that can take out any streak you can shoot in one to four shots. It is the primary weapon of choice for the &amp;quot;One in the Chamber&amp;quot; gamemode. Its scorestreak icon shows a more accurate rendition of a Desert Eagle, though this one is an even more anachronistic picatinny railed Mark XIX than the Mark VII on which the actual weapon is based. The laser is now green, and aiming uses ironsights mounted on top of the laser. Its role is similar to the &amp;quot;Annihilator&amp;quot; revolver from ''[[Call of Duty: Black Ops III|BO3]]'' and ''[[Call of Duty: Black Ops 4|BO4]]'', even reusing the sounds of that gun from those games.&lt;br /&gt;
&lt;br /&gt;
[[File:DesertEagleMarkVIInickel.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark VII with nickel finish - .44 Magnum]]&lt;br /&gt;
[[Image:Longslide2.jpg|thumb|none|600px|The AMT Hardballer Longslide/LPC Model 7 laser sight combo from ''The Terminator'' which appears to have been the inspiration for the &amp;quot;Hand Cannon&amp;quot;. The in-game laser is incorrectly depicted as being switched on by pressing a fictional button at the rear, while the real thing has a separate switch connected via cables.]]&lt;br /&gt;
[[File:Desert eagle picatinny.JPG|thumb|none|350px|Magnum Research Desert Eagle Mark XIX, current production model with Picatinny railed barrel - .44 Magnum]]&lt;br /&gt;
[[File:COD CW Deagle Menu.jpg|thumb|none|600px|The &amp;quot;Hand Cannon&amp;quot; in the multiplayer menu. The description incorrectly calling it a &amp;quot;revolver&amp;quot; was reused from Black Ops 3/4, though the word has been changed to &amp;quot;handgun&amp;quot; after an update. A round can be seen in the spare magazine.]]&lt;br /&gt;
[[File:BOCWDeagle3rd.jpg|thumb|none|600px|Bell stops admiring his nice shoes to look upon the mutant Deagle in the middle of the KGB headquarters, of all places. This is the only place in the campaign it can be found.]]&lt;br /&gt;
[[File:BOCWDeagle.jpg|thumb|none|600px|Bell holds the Hand Cannon as he awaits enemy forces about to barge into the room. Here the laser sight can be seen more clearly.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Magnum&amp;quot;==&lt;br /&gt;
The &amp;quot;Magnum&amp;quot; is a fictional hybrid revolver that appears to have some influence from a variety of revolvers such as [[Smith &amp;amp; Wesson#Revolvers|Smith &amp;amp; Wesson]], [[Ruger#Revolvers|Ruger]], [[Arminius HW Revolver Series|Arminius]], Alfa, [[Astra#Revolvers|Astra]] and the [[Colt Trooper]]. The rear of the frame and the angle of the grip give it a strong resemblance to the G&amp;amp;G G733 airsoft revolver. The names of some of its muzzle attachments suggest that it is chambered in .45 ACP (misnamed &amp;quot;.45 APC&amp;quot;); this would contradict both the &amp;quot;Magnum&amp;quot; name, and its Warzone incarnation's stated chambering (.357 Magnum). Like other revolvers in previous ''Black Ops'' games, it is reloaded with single rounds by default, and still has the reload logic errors of the player character reloading only the rounds needed to refill the cylinder in gameplay despite the reload animation showing the entire cylinder being ejected.&lt;br /&gt;
&lt;br /&gt;
The Magnum can also accept a suppressor, even though it almost certainly wouldn't work on the revolver in reality due to the gap between the cylinder, which would leak enough propellant gases to render the suppressor useless. The Magnum also has nonsensical 9-round and 12-round cylinders as attachment options; these cylinders are completely identical to the base cylinder dimensionally, with the amount of rounds held in them ''visibly'' remaining 6 rounds. They're only different in their shapes, being an unfluted cylinder and a [[Mateba]]-like hexagonal cylinder respectively. These cylinder options are also very incorrectly referred to as magazines in their attachment names.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Minted&amp;quot; blueprint gives the revolver a barrel that appears similar to the anachronistic [[Smith &amp;amp; Wesson Model 986]], while others give it a [[Dan Wesson]]-style heavy barrel.&lt;br /&gt;
[[File:G&amp;amp;G G733.jpg|thumb|none|350px|'''Airsoft''' G&amp;amp;G G733 airsoft revolver]]&lt;br /&gt;
[[File:ColtPython6In.jpg|thumb|none|350px|Colt Python with 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:TrooperMKV.jpg|thumb|none|350px|Colt Trooper MK V with straight wood grips and a 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:S&amp;amp;WModel17A.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 17-6 - .22LR]]&lt;br /&gt;
[[File:Ruger Speed 6.jpg|thumb|none|350px|Ruger Speed Six with blued finish and 2.75-inch barrel - .357 Magnum]]&lt;br /&gt;
[[File:Astra357-01.jpg|thumb|none|350px|Astra 357, 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:Revolverpreview BOCW.jpg|thumb|none|600px|A close up look of the &amp;quot;Magnum&amp;quot; in Gunsmith, showing its many design inspirations - the sights come from Smith &amp;amp; Wesson revolvers, the cylinder, hammer, trigger &amp;amp; trigger guard from a Colt Python, the barrel seems to be a mix between that of a Python and a Colt Trooper (complete with a partial underlug rather awkwardly merged into a full one), and a Ruger-style recoil shield; the latter is supposed to have the cylinder release mounted on it, but the designer instead decided to put a conventional Astra-esque cylinder release behind it, forcing them to rather awkwardly stretch the frame forward to fit both.]]&lt;br /&gt;
[[File:Revolveridle BOCW.jpg|thumb|none|600px|The mutant &amp;quot;Magnum&amp;quot;, an amalgamation of the leading revolver brands.]]&lt;br /&gt;
[[File:RevolverADS BOCW.jpg|thumb|none|600px|Aiming down the Smith &amp;amp; Wesson sights.]]&lt;br /&gt;
[[File:Revolverinspect BOCW.jpg|thumb|none|600px|Inspecting the revolver involves flipping the Colt cylinder out.]]&lt;br /&gt;
[[File:Revolverinspect2 BOCW.jpg|thumb|none|600px|Inspecting the Colt-esque barrel.]]&lt;br /&gt;
[[File:Revolverreload BOCW.jpg|thumb|none|600px|Reloading by dumping all rounds in the cylinder.]]&lt;br /&gt;
[[File:Revolverreload2 BOCW.jpg|thumb|none|600px|The default reload animation has the player character individually insert rounds off screen; depending on the cylinder you choose in Gunsmith, a speed loader may be used instead (though dual-wielding will always reload both at once). The animation finishes with a wince-inducing flick of the wrist to shut the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Tranquilizer Gun&amp;quot;==&lt;br /&gt;
A hybrid of a [[Ruger Mk II]] and a [[Welrod]] mocked up to be a tranquilizer pistol is used by Bell in the campaign. The detachable magazine holds 8 rounds, and the animations are reused from the M1911 listed above. The bolt from the Welrod is used as a slide when it locks back on an empty magazine, however, the weapon does not eject casings of any kind, which begs the question of what the slide actually does. Some sort of air canister is seen under the barrel, and the weapon makes noises comparable to compressed air being released, which makes sense.&lt;br /&gt;
[[File:Ruger Mark II MK512.jpg|thumb|none|300px|Ruger Mark II - .22 LR]]&lt;br /&gt;
[[File:HPIM0965.jpg|thumb|none|300px|Welrod Mark II - .32 ACP.]]&lt;br /&gt;
[[File:TranqPistolEvidence BOCW.jpg|thumb|none|600px|From this angle, the grip is very clearly inspired by the Ruger Mk II.]]&lt;br /&gt;
[[File:TranqPistol BOCW.jpg|thumb|none|600px|But the ejection port and large knurled breech charging handle is very much Welrod-like.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
A [[Heckler &amp;amp; Koch MP5K]] with a collapsible stock and a threaded barrel is available as the &amp;quot;MP5&amp;quot;. It has an aftermarket and anachronistic Vector Arms MP5K style handstop handguard with perforations instead of a vertical foregrip by default. It uses an HK claw mount with an anachronistic rail when equipping optics. It can be customized into a number of MP5 variants as seen below, having a wide latitude of barrel and stock configurations akin to ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''.&lt;br /&gt;
&lt;br /&gt;
While not anachronistic for the 80s segments, the MP5K is used by US troops in Bell's Vietnam War flashbacks, which is both inaccurate and anachronistic (the MP5K was developed in 1976, and while the standard MP5 was first developed in 1966, it didn't see any form of service in Vietnam until 1975 as the MP5SD with the Green Berets). In this case (along with certain other weapons in the Vietnam missions), it can somewhat be excused by the fact that these are false flashbacks mixed with hallucinations. It is inaccurate for the East German police to be wielding MP5Ks during &amp;quot;Brick in the Wall&amp;quot;, where they would be using Soviet-manufactured rifles, carbines or submachine guns; the same goes with the Spetsnaz forces in other missions as well as the Cuban Revolutionary Armed Forces in &amp;quot;End of the Line&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
All blueprint variants of the MP5 have the same lower receiver as those of ''Modern Warfare'' (being based on the receiver of a [[PTR 9KT]], which is incredibly anachronistic to ''Cold War''), with the triangular parts still facing the opposite direction compared to real S-E-F lowers.&lt;br /&gt;
[[File:Heckler &amp;amp; Koch MP5K fitted with a A3 stock.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K &amp;quot;Reverse Stretch&amp;quot; with A3 stock - 9x19mm]]&lt;br /&gt;
[[File:MP5Kpreview BOCW.jpg|thumb|none|600px|The MP5K in Gunsmith. Note the gripless handguard resembling modern [https://hkparts.net/product/hk-mp5k-sp89-sp5k-forearm-with-handstop-usa-p16466.htm American examples] with added vent holes for creativity points.]]&lt;br /&gt;
[[File:MP5KIdle BOCW.jpg|thumb|none|600px|The MP5K used on board a Soviet salvage ship.]]&lt;br /&gt;
[[File:MP5KInspect BOCW.jpg|thumb|none|600px|Inspecting the default 30 round magazine of the MP5K.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A3===&lt;br /&gt;
The weapon has some barrel attachments that turn it into a full-sized [[MP5A3]]. The “9.5&amp;quot; Extended” barrel has an original slimline handguard, while the “9.5&amp;quot; Ranger” has a &amp;quot;tropical&amp;quot; wide handguard.&lt;br /&gt;
[[File:H&amp;amp;KMP5A3slimforearm.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; handguard - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5A3.jpg|thumb|none|600px|The MP5A3 with a &amp;quot;[[Talk:Call_of_Duty:_Black_Ops_Cold_War#X-Products_9mm_50_round_drum|STANAG 50 Rnd Drum]]&amp;quot; and &amp;quot;Collapsed Stock&amp;quot;.]]&lt;br /&gt;
[[File:MP5A3Idle BOCW.jpg|thumb|none|600px|An MP5A3 in Moscow.]]&lt;br /&gt;
[[File:MP5A3Inspect BOCW.jpg|thumb|none|600px|Turning it over to look at the ejection port and the &amp;quot;40 Rnd Speed Mag&amp;quot;, which is a slightly longer version of the early straight &amp;quot;waffle&amp;quot;-style magazine.]]&lt;br /&gt;
[[File:MP5A3Inspect2 BOCW.jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:MP5A3ADS BOCW.jpg|thumb|none|600px|Looking through the iron sights.]]&lt;br /&gt;
[[File:MP5A3.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with &amp;quot;tropical&amp;quot; wide handguard - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2===&lt;br /&gt;
The combination of the aforementioned barrel with the &amp;quot;Tactical Stock&amp;quot; turns the gun into an [[MP5A2]].&lt;br /&gt;
[[File:HK MP-5 A3.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with original &amp;quot;slimline&amp;quot; handguard and straight &amp;quot;waffle&amp;quot;-style magazine - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5A2.jpg|thumb|none|600px|The MP5A2 from the public beta with a &amp;quot;40 Rnd Speed Mag&amp;quot;. The &amp;quot;Salvo 50 Rnd Fast Mag&amp;quot; uses the same magazine model for some reason, albeit with a different tape and pull loop.]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A2WideForearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with &amp;quot;tropical&amp;quot; wide handguard - 9x19mm]]&lt;br /&gt;
[[File:MP5A2gunsmith BOCW.jpg|thumb|none|600px|The post launch MP5A2, with the &amp;quot;tropical&amp;quot; handguard.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
Combining either of the sound suppressors with the “9.5&amp;quot; Ranger” barrel configurations produces a [[Heckler &amp;amp; Koch MP5SD]] configuration. The “9.5&amp;quot; Extended” and “9.5&amp;quot; Reinforced Heavy” barrels also create an MP5SD with the handguard missing.&lt;br /&gt;
[[File:MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 with S-E-F trigger group - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5SD2.jpg|thumb|none|600px|An MP5SD2 configuration from the public beta with the &amp;quot;Agency Suppressor&amp;quot;.]]&lt;br /&gt;
[[File:MP5SD2gunsmith BOCW.jpg|thumb|none|600px|The post launch MP5SD2 in gunsmith preview.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
Ditto to the above configuration but with the default or one of the collapsible stock variants produces an MP5SD3.&lt;br /&gt;
[[File:MP5SD3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5SD3.jpg|thumb|none|600px|The MP5SD3 with the &amp;quot;Sound Suppressor&amp;quot; and &amp;quot;Jungle-Style Mag&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9 Hybrid==&lt;br /&gt;
A mildly fictionalized [[Intratec TEC-9]] was added with season five. It is depicted with the bolt assembly and charging handle of an [[Interdynamic KG-9]], although it is shown firing from a closed bolt like an actual TEC-9. It also has the front sight of a [[PPSh-41]] and the stock of an Interdynamic MP-9, though the latter can be removed with the &amp;quot;No Stock&amp;quot; attachment. When equipping grip attachments, it uses the base of the factory grip with the actual grip chopped off and replaced with the grip attachment of choice.&lt;br /&gt;
&lt;br /&gt;
It fires in semi-auto by default, but there are attachments that convert it into full-auto (the fire rate of which appears to be slower than in real life) and an inaccurate burst fire mode. It incorrectly holds 21 and 24 rounds (in multiplayer and Warzone respectively) in the actual 32-round magazine, presumably to prevent a burst from having less than 3 rounds.&lt;br /&gt;
&lt;br /&gt;
In terms of chronology, while the earlier MP-9/KG-9 was produced from 1981 (thus being borderline period appropriate for the 1981-1985 multiplayer maps), the TEC-9 has the post-1987 rear sight, rendering it anachronistic for the game.&lt;br /&gt;
&lt;br /&gt;
Dual TEC-9s are used by Perseus operative Kitsune in the season five cinematic trailer. The weapon is also seen in the &amp;quot;Harbinger Of Doom&amp;quot; calling card.&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 (post-1987 version) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:InterDynamicKG99.jpg|thumb|none|300px|Interdynamic KG-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Interdynamic MP-9.jpg|thumb|none|450px|Interdynamic MP-9 with foregrip and telescoping stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Tec9preview BOCW.jpg|thumb|none|600px|The mutant TEC-9 in the preview screen for the season 5 battlepass.]]&lt;br /&gt;
[[File:Tec9idle BOCW.jpg|thumb|none|600px|The TEC-9 in action in the slums of Panama City.]]&lt;br /&gt;
[[File:Tec9ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Tec9inspect BOCW.jpg|thumb|none|600px|Inspecting the gun. Note how, in addition to having the KG-9's bolt and charging handle, it also has its safety notch; the TEC-9 instead used the charging handle itself as a safety, pushing it into the bolt instead of using it to lock the bolt back.]]&lt;br /&gt;
[[File:Tec9inspect2 BOCW.jpg|thumb|none|600px|Checking out the closed bolt on a stock TEC-9]]&lt;br /&gt;
[[File:Tec9reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Tec9reload2 BOCW.jpg|thumb|none|600px|Note the various markings and warnings stamped into the polymer lower.]]&lt;br /&gt;
[[File:Tec9reload3 BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Tec9reload4 BOCW.jpg|thumb|none|600px|Charging the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;KSP 45&amp;quot;==&lt;br /&gt;
The &amp;quot;KSP 45&amp;quot; is a fictional 3-round burst submachine gun, only appearing in multiplayer. The overall shape is similar to the [[T2 MK5|Australian Automatic Arms 9mm SAC]], but takes other cues from submachine guns such as the [[Heckler &amp;amp; Koch UMP45]] with its boxy design, selector switch style, and charging handle with lock open feature (though it is depicted on the right side rather than the left). It has an AR-like bolt release and an AK trigger guard with paddle magazine release. Notably, it also resembles the &amp;quot;MACHT 37&amp;quot; frankengun from ''[[Metal Gear Solid V: The Phantom Pain]]''. Its buttstock seems to combine the socket of a solid MP5 stock, the shape of one from the the AAA SAC or the Wieger StG-940, H&amp;amp;K G3 style sling attachment point and the foldability of the UMP stock; the &amp;quot;Tactical Stock&amp;quot; and &amp;quot;SAS Combat Stock&amp;quot; attachments swap this out for a [[PSG-1]]-style stock (without or with a cheek rest, respectively), while the &amp;quot;Wire Stock&amp;quot; attachment gives it a shortened Romanian AK wire stock and the &amp;quot;Duster Stock&amp;quot; gives it a UMP-style stock. Curiously, the &amp;quot;42 Rnd&amp;quot; and &amp;quot;48 Rnd STANAG&amp;quot; magazine attachments, while referred to as drums, are actually shrunken-down HK21 machine gun belt boxes with feed towers instead of belt feed openings; the &amp;quot;42 Rnd Speed Mag&amp;quot; and &amp;quot;SALVO 48 Rnd Fast Mag&amp;quot; are [[Spectre M4]]-esque quad stack mags (of the exact same size, with the only difference being the latter's cloth shroud). &lt;br /&gt;
&lt;br /&gt;
Although it isn't normally written in all caps, &amp;quot;Ksp&amp;quot; is the Swedish abbreviation for &amp;quot;machine gun&amp;quot; (short for ''Kulspruta''); however, the trademarks on the right side of the &amp;quot;KSP 45&amp;quot; identify it as a &amp;quot;Kühn &amp;amp; Schmidt MP-U&amp;quot; and state that it is of West German origin. There is also a &amp;quot;WARNING REFER TO OWNER'S MANUAL&amp;quot; stamp above the fire selector, which is similar to the markings on nonmilitary UMPs and USCs.&lt;br /&gt;
&lt;br /&gt;
It is also depicted as being used by a Vietcong guerilla in the &amp;quot;Brap Brap&amp;quot; calling card implying that it was used in Vietnam in the ''Black Ops'' universe.&lt;br /&gt;
[[File:AAA SAC 9mm.jpg|thumb|none|450px|Australian Automatic Arms 9mm SAC - 9x19mm]]&lt;br /&gt;
[[File:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:HKMP2000Prototype.jpg|thumb|none|450px|Experimental H&amp;amp;K MP2000 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:KSP45preview BOCW.jpg|thumb|none|600px|The &amp;quot;KSP 45&amp;quot; up close. At full size, the fire selector's 3 positions - &amp;quot;SAFE&amp;quot;, &amp;quot;BURST&amp;quot;, and &amp;quot;AUTO&amp;quot; - can be seen; ignoring the rather obvious fact that the weapon can't be set to full-auto in-game, the lack of a semi-auto position on a select-fire weapon is rather bizarre. Somewhat amusingly, the former is accompanied by a single large white block, while the latter features three small ones, and the three-round-burst position only features two.]]&lt;br /&gt;
[[File:KSP45Idle BOCW.jpg|thumb|none|600px|Holding the KSP 45.]]&lt;br /&gt;
[[File:KSP45ADS BOCW.jpg|thumb|none|600px|Aiming down the sights - here, the folding stock hinge is easily visible.]]&lt;br /&gt;
[[File:KSP45Inspect BOCW.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:KSP45Inspect2 BOCW.jpg|thumb|none|600px|Inspecting the right side. Note the UMP charging handle present over the ejection port and the small AR like brass deflector.]]&lt;br /&gt;
[[File:KSP45reload BOCW.jpg|thumb|none|600px|Reloading the KSP. Note the UMP like handguard covered with checkered texture like the early MP5 slimline forearm.]]&lt;br /&gt;
&lt;br /&gt;
==LAPA SM Modelo 3==&lt;br /&gt;
The [[LAPA SM Modelo 3]] was added during Season 6, under the name &amp;quot;LAPA&amp;quot; (an odd name, as LAPA is the manufacturer of the weapon). The SM Modelo 3 was a prototype weapon with only one example ever made rendering it virtually impossible to be used in any meaningful combat capacity. Appropriate submachine guns of Brazilian origin would either be the INA Model 953 (1950), a modification of the [[Madsen M50]] chambered in .45 ACP or the extremely simple-to-manufacture Mekanika Uru (1977).&lt;br /&gt;
[[File:LAPA SM MOD 3.jpg|thumb|none|450px|LAPA SM Modelo 3 - 9x19mm]]&lt;br /&gt;
[[File:LAPABPpreview BOCW.jpg|thumb|none|600px|The &amp;quot;LAPA&amp;quot; in the preview menu screen.]]&lt;br /&gt;
[[File:LAPAidle BOCW.jpg|thumb|none|600px|The &amp;quot;LAPA&amp;quot; and its owner checking out a parking garage in Miami Beach.]]&lt;br /&gt;
[[File:LAPAADS BOCW.jpg|thumb|none|600px|Aiming down the sights at a shifty looking garage door.]]&lt;br /&gt;
[[File:LAPAinspect1 BOCW.jpg|thumb|none|600px|Inspecting the firearm.]]&lt;br /&gt;
[[File:LAPAinspect2 BOCW.jpg|thumb|none|600px|Checking out the other side.]]&lt;br /&gt;
[[File:LAPAreload1 BOCW.jpg|thumb|none|600px|Reloading after dumping an entire magazine of 9mm into said garage door.]]&lt;br /&gt;
[[File:LAPAreload2 BOCW.jpg|thumb|none|600px|Giving the charging handle a good pull, cocking the gun.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;LC10&amp;quot;==&lt;br /&gt;
The &amp;quot;LC10&amp;quot; is a fictional submachine gun that was added in Season 2. It appears to be based on the [[Walther MPK]], with stylistic elements from (of all things) an [[Accuracy International Arctic Warfare]] sniper rifle ([https://youtu.be/0krEGBnWEag?t=903%20 the developers having stated that in-universe it was made by the same manufacturer as the game's Accuracy International-inspired &amp;quot;LW3 Tundra&amp;quot;]). Its Warzone incarnation was previously stated to be chambered in .45 ACP, but this was later changed to 9mm Parabellum. The muzzle brake and flash guard attachments still have the .45 caliber shown as part of their names (in which case it is mislabeled &amp;quot;.45 APC&amp;quot;). An actual MPK or MPL would be appropriate choices.&lt;br /&gt;
&lt;br /&gt;
[[File:Walther mpk unfolded.jpg|thumb|none|450px|Walther MPK with stock unfolded - 9x19mm]]&lt;br /&gt;
[[File:Arctic Warfare Folding Stock.jpg|thumb|none|450px|Accuracy International AW-F - 7.62x51mm NATO]]&lt;br /&gt;
[[File:LC10loadoutpreview BOCW.jpg|thumb|none|600px|The &amp;quot;LC10&amp;quot; in the loadout menu weapon preview screen. Peculiarly, the wire stock features a cheek pad.]]&lt;br /&gt;
[[File:LC10idle BOCW.jpg|thumb|none|600px|The &amp;quot;LC10&amp;quot; in the rather anachronistic Los Angeles high speed bullet train station ported from ''Black Ops 2''.]]&lt;br /&gt;
[[File:LC10ads BOCW.jpg|thumb|none|600px|Looking through the adjustable rear sight.]]&lt;br /&gt;
[[File:LC10reload1 BOCW.jpg|thumb|none|600px|Reloading from empty involves taking the fresh magazine and flicking the empty mag out by hitting the release paddle with the feed lip.]]&lt;br /&gt;
[[File:LC10reload2 BOCW.jpg|thumb|none|600px|Inserting the new magazine, then charging the bolt.]]&lt;br /&gt;
[[File:LC10inspect1 BOCW.jpg|thumb|none|600px|Much like the AUG, the LC10's transparent polymer magazine models the proper amount of ammunition in each magazine. Despite being depicted as a closed bolt gun, there is no round visible in the breech during the brass check section of the inspect animation.]]&lt;br /&gt;
[[File:LC10inspect2 BOCW.jpg|thumb|none|600px|Note the empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
The [[MAC-10]] was added in Season 1. It is depicted with a custom side cocking charging handle similar to low profile Uzi cocking levers and uses anachronistic front grip adapter and top rail when attaching grip and sight attachments respectively. The side is marked with &amp;quot;Cal .45 Auto&amp;quot;, which is contradicted by the use of a 32-round default magazine, the number &amp;quot;9&amp;quot; as part of some muzzle attachments names, and the use of 9mm Parabellum ammunition in Warzone. The weapon fires correctly from an open bolt in ''Cold War'', but incorrectly from a closed bolt in ''Warzone''.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Quick Judgement&amp;quot; blueprint is based on the Lawgiver MK II pistol from the ''Judge Dredd'' franchise.&lt;br /&gt;
[[File:IngramMAC10.jpg|thumb|none|300px|Ingram MAC-10 - 9x19mm]]&lt;br /&gt;
[[File:MAC10preview BOCW.jpg|thumb|none|600px|The MAC-10 in the battlepass preview screen.]]&lt;br /&gt;
[[File:MAC10idle BOCW.jpg|thumb|none|600px|The MAC-10 being used in a [[Back to the Future|New Jersey mall]].]]&lt;br /&gt;
[[File:MAC10ADS BOCW.jpg|thumb|none|600px|Looking through the basic notch sights. Note the misaligned front and rear sights.]]&lt;br /&gt;
[[File:MAC10inspect1 BOCW.jpg|thumb|none|600px|Inspecting the MAC-10.]]&lt;br /&gt;
[[File:MAC10inspect2 BOCW.jpg|thumb|none|600px|Checking the ejection port.]]&lt;br /&gt;
[[File:MAC10inspect3 BOCW.jpg|thumb|none|600px|Tugging on the charging handle.]]&lt;br /&gt;
[[File:MAC10reload BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:MAC10reload2 BOCW.jpg|thumb|none|600px|And then racking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-02 Kiparis==&lt;br /&gt;
The [[OTs-02 Kiparis]] was added in in the mid-season update for Season 4, under the name &amp;quot;OTs 9&amp;quot;. It is technically anachronistic to the 80s time period of the game, as while it was designed in the seventies, it was first serially produced in 1991. The Sa vz. 82 Skorpion, the aforementioned APS, or the TKB-486 would be better choices for the time period. the It uses 20-round magazines by default, though 25, 30, 32 and 40 round magazines are available as attachments, with the 30 rounder being the only real option. The 30 and 40 rounders are regular magazine extensions, while the 25 and 32 rounders are curved &amp;quot;speed mags&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Kiparis is one of the few weapons to have a distinctly different set of animations in ''Warzone'' compared to ''Cold War''.&lt;br /&gt;
[[File:Kiparis.jpg|thumb|none|450px|KBP OTs-02 &amp;quot;Kiparis&amp;quot; - 9x18mm Makarov]]&lt;br /&gt;
[[File:KiparisPreview BOCW.jpg|thumb|none|600px|The Kiparis in the gunsmith preview screen.]]&lt;br /&gt;
[[File:CW OTs9 idle.jpg|thumb|none|600px|Cpt. Price holds the OTs-02 Kiparis in the middle of a paintball arena.]]&lt;br /&gt;
[[File:CW OTs9 inspectleft.jpg|thumb|none|600px|Inspecting the Russian SMG; note that the selector is incorrectly pointing towards &amp;quot;ОД&amp;quot;, which is for semi-auto.]]&lt;br /&gt;
[[File:CW OTs9 inspectright.jpg|thumb|none|600px|Checking the SMG for any stray flecks of paint, here the bolt handle is clearly visible. It apparently moves independently of the rest of the gun during this animation; at the end (and after firing a shot), the bolt visibly drops down a couple of millimeters, suggesting that the animation doesn't quite loop like it's supposed to.]]&lt;br /&gt;
[[File:CW OTs9 irons.jpg|thumb|none|600px|Aiming down the clear ironsights.]]&lt;br /&gt;
[[File:CW OTs9 tacreload1.jpg|thumb|none|600px|Quickly using the magazine release before an employee notices the time-travelling SAS soldier in the middle of the arena.]]&lt;br /&gt;
[[File:CW OTs9 tacreload2.jpg|thumb|none|600px|Inserting a fresh magazine of 9x18mm Makarov.]]&lt;br /&gt;
[[File:CW OTs9 emptyreload beginflick.jpg|thumb|none|600px|The empty reload procedure involves flicking the magazine out, AK style...]]&lt;br /&gt;
[[File:CW OTs9 emptyreload flick.jpg|thumb|none|600px|...which results in the old magazine being knocked to the floor.]]&lt;br /&gt;
[[File:CW OTs9 emptyreload insert.jpg|thumb|none|600px|The penultimate step - loading a new stick mag.]]&lt;br /&gt;
[[File:CW OTs9 emptyreload bolt.jpg|thumb|none|600px|With an overarm tug on the bolt handle, Price is now free to travel back to [[Call of Duty: Modern Warfare (2019)|his own timeline]], taking his anachronistic SMG with him.]]&lt;br /&gt;
[[File:CW OTs9 melee.jpg|thumb|none|600px|But not before he waves the Kiparis around in the air, showing off the future of Russian SMG design to the bewildered paintball arena employees.]]&lt;br /&gt;
&lt;br /&gt;
==PM-63 RAK==&lt;br /&gt;
The [[PM-63 RAK]] was added during Season 3 as the &amp;quot;AMP63&amp;quot;; unlike its incarnation in ''[[Call of Duty: Black Ops|BO1]]'', it is classified as a pistol. Also unlike that incarnation, it has a correct 15-round capacity by default (with 20-, 22-, and 25-round optional magazines available, the latter being the only real one), as well as a more correct rate of fire. Its foregrip and stock are now permanently folded, and it fires from a closed bolt like the PM-63C variant from the Polish firm &amp;quot;Pioneer Arms Corp&amp;quot;. Additionally, its Warzone incarnation is incorrectly chambered in 9mm Parabellum (a feature of the PM-70 prototype) rather than 9x18mm Makarov.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lawgiver&amp;quot; blueprint is based on the Lawgiver MK II pistol from the ''Judge Dredd'' franchise.&lt;br /&gt;
[[File:PM63.JPG|thumb|none|350px|PM-63 RAK - 9x18mm Makarov]]&lt;br /&gt;
[[File:PM63preview BOCW.jpg|thumb|none|600px|The PM-63 in a loadout menu.]]&lt;br /&gt;
[[File:PM63idle BOCW.jpg|thumb|none|600px|The PM-63 wielded by MI6 operative Park in New Mexico.]]&lt;br /&gt;
[[File:PM63ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:PM63inspect1 BOCW.jpg|thumb|none|600px|Inspecting the Polish submachine gun.]]&lt;br /&gt;
[[File:PM63inspect2 BOCW.jpg|thumb|none|600px|Checking the other side.]]&lt;br /&gt;
[[File:PM63reload1 BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:PM63reload2 BOCW.jpg|thumb|none|600px|Sliding in a new magazine.]]&lt;br /&gt;
[[File:PM63reload3 BOCW.jpg|thumb|none|600px|Racking the slide.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
An anachronistic and heavily stylized [[PP-19 Bizon-2]] (developed in the 1990s) appears under the name &amp;quot;Bullfrog&amp;quot;. It is depicted with a ribbed dust cover resembling that of an [[AS Val]], and the rear sight relocated to the rear of the receiver, along many other cosmetic changes. The default helical magazine only holds 50 rounds instead of 64 or 53 like its real-world counterpart (in 9x18mm Makarov and 9x19mm Parabellum, respectively), and its front attachment point is below the front sight (like the earlier Bizon-1). It has a top-folding stock by default, but can be fitted with a side-folding stock similar to that of other Bizon variants, via the &amp;quot;Duster Stock&amp;quot; or the &amp;quot;KGB Skeletal Stock&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:PP-19 Bizon top-folding stock.jpg|thumb|none|450px|PP-19 Bizon-2-01 with top-folding stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Bizonpreview BOCW.jpg|thumb|none|600px|The &amp;quot;Bullfrog&amp;quot; in Gunsmith. The stock is similar to the Dragunov MA prototype (a trials competitor to the AKS-74U) and the grip is shaped similar to the PP-71, another one of Dragunov's prototypes.]]&lt;br /&gt;
[[File:BizonIdle BOCW.jpg|thumb|none|600px|The &amp;quot;Bullfrog&amp;quot; in-game.]]&lt;br /&gt;
[[File:BizonADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:BizonInspect BOCW.jpg|thumb|none|600px|Inspecting involves popping out the helical magazine for a quick glance.]]&lt;br /&gt;
[[File:BizonInspect2 BOCW.jpg|thumb|none|600px|Then turning it over to look at the ejection port.]]&lt;br /&gt;
[[File:BizonReload BOCW.jpg|thumb|none|600px|Dropping an empty magazine.]]&lt;br /&gt;
[[File:BizonReload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine. Note the conspicuous lack of ammunition, made all the more conspicuous by its presence in the inspection animation.]]&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:BOCW Bizon stock.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] was added in Season 3. It is carried by some Red Army soldiers in the intro cutscene of the Zombies map Die Maschine and inaccurately by Soviet troops in the Season 3 cutscene, which is set in 1984. It is also seen in the &amp;quot;Combat Hardened&amp;quot; achievement icon which is based on the &amp;quot;Stand to Death&amp;quot; statue in Volgograd.&lt;br /&gt;
&lt;br /&gt;
By default, it holds 32 rounds; this is a characteristic of the MP41(r), a German 9x19mm conversion of the PPSh-41 from WWII, even though the in-game weapon is modeled with a standard PPSh-41's 35-round magazine. Interestingly, the &amp;quot;VDV 50 Round Fast Mag&amp;quot; attachment gives the weapon a straight magazine looking similar to that of the MP41(r). To confuse matters further, its muzzle attachments imply that it's chambered in .45 ACP (or rather, .45 &amp;quot;APC&amp;quot;), a feature of absolutely no version of the PPSh.&lt;br /&gt;
&lt;br /&gt;
The weapon has a variety of rather strange barrel options - the &amp;quot;15.7&amp;quot; Task Force&amp;quot; barrel, as well as the &amp;quot;Loud Pipe&amp;quot; variant, have a front forend and heat shield styled after the [[SVT-40]] (a setup extremely similar to the &amp;quot;Thrive&amp;quot; and &amp;quot;Snake&amp;quot; variations from ''[[Call of Duty: WWII]]''); the &amp;quot;14.9&amp;quot; Rifled&amp;quot; barrel gives it an [[Erma EMP-35]]'s barrel shroud and the small wooden forend of a [[PPD-40]]; the &amp;quot;14.9&amp;quot; Ranger&amp;quot; barrel has what appears to be a [[Browning M1919]] barrel shroud with a [[Karabiner 98k]] front sight; the &amp;quot;14.9&amp;quot; Reinforced Heavy&amp;quot; barrel is taken from the [[K-50M]] (albeit also fitted with a Kar98k's front sight); the &amp;quot;12.7&amp;quot; Cavalry Lancer&amp;quot; barrel is seemingly inspired by the PPD-40's (albeit shorter, with larger vents and no handguard); and the &amp;quot;14.3&amp;quot; Extended&amp;quot; barrel is taken from the [[PPS-43]]. Stock options include the &amp;quot;Tactical Stock&amp;quot; (an [[MP28]]-style stock with a leather cheekrest), the &amp;quot;Spetznaz Stock&amp;quot; (a regular-looking stock with a cheekrest and two seemingly-random bolts driven directly through the receiver), and the &amp;quot;Marathon&amp;quot;, &amp;quot;Duster&amp;quot;, and &amp;quot;CQB&amp;quot; stocks (all sawn off, with the former having the original wooden side panels, the latter having K-50M-esque metal side panels, and the Duster having the metal side panels of the experimental folding-stocked PPSh-45; these panels are also used by the &amp;quot;Raider Stock&amp;quot;, seemingly a grafted-on rifle stock).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Night Raid&amp;quot; blueprint (a promotional pre-order reward in ''BOCW'' for ''[[Call of Duty: Vanguard]]'') is stylized after WWII planes like the P-40 Warhawk with the addition of a red dot sight stylized after WWII aircraft reflector gunsights like the Mk 20 Mod 4 sight.&lt;br /&gt;
[[File:Ppsh41.jpg‎|thumb|none|450px|PPSh-41 with 35-round box magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:PPSH41battlepasspreview BOCW.jpg|thumb|none|600px|The PPSh-41 in the battlepass preview. Note the 35-round box magazine inaccurately holding only 32 rounds.]]&lt;br /&gt;
[[File:PPSH41idle BOCW.jpg|thumb|none|600px|NATO operator Hunter wields a PPSh-41.]]&lt;br /&gt;
[[File:PPSH41ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:PPSH41inspect1 BOCW.jpg|thumb|none|600px|Inspecting the submachine gun.]]&lt;br /&gt;
[[File:PPSH41inspect2 BOCW.jpg|thumb|none|600px|Flipping it over.]]&lt;br /&gt;
[[File:PPSH41reload1 BOCW.jpg|thumb|none|600px|Taking out an empty magazine.]]&lt;br /&gt;
[[File:PPSH41reload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PPSH41reload3 BOCW.jpg|thumb|none|600px|Cocking the gun.]]&lt;br /&gt;
[[File:PPSH-01-SMG.jpg‎|thumb|none|450px|PPSh-41 with 71 round drum - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:BOCW PPSh drum.jpg|thumb|none|600px|The weapon loaded with a drum magazine, which only holds 55 rounds. A version of this drum with some canvas wrapped around the bottom holds 85, somehow.]]&lt;br /&gt;
[[File:BOCW PPSh SVT barrel.jpg|thumb|none|600px|The &amp;quot;Task Force&amp;quot; barrel makes the front end of the PPSh resemble the [[SVT-40]].]]&lt;br /&gt;
[[File:BOCWMaschine-PPShSVT.jpg|thumb|none|600px|Soviet soldiers with PPSh-41s in the &amp;quot;Die Maschine&amp;quot; intro.]]&lt;br /&gt;
[[File:PPSH 9MM.JPG|thumb|none|450px|PPSh-41 with 9mm conversion - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BOCW PPSh 9m.jpg|thumb|none|600px|The &amp;quot;VDV 50 round fast mag&amp;quot; resembles a 9x19mm converted PPSh.]]&lt;br /&gt;
&lt;br /&gt;
==SOCIMI Type 821==&lt;br /&gt;
The [[SOCIMI Type 821]] appears in-game. It was referred to as the &amp;quot;Type 821&amp;quot; during the alpha, but the name was changed to &amp;quot;Milano 821&amp;quot; in the Beta (with Milano being Italian for Milan, the city where this gun was made) and kept through the final game. It has an anachronistic Masterpiece Arms side cocking charging handle instead of the proper top mounted one like the [[Uzi]] it was based on. It is anachronistic to the campaign's 1981 time period, as it was designed in 1983 and produced in 1984 (the earlier Uzi for American forces and the PPS-42/43 or the later-added PPSh-41 for Communist-state forces would have been a better choice).&lt;br /&gt;
&lt;br /&gt;
[[File:Socimi821.jpg|thumb|none|450px|Socimi Type 821 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Mpa10sst.jpg|thumb|none|300px|MasterPiece Arms MPA10SST - .45 ACP]]&lt;br /&gt;
[[File:Type821preview BOCW.jpg|thumb|none|600px|The Type 821 in Gunsmith. It lacks a stock by default.]]&lt;br /&gt;
[[File:Type821idle BOCW.jpg|thumb|none|600px|The Type 821 in a Nicaraguan cartel plantation, now fitted with a folding stock. Note that the weapon has been modified with a side cocking charging handle from modern Masterpiece Arms MAC 10/11 clones.]]&lt;br /&gt;
[[File:Type821ADS BOCW.jpg|thumb|none|600px|Looking down the notch sights.]]&lt;br /&gt;
[[File:Type821inspect BOCW.jpg|thumb|none|600px|Inspecting the Type 821.]]&lt;br /&gt;
[[File:Type821inspect2 BOCW.jpg|thumb|none|600px|Inspecting the other side. Unfortunately, like the Uzi from the previous [[Call of Duty: Modern Warfare (2019)|Call of Duty]], the open bolt design of the Type 821 is not reflected in the third person model.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] appears as the &amp;quot;Gallo SA12&amp;quot; (''gallo'' means &amp;quot;rooster&amp;quot; or &amp;quot;cock&amp;quot; in Italian). It is used in semi-automatic mode, and the stock is folded by default, but it can be modified with some unfolded stock options, as well as a fixed stock or no stock at all. Attaching optics will automatically unfold the stock as well. It is weirdly used by Soviet forces in the campaign, and also appears anachronistically in the false flashbacks to the Vietnam War. While the [[KS-23]] from ''BO1'' would be a preferable option as it was adopted by Soviet forces (though it is being serial produced at 1981, the year of most of the campaign's events), semi-automatic designs such as the [[MTs 21-12|MTs 21]] or the [[Baikal Semi Auto Shotgun Series|IZh-20]] would be more suitable to a semi-automatic role.&lt;br /&gt;
&lt;br /&gt;
In a rare bit of realism, the carrier latch button is depressed during reloads to allow the user to load shells (unless an optical attachment is used, in which case the player character will grasp the shotgun from the heat shield instead). When not aiming, the weapon will be upended during reloads (as previously seen in ''[[Call of Duty: Modern Warfare 2|Modern Warfare 2 Campaign Remastered]]''), while the weapon will be held right-side up if reloading while aiming. However, the gun is never rechambered after an empty reload. It holds 7 shells, which is possible with 6 round tubes and a 7th shell in the chamber (or with an underloaded 8-round tube), but as this is never depicted, the tube length is fictional. The magazine tube itself looks more like a 5 or 6 shell tube rather than the 7 shells the weapon actually holds.&lt;br /&gt;
&lt;br /&gt;
The extended 9 and 12 round tubes are modeled incorrectly; while the tube does get longer, it only grows by about 0.5 shells length each time to avoid a comically large magazine tube sticking out of the front of the shotgun.&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 with stock folded - 12 gauge]]&lt;br /&gt;
[[File:SPAS12preview BOCW.jpg|thumb|none|600px|The SPAS-12 in Gunsmith.]]&lt;br /&gt;
[[File:SPAS12Idle BOCW.jpg|thumb|none|600px|The SPAS-12 in use on a CIA raid of an East German aircraft hangar.]]&lt;br /&gt;
[[File:SPAS12ADS BOCW.jpg|thumb|none|600px|Aiming down the sights with the stock folded up. This is inaccurate to the real SPAS-12; the end of the stock is solid and you cannot aim down the sights with the stock folded.]]&lt;br /&gt;
[[File:SPAS12Inspect BOCW.jpg|thumb|none|600px|Inspecting the SPAS-12.]]&lt;br /&gt;
[[File:SPAS12Inspect2 BOCW.jpg|thumb|none|600px|Checking the other side.]]&lt;br /&gt;
[[File:SPAS12Reload BOCW.jpg|thumb|none|600px|Loading up the magazine tube.]]&lt;br /&gt;
[[File:ADS SPAS-12 BLOPS CW.jpg|thumb|none|600px|When reloading while aiming, the shotgun is held right-side up with the support hand holding down the carrier latch button.]]&lt;br /&gt;
&lt;br /&gt;
==Henry .410 Lever Action Shotgun==&lt;br /&gt;
A stylized [[Henry USA rifle series#Henry .410 Lever Action Shotgun|Henry .410 Lever Action Shotgun]] was added with Season 6 as the &amp;quot;.410 Ironhide&amp;quot;. It is extremely anachronistic; not only were Henry lever action shotguns not produced until 2017, but the side loading gate version featured in-game was introduced in 2019. It is fitted with a Williams sight. Compared to the game's other shotguns, it is more precision-oriented, with the tightest spread, lowest fire rate, and worst hipfire spread (the weapon's barrel somehow spreading pellets differently based on how the user looks at it); somewhat bafflingly, it also does the most damage out of all the game's shotguns, despite firing the smallest shells by a substantial margin. The only other lever-action shotgun that is appropriate to the game's setting would be a reproduction version of the fullsize [[Winchester Model 1887]]. It is not in .410 gauge, however, but it is at least appropriate for the damage it deals (though it isn't of the same capacity). Another exotic manually-operated shotgun would be the TOZ [[MTs 20 shotgun series]] in 32 gauge and with an extended magazine.&lt;br /&gt;
&lt;br /&gt;
In a reverse of the SPAS-12's errors, the Henry .410 is ''always'' cocked after every reload in ''Cold War''’s multiplayer. However, this is corrected in Warzone, where it is only cocked when empty.&lt;br /&gt;
[[File:H018G-410R.jpg|thumb|none|450px|Henry H018G-410R - .410 bore]]&lt;br /&gt;
[[File:Henry410BPpreview BOCW.jpg|thumb|none|600px|The Henry Lever Action Shotgun in the battlepass preview menu.]]&lt;br /&gt;
[[File:Henry410idle BOCW.jpg|thumb|none|600px|The Henry .410 wielded by NATO operator Park, in a Soviet live fire training compound,]]&lt;br /&gt;
[[File:Henry410ADS BOCW.jpg|thumb|none|600px|Aiming down Main Street, USA.]]&lt;br /&gt;
[[File:Henry410inspect1 BOCW.jpg|thumb|none|600px|Inspecting the time travelling lever action shotgun. Note the top of the receiver is drilled and tapped for an optic mount.]]&lt;br /&gt;
[[File:Henry410inspect2 BOCW.jpg|thumb|none|600px|Flipping the shotgun over and examining the loading gate and ejection port.]]&lt;br /&gt;
[[File:Henry410reload BOCW.jpg|thumb|none|600px|Inserting fresh shells into the loading gate.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
The [[Ithaca 37]] appears in-game as the &amp;quot;Hauer 77&amp;quot;, likely a reference to [[Rutger Hauer]], the late star of the film ''[[Hobo with a Shotgun]]''. The weapon is pumped after every single reload (in both Cold War and Warzone). A unique variant of the shotgun, known as the &amp;quot;Firestarter&amp;quot;, appears in &amp;quot;End of the Line&amp;quot;, firing incendiary shells exclusive to this mission.&lt;br /&gt;
&lt;br /&gt;
A shortened version called the &amp;quot;Sucker Punch&amp;quot; is available as a skin via the &amp;quot;Air Sea Land&amp;quot; pack for the Ultimate Edition. The base weapon can also be shortened by equipping the “19.3&amp;quot; Hammer Forged” barrel and the &amp;quot;No Stock&amp;quot; attachment.&lt;br /&gt;
[[File:IthacaBayo.jpg|thumb|none|450px|Ithaca 37 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:Ithaca37preview BOCW.jpg|thumb|none|600px|The Ithaca 37 in Gunsmith. It is fitted with a heat shield by default, the bayonet lug is removed and the sling loop is attached to the magazine tube.]]&lt;br /&gt;
[[File:Ithaca37idle BOCW.jpg|thumb|none|600px|The Ithaca 37 used on board a Soviet salvage ship.]]&lt;br /&gt;
[[File:Ithaca37ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Ithaca37Inspect BOCW.jpg|thumb|none|600px|Inspecting the Ithaca 37.]]&lt;br /&gt;
[[File:Ithaca37Inspect2 BOCW.jpg|thumb|none|600px|Every weapon inspect for the Ithaca 37 involves the player character working the pump.]]&lt;br /&gt;
[[File:Ithaca37Reload BOCW.jpg|thumb|none|600px|Loading the magazine tube up.]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The [[Penn Arms Striker-12]] was added to the game during Season 1. It has the auto-ejection mechanism (and therefore the shell deflector) of late models, but lacks a rear drum advance lever like early models. The design is anachronistic, as the auto-ejection feature on Striker shotguns (developed in 1989) wasn't yet in existence during game's time period (when the company was called Sentinel Arms), and the original model wouldn't fit in the pre-1983 multiplayer maps either.&lt;br /&gt;
&lt;br /&gt;
It is referred to as the &amp;quot;Streetsweeper&amp;quot;, and incorrectly fires in fully-automatic mode. Unlike its counterpart from previous games, the winding key is correctly used to rotate the cylinder while reloading, although there is a missing step in which the player character is supposed to manually eject the last shell with the ejector rod.&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|400px|Penn Arms Striker-12 - 12 gauge]]&lt;br /&gt;
[[File:Striker12FullLength.jpg|thumb|none|400px|Sentinel Arms Striker-12 with civilian-legal 18&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:Striker12preview BOCW.jpg|thumb|none|600px|The Striker-12.]]&lt;br /&gt;
[[File:Striker12Idle BOCW.jpg|thumb|none|600px|The Striker-12 in service inside a West German US Army base.]]&lt;br /&gt;
[[File:Striker12ADS BOCW.jpg|thumb|none|600px|The Striker-12's iron sights.]]&lt;br /&gt;
[[File:Striker12Inspect BOCW.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:Striker12Inspect2 BOCW.jpg|thumb|none|600px|Carefully reading the warning label on the side of the receiver.]]&lt;br /&gt;
[[File:Striker12Reload BOCW.jpg|thumb|none|600px|Reloading by twisting the winding key for each new shell.]]&lt;br /&gt;
[[File:Striker12Reload2 BOCW.jpg|thumb|none|600px|Inserting a new shell.]]&lt;br /&gt;
&lt;br /&gt;
==TP-82==&lt;br /&gt;
A stylized [[TP-82]] was added in season five as the &amp;quot;Marshal&amp;quot;, an in-universe predecessor to ''BO3''’s [[Talk:Call of Duty: Black Ops III#&amp;quot;Marshal 16&amp;quot;|&amp;quot;Marshal 16&amp;quot;]]. It is used by Woods as a backup sidearm in the season five cinematic trailer. It is classed as a pistol instead of a shotgun.&lt;br /&gt;
&lt;br /&gt;
The weapon lacks the 5.45mm barrel that the actual weapon has, meaning it functions as a regular double-barrel shotgun. Furthermore, it has been rechambered for 12 gauge instead of the 12.5x70mm shells it actually uses. Owing to its pistol classification, it can be dual-wielded. The weapon only has 6 attachments, which include two optics (mounted on an anachronistic Picatinny rail), a cut-down barrel, a longer barrel and dual-wield. The final attachment is &amp;quot;Dragon's Breath&amp;quot; shells, which do not set enemies on fire, instead they just have a flat damage increase and a cosmetic fire effect, but they are still countered by Flak Jacket.&lt;br /&gt;
&lt;br /&gt;
The two hammers on the gun are not dynamically animated in BOCW, but are in ''Warzone''. In BOCW, the right hammer doesn't drop after firing the first shot (from the right barrel), and both hammers will only drop (simultaneously) after firing both shots; the ''Warzone'' animation correctly shows the right hammer dropping after the first shot. This also extends to the reload animations: the BOCW animation only shows the operator cocking both hammers when reloading both both barrels, while the ''Warzone'' animation has an additional animation showing the operator cocking the one dropped hammer when reloading a single barrel.&lt;br /&gt;
&lt;br /&gt;
Markings on the weapon read &amp;quot;Manufactured in the USA&amp;quot; and &amp;quot;Marshal 82&amp;quot;. In a nice bit of attention-to-detail, struck primers can be seen on the fired shells when reloading. &lt;br /&gt;
[[File:TP-82.jpg|thumb|none|400px|TP-82 - 5.45x39mm &amp;amp; 12.5x70mm (roughly 40 gauge)]]&lt;br /&gt;
[[File:TP82preview BOCW.jpg|thumb|none|600px|Gunsmith preview.]]&lt;br /&gt;
[[File:TP82idle BOCW.jpg|thumb|none|600px|The &amp;quot;Marshal&amp;quot; on the map &amp;quot;Diesel&amp;quot;.]]&lt;br /&gt;
[[File:TP82empty BOCW.jpg|thumb|none|600px|After depleting your ammo pool, the hammers will be correctly shown as uncocked.]]&lt;br /&gt;
[[File:TP82ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:TP82inspect1 BOCW.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:TP82inspect2 BOCW.jpg|thumb|none|600px|Flipping it over.]]&lt;br /&gt;
[[File:TP82inspect3 BOCW.jpg|thumb|none|600px|Checking the breech, note the unstruck primers on the shotgun shells.]]&lt;br /&gt;
[[File:TP82reload BOCW.jpg|thumb|none|600px|Reloading the &amp;quot;Marshal&amp;quot;, note the now struck primer on the right.]]&lt;br /&gt;
[[File:TP82reload2 BOCW.jpg|thumb|none|600px|Spent hulls ejected.]]&lt;br /&gt;
[[File:TP82reload3 BOCW.jpg|thumb|none|600px|Fresh shells inserted.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles / Carbines=&lt;br /&gt;
==Ak 5==&lt;br /&gt;
A stylized [[Ak 5]] is featured in the game as the &amp;quot;Krig 6&amp;quot; (''krig'' means &amp;quot;war&amp;quot; in Swedish). It anachronistically appears in the campaign's 1981 period and in the false flashbacks to Vietnam, as it was first produced in 1986 (the [[FN FNC]], from which the Ak 5 was derived, would have been a more appropriate choice for the 80s segments, and it’s predecessor, the [[FN CAL]], was developed in 1966, and it was used by Thai Forces during the Vietnam War). It also uses an anachronistic upper rail when equipping optics. It is used inaccurately by the East German police and Soviet as well as American troops in the campaign, who would much more likely use the [[AKS-74|MPi-AKS-74N]] and [[M16]] respectively. While it may be possible that the Iranian terrorists in &amp;quot;Nowhere Left to Run&amp;quot; stole a few AK 5 rifles, it is highly unlikely, considering it is exclusively used by the Swedish Armed Forces and the Norwegian Police Service.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tactical Stock&amp;quot; gives it a synthetic fixed [[FN FAL]] stock (similar to some FNC configurations), and the &amp;quot;Commando Assembly&amp;quot; stock is taken from a [[SIG SG 550]] series rifle.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|450px|Bofors Ak 5 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Ak5preview BOCW.jpg|thumb|none|600px|The Ak 5 in Gunsmith. Note the stylistically fictionalized handguard, the early FN FNC-style trigger guard, the lack of reinforcement on the wire stock, as well as the addition of a bolt release paddle, something that the actual Ak 5 (lacking a bolt hold open device) does not have. In reality, the bolt hold open device and automatic nature of the feature would not be added to the weapon system until the Ak 5C became finalized and adopted in the mid-2000s.]]&lt;br /&gt;
[[File:Ak5idle BOCW.jpg|thumb|none|600px|The Ak 5 enjoying a snow map, as its heritage demands.]]&lt;br /&gt;
[[File:Ak5ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Ak5inspect BOCW.jpg|thumb|none|600px|Holding up the gun for an inspect.]]&lt;br /&gt;
[[File:Ak5inspect2 BOCW.jpg|thumb|none|600px|Checking the other side. Note how the weapon also has an FNC-style charging handle.]]&lt;br /&gt;
[[File:Ak5reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Ak5reload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:Ak5reload3 BOCW.jpg|thumb|none|600px|Racking the charging handle to chamber a round. The fictional bolt release paddle is slapped instead in the reloads of some of the magazine options.]]&lt;br /&gt;
[[File:BOCW-Ak5-1.jpg|thumb|none|600px|Woods wields an Ak 5 with an upper rail in a trailer. Note the picatinny rail which is of the anachronistic modern style.]]&lt;br /&gt;
[[File:BOCW-Ak5-2.jpg|thumb|none|600px|The Ak 5 going down in a Michael Bay style sequence. For some reason, the flash hider is missing in this sequence, and the stock is clipping through the ground.]]&lt;br /&gt;
[[File:BOCW AK5 Trailer.jpeg|thumb|none|600px|Sims with an Ak 5 in the multiplayer reveal trailer.]]&lt;br /&gt;
[[File:FNC REM Sporter.jpg|thumb|450px|none|FN FNC - 5.56x45mm]]&lt;br /&gt;
[[File:BOCW Ak5-FNC.jpg|thumb|none|600px|The Ak 5 can be configured with an FNC-like or Daewoo K2-like handguard with the “19.7&amp;quot; Ranger” barrel configuration.]]&lt;br /&gt;
&lt;br /&gt;
==AK-47/AKM Hybrid==&lt;br /&gt;
An &amp;quot;[[AK-47]]&amp;quot; is featured in the game. During the alpha and beta stages, it was mostly modeled correctly after an AK-47, albeit with an [[AKM]]-style pistol grip and slant compensator. However, the model of the base gun was changed in the final game: now it also has an AKM's stamped receiver and ribbed top cover, while retaining the AK-47's gas block, gas tube, front sight block, handguard, and stock. &lt;br /&gt;
&lt;br /&gt;
It can be fitted with an [[RPK]]-style barrel and stock via the “20&amp;quot; Liberator” barrel and the &amp;quot;Tactical Stock&amp;quot; respectively. Other notable Eastern Bloc customizations include a Romanian/East German style coat-hanger stock with the added cheek strut piece as the &amp;quot;Wire Stock&amp;quot;. The &amp;quot;Foregrip&amp;quot; is a Romanian type wooden foregrip and the &amp;quot;Patrol Grip&amp;quot; is a Hungarian FEG-style foregrip. It uses a fictionalized Dragunov optics mount modified into a rail mount when equipping optics.&lt;br /&gt;
&lt;br /&gt;
The AK can also take an extended 40-round steel magazine or a 50-round orange Bakelite resin mag.&lt;br /&gt;
&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:AKpreview BOCW.jpg|thumb|none|600px|The launch version model of the &amp;quot;AK-47&amp;quot;, featuring the ribbed dust cover and stamped receiver.]]&lt;br /&gt;
[[File:AK47idle BOCW.jpg|thumb|none|600px|The AK hybrid in an East German training facility.]]&lt;br /&gt;
[[File:AK47ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:AK47inspect BOCW.jpg|thumb|none|600px|Adler removes the magazine during the weapon inspect.]]&lt;br /&gt;
[[File:AK47inspect2 BOCW.jpg|thumb|none|600px|Then does a chamber check. There will always be a round in the chamber, regardless of whether you have ammunition or not.]]&lt;br /&gt;
[[File:AK47reload BOCW.jpg|thumb|none|600px|Reloading from empty involves flinging the old magazine out by hitting the mag release with the feed lip of a new magazine.]]&lt;br /&gt;
[[File:AK47reload2 BOCW.jpg|thumb|none|600px|Then after rocking in the fresh magazine, racking the bolt with an anachronistic underhand charge. The underhand charge is a modern technique that appears to have developed after the 2000s. Interestingly, a more conventional reload was used in the beta but was changed to the underhand method in the final game presumably due to the community's dissatisfaction with the game's reload animations compared to ''Modern Warfare''.]]&lt;br /&gt;
&lt;br /&gt;
===AK-47===&lt;br /&gt;
Many blueprints, such as the &amp;quot;Iron Curtain&amp;quot; and &amp;quot;Soviet Standard&amp;quot;, retain the AK-47's appearance seen in earlier builds of the game. Additionally, some unusable AK-47s can be seen in the CIA Safehouse.&lt;br /&gt;
&lt;br /&gt;
The Season 1 &amp;quot;Prototype&amp;quot; blueprint gives the weapon a green M16-style stock and a modern barrel, and the &amp;quot;Lethal Damage&amp;quot; blueprint has a sporterized stock.&lt;br /&gt;
&lt;br /&gt;
[[File:PolyTechLegendAK47.jpg|thumb|none|450px|Poly Technologies Legend AK with original Russian style front sight, AKM muzzle brake, and bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:BOCW-AK-2.jpeg|thumb|none|600px|The older AK-47 model during the alpha. Note the presence of an AKM-type pistol grip, the opposite of the AKS-74U as seen below.]]&lt;br /&gt;
[[File:BOCW RPK.jpg|thumb|none|600px|A pseudo-RPK build on the loadout wall in the beta.]]&lt;br /&gt;
[[File:BOCW AK Proto.jpg|thumb|none|600px|The odd-looking &amp;quot;Prototype&amp;quot; blueprint.]]&lt;br /&gt;
[[Image:Radom Hunter.jpg|thumb|450px|none|Radom Hunter - 7.62x39mm. Image used to show the sporterized stock.]]&lt;br /&gt;
[[File:BOCW AK sport.jpg|thumb|none|600px|The sporterized stock on the &amp;quot;Lethal Damage&amp;quot; blueprint.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-47===&lt;br /&gt;
Equipping the &amp;quot;Duster Stock&amp;quot; on some blueprints turns the gun into an [[AKS-47]].&lt;br /&gt;
&lt;br /&gt;
[[File:DeactivatedAKS(1954-59).jpg|thumb|none|450px|AKS-47 - 7.62x39mm]]&lt;br /&gt;
[[File:BOCW AKS-47.jpg|thumb|none|600px|An AKS-47 build in the beta. The &amp;quot;Taped Mags&amp;quot; change the reload animations to be all done with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===Type 56===&lt;br /&gt;
The &amp;quot;AK-47&amp;quot; wielded by NVA and VC soldiers in the Vietnam flashback missions is modeled after the Chinese [[Type 56 assault rifle#Type 56 (7.62x39mm)|Type 56]].&lt;br /&gt;
&lt;br /&gt;
[[File:Early type 56.jpg|thumb|none|450px|Type 56, early milled receiver model with bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:Type56-2.jpg|thumb|none|450px|Type 56-2 - 7.62x39mm]]&lt;br /&gt;
[[File:Type56 BOCW.jpg|thumb|none|600px|Bell admiring her newly acquired Type 56.]]&lt;br /&gt;
[[File:Type56 BOCWsights.jpg|thumb|none|600px|Looking down the fully enclosed hood of the front sight post, also note the milled dust cover.]]&lt;br /&gt;
[[File:Type56 BOCWreload.jpg|thumb|none|600px|Reloading shows the early slab sided AK-47 magazine unique to the Type 56 weapon model in game, as well as the folded (and sadly unusable) spike bayonet.]]&lt;br /&gt;
[[File:Type56 BOCWreload2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Type56wm BOCW.jpg|thumb|none|600px|The world model of the Type 56 shows the Type 56-2 style folding stock, which is anachronistic to those (false) flashback missions, because the Type 56-2 was released after the war in 1980. Note how it also has an Type 56/AK-47 style pistol grip rather than the AKM one used on the base AK.]]&lt;br /&gt;
&lt;br /&gt;
===AMD-65===&lt;br /&gt;
The ''[[Rambo III]]'' inspired &amp;quot;Bloodstained&amp;quot; blueprint gives the gun a similar appearance to the [[AMD-65]], except that it retains the AK-47's front sight and gas system.&lt;br /&gt;
&lt;br /&gt;
[[File:AMD65Short.jpg‎|thumb|none|450px|Hungarian AMD-65 as seen in the film - 7.62x39mm. This one has an American copy of an Israeli blank fire adapter (which is slightly longer and thinner than most commonly seen external BFAs. This is the version seen in the movie.)]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is one of the weapons in ''Black Ops Cold War''. In classic ''Call of Duty'' tradition, it is incorrectly classified as a submachine gun and referred to as the &amp;quot;AK-74u&amp;quot;. While not anachronistic for the 80s segments, it's quite overrepresented even with Woods having one in his trunk at a time when the Soviets were just introducing it to service in Afghanistan. It also appears anachronistically in Bell's false flashbacks to the Vietnam War, where it's inaccurately used by the Vietcong.&lt;br /&gt;
&lt;br /&gt;
It has attachment configurations that approximate members of the [[AS Val]] family. The &amp;quot;Duster Stock&amp;quot; is similar the Val stock, the &amp;quot;Commando Assembly&amp;quot; stock is from the [[VSS Vintorez]], and the “10.3&amp;quot; Ranger” barrel configuration uses the SR-3M's handguard. The &amp;quot;40 Rd Speed Mag&amp;quot; is also a 20-round 6L25 9x39mm magazine.&lt;br /&gt;
&lt;br /&gt;
In addition, the drum magazine attachments are straighter-style 7.62x39mm drum magazines.&lt;br /&gt;
[[File:AKS74U.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:AKS-74upreview BOCW.jpg|thumb|none|600px|While this AKS-74U is more accurately modeled than in most previous ''Call of Duty'' titles, it is shown with an AK-47 style pistol grip, apparently having traded grips with the Beta AK-47.]]&lt;br /&gt;
[[File:AKS-74uIdle BOCW.jpg|thumb|none|600px|Sims holds an AKS-74U while looking at some sand dunes.]]&lt;br /&gt;
[[File:AKS-74uADS BOCW.jpg|thumb|none|600px|Aiming down the distinctive rear notch of the AKS-74U.]]&lt;br /&gt;
[[File:AKS-74uInspect BOCW.jpg|thumb|none|600px|Inspecting the AKS-74U.]]&lt;br /&gt;
[[File:AKS-74uInspect2 BOCW.jpg|thumb|none|600px|Checking out the ejection port and correctly positioned safety lever.]]&lt;br /&gt;
[[File:AKS-74uReload BOCW.jpg|thumb|none|600px|Swapping magazines during a reload.]]&lt;br /&gt;
[[File:BOCW AKS-74U 9x39.jpg|thumb|none|600px|The AKS-74U with various 9x39mm components. Either of the suppressor attachments convert into a Val/VSS style suppressor with the &amp;quot;Ranger&amp;quot; and two of the other barrel mods.]]&lt;br /&gt;
[[File:Aks74uEscapeplanblackopscw.jpg|thumb|none|600px|The &amp;quot;Escape Plan&amp;quot; blueprint of the AKS-74U - as with the &amp;quot;Battleworn&amp;quot; AKM from ''Modern Warfare Remastered'', the dust cover is gone and reveals fully modeled internals. Note that the &amp;quot;Spetsnaz PKM Stock&amp;quot; attachment is just a regular AK-type stock in this blueprint. Also note that this game does not contain a PKM, which is odd, as many Warsaw Pact weapons feature stocks with &amp;quot;Spetsnaz PKM stock&amp;quot; as their name.]]&lt;br /&gt;
&lt;br /&gt;
==APS Underwater Rifle==&lt;br /&gt;
The [[APS Underwater Assault Rifle]] was added in an update on May 6, 2022. It is referred to as the &amp;quot;UGR&amp;quot;, and is incorrectly classified as a submachine gun (a fact even its own description seems to acknowledge, given that it is described as an &amp;quot;underwater rifle modified for improved land performance&amp;quot;; these &amp;quot;improvements&amp;quot; are presumably what stops the weapon from physically destroying itself within 180 rounds fired above water).&lt;br /&gt;
&lt;br /&gt;
Like many of the game's weapons, it features several visual alterations compared to its real-world counterpart; most notably, it feeds from a flat-bottomed magazine reminiscent of the QBS-06 (a Chinese derivative of the APS). This holds an incorrect 27 rounds (compared to the QBS's 25 and the APS's 26), presumably to prevent an incomplete burst at the end of a magazine when the unique &amp;quot;Burst Fire Repeater&amp;quot; muzzle device (which somehow makes the weapon fire in three-round bursts, despite being little more than an [[MG81]]-style flash hider) is used. A more appropriate staggered-bottomed magazine (albeit with an even more incorrect 30-round capacity) is the weapon's only alternate ammo option; this is full of explosive-tipped darts, presumably to help drive home the idea of this weapon as an in-universe predecessor to ''[[Call of Duty: Black Ops 4|BO4]]'''s &amp;quot;S6 Stingray&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Interestingly, this is the only weapon that is actually appropriate for the game's otherwise implausible underwater ballistic physics.&lt;br /&gt;
[[File:APS underwater rifle.jpg|thumb|none|450px|APS underwater assault rifle - 5.66x39mm MPS]]&lt;br /&gt;
[[File:QBS-06.jpg|thumb|none|450px|QBS-06 - 5.8x42mm DBS-06]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;CARV.2&amp;quot;==&lt;br /&gt;
The &amp;quot;CARV.2&amp;quot; added during Season 3 is a fictional burst-firing bullpup &amp;quot;tactical rifle&amp;quot; manufactured by the same (in-universe) company that manufactures the &amp;quot;KSP 45&amp;quot;. It appears to be based on the [[Heckler &amp;amp; Koch G11|Heckler &amp;amp; Koch G11 K2]], even using the latter's 4.73mm caseless ammunition in Warzone. It is anachronistic either way, though firing prototypes do exist during the game's time period.&lt;br /&gt;
&lt;br /&gt;
Compared to the real G11, the &amp;quot;CARV.2&amp;quot; is a bullpup rifle with a a conventional bullpup configuration, with the magazine placed in the stock instead of above the barrel. It also features a typical charging handle, instead of the wind-up handle on the real G11. It appears shorter and slightly taller than the G11, with a carrying handle instead of the G11's integrated optic, and a rail where the real G11's magazine resides. The handguard is moulded, and the barrel is vented, presumably a way of alleviating the problems the G11 had with its barrel heating up during operation, as there are no brass shells to take the heat out of the rifle. The fire selector is further forward than the real G11, but still features semi-auto, 3-round burst and full-auto, although the rifle is not able to fire in semi-auto or full-auto in gameplay. A more true to the real thing handguard is available as the ''22.5&amp;quot; Task Force'' barrel attachment. &lt;br /&gt;
&lt;br /&gt;
The magazine holds 45 rounds by default, and bizarrely has &amp;quot;.437mm×33&amp;quot; written on it. Oddly, the magazine is also curved, despite the caseless 4.73mm round not being tapered (which is the reason for curved magazines, to allow for the round to feed properly); the in-game weapon apparently uses [https://www.artstation.com/artwork/zO2Qb6 a different, fictional type] of 4.73mm ammo with rounded (though still not tapered) propellant charges and exposed bullets, seemingly based on [https://militarycartridges.com/2018/04/12/5-56mm-x-24mm-caseless/ Frankford Arsenal's experimental 5.56x24mm caseless rounds.] Caseless 4.73mm ammunition would be anachronistic in the 80s maps, as it was not developed at the time.&lt;br /&gt;
&lt;br /&gt;
[[File:G11K2 left.jpg|thumb|none|450px|Heckler &amp;amp; Koch G11 K2 - 4.73x33mm]]&lt;br /&gt;
[[File:CARV2preview BOCW.jpg|thumb|none|600px|The &amp;quot;CARV.2&amp;quot; in the weapon model preview screen. Another fictional rifle inspired by the G11 but using the same feed layout is the [[Metal Gear Solid V: The Phantom Pain#&amp;quot;G44&amp;quot;|G44]] from ''[[Metal Gear Solid V: The Phantom Pain]]''.]]&lt;br /&gt;
[[File:CARV2idle BOCW.jpg|thumb|none|600px|The &amp;quot;CARV.2&amp;quot; in New Mexico.]]&lt;br /&gt;
[[File:CARV2ADS BOCW.jpg|thumb|none|600px|Aiming down the sights at a suspicious step van.]]&lt;br /&gt;
[[File:CARV2inspect1 BOCW.jpg|thumb|none|600px|Inspecting the pseudo-G11.]]&lt;br /&gt;
[[File:CARV2inspect2 BOCW.jpg|thumb|none|600px|Note the absence of an ejection port due to the caseless nature of 4.73mm; the real G11 actually does feature an ejection port, to allow removal of a live round from the chamber (either to get rid of a dud, or simply to clear the weapon).]]&lt;br /&gt;
[[File:CARV2reload1 BOCW.jpg|thumb|none|600px|Swapping out magazines...]]&lt;br /&gt;
[[File:CARV2reload2 BOCW.jpg|thumb|none|600px|...and pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==CETME Model C==&lt;br /&gt;
The [[CETME Model C]] was added in Season 4 as the &amp;quot;C58&amp;quot;, noted due to its slightly curved magazine.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;SASR Jungle Grip&amp;quot; gives it a similar pistol grip to the [[Heckler &amp;amp; Koch PSG-1]], and the &amp;quot;Raider Stock&amp;quot; also resembles a PSG-1 stock. The &amp;quot;CQB Stock&amp;quot; is a sliding design similar to the [[G3A4]].&lt;br /&gt;
&lt;br /&gt;
Interestingly, one of the magazine options is a caliber conversion (the first such attachment in the game), using 5.56x45mm NATO ammunition in a fictional 60-round drum; oddly, the only thing this does is decrease the damage in exchange for a larger-than-normal magazine, with no impact on fire rate, recoil, muzzle velocity, etc. This is not the case for the Warzone counterpart, as that one instead has a 55-round drum option that retains the base 7.62x51mm ammunition.&lt;br /&gt;
&lt;br /&gt;
The curved &amp;quot;25 Rnd Speed&amp;quot; and &amp;quot;Salvo 30 Rnd Fast Mag&amp;quot; resemble HK32 style magazines. The &amp;quot;18.7&amp;quot; Reinforced Heavy Barrel&amp;quot; will give it a handguard resembling that of an [[IMI Romat]]'s while the &amp;quot;18.2&amp;quot; Takedown&amp;quot; to its predecessor the Model B. &amp;quot;15.6&amp;quot; Ultralight&amp;quot; and &amp;quot;18.7&amp;quot; Ranger&amp;quot; will give it a handguard resembling that of a Model E.&lt;br /&gt;
&lt;br /&gt;
[[File:Cetme.jpg|thumb|none|450px|CETME Model C - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CETMEmodelCpreview BOCW.jpg|thumb|none|600px|The CETME Model C in the battlepass preview screen.]]&lt;br /&gt;
[[File:CETMEmodelCidle BOCW.jpg|thumb|none|600px|The CETME Model C in service in Algeria.]]&lt;br /&gt;
[[File:CETMEmodelCADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CETMEmodelCinspect1 BOCW.jpg|thumb|none|600px|Inspecting the Model C.]]&lt;br /&gt;
[[File:CETMEmodelCinspect2 BOCW.jpg|thumb|none|600px|Checking out the other side.]]&lt;br /&gt;
[[File:CETMEmodelCinspect3 BOCW.jpg|thumb|none|600px|Performing a chamber check.]]&lt;br /&gt;
[[File:CETMEmodelCreload1 BOCW.jpg|thumb|none|600px|Locking the bolt back on the reload. Note that it is not completely locked upwards into the locking recess in the cocking tube.]]&lt;br /&gt;
[[File:CETMEmodelCreload2 BOCW.jpg|thumb|none|600px|The empty magazine is removed.]]&lt;br /&gt;
[[File:CETMEmodelCreload3 BOCW.jpg|thumb|none|600px|A fresh magazine is inserted.]]&lt;br /&gt;
[[File:CETMEmodelCreload4 BOCW.jpg|thumb|none|600px|The operator then performs an aggressive &amp;quot;HK Slap&amp;quot; on the charging handle, sending the bolt into battery.]]&lt;br /&gt;
[[File:H&amp;amp;KPSG01LongMag.jpg|thumb|none|450px|Heckler &amp;amp; Koch PSG-1 with 20-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Cetme modelo E.jpg|thumb|none|450px|CETME Model E with Non-genuine translucent magazine. - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-CETME-PSGParts.jpg|thumb|none|600px|The &amp;quot;C58&amp;quot; combined with the &amp;quot;Raider Stock&amp;quot; and &amp;quot;SASR Jungle Grip&amp;quot;.]]&lt;br /&gt;
[[File:Fal13-1-.jpg|thumb|none|450px|IMI Romat - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-CETME-187HeavyBarrel.jpg|thumb|none|600px|The &amp;quot;18.7&amp;quot; Reinforced Heavy Barrel&amp;quot; attached to the &amp;quot;C58&amp;quot;.]]&lt;br /&gt;
[[File:Cetme b30.jpg|thumb|none|450px|CETME Model B - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-CETME-182TakedownBarrel.jpg|thumb|none|600px|The &amp;quot;18.2&amp;quot; Takedown&amp;quot; attached to the &amp;quot;C58&amp;quot; alongside the more curved 25-round speed mag which makes it almost identical to the reference image of the Model B.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield EM-2==&lt;br /&gt;
A stylised arctic model [[Enfield EM-2]] was added in season five. It features its built in scope by default. When equipped for the first time, the character properly presses the fire selector button to switch the weapon to full-auto mode. It is correctly referred as firing .280 British in Warzone and in the names of some of the muzzle attachments. While not anachronistic, its usage by anyone in the 80s is extremely unlikely due to only 59 examples being ever produced.&lt;br /&gt;
&lt;br /&gt;
[[File:EM-2.jpg|thumb|none|450px|Enfield EM-2 - .280 British]]&lt;br /&gt;
[[File:EM-2 arctic model.jpg|thumb|none|450px|Enfield EM-2 arctic model with enlarged trigger guard for use with heavy cold weather gloves - .280 British]]&lt;br /&gt;
[[File:EM2preview BOCW.jpg|thumb|none|600px|The EM-2 in the preview menu for the season 5 battlepass; note the AR-style long birdcage flash hider, fictional checkered pistol grip, and curious setup of a trigger guard within another trigger guard. According to the markings above the magazine well, its full name in the Black Ops universe is &amp;quot;NIGHTFIELD EM280&amp;quot;, referencing the .280 British round the weapon fires.]]&lt;br /&gt;
[[File:EM2idle BOCW.jpg|thumb|none|600px|The EM-2 being used to defend an NSA facility in West Germany.]]&lt;br /&gt;
[[File:EM2ADS BOCW.jpg|thumb|none|600px|The EM-2's integral scope. Note the reticle which is essentially a turned upside down version of the original thing with the addition of a central dot.]]&lt;br /&gt;
[[File:EM2inspect1 BOCW.jpg|thumb|none|600px|Inspecting the EM-2. Note the stylized carry handle reminiscent of the AR pattern. The fire selector above the thumb is properly set to &amp;quot;full-auto&amp;quot; mode.]]&lt;br /&gt;
[[File:EM2inspect2 BOCW.jpg|thumb|none|600px|Admiring the tasteful woodgrain.]]&lt;br /&gt;
[[File:EM2reload1 BOCW.jpg|thumb|none|600px|Reloading from empty; empty reloads are done with the right hand, while non-empty ones are done with the left.]]&lt;br /&gt;
[[File:EM2reload2 BOCW.jpg|thumb|none|600px|As NATO operator Hunter inserts the fresh magazine, the bolt drops and chambers a new round.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Hybrid==&lt;br /&gt;
The &amp;quot;FFAR 1&amp;quot; is a weapon based on the [[FAMAS Valorisé]] combined with a trigger guard and magazine well from FAMAS G2 (both of which would be anachronistic to the game), with some visual features similar to the &amp;quot;FFAR&amp;quot; from ''[[Call of Duty: Black Ops III]]''. The default magazine correctly holds 25 rounds instead of 30 like in past ''Call of Duty'' games.&lt;br /&gt;
&lt;br /&gt;
In the game's lore it appears that this weapon is the successor of the FAMAS from the first ''Black Ops'' game and predecessor to the &amp;quot;FFAR&amp;quot; from ''Black Ops III''.&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|450px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Famas g2.jpg|thumb|none|450px|FAMAS G2 with proprietary bipod deployed - 5.56x45mm]]&lt;br /&gt;
[[File:FFARpreview BOCW.jpg|thumb|none|600px|The &amp;quot;FFAR 1&amp;quot; in Gunsmith. Note the front sight similar to the FAMAS Valorisé but the overall shape reminiscent of the prototype and the G2 trigger guard imposed over the now redundant standard one. Also note the return of the adjustable gas piston block, something that does not exist on the actual FAMAS.]]&lt;br /&gt;
[[File:FFARidle BOCW.jpg|thumb|none|600px|The heavily stylised FAMAS in East Germany.]]&lt;br /&gt;
[[File:FFARADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:FFARinspect BOCW.jpg|thumb|none|600px|Inspecting the bullpup rifle.]]&lt;br /&gt;
[[File:FFARinspect2 BOCW.jpg|thumb|none|600px|The player character giving it a loving caress.]]&lt;br /&gt;
[[File:FFARreload BOCW.jpg|thumb|none|600px|Removing the old magazine.]]&lt;br /&gt;
[[File:FFARreload2 BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FARA 83==&lt;br /&gt;
The [[FARA 83]] was added in Season 2 with the metal stock, marking its first appearance in a video game. The flash hider is of a different design to the real weapon and some sort of gas block is mounted underneath the front sight, which is absent on the real weapon. It is anachronistic for pre-1984 multiplayer maps.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tactical Stock&amp;quot; uses the real fixed stock of the FARA. Oddly, the weapon features some AK stock, with the East German coat hangar AK stock as the &amp;quot;Wire Stock&amp;quot; and a [[Type 56-2]] stock as the &amp;quot;Duster Stock&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:FARA83 2.jpg|thumb|none|450px|FARA 83 with metal stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FARA83loadoutpreview BOCW.jpg|thumb|none|600px|The FARA 83 in base form.]]&lt;br /&gt;
[[File:FARA83idle BOCW.jpg|thumb|none|600px|NATO operator Hunter wields a FARA 83 in a Laotian village.]]&lt;br /&gt;
[[File:FARA83ADS BOCW.jpg|thumb|none|600px|Aiming down the sights of the Argentinian rifle.]]&lt;br /&gt;
[[File:FARA83inspect1 BOCW.jpg|thumb|none|600px|Inspecting the rifle. The weapon features accurate marking and bears a serial number of [[Call of Duty: Modern Warfare 2|00141]]. The fire selector is also set to auto.]]&lt;br /&gt;
[[File:FARA83inspect2 BOCW.jpg|thumb|none|600px|Checking out the other side.]]&lt;br /&gt;
[[File:FARA83reload1 BOCW.jpg|thumb|none|600px|Ejecting the empty mag.]]&lt;br /&gt;
[[File:FARA83reload2 BOCW.jpg|thumb|none|600px|Rocking in a new mag.]]&lt;br /&gt;
[[File:FARA83reload3 BOCW.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:Fara 83.jpg|thumb|none|450px|FARA 83 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[IMI Galil ARM]] was added in Season 6, and is called the &amp;quot;Grav&amp;quot; like in ''[[Call of Duty: Black Ops 4|BO4]]''. It has an [[AS Val]] stock and a slightly shorter barrel by default, but can be fitted with a longer barrel in Gunsmith. What’s interesting is that the weapon could have the FN FAL pistol grip, which was used on the prototype Balashinkov (Galil Prototype).&lt;br /&gt;
&lt;br /&gt;
[[File:GalilARM-2.jpg|thumb|none|450px|IMI Galil ARM - 5.56x45mm NATO]]&lt;br /&gt;
[[File:GalilBPpreview BOCW.jpg|thumb|none|600px|The Galil ARM in the battlepass preview menu.]]&lt;br /&gt;
[[File:GalilIdle BOCW.jpg|thumb|none|600px|The Galil ARM used on a field trip to the Moscow Zoo.]]&lt;br /&gt;
[[File:GalilADS BOCW.jpg|thumb|none|600px|The iron sights of the Galil. For some reason, the Galil doesn't have its rear sights in ''Warzone''.]]&lt;br /&gt;
[[File:GalilInspect BOCW.jpg|thumb|none|600px|Inspecting the Galil; note the wooden handguard lacking the grooves and screws of the real deal. Also note the &amp;quot;F-S&amp;quot; selector markings, indicating that it is based on a civilian model.]]&lt;br /&gt;
[[File:GalilInspect2 BOCW.jpg|thumb|none|600px|Checking to see if the safety is disengaged.]]&lt;br /&gt;
[[File:GalilReload BOCW.jpg|thumb|none|600px|Reloading from an empty magazine.]]&lt;br /&gt;
[[File:GalilReload2 BOCW.jpg|thumb|none|600px|Rocking in the new magazine.]]&lt;br /&gt;
[[File:GalilReload3 BOCW.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:Galilarm-05.jpg|thumb|none|450px|IMI Galil ARM chambered in 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==K31==&lt;br /&gt;
The [[K31 Rifle]] was added to the sniper rifles category in Season 3, under the name &amp;quot;Swiss K31&amp;quot;. It has a shortened barrel by default, though the “24.9&amp;quot; Extended” barrel attachment gives it the correct barrel length.&lt;br /&gt;
&lt;br /&gt;
The Warzone incarnation of the K31 is correctly chambered in 7.5x55mm. Despite this, some barrel attachment make it seem like the weapon fires .308 Winchester/7.62x51mm NATO, which would be incorrect.&lt;br /&gt;
&lt;br /&gt;
[[File:SchmidtRubinK31.jpg|thumb|none|450px|Karabiner K31 Rifle - 7.5x55mm Schmidt Rubin GP-11]]&lt;br /&gt;
[[File:K31battlepasspreview BOCW.jpg|thumb|none|600px|The K31 in the battlepass preview.]]&lt;br /&gt;
[[File:K31idle BOCW.jpg|thumb|none|600px|The K31 on Mount Yamantau, equipped with the aforementioned &amp;quot;24.9 Extended&amp;quot; barrel, along with its original iron sights.]]&lt;br /&gt;
[[File:K31ADS BOCW.jpg|thumb|none|600px|The K31's iron sights.]]&lt;br /&gt;
[[File:K31inspect1 BOCW.jpg|thumb|none|600px|Inspecting the K31.]]&lt;br /&gt;
[[File:K31inspect2 BOCW.jpg|thumb|none|600px|Hunter pulling the bolt back for a chamber check.]]&lt;br /&gt;
[[File:K31reload1 BOCW.jpg|thumb|none|600px|Reloading the K31 involves opening the action and removing the magazine.]]&lt;br /&gt;
[[File:K31reload2 BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:K31reload3 BOCW.jpg|thumb|none|600px|And closing the bolt, chambering a new round.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] appears in the game as the &amp;quot;DMR 14&amp;quot;. It is modeled after an airsoft G&amp;amp;G Armament GR14 and as such it sports a synthetic stock (though equipping the Duster Pad stock gives it a chequered wooden stock), fires semi-automatically, and is classified as a &amp;quot;tactical rifle&amp;quot; in multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[File:M14 rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Springfield Armory M1A Black.jpg|thumb|none|450px|Springfield Armory M1A with synthetic stock, for comparison - 7.62x51mm]]&lt;br /&gt;
[[File:M14preview BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:M14Idle BOCW.jpg|thumb|none|601px|The M14 on a bright Miami day.]]&lt;br /&gt;
[[File:M14ADS BOCW.jpg|thumb|none|601px|Looking down the iron sights.]]&lt;br /&gt;
[[File:M14ChamberCheck BOCW.jpg|thumb|none|601px|NATO operator Hunter holds the rifle up to inspect.]]&lt;br /&gt;
[[File:M14Inspect2 BOCW.jpg|thumb|none|600px|Checking the other side of the rifle. Note the circular cutout with two holes and the presence of selector switch complete with a cutout in the stock for it, confirming it as an airsoft G&amp;amp;G Armament GR14.]]&lt;br /&gt;
[[File:M14Inspect3 BOCW.jpg|thumb|none|600px|Performing a chamber check.]]&lt;br /&gt;
[[File:M14Reload BOCW.jpg|thumb|none|601px|Swapping out magazines.]]&lt;br /&gt;
[[File:M14Reload2 BOCW.jpg|thumb|none|601px|Hunter inserting a fresh magazine.]]&lt;br /&gt;
[[File:M14Reload3 BOCW.jpg|thumb|none|600px|Tugging on the charging handle to chamber a round.]]&lt;br /&gt;
[[File:BOCWM14Wood.jpg|thumb|none|600px|The wooden M14 stock when equipping the Duster Pad. It seems to be inspired by [https://salem-poor-squadron-75.tumblr.com/post/179129731667/springfield-armory-m1a-socom-16-the-shorter-and/amp this] particular M1A SOCOM 16 custom stock made by LAW483 Enterprises and an ATI Fiberforce Recoil Pad. It should be noted that such custom made or synthetic stocks are most likely anachronistic for the 80s and a basic wooden one would have sufficed instead.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] appears under the &amp;quot;tactical rifles&amp;quot; class. It is simply referred to as the &amp;quot;M16&amp;quot; in the HUD, but actually has &amp;quot;M16.A2&amp;quot; markings on the magwell. It incorrectly holds 30 rounds in a 20-round magazine, and the pin for the auto sear on the lower receiver is absent, which in reality would prevent the rifle from firing in bursts. It is anachronistic to the campaign's 1981 time period, as the M16A2 was not adopted for service yet, first being adopted in 1983 by the USMC and in 1986 by the Army. Rather than removing the carry handle as in previous Black Ops games, it uses an anachronistic carry handle rail when equipping optics. Said carry handle rail appears to be a modern 1913 rail attached using a clamp and screw system from a Colt 3x or 4x AR-15 scope somehow mated together. The weapon boasts surprisingly high damage, able to kill enemies in a single burst at some range compared to the fully-automatic rifles.&lt;br /&gt;
&lt;br /&gt;
The M16's alternate barrel options include “16.3&amp;quot; Rapid Fire”, “20.5&amp;quot; Cavalry Lancer”, “16.3&amp;quot; Titanium”, “20.2&amp;quot; Takedown”, and “15.9&amp;quot; Strike Team”; of these, the 20.5&amp;quot; barrel options are visually just the default barrel but fluted (&amp;quot;Cavalry Lancer&amp;quot;) or dimpled (&amp;quot;Takedown&amp;quot;). For the short barrel options, the &amp;quot;Rapid Fire&amp;quot; and &amp;quot;Strike Team&amp;quot; both give the gun a short triangular handguard (the difference is that &amp;quot;Rapid Fire&amp;quot; has a smooth barrel while &amp;quot;Strike Team&amp;quot;'s is fluted), while &amp;quot;Titanium&amp;quot; gives the gun a short round handguard, the end result somewhat resembling a Colt Model 723 14.5&amp;quot; A1 barrel.&lt;br /&gt;
&lt;br /&gt;
The M16's stock options include &amp;quot;Tactical Stock&amp;quot;, the normal M16A2 stock with a cheek pad, &amp;quot;Wire Stock&amp;quot;, an M231 FPW-like wire stock, &amp;quot;Duster Stock&amp;quot;, a Doublestar Ace skeleton stock (which might be anachronistic), &amp;quot;Commando Assembly&amp;quot;, a 2nd generation collapsible stock, and &amp;quot;Buffer Tube&amp;quot;, an exposed buffer tube with a rubber pad.&lt;br /&gt;
&lt;br /&gt;
Magazine options include the classic ''Black Ops'' jungle-style fast mags made with either duct tape or clamps, a 30-round STANAG magazine depicted as a 45-rounder, a 20-round STANAG magazine with an improvised duct tape magazine assists somehow also depicted as a 45-rounder, and a severely underloaded MAG5-100 100-round magazine holding 54 rounds (which also appears on the in-game &amp;quot;XM4&amp;quot;, where it holds 50 rounds).&lt;br /&gt;
[[File:M16A2.jpg|thumb|none|450px|Colt M16A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A2preview BOCW.jpg|thumb|none|600px|The M16A2 in Gunsmith.]]&lt;br /&gt;
[[File:M16A2Idle BOCW.jpg|thumb|none|600px|The M16A2 in service inside a Nevadan nuclear weapons test site.]]&lt;br /&gt;
[[File:M16A2ADS BOCW.jpg|thumb|none|600px|Aiming down the carry handle sights.]]&lt;br /&gt;
[[File:M16A2inspect BOCW.jpg|thumb|none|600px|Inspecting the rifle. Note that the in-universe stand in for Colt appears to be the fictional &amp;quot;Arrow Armory&amp;quot; (the same manufacturer stamped on the ''BOCW'' M1911A1) based in Hartford, Connecticut, standing in for Colt, the real life manufacturer of both weapons, which is also based in Hartford, CT.]]&lt;br /&gt;
[[File:M16A2inspect2 BOCW.jpg|thumb|none|600px|Performing a rather enthusiastic chamber check; pulling the bolt this far back would likely eject the currently-chambered round.]]&lt;br /&gt;
[[File:M16A2Reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:M16A2Reload2 BOCW.jpg|thumb|none|600px|Inserting a fresh 20 round steel GI mag.]]&lt;br /&gt;
[[File:BOCW M16A2 Constable.jpg|thumb|none|600px|The &amp;quot;Constable&amp;quot; blueprint, which has an anachronistic Aim Sports AR free float rifle length quad rail/V3 or Monstrum Tactical 12 inch free float quad rail.]]&lt;br /&gt;
&lt;br /&gt;
===Colt XM4 Carbine===&lt;br /&gt;
The combination of the “16.3&amp;quot; Titanium” barrel attachment with the &amp;quot;Commando Assembly&amp;quot; stock attachment approximates the [[M4 Carbine|XM4 Carbine]], sans the proper stepped barrel used for early models. The exact same configuration can be made by removing all attachments from the &amp;quot;SOG Commando&amp;quot; blueprints for the gun referred to as the &amp;quot;XM4&amp;quot; in game and then reattaching the longest barrel option. The handguard seems to be inspired from the later models of the XM4 (as well as early M4s and M4A1s, which consider it’s fully-automatic with a fix carry handle makes it a M4E1). It’s however anachronism, as this model is the 1986 model, consider the early XM4 used the A1 receiver when it was revealed in 1983.&lt;br /&gt;
[[File:XM4 1986 model.jpg|thumb|none|450px|XM4 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BOCW M16-XM4.jpg|thumb|none|600px|The XM4 on the loadout workbench.]]&lt;br /&gt;
[[File:XM4Idle BOCW.jpg|thumb|none|600px|The XM4 being used in Moscow.]]&lt;br /&gt;
[[File:XM4ADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:XM4Inspect BOCW.jpg|thumb|none|600px|Inspecting the XM4 build.]]&lt;br /&gt;
[[File:XM4Inspect2 BOCW.jpg|thumb|none|600px|Looking at the other side of the gun.]]&lt;br /&gt;
[[File:XM4Inspect3 BOCW.jpg|thumb|none|600px|The final part of the inspect animation involves tugging back on the charging handle for a chamber check.]]&lt;br /&gt;
[[File:XM4Reload BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:COD CWBO Beta Key Art.jpg|thumb|none|600px|A nearly identical build is seen in the key art for the beta, which is horizontally flipped. Some parts are missing from the gun's model, including the case deflector, the magazine release button, and a portion of the fence around it.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14 Groza==&lt;br /&gt;
A stylized [[OTs-14 Groza]] with a shortened receiver was added to the game in Season 1. It is anachronistic, as the real weapon was produced in 1992. It feeds from 5.45x39mm style magazines, something which is not confirmed to have existed on a real Groza, but is actually used on a Groza-inspired bullpup AK pistol developed in the late 2010s by US-based Bad Element Co. In contrast, its Warzone incarnation is stated to be chambered in &amp;quot;7.62 Soviet&amp;quot; (i.e. 7.62x39mm), and some of its muzzle attachments have &amp;quot;7.62&amp;quot; as part of their name.&lt;br /&gt;
&lt;br /&gt;
[[File:OTS-14.jpg|thumb|none|450px|OTs-14-4A-01 Groza - 9x39mm]]&lt;br /&gt;
[[File:Grozapreview BOCW.jpg|thumb|none|600px|The Groza in the battlepass preview screen. It isn't entirely clear why the weapon has been so heavily stylized, especially considering that one of the perks of adding a Groza to a game with other AKs is that you can re-use parts of their models (including more or less the entire receiver sans optic rail).]]&lt;br /&gt;
[[File:GrozaIdle BOCW.jpg|thumb|none|600px|The Groza in the hands of NATO operator Baker.]]&lt;br /&gt;
[[File:GrozaADS BOCW.jpg|thumb|none|600px|Looking through the Groza's iron sights. The rear sight notch is missing and the sights are misaligned.]]&lt;br /&gt;
[[File:GrozaInspect BOCW.jpg|thumb|none|600px|Inspecting the stylized Groza.]]&lt;br /&gt;
[[File:GrozaInspect2 BOCW.jpg|thumb|none|600px|Performing a chamber check, note the piston rod.]]&lt;br /&gt;
[[File:GrozaReload BOCW.jpg|thumb|none|600px|Removing the entirely fictional magazine.]]&lt;br /&gt;
[[File:GrozaReload2 BOCW.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:GrozaReload3 BOCW.jpg|thumb|none|600px|Performing an underhand charge. This would be impractical in reality, given the location of the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-95-1==&lt;br /&gt;
An anachronistic [[QBZ-95-1]] rifle appears in the game, featuring several retro-styled cosmetic alterations. It was briefly seen in the Gunsmith trailer, labeled the &amp;quot;Type 15&amp;quot;, but the name was changed to &amp;quot;QBZ-83&amp;quot; in the Beta and retained in the current version of the game. The Type 95's development began in 1989, with the first prototypes being made in 1990. The in-game weapon bears some cosmetic resemblances to [http://www.163.com/dy/article/EK33QH8D05355H7O.html some of the Type 95's early prototypes], but is still clearly based on the QBZ-95-1, which began its development in 2004 and was adopted in 2010. The Type 86S (a Chinese AK-platform weapon in the bullpup form) would be more appropriate, but it would be anachronistic and inappropriate on early maps as well as the campaign.&lt;br /&gt;
&lt;br /&gt;
The weapon's trigger and trigger guard shape come from the [[HS Produkt VHS|HS Produkt VHS-2]], with the latter being made from stamped metal rather like the FAMAS. Its magazines appear to be loosely based on Chinese steel AK magazines. It also has three vents on the upper handguard and a birdcage-like muzzle device, both elements of the QBZ-97. The fire selector also only has safe/fire positions like a civilian model.&lt;br /&gt;
&lt;br /&gt;
The side of the gun is marked with &amp;quot;T97NSR-PWC-CAL 5.56 mm&amp;quot;; T97NSR refers to a semi-auto only civilian variant of the 5.56mm QBZ-97A sold in Canada named Type 97 NSR. This likely suggests that Treyarch modeled the gun after a Type 97 NSR then modified it to make it resemble a Chinese QBZ-95 (with its distinct magazine shape and paddle magazine release) and &amp;quot;retro-ified&amp;quot; it. Some of its muzzle attachments also have &amp;quot;5.56&amp;quot; as part of their names, though it is unclear if this is an intentional reference to the QBZ-97 connections or a result of the generally confused state of attachment name/descriptions in ''BOCW''; its Warzone incarnation is also supposedly chambered in 5.56 NATO.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;QBZ-83&amp;quot; name would suggest that it was adopted in 1983 in the ''Black Ops'' universe which would still be anachronistic to the pre-83 maps.&lt;br /&gt;
[[File:Norinco QBZ95-1.jpg|thumb|none|450px|QBZ-95-1 - 5.8x42mm]]&lt;br /&gt;
[[File:Norinco QBZ-97.jpg|thumb|none|450px|QBZ-97 - 5.56x45mm]]&lt;br /&gt;
[[file:BOCW QBZ-83.jpg|thumb|none|600px|The QBZ on the Beta loadout wall. The indent behind the pistol grip is marked with a bizarre and grammatically broken string of Chinese text: &amp;quot;名字叫常 梦想&amp;quot; (Pinyin: míng zì jiào cháng / mèng xiǎng; more clearly seen [[:File:BOCW_QBZ-83_Beta.jpg|here]]); literally, it means &amp;quot;name is called Chang / Dream&amp;quot;. Considering that the QBZ-83 is modelled by Treyarch weapon artist [https://www.artstation.com/artwork/bKQ34r Pawin Changkiendee], it is possible that the broken Chinese was an attempt at inserting an oblique dev signature on the gun model. The artist's ArtStation images also show that the same text is marked on the bolt carrier on the release model.]]&lt;br /&gt;
[[File:QBZ95-1preview BOCW.jpg|thumb|none|600px|The QBZ in Gunsmith the released game, showing the Type 97 NSR markings more clearly. Note that the receiver marking has been changed to &amp;quot;83式自动步枪&amp;quot; (Pinyin: 83 shì zì dòng bù qiāng), meaning &amp;quot;Type 83 automatic rifle&amp;quot;. The word &amp;quot;中国&amp;quot; (Pinyin: zhōng guó), meaning &amp;quot;China&amp;quot;, is also faintly marked on the magazine well, and the rear of the stock is ''very'' faintly marked with &amp;quot;梦想&amp;quot; (Pinyin: mèng xiǎng), or &amp;quot;dream&amp;quot;.]]&lt;br /&gt;
[[File:QBZ95idle BOCW.jpg|thumb|none|600px|The &amp;quot;QBZ-83&amp;quot; in Nuketown.]]&lt;br /&gt;
[[File:QBZ95ADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:QBZ95inspect BOCW.jpg|thumb|none|600px|Inspecting the gun. Note Adler's jacket sleeve clipping through the magazine, a phenomenon also seen in ''[[Battlefield 4]]'''s depiction of the rifle.]]&lt;br /&gt;
[[File:QBZ95inspect2 BOCW.jpg|thumb|none|600px|Performing a chamber check.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;RAI K-84&amp;quot;==&lt;br /&gt;
The &amp;quot;RAI K-84&amp;quot; (standing for &amp;quot;Reactorniy Avtomat-Izluchatel Kuhlklay-84&amp;quot;, translated &amp;quot;Reactor Automatic Radiator Kuhlklay-84&amp;quot;) is a &amp;quot;Wonder Weapon&amp;quot; in the Zombies map Firebase Z released during Season 1. It is based on an [[AK-74]] with the depiction of a milled receiver; such a configuration exists on the Waffen Werks WW-74M, a US-made semi-automatic rifle, though the in-game weapon has two rivets at the rear like the stamped receiver of a standard AK-74. It is fitted with an underbarrel &amp;quot;Vortex&amp;quot; grenade launcher called the &amp;quot;GP-6K2&amp;quot; and modeled after a [[GP-25]].&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:BOCW RAI K-84 1.jpg|thumb|none|600px|The &amp;quot;RAI K-84&amp;quot; as seen in the Firebase Z trailer.]]&lt;br /&gt;
[[File:BOCWRAIKHold.jpg|thumb|none|600px|Grumbling at the fact that Primis and Ultimis were replaced by literal nobodies, of which he is one of them, the Requiem Operator in Firebase Z consoles himself by looking at his shiny space AK. The jumbled mess of parts and components welded to a traditional assault rifle base at least backs up its designation as a prototype.]]&lt;br /&gt;
[[File:BOCWRAIKInspect.jpg|thumb|none|600px|Inspecting the magazine-shaped cell holder used to power the rifle, vaguely resembling the Kalash magazines in the ''Metro'' games. It would probably not be wise to place one's fingers anywhere near the cells in the magazine, considering they are actively and visually ''sparking''.]]&lt;br /&gt;
[[File:BOCWRAIKReload.jpg|thumb|none|600px|At least reloading the weapon shows more careful finger placement. As a bit of trivia, intel in the map notes that the RAI K-84 was based off of a &amp;quot;Generator Khaosa Zavoyski-45&amp;quot; weapon that was developed in-universe in WWII. This is a reference to the otherwise completely fictional &amp;quot;GKZ-45 Mark3&amp;quot; Wonder Weapon from the ''[[Call of Duty: Black Ops III]]'' map Gorod Krovi, implying the RAI K is a successor to it. This is backed up by it operating like a more powerful version of the GKZ; a powerful laser bolt firing weapon with a secondary, grenade-type fire that explodes when shot at with the former.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1==&lt;br /&gt;
A [[Steyr AUG A1]] with the bayonet lug from the F88 Austeyr appears in the game as the &amp;quot;AUG&amp;quot; and is classified as a &amp;quot;tactical rifle&amp;quot; in multiplayer. It incorrectly fires in three-round bursts, a feature of the much later (2005) AUG A3 (as well as the similar-looking &amp;quot;ABR 223&amp;quot; from ''BO4'', which its weapon properties are likely based out of). Its foregrip is folded by default, but it can be unfolded via the &amp;quot;Field Agent foregrip&amp;quot;; it also has some rail-mounted foregrip options. Like the M16A2, the weapon boasts surprisingly high damage, able to kill enemies in a single burst at some range compared to the fully-automatic rifles. Originally the weapon was going to have an A2 sight, but it was replaced by the A1 sight by default.&lt;br /&gt;
&lt;br /&gt;
For some reason, Soviet troops use this weapon in the side-mission &amp;quot;Operation Red Circus,&amp;quot; which is incorrect.&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|450px|Steyr AUG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Austeyr.jpg|thumb|none|450px|F88 Austeyr - 5.56x45mm. Note bayonet lug halfway down the projecting part of the barrel and visible ALO tab at the bottom of the trigger]]&lt;br /&gt;
[[File:AUGidle BOCW.jpg|thumb|none|600px|The AUG A1 in service on an estate in the Hollywood Hills.]]&lt;br /&gt;
[[File:AUGADS BOCW.jpg|thumb|none|600px|Looking through the integral Swarovski scope. The offset backup iron sights are modelled correctly, but the reticle is incorrect.]]&lt;br /&gt;
[[File:AUGinspect1 BOCW.jpg|thumb|none|600px|Inspecting the rifle. The F88's bayonet lug is more visible here.]]&lt;br /&gt;
[[File:AUGinspect2 BOCW.jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:AUGEmpty BOCW.jpg|thumb|none|600px|The AUG is one of the few weapons in game to correctly track how many rounds are available in each mag, as can be seen with this empty magazine with follower visibly modeled. Unfortunately, ''Cold War'' does not model the last round bolt hold open mechanism that the IRL AUG A1 has.]]&lt;br /&gt;
[[File:AUGinspect3 BOCW.jpg|thumb|none|600px|Checking the ejection port.]]&lt;br /&gt;
[[File:AUGreload1 BOCW.jpg|thumb|none|600px|Removing the magazine during a reload.]]&lt;br /&gt;
[[File:AUGreload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:AUGreload3 BOCW.jpg|thumb|none|600px|Slapping the charging handle home.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A2===&lt;br /&gt;
Equipping any optical attachments turns the weapon into an anachronistic [[Steyr AUG A2|AUG A2]].&lt;br /&gt;
[[File:SteyrAUGSR.jpg|thumb|none|450px|Steyr AUG Special Receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[File:AUGA2gunsmithpreview BOCW.jpg|thumb|none|600px|The AUG A2 build.]]&lt;br /&gt;
&lt;br /&gt;
==Type 63==&lt;br /&gt;
The [[Type 63 rifle]] is available in the game, classified as a &amp;quot;tactical rifle&amp;quot;. Despite being select-fire in reality, it is restricted to semi-automatic mode in-game; the spike bayonet is also unusable. It uses what appears to be an anachronistic M14 rifle style rail mount when equipping optics. The default magazine initially held a correct 20 rounds in the closed alpha, but this was increased to an incorrect 25 in the beta and final game.&lt;br /&gt;
&lt;br /&gt;
Player character Bell and Woods use this rifle in &amp;quot;Redlight, Greenlight&amp;quot; instead of a more appropriate American M14.&lt;br /&gt;
[[File:Type63.jpg|thumb|none|450px|Type 63 - 7.62x39mm]]&lt;br /&gt;
[[File:Type63preview BOCW.jpg|thumb|none|600px|The Type 63 in Gunsmith.]]&lt;br /&gt;
[[File:Type63idle BOCW.jpg|thumb|none|600px|The Type 63 in Uzbekistan.]]&lt;br /&gt;
[[File:Type63ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Type63inspect BOCW.jpg|thumb|none|600px|Inspecting the Type 63.]]&lt;br /&gt;
[[File:Type63inspect2 BOCW.jpg|thumb|none|600px|Turning it over.]]&lt;br /&gt;
[[File:Type63inspect3 BOCW.jpg|thumb|none|600px|Brass check time.]]&lt;br /&gt;
[[File:Type63reload BOCW.jpg|thumb|none|600px|Reloading by flicking the old magazine out with a fresh one, much like the AK-47 reload.]]&lt;br /&gt;
[[File:Type63reload2 BOCW.jpg|thumb|none|600px|Then chambering the gun with a tug of the bolt handle.]]&lt;br /&gt;
&lt;br /&gt;
==VAHAN==&lt;br /&gt;
The [[VAHAN]], a somewhat obscure prototype Armenian assault rifle, was added in the 1.29 update; this makes ''BOCW'' the weapon's first known media appearance. The in-game version is somewhat stylized, and goes by the name &amp;quot;Vargo 52&amp;quot;; this presumably references the fact that design work on the project began in 1952 (with an earlier rifle called the &amp;quot;MBC-2&amp;quot;), though the VAHAN itself wasn't designed or built until 1992, making its in-game appearance anachronistic.&lt;br /&gt;
&lt;br /&gt;
[[File:VAHAN.jpg|thumb|none|450px|VAHAN with Bushnell scope - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==XM16E1==&lt;br /&gt;
The fully-automatic [[XM16E1]] appears exclusively in the campaign. It is labeled &amp;quot;M16A1&amp;quot; in the HUD and on the magwell (though the pick-up text spells it with a lowercase &amp;quot;a&amp;quot;, for some reason), but it actually has the appearance of a 'faux' XM16E1, as seen in some movies where the guns are built from M16A1s. This is firstly evidenced by the combination of an XM16E1's 3-prong flash hider with an M16A1's full fence lower. The weapon also appears to have a chrome bolt carrier, which was present on the XM16E1, but not on the M16A1. For some reason, the XM16E1 has an anachronistic A2 pistol grip, while the XM4 has a A1 pistol grip.&lt;br /&gt;
&lt;br /&gt;
In a small though somewhat confusing detail, the receiver bears a forge code mark, C H. This would indicate a rifle with an upper receiver built from Harvey Aluminum billets, but this code would have been in use from the mid 1970s to the early 1980s, well after Vietnam and never on an actual XM16E1 (though M16A1s were made with this code). Due to the nature of the game's storyline, this could be justified as intentional anachronism, however. &lt;br /&gt;
&lt;br /&gt;
It appears in the two Vietnam flashback levels, as well as a few other missions where it is available alongside the M16A2. It is incredibly powerful, as the weapon's damage was balanced for occasional bursts rather than consistent fully-auto firing, made even easier with the game's rather controllable muzzle climb. It uses the same reloading animations as the M16A2, but has a different firing sound. It is also seen in the &amp;quot;Good Enough&amp;quot; calling card.&lt;br /&gt;
[[File:XM16E1.jpg|thumb|none|450px|Mockup of an XM16E1 rifle with 20-round magazine - 5.56x45mm NATO. This can be identified as a mockup by its full magazine fence and strengthened front pivot point, neither of which appeared on the XM16E1.]]&lt;br /&gt;
[[File:XM16E1 BOCW.jpg|thumb|none|600px|Bell holds an XM16E1 in a Vietnamese village.]]&lt;br /&gt;
[[File:BOCW-M16-2.jpg|thumb|none|600px|Note the full fence lower, indicating that this is not a true XM16E1.]]&lt;br /&gt;
&lt;br /&gt;
==XM177E1==&lt;br /&gt;
The [[XM177E1]], specifically the later model with a full fence lower, appears under the name &amp;quot;XM4&amp;quot;. It is depicted with a flat top, seeming to be the result of a chopped off carry handle with a bolted rail (which was done in the 1980s by Olympic Arms and some other manufacturers). It has an anachronistic rear sight which is a hybrid between the Troy Battle Sight and Midway Industries Flip Up Sight, and the flash hider has been altered to resemble an A1. It also appears to have been based on a civilian model, as it has semi-auto only selector markings (Fire/Safe).&lt;br /&gt;
&lt;br /&gt;
The weapon is wrapped in slings with a portion tucked behind the bolt catch like the &amp;quot;Commando&amp;quot; from the first ''[[Call of Duty: Black Ops|Black Ops]]'', although the default empty reload animation in this case correctly uses the charging handle instead of trying to hit the bolt release, which couldn't possibly work with a cloth strap tucked behind it (that said, some reload animations, like the jungle mags reload animation, still involve hitting the sling-padded bolt catch). Equipping any stock customization removes the sling wrap. Mounting optics removes the front sight but keeps the gas block.&lt;br /&gt;
&lt;br /&gt;
The XM4 designation is anachronistic for the time period of 1981, as the XM177 wouldn't be designated as &amp;quot;XM4&amp;quot; until 1983, and even then would be attached to an [[:File:XM4 Carbine &amp;amp; M16A2 (1982).jpg|improved model of the XM177E2]]. However, the “11.8&amp;quot; Ranger” give the weapon an 11.5 inch barrel making it the XM177E2. The A1 pistol grip is inaccurately depicted as being solid instead of hollow.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Black Tide&amp;quot; blueprint replaces the regular handguard with a carbine-length [[M203]] grenade launcher heat shield; it also has a yellow tiger stripe camouflage paint similar to the [[M79 grenade launcher|M79]] used by &amp;quot;The Roach&amp;quot; in ''[[Apocalypse Now]]''. The &amp;quot;Giantsbane&amp;quot; variant uses an anachronistic [[Z-M LR 300]] handguard and front sight (the LR 300 having been introduced in 2000). It is also seen in the &amp;quot;Reaper Of The Dead&amp;quot; calling card.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Inconspicuous&amp;quot; blueprint uses the M16A2's upper receiver, while retaining the XM177E1's earlier teardrop forward assist, however. It has an [[Olympic Arms OA-93]] style handguard with vents patterned after the Advanced Armament Corporation OMNI suppressor, an Israeli style elastic handguard band, what appears to be a faux suppressor, a tactical light, a stock cheek pad and a [[Talk:Call of Duty: Black Ops Cold War#SureFire MAG5-60|SureFire MAG5-60]] magazine. The &amp;quot;Fly Trap&amp;quot; blueprint has an A2 handguard, an A2 pistol grip, and an A2 forward assist. The &amp;quot;Ultimate Hunter&amp;quot; has an anachronistic quad rail handguard, a muzzle brake with a breach face, a scope with some cosmetic similarities to a Trijicon ACOG, and a collapsible stock modelled after various offerings from the late 2000's onwards. The 13.7&amp;quot; Takedown, and original SOCOM will make the weapon resembles to the current M4A1 Carbine, which is anachronistic.&lt;br /&gt;
&lt;br /&gt;
[[File:Colt 609-XM1771E1 Late.jpg|thumb|none|451px|Colt Model 609 / XM177E1 - 5.56x45mm NATO. This is a late model with a full fence lower.]]&lt;br /&gt;
[[File:Muzzle A1.jpg|thumb|none|350px|A1 &amp;quot;Birdcage&amp;quot; flash hider]]&lt;br /&gt;
[[File:XM177E1preview BOCW.jpg|thumb|none|600px|The XM177E1 in Gunsmith.]]&lt;br /&gt;
[[File:XM177E1Idle BOCW.jpg|thumb|none|600px|The XM177E1 wielded by CIA agent Russel Adler. Note the MACV-SOG patch on the sling, yet another throwback to the iconic ''Black Ops 1'' &amp;quot;Commando&amp;quot;.]]&lt;br /&gt;
[[File:XM177E1ADS BOCW.jpg|thumb|none|600px|Aiming down the sights at some communist concrete.]]&lt;br /&gt;
[[File:BOCW new XM4 sights.jpg|thumb|none|600px|The updated sights, which now block less of the screen. This was changed in Season 4 for a few other weapons too, including the QBZ and the Ak 5.]]&lt;br /&gt;
[[File:XM177E1Inspect BOCW.jpg|thumb|none|600px|Inspecting involves checking the magazine.]]&lt;br /&gt;
[[File:XM177E1Inspect2 BOCW.jpg|thumb|none|600px|Then tapping it against the magwell, reinserting the magazine, and performing a chamber check. The phrase &amp;quot;This is my rifle&amp;quot; can be seen marked on the ejection port's cover, a reference to the USMC's Rifleman's Creed.]]&lt;br /&gt;
[[File:XM177E1reload BOCW.jpg|thumb|none|600px|Note the animated bolt release catch, as well as an animated magazine release tab actuating as the player character ejects and inserts magazines.]]&lt;br /&gt;
[[File:XM177reload2 BOCW.jpg|thumb|none|600px|The last step for default reloads is a firm jerk of the charging handle.]]&lt;br /&gt;
[[File:BOCW Inconspicuous.jpg|thumb|none|600px|The &amp;quot;Inconspicuous&amp;quot; variant as seen the Warzone preview.]]&lt;br /&gt;
[[File:Pseudo-M4A1.jpg|thumb|none|600px|The &amp;quot;Ultimate Hunter&amp;quot; variant with some attachments to become a psuedo-M4A1 Carbine as seen the Black Ops Cold War preview.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International PM/AW Hybrid==&lt;br /&gt;
The &amp;quot;LW3 - Tundra&amp;quot; is a hybrid of the [[Accuracy International Precision Marksman]] and the [[Accuracy International Arctic Warfare|Arctic Warfare]], along with some fictional elements. The game files was referred to it as the “L96-A1”, even though it’s not the weapon itself. It has a Precision Marksman-style stock, and lacks a finger cutout in the magwell like this model, but has the safety of an Arctic Warfare (incorrectly set to the rear position, which would lock the bolt and the trigger), as well as an adjustable cheek pad and a flash hider like the latter. Curiously enough, it also uses Picatinny rails like the AW, but with a PM-like scope mount and backup rear sight used on it. The rifle is mildly anachronistic, as the Precision Marksman wasn't developed until 1982 and the Arctic Warfare wasn't developed until 1988, while the campaign takes place in 1981 and multiplayer takes place between 1981-1985. The name Tundra suggests it was intended to be based off of the Arctic Warfare, but they went with PM elements to keep it to the multiplayer's time period.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it is inaccurately and anachronistically used by Soviet snipers (which would likely use a SVD or a M1891 Mosin Nagant instead).&lt;br /&gt;
&lt;br /&gt;
[[File:L96A1G.jpg|thumb|none|450px|Accuracy International PM - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International AW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:AccuracyInternationalAW-PMpreview BOCW.jpg|thumb|none|600px|The hybrid Accuracy International rifle in Gunsmith.]]&lt;br /&gt;
[[File:AW-PMidle BOCW.jpg|thumb|none|600px|The hybrid Accuracy International rifle on a Miami Beach boardwalk.]]&lt;br /&gt;
[[File:AW-PMinspect BOCW.jpg|thumb|none|600px|Initiating the inspect animation.]]&lt;br /&gt;
[[File:AW-PMreload BOCW.jpg|thumb|none|600px|Good view of the other side.]]&lt;br /&gt;
[[File:AW-PMreload2 BOCW.jpg|thumb|none|600px|Taking out the magazine.]]&lt;br /&gt;
[[File:AW-PMreload3 BOCW.jpg|thumb|none|600px|Chambering new 7.62x51mm round.]]&lt;br /&gt;
[[File:AW-PMreload4 BOCW.jpg|thumb|none|600px|Ready to go.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M82A1M==&lt;br /&gt;
The [[Barrett M82A1M]] appears in the game as the &amp;quot;M82&amp;quot;. It is anachronistic to the game, since it was developed in the 1990s; the original M82 would be more accurate for some multiplayer maps. To balance out its semiautomatic firing mode, the M82A1M is comically the ''weakest'' sniper rifle in terms of per-shot damage, not even able to break the bulletproof armor scorestreak or even Soviet armored units in the campaign in one shot. Due to the lack of a Soviet sniper rifle, the Soviet forces use the Barrett as their sniper (instead of the aforementioned SVD), which is incorrect.&lt;br /&gt;
&lt;br /&gt;
[[File:Barrett M82A1M.jpg|thumb|none|450px|Barrett M82A1M - .50 BMG]]&lt;br /&gt;
[[File:M82preview BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:M82idle BOCW.jpg|thumb|none|600px|The M82A1M in Miami.]]&lt;br /&gt;
[[File:M82inspect BOCW.jpg|thumb|none|600px|Inspecting the M82A1M.]]&lt;br /&gt;
[[File:M82inspect2 BOCW.jpg|thumb|none|600px|Brass check.]]&lt;br /&gt;
[[File:M82inspect3.jpg|thumb|none|600px|Note the &amp;quot;MOD 82A1&amp;quot; stamped on the magwell.]]&lt;br /&gt;
&lt;br /&gt;
==Mechem NTW-20==&lt;br /&gt;
The [[Mechem NTW-20]] was added in the Season 2 Reloaded update as the &amp;quot;ZRG 20mm&amp;quot;. It is heavily stylized and fitted with a PSO-1 scope with incorrect reticle by default. It is also far shorter than the real weapon, making the weapon shorter then the in-game Barrett M82A1M, despite the NTW-20 being roughly twice the length of the Barrett. It is anachronistic by more than a decade (1998) and is set up for left-handed use, with the magazine and bolt handle on the right and left side respectively, opposite what it should be.&lt;br /&gt;
&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Mechem NTW-20 - 20x82mm MG151]]&lt;br /&gt;
[[File:Svu.jpg|thumb|none|450px|SVU Dragunov - 7.62x54mmR, image used to show PSO-1 scope.]]&lt;br /&gt;
[[File:NTW20gunsmithpreview BOCW.jpg|thumb|none|600px|The &amp;quot;ZRG 20mm&amp;quot; in Gunsmith preview. Note the oversized PSO-1 and short appearance.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 700PSS==&lt;br /&gt;
The [[Remington 700PSS]] appears as the &amp;quot;Pelington 703&amp;quot;, complete with a permanently attached Harris bipod (which can be deployed by equipping the &amp;quot;Front Grip&amp;quot; or &amp;quot;Bipod&amp;quot; underbarrel attachments). Like the M40 and R700 rifles in ''[[Call of Duty 4: Modern Warfare]]'', it is reloaded with individual rounds. It is anachronistic for the game as it was designed in 1986 while the 80s segments of ''Black Ops Cold War'' take place in 1981-1985; the scope also mounts on an anachronistic rail. It is also inaccurately used by Spetsnaz and Cuban snipers and also appears in Bell's Vietnam War false flashbacks, fitted with a wooden stock and is depicted as being used by the US troops, though it is likely standing in for the Remington M40 in this case, consider that it was called the “M40” in the game files. Its Warzone incarnation is stated to use .308 ammunition (most likely Winchester).&lt;br /&gt;
&lt;br /&gt;
[[File:RemingtonPSS700.jpg|thumb|none|450px|Remington 700PSS with Leupold Mark 4 scope and Harris bipod - .300 Win Mag]]&lt;br /&gt;
[[File:R700PSSpreview BOCW.jpg|thumb|none|600px|The Remington 700 in Gunsmith.]]&lt;br /&gt;
[[File:R700idle BOCW.jpg|thumb|none|600px|The Remington 700PSS in service in Soviet Uzbekistan.]]&lt;br /&gt;
[[File:R700inspect BOCW.jpg|thumb|none|600px|Turning the gun over to read the engraved &amp;quot;Pelington&amp;quot; manufacturer branding, which is very clearly meant to evoke the Remington trade dress on the real Remington 700.]]&lt;br /&gt;
[[File:R700inspect2 BOCW.jpg|thumb|none|600px|Inspecting the Remington 700 involves a very elaborate animation, where the player character will eject a live round...]]&lt;br /&gt;
[[File:R700inspect3 BOCW.jpg|thumb|none|600px|Catching it in their right hand...]]&lt;br /&gt;
[[File:R700inspect4 BOCW.jpg|thumb|none|600px|Then slipping it back into the chamber and sending the bolt into battery.]]&lt;br /&gt;
[[File:R700reload BOCW.jpg|thumb|none|600px|Reloading is done with individual rounds.]]&lt;br /&gt;
[[File:CODBOCWWoodsSniper1.jpeg|thumb|none|600px|Woods holding the sniper rifle in a promotional image.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==CETME Ameli==&lt;br /&gt;
The late NB model [[CETME Ameli]] was added in Season 4. It is inaccurately fitted with an early NA variant flash hider. It appears under the Spanish Army's designation &amp;quot;MG 82&amp;quot;. It is borderline anachronistic for pre-1982 maps, as it was recently unveiled and put into Spanish service at the time.&lt;br /&gt;
&lt;br /&gt;
[[File:CetmeAmeli556.jpg|thumb|none|450px|CETME Ameli (late NB model) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Amelipreview BOCW.jpg|thumb|none|600px|The CETME Ameli in the battlepass preview screen. Note the MG42 like conical muzzle from the early NA variant. Fitting this one to an NB model is dubious as the NA muzzle is part of the barrel shroud while the NB straight flash hider is part of the barrel.]]&lt;br /&gt;
[[File:AmeliIdle BOCW.jpg|thumb|none|600px|The CETME Ameli in the hands of NATO operator Baker, onboard a luxury yacht.]]&lt;br /&gt;
[[File:AmeliADS BOCW.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AmeliInspect1 BOCW.jpg|thumb|none|600px|Inspecting the Spanish LMG.]]&lt;br /&gt;
[[File:AmeliInspect2 BOCW.jpg|thumb|none|600px|The other side.]]&lt;br /&gt;
[[File:AmeliReload1 BOCW.jpg|thumb|none|600px|Reloading by racking the charging handle.]]&lt;br /&gt;
[[File:AmeliReload2 BOCW.jpg|thumb|none|600px|Opening the top cover.]]&lt;br /&gt;
[[File:AmeliReload3 BOCW.jpg|thumb|none|600px|Replacing the ammo box.]]&lt;br /&gt;
[[File:AmeliReload4 BOCW.jpg|thumb|none|600px|And inserting a fresh belt into the feed tray.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
A handheld [[M134 Minigun]] is featured in the game. It is shown with a 4-flange barrel clamp (like an original General Electric M134) combined with a Dillon Aero flash hider. It is obtainable in the campaign mission &amp;quot;The Final Countdown&amp;quot;, under the name &amp;quot;M134 Minigun&amp;quot;. It was later added to multiplayer and Zombies in Season 2 as the &amp;quot;Death Machine&amp;quot;, with a slightly altered model.&lt;br /&gt;
&lt;br /&gt;
It also appears mounted on helicopters, including the &amp;quot;Chopper Gunner&amp;quot; scorestreak in multiplayer, and as part of the &amp;quot;Sentry Turret&amp;quot; scorestreak. A helicopter-mounted version can be used by Bell during a setpiece in &amp;quot;Fracture Jaw&amp;quot;, though when the helicopter was shot down during the aforementioned mission, it somehow still manages to operate without the assistance of a power supply.&lt;br /&gt;
&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|450px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M134deathmachine BOCW.jpg|thumb|none|600px|The &amp;quot;Death Machine&amp;quot; in the scorestreak selection menu. This configuration resembles the airsoft Classic Army M134-A2 CO2/HPA.]]&lt;br /&gt;
[[File:BOCW-Minigun-1.jpg|thumb|none|600px|The M134 at the far right, in both door and subsystem mounts. Note that ''Black Ops Cold War'' continues the ''Modern Warfare'' trend of fictionalizing its vehicles, evident by the addition of backwards Pave Low style air intakes and overall stylized appearance of the faux Huey.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Death Machine&amp;quot; (Dead Ops Arcade 3)===&lt;br /&gt;
The &amp;quot;Death Machine&amp;quot; model from ''[[Call of Duty: Black Ops III]]'', a futuristic man-portable rotary gun based on the [[General Dynamics GAU-19/A]], appears exclusively as a power-up in the Zombies map Dead Ops Arcade 3: Rise of the Mamaback.&lt;br /&gt;
&lt;br /&gt;
[[File:GAU19.jpg|thumb|none|450px|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The [[M60 machine gun|M60]] is one of the machine guns in ''BOCW''; it is the original model, as opposed to the M60E3 featured in past games.&lt;br /&gt;
&lt;br /&gt;
A mounted version can also be found in &amp;quot;End of the Line&amp;quot;, which somehow ended up to the Cuban forces. It is also seen in the &amp;quot;Harvest Time&amp;quot; calling card.&lt;br /&gt;
&lt;br /&gt;
[[File:M60GPMG.jpg|thumb|none|450px|M60 gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M60preview BOCW.jpg|thumb|none|600px|The M60 in Gunsmith. The belt box only holds 75 rounds by default instead of 100, though it has a correct capacity in Warzone.]]&lt;br /&gt;
[[File:M60idle BOCW.jpg|thumb|none|600px|The M60 in the lobby of a fancy Miami Beach hotel.]]&lt;br /&gt;
[[File:M60ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:M60inspect BOCW.jpg|thumb|none|600px|Woods holds the M60 up in the inspect animation.]]&lt;br /&gt;
[[File:M60inspect2 BOCW.jpg|thumb|none|600px|Getting a good look at the ammo box, note the rounds in the belt appear to have struck primers.]]&lt;br /&gt;
[[File:M60inspect3 BOCW.jpg|thumb|none|600px|Checking out the charging handle and link ejection port.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-1-Pull.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-2-Push.jpg|thumb|none|600px|Pushing it back into position.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-3-ThrowCasings.jpg|thumb|none|600px|After the cover is opened, the remaining M13 belt link is swiped away. This is the only difference between an empty and partially-empty reload.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-4-BoxRemove.jpg|thumb|none|600px|Removing the ammo box.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-5-BoxNew.jpg|thumb|none|600px|Inserting a full ammo box into its hang slit.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-6-AlignBullets.jpg|thumb|none|600px|Aligning the belt.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-7-LidClose.jpg|thumb|none|600px|Closing the M60's cover lid. In reality, the original M60 (and not later versions depicted in previous games) requires the charging handle to be locked back in order to properly close the top-cover, as reloading with the handle forward would not allow the top-cover to be fully closed. Using fast mags produces a different reloading animation where the cover isn't flipped up, and the belt is instead pushed into the gun, which is then charged twice to put the round in place.]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
The [[RPD]] appears under its real name, with an incorrect disintegrating ammunition belt. The &amp;quot;Fast Mag&amp;quot; reload animation shows the RPD reload in a unique manner by having the new belt pulled through the closed top cover, whereas the default reload involves using the feed tray cover.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it is used by Soviet forces in 1981, at a time when it had already been phased out in favor of the [[PKM]] and the [[RPK-74]].&lt;br /&gt;
&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:RPDpreview BOCW.jpg|thumb|none|600px|The RPD in Gunsmith. It only holds 50 rounds (formerly 75) by default instead of 100 in its belt container.]]&lt;br /&gt;
[[File:RPDidle BOCW.jpg|thumb|none|600px|The RPD in use on a Nicaraguan cartel plantation.]]&lt;br /&gt;
[[File:RPDADS BOCW.jpg|thumb|none|600px|Looking through the iron sights.]]&lt;br /&gt;
[[File:RPDinspect BOCW.jpg|thumb|none|600px|Inspecting the RPD.]]&lt;br /&gt;
[[File:RPDinspect2 BOCW.jpg|thumb|none|600px|Turning the RPD over.]]&lt;br /&gt;
[[File:RPDreload BOCW.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:RPDreload2 BOCW.jpg|thumb|none|600px|Lifting the dust cover.]]&lt;br /&gt;
[[File:RPDreload3 BOCW.jpg|thumb|none|600px|Feeding the new ammo belt in.]]&lt;br /&gt;
[[File:BOCW-RPD-1.jpg|thumb|none|600px|Adler and Belikov brandish RPDs as they prepare to shoot their way out of KGB headquarters.]]&lt;br /&gt;
&lt;br /&gt;
==Stoner 63A==&lt;br /&gt;
The [[Stoner 63A]] is available in-game. Its in-game configuration primarily matches the Commando configuration, feeding from the right and featuring a bottom cocking handle. By default, it has a long barrel generally associated with the LMG configuration, though it can be modified with a Commando barrel via the “16&amp;quot; SOR Cut Down” attachment; this is a rather strange name, given that the Commando-length barrel was a factory option. A few Soviet heavies in the campaign are seen using these instead of the more faction-appropriate RPD.&lt;br /&gt;
&lt;br /&gt;
The gun can use a 100-round drum modeled after the real gun's left-feeding 100-round drum, mirrored to feed from the right instead of the left (and also featuring some cosmetic differences). The gun also has a fictional 125-round box option.&lt;br /&gt;
[[File:Stoner 63A Commando Right Feed.jpg|thumb|none|450px|Stoner 63A, Commando configuration (Mark 23 Mod 0) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Stoner 63 LMG.jpg|thumb|none|450px|Stoner 63, light machine gun configuration (XM207) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Stoner63preview BOCW.jpg|thumb|none|600px|The Stoner 63 in Gunsmith. Like the M60, it only holds 75 rounds by default instead of 100 in its belt box.]]&lt;br /&gt;
[[File:Stoner63idle BOCW.jpg|thumb|none|600px|The Stoner 63 in Nuketown.]]&lt;br /&gt;
[[File:Stoner63ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Stoner63inspect BOCW.jpg|thumb|none|600px|Initiating inspect animation.]]&lt;br /&gt;
[[File:Stoner63inspect2 BOCW.jpg|thumb|none|600px|Checking the right hand side.]]&lt;br /&gt;
[[File:Stoner63reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Stoner63reload2 BOCW.jpg|thumb|none|600px|Taking out the ammo box.]]&lt;br /&gt;
[[File:Stoner63reload3 BOCW.jpg|thumb|none|600px|Inserting a fresh ammo box.]]&lt;br /&gt;
[[File:Stoner63reload4 BOCW.jpg|thumb|none|600px|Taking the new belt of 5.56x45mm. Like the RPD and the M60, the Fast Mags reload animation shows the belt being pulled through the gun rather than put into the gun after flipping up the feed tray cover.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==FIM-43 Redeye==&lt;br /&gt;
The [[FIM-43 Redeye]] appears under the name &amp;quot;Cigma 2&amp;quot;. Despite being a dedicated MANPADS in reality, the weapon can still be fired even without a lock-on and against ground targets. It somehow appears in a secret Soviet training facility in &amp;quot;Redlight, Greenlight&amp;quot;, though it may be possible that Soviet forces somewhat stole a few Redeyes from the Afghan mujahideen during the Soviet–Afghan War or otherwise, it would likely be fired ones for research use. Cuban forces in &amp;quot;End of the Line&amp;quot; also somehow ended up with Redeye launchers, where the RPG-7 already featured in the game would be a better choice.&lt;br /&gt;
&lt;br /&gt;
[[File:FIM-43 Redeye display.jpg|thumb|none|450px|Dummy FIM-43 Redeye Block I/II with sling - 70mm]]&lt;br /&gt;
[[File:FIM43preview BOCW.jpg|thumb|none|600px|The Redeye in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
The &amp;quot;RAI K-84&amp;quot; wonder weapon in Zombies is fitted with an underbarrel &amp;quot;Vortex&amp;quot; grenade launcher, called the &amp;quot;GP-6K2&amp;quot; and taking the form of a [[GP-25]].&lt;br /&gt;
&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:BOCWGP6K2.jpg|thumb|none|600px|The Requiem Operator readies his Vortex launcher. Rather than relying on its own source of ammunition, the launcher instead takes ten shots from the magazine every time it is fired.]]&lt;br /&gt;
[[File:BOCWRAIKReload.jpg|thumb|none|600px|Wires between the launcher and the main body of the gun can be better seen while reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Hawk MM1 grenade launcher==&lt;br /&gt;
The [[Hawk MM1 grenade launcher]] appears as the &amp;quot;War Machine&amp;quot; scorestreak. Bell wields one that somehow manages to hold 36 rounds in one of the final missions of the campaign. It appropriately holds 12 in multiplayer and Zombies mode.&lt;br /&gt;
[[File:MM1.jpg|thumb|none|400px|Hawk MM1 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:HawkMM1scorestreakmenu BOCW.jpg|thumb|none|600px|The Hawk MM1 in the scorestreak selection menu.]]&lt;br /&gt;
[[File:BOCW MM-1 Beta.jpg|thumb|none|600px|The MM1 as seen in the beta. Lacking sights of any sort, the MM1's &amp;quot;aiming&amp;quot; animation consists of simply zooming in the user's view slightly.]]&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
The [[M79 grenade launcher]] is one of the launchers in the game. It appears in the missions &amp;quot;End of the Line&amp;quot; and the false Vietnam flashback mission &amp;quot;Desperate Measures,&amp;quot; as well as &amp;quot;Redlight, Greenlight&amp;quot; as part of an easter egg.&lt;br /&gt;
&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|400px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:M79preview BOCW.jpg|thumb|none|600px|The M79.]]&lt;br /&gt;
[[File:M79idle BOCW.jpg|thumb|none|600px|The M79 in Nuketown.]]&lt;br /&gt;
[[File:M79ADS BOCW.jpg|thumb|none|600px|Looking down the ladder sight.]]&lt;br /&gt;
[[File:M79inspect BOCW.jpg|thumb|none|600px|The inspect animation for the M79 is very simple, with the player character turning it over from left to right.]]&lt;br /&gt;
[[File:M79inspect2 BOCW.jpg|thumb|none|600px|The other side.]]&lt;br /&gt;
[[File:M79reload BOCW.jpg|thumb|none|600px|Ejecting the spent 40mm casing.]]&lt;br /&gt;
[[File:M79reload2 BOCW.jpg|thumb|none|600px|Reloading with another round.]]&lt;br /&gt;
[[File:M79reload3 BOCW.jpg|thumb|none|600px|Flipping the breech shut.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is one of the launchers in ''BOCW''.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RPG7preview BOCW.jpg|thumb|none|600px|The RPG-7 in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==F-1 Hand Grenade==&lt;br /&gt;
Several multiplayer character skins have unusable [[F-1 Hand Grenade]]s attached to the belt.&lt;br /&gt;
[[Image:deactivated f1.jpg|thumb|none|350px|F-1 High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[File:BOCW-ArtistF1Grenade.jpg|thumb|none|600px|The &amp;quot;[[Léon: The Professional|Artist]]&amp;quot; skin for the operator Portnova from season 2 in-game.]]&lt;br /&gt;
[[File:BOCW-F1Grenade1.jpg|thumb|none|600px|The &amp;quot;Violent Nature&amp;quot; skin in-game.]]&lt;br /&gt;
[[File:BOCW-F1Grenade2.jpg|thumb|none|600px|The &amp;quot;Meltdown&amp;quot; skin in-game.]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is carried by US soldiers in Vietnam in the campaign. M18s with inverted color scheme are also carried by Naga. On the 2021 released map &amp;quot;Apocalypse&amp;quot;, several M18s with purple smoke lying around the ruins.&lt;br /&gt;
[[File:M18yellow actual.jpg|thumb|none|150px|M18 smoke grenade, yellow]]&lt;br /&gt;
[[File:BOCW-M18-Smoke-1.jpg|thumb|none|600px|An M18 with an incorrect &amp;quot;WHITE&amp;quot; marking on a soldier.]]&lt;br /&gt;
[[File:BOCW-M18-Smoke-2.jpg|thumb|none|600px|An unusable unprimed M18 releasing endless, incorrectly-colored smoke.]]&lt;br /&gt;
[[File:AmericanSniperANM8.jpg|thumb|none|250px|Screen-used stunt AN/M8 smoke grenade (Marc Lee's; with a foam magazine) from ''[[American Sniper]]''. Image used to illustrate Naga's inverted color M18 grenades.]]&lt;br /&gt;
&lt;br /&gt;
==M26 hand grenade==&lt;br /&gt;
What appears to be an [[M26 hand grenade]] is carried by Woods in promotional media. The &amp;quot;Wrecking Ball&amp;quot; skin has an unusable M26 hanging from his belt.&lt;br /&gt;
[[File:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW-M26Grenade1.jpg|thumb|none|600px|The &amp;quot;Wrecking Ball&amp;quot; skin in-game.]]&lt;br /&gt;
&lt;br /&gt;
==M34 White Phosphorous grenade==&lt;br /&gt;
The [[M34 White Phosphorous grenade]] appears as the &amp;quot;Smoke Grenade&amp;quot;.&lt;br /&gt;
[[File:M34 2-1-.jpg|thumb|none|150px|M34 White Phosphorous grenade.]]&lt;br /&gt;
[[File:BOCW M34 WP.jpg|thumb|none|600px|The &amp;quot;Smoke Grenade&amp;quot; in the loadout.]]&lt;br /&gt;
&lt;br /&gt;
==M67 hand grenade==&lt;br /&gt;
The [[M67 hand grenade]] appears as the &amp;quot;Frag&amp;quot;. It is also depicted on the &amp;quot;Quartermaster&amp;quot; perk.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 fragmentation grenade.]]&lt;br /&gt;
[[File:BOCW M67.jpg|thumb|none|600px|A M67 frag grenade in the &amp;quot;Lethal&amp;quot; equipment section.]]&lt;br /&gt;
&lt;br /&gt;
==M83 smoke grenade==&lt;br /&gt;
An anachronistic M83 instead of the period-appropriate AN/M8 HC smoke grenades are carried by Sims and US troops in &amp;quot;Fracture Jaw&amp;quot;.&lt;br /&gt;
[[File:M87.JPG|thumb|none|200px|M83 TA smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
An [[M84 stun grenade]] is carried by Woods in the campaign and is seen in cinematics. The same fictionalized M84 from ''Modern Warfare'' is also carried by multiplayer operator Zeyna. It is anachronistic as it was used from 1995 in reality.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:BOCW M1911 trailer silencer.jpg|thumb|none|600px|M84 stun grenades seen in the arsenal of a Perseus team in the multiplayer reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 hand grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is seen in the key art for the game's beta.&lt;br /&gt;
[[file:MK2 grenade DoD.jpg|thumb|150px|none|Mk 2 hand grenade]]&lt;br /&gt;
[[File:COD CWBO Beta Key Art.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MK3A2 offensive hand grenade==&lt;br /&gt;
The [[MK3 offensive hand grenade|MK3A2]] concussion grenade appears as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
[[File:MK3A2.jpg|thumb|none|150px|MK3A2 offensive hand grenade]]&lt;br /&gt;
[[File:BOCW Mk3A2.jpg|thumb|none|600px|The MK3A2 as seen in the loadout section.]]&lt;br /&gt;
&lt;br /&gt;
==Rheinmetall MK13 Mod 0 BTV-EL flash grenade==&lt;br /&gt;
MK 13 flashbang grenades are carried by US troops in cutscenes and are seen on the default skins for multiplayer operators Adler and Song and Naga's &amp;quot;Warlord&amp;quot; skin. Most likely anachronistic.&lt;br /&gt;
[[File:MK13 Mod 0 BTV-EL.jpg|thumb|none|200px|Rheinmetall MK13 Mod 0 BTV-EL flash grenade]]&lt;br /&gt;
[[File:BOCW Adler M18.jpg|thumb|none|600px|Adler with an MK 13 flashbang on his belt.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgrante==&lt;br /&gt;
Seven unusable [[Model 24 Stielhandgranate]]s can be seen on the &amp;quot;Die Maschine&amp;quot; Zombies map, right behind the Kingtiger tank.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|350px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW-Stielhandgrante1.jpg|thumb|none|600px|Looking at &amp;quot;potato mashers&amp;quot;.]]&lt;br /&gt;
[[File:BOCW-Stielhandgrante2.jpg|thumb|none|600px|Closer view of three stick grenades, it appears that the model is reused from ''Black Ops III'' and ''Black Ops 4''.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5==&lt;br /&gt;
Unusable [[RGD-5]] grenades are visible on the harness of multiplayer operators Portnova and Garcia and on Naga's &amp;quot;Warlord&amp;quot; skin.&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|160px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW Garcia grenades.jpg|thumb|none|600px|Garcia's character model on the beta's main multiplayer screen.]]&lt;br /&gt;
&lt;br /&gt;
==RG-42==&lt;br /&gt;
Also seen hanging on Garcia's belt is an [[RG-42 hand grenade]].&lt;br /&gt;
[[File:RG-42 HG.jpg|thumb|none|160px|RG-42 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW Garcia grenades.jpg|thumb|none|600px|The RG-42 is just barely visible on Garcia's belt, by his left hip.]]&lt;br /&gt;
&lt;br /&gt;
==Simulator Hand Grenade M116A1==&lt;br /&gt;
The [[M116A1 training grenade|Simulator Hand Grenade M116A1]] appears as the &amp;quot;Flashbang&amp;quot;. In reality, this is a training grenade and not an actual combat device.&lt;br /&gt;
[[File:M116a1pullcord.jpg|thumb|none|300px|Simulator Hand Grenade M116A1 with pullcord fuse]]&lt;br /&gt;
[[File:M116A1Flashbang BOCW.jpg|thumb|none|600px|The M116A1 in the operator loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==TM-46 anti-tank mine==&lt;br /&gt;
A cosmetically modified [[TM-46 anti-tank mine]] appears as the &amp;quot;Proximity Mine&amp;quot; field upgrade.&lt;br /&gt;
[[File:Tm-46.jpg|thumb|none|450px|TM-46 anti-tank mine]]&lt;br /&gt;
[[File:BOCW Prox Mine.jpg|thumb|none|600px|The Proximity Mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Type 67 Stick Grenade==&lt;br /&gt;
Several unusable Chinese [[Type 67 stick grenade|Type 67 Grenades]] are seen on the Vietcong guerillas found in the campaign. In the multiplayer, an operator skin for Baker can be purchased with Season 2, which also has two Type 67 Stick Grenades attached to the belt.&lt;br /&gt;
[[File:Type67Grenade.jpg|thumb|none|350px|Type 67 High-Explosive Fragmentation stick grenade]]&lt;br /&gt;
[[File:BOCW-Type67grenade.jpg|thumb|none|600px|Bell looks at a dead Vietcong fighter.]]&lt;br /&gt;
[[File:BOCW-Type67grenade2.jpg|thumb|none|600px|The &amp;quot;Last One Standing&amp;quot; skin in-game.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==8.8 cm Flak 37==&lt;br /&gt;
Bell destroys several Flak 37s in &amp;quot;The Final Countdown&amp;quot;. It is inaccurately depicted as being mounted on Czechoslovakian type carriage and mount.&lt;br /&gt;
[[Image:FlaK37.jpg|thumb|none|400px|8.8 cm FlaK 37 (note the pointer dials, the rectangular boxes on the side of the gun cradle with two circles) - 88x571mm R]]&lt;br /&gt;
[[File:BOCW-Flak1.jpg|thumb|none|600px|In a truly Bond villain fashion, &amp;quot;Perseus&amp;quot; have mated the poor Flak 37 to a [http://www.frajasw.cz/gallery/lizard/pldvk_vz_53/pldvk_vz_53.html Czechoslovakian towed 30-mm anti-aircraft installation ZK.453].]]&lt;br /&gt;
[[File:BOCW-Flak2.jpg|thumb|none|600px|As evident from this image, the combination of a much larger Flak 37 with the ZK.453 carriage is dubious to work in reality as the latter is obviously designed for a smaller weapon. As for why would a rogue Soviet element use a WWII German flak, that's probably due to asset recycling from a previous game.]]&lt;br /&gt;
&lt;br /&gt;
==30mm ZK.453==&lt;br /&gt;
In &amp;quot;Red Light, Green Light&amp;quot;, some 30mm ZK.453 anti-aircraft guns can be seen.&lt;br /&gt;
[[File:BOCW-AAZK1.jpg|thumb|none|600px|The ZK.453 which unlike the aforementioned mutant flak, actually fits the carriage it was meant for.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
Five bent [[Browning M2 Aircraft]] Machine Guns in fixed and flexible mount are seen on a crashed Boeing B17 &amp;quot;Flying Fortress&amp;quot; on the Zombies map &amp;quot;Die Maschine&amp;quot;. This bomber is first seen during the &amp;quot;Nacht der Untoten&amp;quot; cutscene from ''[[Call of Duty: World at War|World at War]]''.&lt;br /&gt;
[[File:M2aircraft.jpg|thumb|none|450px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, flexible - .50 BMG]]&lt;br /&gt;
[[File:BOCW-BM2Air.jpg|thumb|none|600px|Looking at the top turret with two mounted Brownings.]]&lt;br /&gt;
[[File:BOCW-BM2Air1.jpg|thumb|none|600px|The barrel of a waist gunner position.]]&lt;br /&gt;
[[File:BOCW-BM2Air2.jpg|thumb|none|600px|A rear view of the same MG inside the bomber shows the spade grips of the flexible Browning variant. The last two MGs of the tail gunner position can be seen outside the map.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
[[Browning M2HB]]s are mounted on M1 Abrams tanks.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:M242 25mm gun.jpg|thumb|none|450px|M242 Bushmaster chaingun - 25mm]]&lt;br /&gt;
[[File:BOCW-M2HB1.jpg|thumb|none|600px|It appears that the M2HB has also been fictionalized somewhat, because &amp;quot;legal reasons&amp;quot;. Among these fictionalizations are reinforcing ribs added at the front of the receiver, an extension to the receiver that separates the receiver and the barrel shroud and also mounts the front sight, the barrel shroud only having 3 vent holes instead of 4 (none of which are actually modeled, but textured onto the gun) and also being bottlenecked similar to an [[M242 Bushmaster chaingun]], and lightening cuts added to the top cover. The Abrams tank it is mounted to is the M1A1 variant, easily identified by the different profile of the bore evacuator on the M256 120mm cannon and the lack of the M1A2's thermal viewer for the commander; the M1A1 Abrams is anachronistic to this level, set in 1983, as the M1A1 was only accepted into service some time between 1985 and 1986.]]&lt;br /&gt;
[[File:BOCW-M2HB2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==DShKM Heavy Machine Gun==&lt;br /&gt;
A [[DShK Heavy Machine Gun|DShKM Heavy Machine Gun]] appears to be mounted gunboats, tanks and bunkers in multiplayer and also on the ''Slava''-class, and inappropriately, the ''Ticonderoga''-class cruisers on the map Armada. It can be used in the campaign mission &amp;quot;Redlight, Greenlight&amp;quot;, mounted on a (anachronistic) BTR-80 APC.&lt;br /&gt;
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
==General Electric M61 Vulcan==&lt;br /&gt;
F-14A Tomcats, armed with [[M61 Vulcan]] cannons, are seen taking off from a ''Nimitz''-class carrier in the reveal trailer. The carrier also sports Vulcan cannons in CIWS installations.&lt;br /&gt;
[[File:M61vulcan.jpg|thumb|none|450px|GE M61 Vulcan Cannon - 20x102mm]]&lt;br /&gt;
[[File:Phalanx.jpg|thumb|none|400px|Phalanx Block 1 CIWS - 20x102mm]]&lt;br /&gt;
[[File:BOCW Nimitz Carrier.jpg|thumb|none|600px|A Tomcat launching into the danger zone from the supercarrier, with CIWS visible on both sides of the bow.]]&lt;br /&gt;
&lt;br /&gt;
==M40 Recoilless Rifle==&lt;br /&gt;
The [[M40 Recoilless Rifle]] is seen on jeeps inside Camp Haskins.&lt;br /&gt;
[[File:M40 Type 73 jeep mount.jpg|thumb|none|400px|M40 Recoilless Rifle (Licensed in Japan as the Type 60) mounted on Type 73 Kyu jeep - 106mm Rocket]]&lt;br /&gt;
[[File:BOCW-M40Recoilless.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The Panzerkampfwagen VI Ausf. B Tiger II &amp;quot;Königstiger&amp;quot; heavy tank on the &amp;quot;Die Maschine&amp;quot; Zombies map has a hull-mounted [[MG34]].&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BOCW-MG34Panzerlauf.jpg|thumb|none|600px|The hull-mounted MG34. It appears that the weapon plus the entire tank model are reused from ''Black Ops III''.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
An [[MG42]] with a drum magazine appears only as an emplaced weapon in the Vietnam War flashback mission &amp;quot;Fracture Jaw&amp;quot;. It is confirmed that the MG34 was used in Vietnam as military aid from the Soviet Union which had captured stockpiles from WWII thus the appearance of the MG42 in this context is also plausible.&lt;br /&gt;
[[File:mg42drummag.jpg|thumb|none|450px|MG42 with drum magazine - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BOCW-MG42-1.jpg|thumb|none|600px|An MG42 in Vietnam. It appears that the model is lifted from ''Black Ops III''.]]&lt;br /&gt;
[[File:BOCW-MG42-2.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
&lt;br /&gt;
==Yakushev-Borzov Yak-B==&lt;br /&gt;
A [[Yakushev-Borzov Yak-B]] is mounted on in-game Hind-D attack helicopters.&lt;br /&gt;
[[File:Mil Mi-24D Yak-B closeup.jpg|thumb|none|400px|Closeup of Yakushev-Borzov Yak-B mounted on Mi-24 Hind-D - 12.7x108mm]]&lt;br /&gt;
[[File:YakB Hind BOCW.jpg|thumb|none|600px|The chin-mounted Yak-B as seen in the vehicle customization menu in Cold War.]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-23==&lt;br /&gt;
The &amp;quot;VTOL Escort&amp;quot; (Modeled after the Yak-38) has two [[Gryazev-Shipunov GSh-23]] autocannons mounted in underwing UPK-23 gunpods. While the pod itself is correctly modeled, it is incorrectly depicted as a flexible aiming system (independent from the Yak's nose direction) due to gameplay reasons and controls. It is also seen mounted with an NPPU-23 helicopter turret inaccurately onto a Mi-8 helicopter piloted by Kravchenko in &amp;quot;Mauer Der Toten&amp;quot;.&lt;br /&gt;
[[File:GSh-23-2.jpg|thumb|none|400px|Grayzev-Shipunov GSh-23 with ammo belt - 23x115mm]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-2==&lt;br /&gt;
[[Gryazev-Shipunov GSh-30-2]] cannons are used by the Sukhoi Su-25 &amp;quot;Frogfoot&amp;quot; jets against ground targets when conducting the &amp;quot;Strafe Run&amp;quot; scorestreak.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==150 lb Crossbow==&lt;br /&gt;
A 150 lb crossbow similar to those by Velocity Archery and Wizard Archery appears as the &amp;quot;R1 Shadowhunter&amp;quot;. Those designs are most likely anachronistic.&lt;br /&gt;
[[File:R1crossbowpreview BOCW.jpg|thumb|none|600px|The &amp;quot;R1 Shadowhunter&amp;quot; in the gunsmith preview menu.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower (modified)==&lt;br /&gt;
A modified [[M2 Flamethrower]] was added as a scorestreak with Season 5. It consists of the gun group with added custom smaller fuel tanks, modified muzzle and a stock. Its icon shows it consisting of a normal M2 wand paired with M9 fuel tanks.&lt;br /&gt;
[[File:M9 with M2 wand.jpg|thumb|none|450px|M9 Flamethrower with M2 wand]]&lt;br /&gt;
&lt;br /&gt;
==Recurve Bow==&lt;br /&gt;
A recurve bow which appears to be based on [[Rambo]]'s bows appears in the campaign and as a scorestreak in multiplayer. It is inaccurately depicted as being usable underwater which doesn't hinder in any way the arrow's movement nor the flame of the fire arrows.&lt;br /&gt;
&lt;br /&gt;
==Beretta 92F==&lt;br /&gt;
A [[Beretta 92F]] is seen on a movie poster in the map &amp;quot;Amerika&amp;quot;.&lt;br /&gt;
[[File:Beretta92F EarlyModel.jpg|thumb|none|300px|Beretta 92F - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Beretta92Fmovieposter BOCW.jpg|thumb|none|600px|The movie &amp;quot;Hot 'Nuff&amp;quot; with the Beretta 92F.]]&lt;br /&gt;
&lt;br /&gt;
==China Lake Grenade Launcher==&lt;br /&gt;
The [[M79 grenade launcher|M79]]'s master calling card shows a [[China Lake Launcher]] instead of a proper M79.&lt;br /&gt;
[[File:China Lake.jpg|thumb|none|450px|China Lake Launcher - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
Two [[Colt SAA]] revolvers are seen in the &amp;quot;Dead Still&amp;quot; calling card.&lt;br /&gt;
[[File:ColtSAALongBarrel.jpg|thumb|none|300px|Colt Single Action Army with 7.5&amp;quot; barrel known as the &amp;quot;Cavalry&amp;quot; model - .45 Long Colt]]&lt;br /&gt;
[[File:BOCW-SAACard.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
[[Enfield L85A2]] rifles are seen in the &amp;quot;Hardcore Kill Collector&amp;quot; calling card.&lt;br /&gt;
[[File:L85A2Iron.jpg|thumb|none|450px|L85A2 with iron sights - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BOCW CC L85.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Sci-Fi Rifle==&lt;br /&gt;
A fictional sci-fi rifle inspired by the [[M41A Pulse Rifle]] from the ''Alien'' franchise is featured in posters for the fictional movie &amp;quot;Two Days On The Moon&amp;quot; in the map Express.&lt;br /&gt;
[[File:M41a02.jpg|thumb|none|450px|Opposite side view of an M41A Pulse Rifle from ''Aliens''.]]&lt;br /&gt;
[[File:BOCW alien rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Sniper Rifle==&lt;br /&gt;
A fictional sniper rifle seemingly based on the &amp;quot;Sniper Rifle&amp;quot; from ''[[Fallout 3]]'' appears in the &amp;quot;Saving PhD Ryan&amp;quot; campaign calling card.&lt;br /&gt;
[[File:FNV_Sniper_Rifle.jpg|thumb|none|450px|The &amp;quot;Sniper Rifle&amp;quot; from ''Fallout 3''.]]&lt;br /&gt;
[[File:BOCW CC F3SR.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Handflammpatrone DM34==&lt;br /&gt;
Handflammpatrone DM34 single-shot incendiary pistols are used in two executions - Woods' &amp;quot;Spare A Light&amp;quot; and Kitsune's &amp;quot;Tortured&amp;quot;.&lt;br /&gt;
[[File:Handflammpatrone.jpg|thumb|none|350px|Handflammpatrone DM34]]&lt;br /&gt;
&lt;br /&gt;
==IWI Galil ACE 21==&lt;br /&gt;
A soldier wields two [[Galil ACE 21]]s in the &amp;quot;Armed To The Teeth&amp;quot; calling card.&lt;br /&gt;
[[File:Galil ACE 21.jpg|thumb|none|450px|IWI Galil ACE 21 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
What appears to be [[M1 Garand]]s are seen on the &amp;quot;Down Range&amp;quot; bundle picture.&lt;br /&gt;
[[File:M1 Garand.jpg|thumb|none|450px|M1 Garand - .30-06.]]&lt;br /&gt;
[[File:BOCW-DownRange.jpg|thumb|none|600px|The last WWII-style American soldier on the right carries the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==M114 155 mm howitzer==&lt;br /&gt;
M114 155 mm howitzers are seen in firebase Ripcord in the mission &amp;quot;Fracture Jaw&amp;quot;. The &amp;quot;Artillery&amp;quot; scorestreak also consists of a barrage from M114 155 mm howitzers.&lt;br /&gt;
[[File:M114 155m howitzer.jpg|thumb|none|450px|M114 Howitzer - 155mm]]&lt;br /&gt;
[[File:M114Scorestreak BOCW.jpg|thumb|none|600px|The selection menu artwork for the &amp;quot;Artillery&amp;quot; scorestreak shows an M114 battery. This reflects their usage in the context of the Vietnam War through the game's Southeast Asian multiplayer maps are set in the 80s.]]&lt;br /&gt;
[[File:BOCW-M114Howitzer.jpg|thumb|none|600px|The barrels of the howitzers can be seen in the distance.]]&lt;br /&gt;
&lt;br /&gt;
==M20 &amp;quot;Super Bazooka&amp;quot;==&lt;br /&gt;
An [[M20 &amp;quot;Super Bazooka&amp;quot;]] is seen in Vietnam War archival footage in the intro of &amp;quot;Fracture Jaw&amp;quot;.&lt;br /&gt;
[[File:M20 Super Bazooka.jpg|thumb|none|450px|M20 &amp;quot;Super Bazooka&amp;quot; - 3.5&amp;quot; rocket]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Marshal 16&amp;quot;==&lt;br /&gt;
The fictional [[Talk:Call of Duty: Black Ops III#&amp;quot;Marshal 16&amp;quot;|&amp;quot;Marshal 16&amp;quot;]] from ''Black Ops III'' appears as the &amp;quot;Classic Marshal&amp;quot; charm.&lt;br /&gt;
[[File:Marshal16 BO3.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Matchlock Musket==&lt;br /&gt;
A Spanish conquistador firing a [[Matchlock Musket]] is seen in the &amp;quot;Iron Sight Assassin&amp;quot; calling card that could be earned during season 2 at level 180.&lt;br /&gt;
[[file:MatchlockMusket.jpg|thumb|none|450px|European Matchlock musket.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M91/30==&lt;br /&gt;
A scoped [[Mosin-Nagant M91/30]] is seen in the &amp;quot;Power Killer&amp;quot; calling card. A Mosin is also depicted on a huge banner showing the Tiergarten Soviet War Memorial statue in he map Moscow.&lt;br /&gt;
[[file:M9130-Sniper-PE.jpg|thumb|none|450px|Mosin Nagant M1891/30 Sniper Rifle with PE scope - 7.62x54mm R]]&lt;br /&gt;
[[File:BOCW-MosinCard.jpg|thumb|none|600px|The rifle is equipped with a PEM sniper scope instead of the better-known PU scope.]]&lt;br /&gt;
&lt;br /&gt;
==Tippman 98 Custom==&lt;br /&gt;
In Season 4 Reloaded, the map &amp;quot;Rush&amp;quot; from ''Black Ops II'' was added. As with the original map, [[Air Guns#Tippmann 98 Custom|Tippmann 98 Customs]] appear in a store display of paintball guns, despite being anachronistic for the new setting of the 1980s (as opposed to ''BO2'''s 2025 setting).&lt;br /&gt;
[[Image:Tippmann 98 Custom.jpg|thumb|none|400px|Tippmann 98 Custom Paintball Marker - .62 caliber]]&lt;br /&gt;
&lt;br /&gt;
==Tippmann X7 G36==&lt;br /&gt;
In Season 4 Reloaded, the map &amp;quot;Rush&amp;quot; from ''Black Ops II'' was added. As with the original map, Tippmann X7 G36s appear in a store display of paintball guns, despite being anachronistic for the new setting of the 1980s (as opposed to ''BO2'''s 2025 setting).&lt;br /&gt;
[[File:Tippmann X7 G36.jpg|thumb|450px|none|A Tippmann X7 G36 paintball gun.]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified Repeating Rifle==&lt;br /&gt;
A scoped repeating rifle (possibly a [[Marlin Firearms|Marlin]]) is seen briefly in archival footage during the intro of &amp;quot;Brick in the Wall&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Valmet M76F==&lt;br /&gt;
A [[Valmet M76F]] is seen in the City Ripper bundle picture.&lt;br /&gt;
[[File:ValmetM76F.jpg|thumb|none|450px|Valmet M76F with side folding tubular stock - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK==&lt;br /&gt;
A suppressed [[Walther PPK]] is seen held by Adler in the &amp;quot;Action Packed&amp;quot; calling card.&lt;br /&gt;
[[File:WaltherPPkSilenced.jpg|thumb|none|350px|Walther PPK with a sound suppressor - .380 ACP (Brown factory grips).]]&lt;br /&gt;
[[File:BOCW-PPK1Card.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873==&lt;br /&gt;
What appears to be a [[Winchester Model 1873]] is seen in the &amp;quot;One Shot Kill&amp;quot; calling card.&lt;br /&gt;
[[File:Winchester1873.jpg‎|thumb|none|450px|Winchester Model 1873 carbine - 1st generation rifle - 44-40 Winchester]]&lt;br /&gt;
[[File:BOCW CC repeater.jpg‎|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified Selfloading Rifle==&lt;br /&gt;
An unknown self loading rifle of Soviet type is seen on a soldier statue in the multiplayer map Moscow. The statue is based on the Tiergarten Soviet War Memorial in Berlin which actually depicts a Mosin. Curiously, a proper depiction of the soldier complete with the Mosin can be seen on a huge banner in the same map.&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
Three unusable [[Glock 18C]] pistols can be seen hanging on a wall on the multiplayer map &amp;quot;Checkmate&amp;quot;. Their appearance is anachronistic as the map takes place in January 1985, while the Glock 18 was produced in 1986 - the 3rd Generation variants were introduced after 1998. A Glock pistol is also seen in the &amp;quot;Grizzled Veteran Master&amp;quot; calling card.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|300px|Glock 18C (3rd Generation) - 9x19mm. This model has compensator cuts on the slide and barrel to reduce muzzle climb while firing.]]&lt;br /&gt;
[[File:BOCW-Glock.jpg|thumb|none|600px|The pistol in a highly unlikely place to be found, an East German training facility. Despite having the 18C's compensator cuts, the slide markings label it as a standard Glock 18.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Two [[Makarov PM]]s appear on Helen Park's &amp;quot;Scorched&amp;quot;, &amp;quot;Bad Blood&amp;quot;, &amp;quot;Hellion&amp;quot;, and &amp;quot;Commando&amp;quot; outfits, as well as on Samantha Maxis' &amp;quot;Dark Aether&amp;quot; outfit and Portnova's &amp;quot;Handler&amp;quot; outfit. Aleksandra Valentina also carries a holstered one in the Zombies mode cutscenes.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|300px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:BOCW Park Makarovs.jpg|thumb|none|600px|The grips of both Makarovs can be seen in weird waist holsters on her vest.]]&lt;br /&gt;
&lt;br /&gt;
==Sedgley Fist Gun==&lt;br /&gt;
Scattered throughout the CIA Safehouse used as the in-game mission hub are various unusable [[Sedgley Fist Gun|Sedgley Fist Guns]].&lt;br /&gt;
[[File:OPG Glove device.jpg|thumb|none|325px|Sedgley Fist Gun - .38]]&lt;br /&gt;
[[File:SedgleyFistGun BOCW.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:SedgleyFistGun2 BOCW.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Strife&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;Strife&amp;quot; pistol from ''[[Call of Duty: Black Ops 4|Black Ops 4]]'' can be seen on a table in the side mission &amp;quot;Operation Red Circus&amp;quot;. Unusable and completely anachronistic to the game's setting, the gun was likely originally used as a placeholder during the mapping process that went overlooked and wasn't removed.&lt;br /&gt;
[[File:S&amp;amp;WSigma9F.jpg|thumb|none|300px|Smith &amp;amp; Wesson Sigma SW9F - 9x19mm Parabellum]]&lt;br /&gt;
[[File:S&amp;amp;W SD40.jpg‎|thumb|none|300px|Smith &amp;amp; Wesson Sigma SD40 - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:S&amp;amp;W M&amp;amp;P 2.0.jpg|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P 2.0 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BOCWStrife.jpg|thumb|none|600px|Mason takes the time out of chasing a known enemy of the state to admire a time-traveling literal space pistol. While one could chalk it up to THE NUMBERS making him hallucinate guns that wouldn't exist for at least five (and at most seven) decades more, its appearance in the multiplayer map based off of this mission (Crossroads, taking place in 1983) marks it as a placeholder that never got removed.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33==&lt;br /&gt;
The [[Tokarev TT-33]] is used by some Red Army soldiers in the intro cutscene of the Zombies map Die Maschine.&lt;br /&gt;
[[File:TT-33-Wartime.jpg|thumb|none|300px|Tokarev TT-33 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:BOCWMaschine-TT1.jpg|thumb|none|600px|One soldier points his Tokarev at a suspicious German.]]&lt;br /&gt;
[[File:BOCWMaschine-TT2.jpg|thumb|none|600px|The cameraman defends himself with a TT-33.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
Unusable [[AKM]] rifles can be seen next to the Glock 18 pistols in the multiplayer map &amp;quot;Checkmate&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
The [[SVT-40]] is used by some Red Army soldiers in the intro cinematic of the Zombies map Die Maschine.&lt;br /&gt;
[[File:SVT-40.jpg|thumb|none|450px|Tokarev SVT-40 - 7.62x54mmR]]&lt;br /&gt;
[[File:BOCWMaschine-PPShSVT.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BOCWMaschine-SVT.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1591384</id>
		<title>Call of Duty: Black Ops Cold War</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1591384"/>
		<updated>2023-07-16T15:13:27Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: /* Accuracy International PM/AW Hybrid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: Black Ops Cold War&lt;br /&gt;
|picture=CODBOCWCover1.jpeg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=November 13, 2020&lt;br /&gt;
|developer=Treyarch, Raven Software&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: Black Ops Cold War''''' is a first-person shooter developed by Treyarch and Raven Software and published by Activision. It is the sixth game in the ''Black Ops'' series and the seventeenth in the ''Call of Duty'' series. It is also a direct sequel to ''[[Call of Duty: Black Ops]]''. Like previous games in the series, it is composed of three main modes of play, a single-player campaign, a player-vs-player multiplayer mode, and a 1-4 player cooperative zombies mode. &lt;br /&gt;
&lt;br /&gt;
The campaign's setting takes place primarily in 1981 with several flashbacks dating to 1968 during the Vietnam War, and the zombies and multiplayer mode take place simultaneously in 1984, hence, certain weapons are available in these modes that aren't present in the campaign because of the time difference. The player character is a new, customizable operative codenamed &amp;quot;Bell&amp;quot;, who is part of a CIA task force, including Alex Mason, Frank Woods, and Jason Hudson, out to stop a Soviet agent codenamed &amp;quot;Perseus&amp;quot; (based on the real-life conspiracy) from carrying out a decades-long plan that could radically alter the balance of power of the Cold War.&lt;br /&gt;
&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;
=Overview=&lt;br /&gt;
''Black Ops Cold War'' maintains several weapon features from the 2019 ''Modern Warfare'', including Gunsmith and the ability to reload while aiming down sights.&lt;br /&gt;
&lt;br /&gt;
The game features an extensive swimming and underwater mechanic which inaccurately depicts weapons as being able to be fired underwater, something which would lead to malfunctions and possible complete weapon failures (i.e. exploded barrels) in reality, not to mention projectiles can't travel more than a few feet in such environment. Also, bullet velocities for most of the weapon are much slower in-game than in real life, and some weapons unrealistically share the same velocities despite their different calibers and designs.&lt;br /&gt;
&lt;br /&gt;
While Gunsmith offers a wide variety of attachments to equip, it lacks several features from ''Modern Warfare''. It also features some ''staggeringly'' poor attachment descriptions filled with inaccuracies and misused terms. For example, STANAG is used as a catch-all term for extended magazines, despite the real usage being almost the exact opposite of such an idea.&lt;br /&gt;
&lt;br /&gt;
Many of the cosmetic blueprints feature cerakoted designs which is anachronistic for the 80s as cerakoted weapons started appearing at some point in the 2000s or 2010s. In addition to this, heavily altered &amp;quot;Mastercraft&amp;quot; variants feature altered inspection animations.&lt;br /&gt;
&lt;br /&gt;
Weapons from ''Black Ops Cold War'' also make appearances in ''Call of Duty: Warzone'', a standalone battle royale game mode originally released for (and developed on) ''[[Call of Duty: Modern Warfare (2019)]]''. While most weapons are identical between BOCW and ''Warzone'', a number of weapons, especially the ones added post-release, have more detailed animations in ''Warzone''. More rarely, some BOCW weapons have different weapon models when implemented in ''Warzone''.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] appears under the name &amp;quot;Diamatti&amp;quot;. It holds 15 rounds by default, despite having a visibly extended magazine. It also has a slightly shorter barrel by default; the “7.2&amp;quot; Reinforced Heavy” barrel attachment gives it a more correct barrel length, though this one is shown as fluted. Soviet forces use it in the campaign (which is incorrect, as they would use the [[Stechkin APS]] or the APB instead, though it fires in automatic mode), along with Alex Mason in &amp;quot;Echoes of a Cold War&amp;quot;; nevertheless, its scarce appearance would not be suitable for any sort of military during the game's time period.&lt;br /&gt;
&lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm]]&lt;br /&gt;
[[File:M93Rpreview BOCW.jpg|thumb|none|600px|The Beretta 93R in Gunsmith.]]&lt;br /&gt;
[[File:Beretta93rIdle BOCW.jpg|thumb|none|600px|Sims wielding a &amp;quot;Diamatti&amp;quot; in Angola.]]&lt;br /&gt;
[[File:Beretta93rADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:Beretta93rInspect BOCW.jpg|thumb|none|600px|Sims admires what is possibly the most accurate Beretta 93R weapon model in a Call of Duty game to date.]]&lt;br /&gt;
[[File:Beretta93rInspect2 BOCW.jpg|thumb|none|600px|Pulling back the slide for a brass check.]]&lt;br /&gt;
[[File:Beretta93rReload BOCW.jpg|thumb|none|600px|Swapping magazines during a reload.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] is featured in the game, simply referred to as &amp;quot;1911&amp;quot; and featuring a nickel finish similar to the multiplayer 1911 weapon model from ''[[Call of Duty: Black Ops|Black Ops]]''. In the campaign, it is the main sidearm of almost everyone, including the Soviet and North Vietnamese forces, who would much more likely use the [[Makarov PM]] or [[Tokarev TT-33]] as their sidearms. It incorrectly holds 8 rounds in a standard 7-round magazine. Performing takedowns in loud combat also involve the use of the M1911A1 regardless of faction.&lt;br /&gt;
&lt;br /&gt;
In alpha, beta, and pre-release materials, the M1911 appears with a parkerized finish and brown grips. The &amp;quot;Wingman&amp;quot; skin from the &amp;quot;Air Sea Land Pack&amp;quot; for the Ultimate Edition is also an M1911A1, featuring a paint-job similar to that of the P-51 Mustang fighters during WWII. The M1911A1 is also used in the Overpower finishing move.&lt;br /&gt;
&lt;br /&gt;
[[File:NickelPlatedM1911A1.jpg|thumb|none|300px|Nickel Plated Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:1911preview BOCW.jpg|thumb|none|600px|The M1911A1 in Gunsmith.]]&lt;br /&gt;
[[File:1911Idle BOCW.jpg|thumb|none|600px|The M1911A1 in Angola.]]&lt;br /&gt;
[[File:1911ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:1911Inspect BOCW.jpg|thumb|none|600px|Inspecting the M1911.]]&lt;br /&gt;
[[File:1911Inspect2 BOCW.jpg|thumb|none|600px|Inspecting its other side.]]&lt;br /&gt;
[[File:1911reload BOCW.jpg|thumb|none|600px|Much like the 1911 in [[Call of Duty: Modern Warfare (2019)]], the 1911 in Black Ops Cold War features a nice detail in the slide stop engaging the slide after the last round is fired from a magazine.]]&lt;br /&gt;
[[File:1911reload2 BOCW.jpg|thumb|none|600px|The standard reload involves power slinging the slide, there are magazine options that change that to an animation where the player character hits the slide stop.]]&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:BOCW-M1911-2.jpeg|thumb|none|600px|The M1911A1 with a parkerized finish in the alpha multiplayer loadout menu.]]&lt;br /&gt;
[[File:BOCW-1911-1.jpg|thumb|none|600px|The M1911 tucked in Adler's pants in a pre-release trailer. In the final game, the player grabs the pistol to take down a guard - even though they have their own suppressed 1911 at this point with no way to replace it.]]&lt;br /&gt;
[[File:BOCW M1911 trailer silencer.jpg|thumb|none|600px|A suppressed M1911A1 is racked in the multiplayer reveal trailer. Note the Ak 5 with what appears to be Advanced Armament Corporation OMNI 5.56mm suppressor which doesn't appear in actual multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle==&lt;br /&gt;
An anachronistic and visually altered [[Desert Eagle]] fitted with a Laser Products Corporation LPC Model 7 laser sight and an enormous muzzle brake appears as the &amp;quot;Hand Cannon&amp;quot; in the campaign mission &amp;quot;Desperate Measures&amp;quot;. Inspiration for the weapon appears to come from the laser sighted [[AMT Hardballer]] from ''[[The Terminator]]''. Perhaps taking its moniker a little too literally, it fires explosive rounds. The campaign version feeds from an 8-round magazine (which could or could not be correct, its caliber never being stated) and cannot be reloaded; once all eight rounds have been fired, it is discarded. While still inappropriate because of its extreme rarity, the [[AMC Auto Mag Pistol]] (1969) could've been a better fit for the game's time period.&lt;br /&gt;
&lt;br /&gt;
It was added as the &amp;quot;Hand Cannon&amp;quot; streak in Season 4 (with an updated model and animations, which was retroactively applied to the campaign version), with 10 extremely powerful explosive rounds that can take out any streak you can shoot in one to four shots. It is the primary weapon of choice for the &amp;quot;One in the Chamber&amp;quot; gamemode. Its scorestreak icon shows a more accurate rendition of a Desert Eagle, though this one is an even more anachronistic picatinny railed Mark XIX than the Mark VII on which the actual weapon is based. The laser is now green, and aiming uses ironsights mounted on top of the laser. Its role is similar to the &amp;quot;Annihilator&amp;quot; revolver from ''[[Call of Duty: Black Ops III|BO3]]'' and ''[[Call of Duty: Black Ops 4|BO4]]'', even reusing the sounds of that gun from those games.&lt;br /&gt;
&lt;br /&gt;
[[File:DesertEagleMarkVIInickel.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark VII with nickel finish - .44 Magnum]]&lt;br /&gt;
[[Image:Longslide2.jpg|thumb|none|600px|The AMT Hardballer Longslide/LPC Model 7 laser sight combo from ''The Terminator'' which appears to have been the inspiration for the &amp;quot;Hand Cannon&amp;quot;. The in-game laser is incorrectly depicted as being switched on by pressing a fictional button at the rear, while the real thing has a separate switch connected via cables.]]&lt;br /&gt;
[[File:Desert eagle picatinny.JPG|thumb|none|350px|Magnum Research Desert Eagle Mark XIX, current production model with Picatinny railed barrel - .44 Magnum]]&lt;br /&gt;
[[File:COD CW Deagle Menu.jpg|thumb|none|600px|The &amp;quot;Hand Cannon&amp;quot; in the multiplayer menu. The description incorrectly calling it a &amp;quot;revolver&amp;quot; was reused from Black Ops 3/4, though the word has been changed to &amp;quot;handgun&amp;quot; after an update. A round can be seen in the spare magazine.]]&lt;br /&gt;
[[File:BOCWDeagle3rd.jpg|thumb|none|600px|Bell stops admiring his nice shoes to look upon the mutant Deagle in the middle of the KGB headquarters, of all places. This is the only place in the campaign it can be found.]]&lt;br /&gt;
[[File:BOCWDeagle.jpg|thumb|none|600px|Bell holds the Hand Cannon as he awaits enemy forces about to barge into the room. Here the laser sight can be seen more clearly.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Magnum&amp;quot;==&lt;br /&gt;
The &amp;quot;Magnum&amp;quot; is a fictional hybrid revolver that appears to have some influence from a variety of revolvers such as [[Smith &amp;amp; Wesson#Revolvers|Smith &amp;amp; Wesson]], [[Ruger#Revolvers|Ruger]], [[Arminius HW Revolver Series|Arminius]], Alfa, [[Astra#Revolvers|Astra]] and the [[Colt Trooper]]. The rear of the frame and the angle of the grip give it a strong resemblance to the G&amp;amp;G G733 airsoft revolver. The names of some of its muzzle attachments suggest that it is chambered in .45 ACP (misnamed &amp;quot;.45 APC&amp;quot;); this would contradict both the &amp;quot;Magnum&amp;quot; name, and its Warzone incarnation's stated chambering (.357 Magnum). Like other revolvers in previous ''Black Ops'' games, it is reloaded with single rounds by default, and still has the reload logic errors of the player character reloading only the rounds needed to refill the cylinder in gameplay despite the reload animation showing the entire cylinder being ejected.&lt;br /&gt;
&lt;br /&gt;
The Magnum can also accept a suppressor, even though it almost certainly wouldn't work on the revolver in reality due to the gap between the cylinder, which would leak enough propellant gases to render the suppressor useless. The Magnum also has nonsensical 9-round and 12-round cylinders as attachment options; these cylinders are completely identical to the base cylinder dimensionally, with the amount of rounds held in them ''visibly'' remaining 6 rounds. They're only different in their shapes, being an unfluted cylinder and a [[Mateba]]-like hexagonal cylinder respectively. These cylinder options are also very incorrectly referred to as magazines in their attachment names.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Minted&amp;quot; blueprint gives the revolver a barrel that appears similar to the anachronistic [[Smith &amp;amp; Wesson Model 986]], while others give it a [[Dan Wesson]]-style heavy barrel.&lt;br /&gt;
[[File:G&amp;amp;G G733.jpg|thumb|none|350px|'''Airsoft''' G&amp;amp;G G733 airsoft revolver]]&lt;br /&gt;
[[File:ColtPython6In.jpg|thumb|none|350px|Colt Python with 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:TrooperMKV.jpg|thumb|none|350px|Colt Trooper MK V with straight wood grips and a 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:S&amp;amp;WModel17A.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 17-6 - .22LR]]&lt;br /&gt;
[[File:Ruger Speed 6.jpg|thumb|none|350px|Ruger Speed Six with blued finish and 2.75-inch barrel - .357 Magnum]]&lt;br /&gt;
[[File:Astra357-01.jpg|thumb|none|350px|Astra 357, 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:Revolverpreview BOCW.jpg|thumb|none|600px|A close up look of the &amp;quot;Magnum&amp;quot; in Gunsmith, showing its many design inspirations - the sights come from Smith &amp;amp; Wesson revolvers, the cylinder, hammer, trigger &amp;amp; trigger guard from a Colt Python, the barrel seems to be a mix between that of a Python and a Colt Trooper (complete with a partial underlug rather awkwardly merged into a full one), and a Ruger-style recoil shield; the latter is supposed to have the cylinder release mounted on it, but the designer instead decided to put a conventional Astra-esque cylinder release behind it, forcing them to rather awkwardly stretch the frame forward to fit both.]]&lt;br /&gt;
[[File:Revolveridle BOCW.jpg|thumb|none|600px|The mutant &amp;quot;Magnum&amp;quot;, an amalgamation of the leading revolver brands.]]&lt;br /&gt;
[[File:RevolverADS BOCW.jpg|thumb|none|600px|Aiming down the Smith &amp;amp; Wesson sights.]]&lt;br /&gt;
[[File:Revolverinspect BOCW.jpg|thumb|none|600px|Inspecting the revolver involves flipping the Colt cylinder out.]]&lt;br /&gt;
[[File:Revolverinspect2 BOCW.jpg|thumb|none|600px|Inspecting the Colt-esque barrel.]]&lt;br /&gt;
[[File:Revolverreload BOCW.jpg|thumb|none|600px|Reloading by dumping all rounds in the cylinder.]]&lt;br /&gt;
[[File:Revolverreload2 BOCW.jpg|thumb|none|600px|The default reload animation has the player character individually insert rounds off screen; depending on the cylinder you choose in Gunsmith, a speed loader may be used instead (though dual-wielding will always reload both at once). The animation finishes with a wince-inducing flick of the wrist to shut the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Tranquilizer Gun&amp;quot;==&lt;br /&gt;
A hybrid of a [[Ruger Mk II]] and a [[Welrod]] mocked up to be a tranquilizer pistol is used by Bell in the campaign. The detachable magazine holds 8 rounds, and the animations are reused from the M1911 listed above. The bolt from the Welrod is used as a slide when it locks back on an empty magazine, however, the weapon does not eject casings of any kind, which begs the question of what the slide actually does. Some sort of air canister is seen under the barrel, and the weapon makes noises comparable to compressed air being released, which makes sense.&lt;br /&gt;
[[File:Ruger Mark II MK512.jpg|thumb|none|300px|Ruger Mark II - .22 LR]]&lt;br /&gt;
[[File:HPIM0965.jpg|thumb|none|300px|Welrod Mark II - .32 ACP.]]&lt;br /&gt;
[[File:TranqPistolEvidence BOCW.jpg|thumb|none|600px|From this angle, the grip is very clearly inspired by the Ruger Mk II.]]&lt;br /&gt;
[[File:TranqPistol BOCW.jpg|thumb|none|600px|But the ejection port and large knurled breech charging handle is very much Welrod-like.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
A [[Heckler &amp;amp; Koch MP5K]] with a collapsible stock and a threaded barrel is available as the &amp;quot;MP5&amp;quot;. It has an aftermarket and anachronistic Vector Arms MP5K style handstop handguard with perforations instead of a vertical foregrip by default. It uses an HK claw mount with an anachronistic rail when equipping optics. It can be customized into a number of MP5 variants as seen below, having a wide latitude of barrel and stock configurations akin to ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''.&lt;br /&gt;
&lt;br /&gt;
While not anachronistic for the 80s segments, the MP5K is used by US troops in Bell's Vietnam War flashbacks, which is both inaccurate and anachronistic (the MP5K was developed in 1976, and while the standard MP5 was first developed in 1966, it didn't see any form of service in Vietnam until 1975 as the MP5SD with the Green Berets). In this case (along with certain other weapons in the Vietnam missions), it can somewhat be excused by the fact that these are false flashbacks mixed with hallucinations. It is inaccurate for the East German police to be wielding MP5Ks during &amp;quot;Brick in the Wall&amp;quot;, where they would be using Soviet-manufactured rifles, carbines or submachine guns; the same goes with the Spetsnaz forces in other missions as well as the Cuban Revolutionary Armed Forces in &amp;quot;End of the Line&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
All blueprint variants of the MP5 have the same lower receiver as those of ''Modern Warfare'' (being based on the receiver of a [[PTR 9KT]], which is incredibly anachronistic to ''Cold War''), with the triangular parts still facing the opposite direction compared to real S-E-F lowers.&lt;br /&gt;
[[File:Heckler &amp;amp; Koch MP5K fitted with a A3 stock.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K &amp;quot;Reverse Stretch&amp;quot; with A3 stock - 9x19mm]]&lt;br /&gt;
[[File:MP5Kpreview BOCW.jpg|thumb|none|600px|The MP5K in Gunsmith. Note the gripless handguard resembling modern [https://hkparts.net/product/hk-mp5k-sp89-sp5k-forearm-with-handstop-usa-p16466.htm American examples] with added vent holes for creativity points.]]&lt;br /&gt;
[[File:MP5KIdle BOCW.jpg|thumb|none|600px|The MP5K used on board a Soviet salvage ship.]]&lt;br /&gt;
[[File:MP5KInspect BOCW.jpg|thumb|none|600px|Inspecting the default 30 round magazine of the MP5K.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A3===&lt;br /&gt;
The weapon has some barrel attachments that turn it into a full-sized [[MP5A3]]. The “9.5&amp;quot; Extended” barrel has an original slimline handguard, while the “9.5&amp;quot; Ranger” has a &amp;quot;tropical&amp;quot; wide handguard.&lt;br /&gt;
[[File:H&amp;amp;KMP5A3slimforearm.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; handguard - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5A3.jpg|thumb|none|600px|The MP5A3 with a &amp;quot;[[Talk:Call_of_Duty:_Black_Ops_Cold_War#X-Products_9mm_50_round_drum|STANAG 50 Rnd Drum]]&amp;quot; and &amp;quot;Collapsed Stock&amp;quot;.]]&lt;br /&gt;
[[File:MP5A3Idle BOCW.jpg|thumb|none|600px|An MP5A3 in Moscow.]]&lt;br /&gt;
[[File:MP5A3Inspect BOCW.jpg|thumb|none|600px|Turning it over to look at the ejection port and the &amp;quot;40 Rnd Speed Mag&amp;quot;, which is a slightly longer version of the early straight &amp;quot;waffle&amp;quot;-style magazine.]]&lt;br /&gt;
[[File:MP5A3Inspect2 BOCW.jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:MP5A3ADS BOCW.jpg|thumb|none|600px|Looking through the iron sights.]]&lt;br /&gt;
[[File:MP5A3.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with &amp;quot;tropical&amp;quot; wide handguard - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2===&lt;br /&gt;
The combination of the aforementioned barrel with the &amp;quot;Tactical Stock&amp;quot; turns the gun into an [[MP5A2]].&lt;br /&gt;
[[File:HK MP-5 A3.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with original &amp;quot;slimline&amp;quot; handguard and straight &amp;quot;waffle&amp;quot;-style magazine - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5A2.jpg|thumb|none|600px|The MP5A2 from the public beta with a &amp;quot;40 Rnd Speed Mag&amp;quot;. The &amp;quot;Salvo 50 Rnd Fast Mag&amp;quot; uses the same magazine model for some reason, albeit with a different tape and pull loop.]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A2WideForearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with &amp;quot;tropical&amp;quot; wide handguard - 9x19mm]]&lt;br /&gt;
[[File:MP5A2gunsmith BOCW.jpg|thumb|none|600px|The post launch MP5A2, with the &amp;quot;tropical&amp;quot; handguard.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
Combining either of the sound suppressors with the “9.5&amp;quot; Ranger” barrel configurations produces a [[Heckler &amp;amp; Koch MP5SD]] configuration. The “9.5&amp;quot; Extended” and “9.5&amp;quot; Reinforced Heavy” barrels also create an MP5SD with the handguard missing.&lt;br /&gt;
[[File:MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 with S-E-F trigger group - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5SD2.jpg|thumb|none|600px|An MP5SD2 configuration from the public beta with the &amp;quot;Agency Suppressor&amp;quot;.]]&lt;br /&gt;
[[File:MP5SD2gunsmith BOCW.jpg|thumb|none|600px|The post launch MP5SD2 in gunsmith preview.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
Ditto to the above configuration but with the default or one of the collapsible stock variants produces an MP5SD3.&lt;br /&gt;
[[File:MP5SD3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5SD3.jpg|thumb|none|600px|The MP5SD3 with the &amp;quot;Sound Suppressor&amp;quot; and &amp;quot;Jungle-Style Mag&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9 Hybrid==&lt;br /&gt;
A mildly fictionalized [[Intratec TEC-9]] was added with season five. It is depicted with the bolt assembly and charging handle of an [[Interdynamic KG-9]], although it is shown firing from a closed bolt like an actual TEC-9. It also has the front sight of a [[PPSh-41]] and the stock of an Interdynamic MP-9, though the latter can be removed with the &amp;quot;No Stock&amp;quot; attachment. When equipping grip attachments, it uses the base of the factory grip with the actual grip chopped off and replaced with the grip attachment of choice.&lt;br /&gt;
&lt;br /&gt;
It fires in semi-auto by default, but there are attachments that convert it into full-auto (the fire rate of which appears to be slower than in real life) and an inaccurate burst fire mode. It incorrectly holds 21 and 24 rounds (in multiplayer and Warzone respectively) in the actual 32-round magazine, presumably to prevent a burst from having less than 3 rounds.&lt;br /&gt;
&lt;br /&gt;
In terms of chronology, while the earlier MP-9/KG-9 was produced from 1981 (thus being borderline period appropriate for the 1981-1985 multiplayer maps), the TEC-9 has the post-1987 rear sight, rendering it anachronistic for the game.&lt;br /&gt;
&lt;br /&gt;
Dual TEC-9s are used by Perseus operative Kitsune in the season five cinematic trailer. The weapon is also seen in the &amp;quot;Harbinger Of Doom&amp;quot; calling card.&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 (post-1987 version) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:InterDynamicKG99.jpg|thumb|none|300px|Interdynamic KG-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Interdynamic MP-9.jpg|thumb|none|450px|Interdynamic MP-9 with foregrip and telescoping stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Tec9preview BOCW.jpg|thumb|none|600px|The mutant TEC-9 in the preview screen for the season 5 battlepass.]]&lt;br /&gt;
[[File:Tec9idle BOCW.jpg|thumb|none|600px|The TEC-9 in action in the slums of Panama City.]]&lt;br /&gt;
[[File:Tec9ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Tec9inspect BOCW.jpg|thumb|none|600px|Inspecting the gun. Note how, in addition to having the KG-9's bolt and charging handle, it also has its safety notch; the TEC-9 instead used the charging handle itself as a safety, pushing it into the bolt instead of using it to lock the bolt back.]]&lt;br /&gt;
[[File:Tec9inspect2 BOCW.jpg|thumb|none|600px|Checking out the closed bolt on a stock TEC-9]]&lt;br /&gt;
[[File:Tec9reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Tec9reload2 BOCW.jpg|thumb|none|600px|Note the various markings and warnings stamped into the polymer lower.]]&lt;br /&gt;
[[File:Tec9reload3 BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Tec9reload4 BOCW.jpg|thumb|none|600px|Charging the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;KSP 45&amp;quot;==&lt;br /&gt;
The &amp;quot;KSP 45&amp;quot; is a fictional 3-round burst submachine gun, only appearing in multiplayer. The overall shape is similar to the [[T2 MK5|Australian Automatic Arms 9mm SAC]], but takes other cues from submachine guns such as the [[Heckler &amp;amp; Koch UMP45]] with its boxy design, selector switch style, and charging handle with lock open feature (though it is depicted on the right side rather than the left). It has an AR-like bolt release and an AK trigger guard with paddle magazine release. Notably, it also resembles the &amp;quot;MACHT 37&amp;quot; frankengun from ''[[Metal Gear Solid V: The Phantom Pain]]''. Its buttstock seems to combine the socket of a solid MP5 stock, the shape of one from the the AAA SAC or the Wieger StG-940, H&amp;amp;K G3 style sling attachment point and the foldability of the UMP stock; the &amp;quot;Tactical Stock&amp;quot; and &amp;quot;SAS Combat Stock&amp;quot; attachments swap this out for a [[PSG-1]]-style stock (without or with a cheek rest, respectively), while the &amp;quot;Wire Stock&amp;quot; attachment gives it a shortened Romanian AK wire stock and the &amp;quot;Duster Stock&amp;quot; gives it a UMP-style stock. Curiously, the &amp;quot;42 Rnd&amp;quot; and &amp;quot;48 Rnd STANAG&amp;quot; magazine attachments, while referred to as drums, are actually shrunken-down HK21 machine gun belt boxes with feed towers instead of belt feed openings; the &amp;quot;42 Rnd Speed Mag&amp;quot; and &amp;quot;SALVO 48 Rnd Fast Mag&amp;quot; are [[Spectre M4]]-esque quad stack mags (of the exact same size, with the only difference being the latter's cloth shroud). &lt;br /&gt;
&lt;br /&gt;
Although it isn't normally written in all caps, &amp;quot;Ksp&amp;quot; is the Swedish abbreviation for &amp;quot;machine gun&amp;quot; (short for ''Kulspruta''); however, the trademarks on the right side of the &amp;quot;KSP 45&amp;quot; identify it as a &amp;quot;Kühn &amp;amp; Schmidt MP-U&amp;quot; and state that it is of West German origin. There is also a &amp;quot;WARNING REFER TO OWNER'S MANUAL&amp;quot; stamp above the fire selector, which is similar to the markings on nonmilitary UMPs and USCs.&lt;br /&gt;
&lt;br /&gt;
It is also depicted as being used by a Vietcong guerilla in the &amp;quot;Brap Brap&amp;quot; calling card implying that it was used in Vietnam in the ''Black Ops'' universe.&lt;br /&gt;
[[File:AAA SAC 9mm.jpg|thumb|none|450px|Australian Automatic Arms 9mm SAC - 9x19mm]]&lt;br /&gt;
[[File:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:HKMP2000Prototype.jpg|thumb|none|450px|Experimental H&amp;amp;K MP2000 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:KSP45preview BOCW.jpg|thumb|none|600px|The &amp;quot;KSP 45&amp;quot; up close. At full size, the fire selector's 3 positions - &amp;quot;SAFE&amp;quot;, &amp;quot;BURST&amp;quot;, and &amp;quot;AUTO&amp;quot; - can be seen; ignoring the rather obvious fact that the weapon can't be set to full-auto in-game, the lack of a semi-auto position on a select-fire weapon is rather bizarre. Somewhat amusingly, the former is accompanied by a single large white block, while the latter features three small ones, and the three-round-burst position only features two.]]&lt;br /&gt;
[[File:KSP45Idle BOCW.jpg|thumb|none|600px|Holding the KSP 45.]]&lt;br /&gt;
[[File:KSP45ADS BOCW.jpg|thumb|none|600px|Aiming down the sights - here, the folding stock hinge is easily visible.]]&lt;br /&gt;
[[File:KSP45Inspect BOCW.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:KSP45Inspect2 BOCW.jpg|thumb|none|600px|Inspecting the right side. Note the UMP charging handle present over the ejection port and the small AR like brass deflector.]]&lt;br /&gt;
[[File:KSP45reload BOCW.jpg|thumb|none|600px|Reloading the KSP. Note the UMP like handguard covered with checkered texture like the early MP5 slimline forearm.]]&lt;br /&gt;
&lt;br /&gt;
==LAPA SM Modelo 3==&lt;br /&gt;
The [[LAPA SM Modelo 3]] was added during Season 6, under the name &amp;quot;LAPA&amp;quot; (an odd name, as LAPA is the manufacturer of the weapon). The SM Modelo 3 was a prototype weapon with only one example ever made rendering it virtually impossible to be used in any meaningful combat capacity. Appropriate submachine guns of Brazilian origin would either be the INA Model 953 (1950), a modification of the [[Madsen M50]] chambered in .45 ACP or the extremely simple-to-manufacture Mekanika Uru (1977).&lt;br /&gt;
[[File:LAPA SM MOD 3.jpg|thumb|none|450px|LAPA SM Modelo 3 - 9x19mm]]&lt;br /&gt;
[[File:LAPABPpreview BOCW.jpg|thumb|none|600px|The &amp;quot;LAPA&amp;quot; in the preview menu screen.]]&lt;br /&gt;
[[File:LAPAidle BOCW.jpg|thumb|none|600px|The &amp;quot;LAPA&amp;quot; and its owner checking out a parking garage in Miami Beach.]]&lt;br /&gt;
[[File:LAPAADS BOCW.jpg|thumb|none|600px|Aiming down the sights at a shifty looking garage door.]]&lt;br /&gt;
[[File:LAPAinspect1 BOCW.jpg|thumb|none|600px|Inspecting the firearm.]]&lt;br /&gt;
[[File:LAPAinspect2 BOCW.jpg|thumb|none|600px|Checking out the other side.]]&lt;br /&gt;
[[File:LAPAreload1 BOCW.jpg|thumb|none|600px|Reloading after dumping an entire magazine of 9mm into said garage door.]]&lt;br /&gt;
[[File:LAPAreload2 BOCW.jpg|thumb|none|600px|Giving the charging handle a good pull, cocking the gun.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;LC10&amp;quot;==&lt;br /&gt;
The &amp;quot;LC10&amp;quot; is a fictional submachine gun that was added in Season 2. It appears to be based on the [[Walther MPK]], with stylistic elements from (of all things) an [[Accuracy International Arctic Warfare]] sniper rifle ([https://youtu.be/0krEGBnWEag?t=903%20 the developers having stated that in-universe it was made by the same manufacturer as the game's Accuracy International-inspired &amp;quot;LW3 Tundra&amp;quot;]). Its Warzone incarnation was previously stated to be chambered in .45 ACP, but this was later changed to 9mm Parabellum. The muzzle brake and flash guard attachments still have the .45 caliber shown as part of their names (in which case it is mislabeled &amp;quot;.45 APC&amp;quot;). An actual MPK or MPL would be appropriate choices.&lt;br /&gt;
&lt;br /&gt;
[[File:Walther mpk unfolded.jpg|thumb|none|450px|Walther MPK with stock unfolded - 9x19mm]]&lt;br /&gt;
[[File:Arctic Warfare Folding Stock.jpg|thumb|none|450px|Accuracy International AW-F - 7.62x51mm NATO]]&lt;br /&gt;
[[File:LC10loadoutpreview BOCW.jpg|thumb|none|600px|The &amp;quot;LC10&amp;quot; in the loadout menu weapon preview screen. Peculiarly, the wire stock features a cheek pad.]]&lt;br /&gt;
[[File:LC10idle BOCW.jpg|thumb|none|600px|The &amp;quot;LC10&amp;quot; in the rather anachronistic Los Angeles high speed bullet train station ported from ''Black Ops 2''.]]&lt;br /&gt;
[[File:LC10ads BOCW.jpg|thumb|none|600px|Looking through the adjustable rear sight.]]&lt;br /&gt;
[[File:LC10reload1 BOCW.jpg|thumb|none|600px|Reloading from empty involves taking the fresh magazine and flicking the empty mag out by hitting the release paddle with the feed lip.]]&lt;br /&gt;
[[File:LC10reload2 BOCW.jpg|thumb|none|600px|Inserting the new magazine, then charging the bolt.]]&lt;br /&gt;
[[File:LC10inspect1 BOCW.jpg|thumb|none|600px|Much like the AUG, the LC10's transparent polymer magazine models the proper amount of ammunition in each magazine. Despite being depicted as a closed bolt gun, there is no round visible in the breech during the brass check section of the inspect animation.]]&lt;br /&gt;
[[File:LC10inspect2 BOCW.jpg|thumb|none|600px|Note the empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
The [[MAC-10]] was added in Season 1. It is depicted with a custom side cocking charging handle similar to low profile Uzi cocking levers and uses anachronistic front grip adapter and top rail when attaching grip and sight attachments respectively. The side is marked with &amp;quot;Cal .45 Auto&amp;quot;, which is contradicted by the use of a 32-round default magazine, the number &amp;quot;9&amp;quot; as part of some muzzle attachments names, and the use of 9mm Parabellum ammunition in Warzone. The weapon fires correctly from an open bolt in ''Cold War'', but incorrectly from a closed bolt in ''Warzone''.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Quick Judgement&amp;quot; blueprint is based on the Lawgiver MK II pistol from the ''Judge Dredd'' franchise.&lt;br /&gt;
[[File:IngramMAC10.jpg|thumb|none|300px|Ingram MAC-10 - 9x19mm]]&lt;br /&gt;
[[File:MAC10preview BOCW.jpg|thumb|none|600px|The MAC-10 in the battlepass preview screen.]]&lt;br /&gt;
[[File:MAC10idle BOCW.jpg|thumb|none|600px|The MAC-10 being used in a [[Back to the Future|New Jersey mall]].]]&lt;br /&gt;
[[File:MAC10ADS BOCW.jpg|thumb|none|600px|Looking through the basic notch sights. Note the misaligned front and rear sights.]]&lt;br /&gt;
[[File:MAC10inspect1 BOCW.jpg|thumb|none|600px|Inspecting the MAC-10.]]&lt;br /&gt;
[[File:MAC10inspect2 BOCW.jpg|thumb|none|600px|Checking the ejection port.]]&lt;br /&gt;
[[File:MAC10inspect3 BOCW.jpg|thumb|none|600px|Tugging on the charging handle.]]&lt;br /&gt;
[[File:MAC10reload BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:MAC10reload2 BOCW.jpg|thumb|none|600px|And then racking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-02 Kiparis==&lt;br /&gt;
The [[OTs-02 Kiparis]] was added in in the mid-season update for Season 4, under the name &amp;quot;OTs 9&amp;quot;. It is technically anachronistic to the 80s time period of the game, as while it was designed in the seventies, it was first serially produced in 1991. The Sa vz. 82 Skorpion, the aforementioned APS, or the TKB-486 would be better choices for the time period. the It uses 20-round magazines by default, though 25, 30, 32 and 40 round magazines are available as attachments, with the 30 rounder being the only real option. The 30 and 40 rounders are regular magazine extensions, while the 25 and 32 rounders are curved &amp;quot;speed mags&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Kiparis is one of the few weapons to have a distinctly different set of animations in ''Warzone'' compared to ''Cold War''.&lt;br /&gt;
[[File:Kiparis.jpg|thumb|none|450px|KBP OTs-02 &amp;quot;Kiparis&amp;quot; - 9x18mm Makarov]]&lt;br /&gt;
[[File:KiparisPreview BOCW.jpg|thumb|none|600px|The Kiparis in the gunsmith preview screen.]]&lt;br /&gt;
[[File:CW OTs9 idle.jpg|thumb|none|600px|Cpt. Price holds the OTs-02 Kiparis in the middle of a paintball arena.]]&lt;br /&gt;
[[File:CW OTs9 inspectleft.jpg|thumb|none|600px|Inspecting the Russian SMG; note that the selector is incorrectly pointing towards &amp;quot;ОД&amp;quot;, which is for semi-auto.]]&lt;br /&gt;
[[File:CW OTs9 inspectright.jpg|thumb|none|600px|Checking the SMG for any stray flecks of paint, here the bolt handle is clearly visible. It apparently moves independently of the rest of the gun during this animation; at the end (and after firing a shot), the bolt visibly drops down a couple of millimeters, suggesting that the animation doesn't quite loop like it's supposed to.]]&lt;br /&gt;
[[File:CW OTs9 irons.jpg|thumb|none|600px|Aiming down the clear ironsights.]]&lt;br /&gt;
[[File:CW OTs9 tacreload1.jpg|thumb|none|600px|Quickly using the magazine release before an employee notices the time-travelling SAS soldier in the middle of the arena.]]&lt;br /&gt;
[[File:CW OTs9 tacreload2.jpg|thumb|none|600px|Inserting a fresh magazine of 9x18mm Makarov.]]&lt;br /&gt;
[[File:CW OTs9 emptyreload beginflick.jpg|thumb|none|600px|The empty reload procedure involves flicking the magazine out, AK style...]]&lt;br /&gt;
[[File:CW OTs9 emptyreload flick.jpg|thumb|none|600px|...which results in the old magazine being knocked to the floor.]]&lt;br /&gt;
[[File:CW OTs9 emptyreload insert.jpg|thumb|none|600px|The penultimate step - loading a new stick mag.]]&lt;br /&gt;
[[File:CW OTs9 emptyreload bolt.jpg|thumb|none|600px|With an overarm tug on the bolt handle, Price is now free to travel back to [[Call of Duty: Modern Warfare (2019)|his own timeline]], taking his anachronistic SMG with him.]]&lt;br /&gt;
[[File:CW OTs9 melee.jpg|thumb|none|600px|But not before he waves the Kiparis around in the air, showing off the future of Russian SMG design to the bewildered paintball arena employees.]]&lt;br /&gt;
&lt;br /&gt;
==PM-63 RAK==&lt;br /&gt;
The [[PM-63 RAK]] was added during Season 3 as the &amp;quot;AMP63&amp;quot;; unlike its incarnation in ''[[Call of Duty: Black Ops|BO1]]'', it is classified as a pistol. Also unlike that incarnation, it has a correct 15-round capacity by default (with 20-, 22-, and 25-round optional magazines available, the latter being the only real one), as well as a more correct rate of fire. Its foregrip and stock are now permanently folded, and it fires from a closed bolt like the PM-63C variant from the Polish firm &amp;quot;Pioneer Arms Corp&amp;quot;. Additionally, its Warzone incarnation is incorrectly chambered in 9mm Parabellum (a feature of the PM-70 prototype) rather than 9x18mm Makarov.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lawgiver&amp;quot; blueprint is based on the Lawgiver MK II pistol from the ''Judge Dredd'' franchise.&lt;br /&gt;
[[File:PM63.JPG|thumb|none|350px|PM-63 RAK - 9x18mm Makarov]]&lt;br /&gt;
[[File:PM63preview BOCW.jpg|thumb|none|600px|The PM-63 in a loadout menu.]]&lt;br /&gt;
[[File:PM63idle BOCW.jpg|thumb|none|600px|The PM-63 wielded by MI6 operative Park in New Mexico.]]&lt;br /&gt;
[[File:PM63ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:PM63inspect1 BOCW.jpg|thumb|none|600px|Inspecting the Polish submachine gun.]]&lt;br /&gt;
[[File:PM63inspect2 BOCW.jpg|thumb|none|600px|Checking the other side.]]&lt;br /&gt;
[[File:PM63reload1 BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:PM63reload2 BOCW.jpg|thumb|none|600px|Sliding in a new magazine.]]&lt;br /&gt;
[[File:PM63reload3 BOCW.jpg|thumb|none|600px|Racking the slide.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
An anachronistic and heavily stylized [[PP-19 Bizon-2]] (developed in the 1990s) appears under the name &amp;quot;Bullfrog&amp;quot;. It is depicted with a ribbed dust cover resembling that of an [[AS Val]], and the rear sight relocated to the rear of the receiver, along many other cosmetic changes. The default helical magazine only holds 50 rounds instead of 64 or 53 like its real-world counterpart (in 9x18mm Makarov and 9x19mm Parabellum, respectively), and its front attachment point is below the front sight (like the earlier Bizon-1). It has a top-folding stock by default, but can be fitted with a side-folding stock similar to that of other Bizon variants, via the &amp;quot;Duster Stock&amp;quot; or the &amp;quot;KGB Skeletal Stock&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:PP-19 Bizon top-folding stock.jpg|thumb|none|450px|PP-19 Bizon-2-01 with top-folding stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Bizonpreview BOCW.jpg|thumb|none|600px|The &amp;quot;Bullfrog&amp;quot; in Gunsmith. The stock is similar to the Dragunov MA prototype (a trials competitor to the AKS-74U) and the grip is shaped similar to the PP-71, another one of Dragunov's prototypes.]]&lt;br /&gt;
[[File:BizonIdle BOCW.jpg|thumb|none|600px|The &amp;quot;Bullfrog&amp;quot; in-game.]]&lt;br /&gt;
[[File:BizonADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:BizonInspect BOCW.jpg|thumb|none|600px|Inspecting involves popping out the helical magazine for a quick glance.]]&lt;br /&gt;
[[File:BizonInspect2 BOCW.jpg|thumb|none|600px|Then turning it over to look at the ejection port.]]&lt;br /&gt;
[[File:BizonReload BOCW.jpg|thumb|none|600px|Dropping an empty magazine.]]&lt;br /&gt;
[[File:BizonReload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine. Note the conspicuous lack of ammunition, made all the more conspicuous by its presence in the inspection animation.]]&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:BOCW Bizon stock.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] was added in Season 3. It is carried by some Red Army soldiers in the intro cutscene of the Zombies map Die Maschine and inaccurately by Soviet troops in the Season 3 cutscene, which is set in 1984. It is also seen in the &amp;quot;Combat Hardened&amp;quot; achievement icon which is based on the &amp;quot;Stand to Death&amp;quot; statue in Volgograd.&lt;br /&gt;
&lt;br /&gt;
By default, it holds 32 rounds; this is a characteristic of the MP41(r), a German 9x19mm conversion of the PPSh-41 from WWII, even though the in-game weapon is modeled with a standard PPSh-41's 35-round magazine. Interestingly, the &amp;quot;VDV 50 Round Fast Mag&amp;quot; attachment gives the weapon a straight magazine looking similar to that of the MP41(r). To confuse matters further, its muzzle attachments imply that it's chambered in .45 ACP (or rather, .45 &amp;quot;APC&amp;quot;), a feature of absolutely no version of the PPSh.&lt;br /&gt;
&lt;br /&gt;
The weapon has a variety of rather strange barrel options - the &amp;quot;15.7&amp;quot; Task Force&amp;quot; barrel, as well as the &amp;quot;Loud Pipe&amp;quot; variant, have a front forend and heat shield styled after the [[SVT-40]] (a setup extremely similar to the &amp;quot;Thrive&amp;quot; and &amp;quot;Snake&amp;quot; variations from ''[[Call of Duty: WWII]]''); the &amp;quot;14.9&amp;quot; Rifled&amp;quot; barrel gives it an [[Erma EMP-35]]'s barrel shroud and the small wooden forend of a [[PPD-40]]; the &amp;quot;14.9&amp;quot; Ranger&amp;quot; barrel has what appears to be a [[Browning M1919]] barrel shroud with a [[Karabiner 98k]] front sight; the &amp;quot;14.9&amp;quot; Reinforced Heavy&amp;quot; barrel is taken from the [[K-50M]] (albeit also fitted with a Kar98k's front sight); the &amp;quot;12.7&amp;quot; Cavalry Lancer&amp;quot; barrel is seemingly inspired by the PPD-40's (albeit shorter, with larger vents and no handguard); and the &amp;quot;14.3&amp;quot; Extended&amp;quot; barrel is taken from the [[PPS-43]]. Stock options include the &amp;quot;Tactical Stock&amp;quot; (an [[MP28]]-style stock with a leather cheekrest), the &amp;quot;Spetznaz Stock&amp;quot; (a regular-looking stock with a cheekrest and two seemingly-random bolts driven directly through the receiver), and the &amp;quot;Marathon&amp;quot;, &amp;quot;Duster&amp;quot;, and &amp;quot;CQB&amp;quot; stocks (all sawn off, with the former having the original wooden side panels, the latter having K-50M-esque metal side panels, and the Duster having the metal side panels of the experimental folding-stocked PPSh-45; these panels are also used by the &amp;quot;Raider Stock&amp;quot;, seemingly a grafted-on rifle stock).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Night Raid&amp;quot; blueprint (a promotional pre-order reward in ''BOCW'' for ''[[Call of Duty: Vanguard]]'') is stylized after WWII planes like the P-40 Warhawk with the addition of a red dot sight stylized after WWII aircraft reflector gunsights like the Mk 20 Mod 4 sight.&lt;br /&gt;
[[File:Ppsh41.jpg‎|thumb|none|450px|PPSh-41 with 35-round box magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:PPSH41battlepasspreview BOCW.jpg|thumb|none|600px|The PPSh-41 in the battlepass preview. Note the 35-round box magazine inaccurately holding only 32 rounds.]]&lt;br /&gt;
[[File:PPSH41idle BOCW.jpg|thumb|none|600px|NATO operator Hunter wields a PPSh-41.]]&lt;br /&gt;
[[File:PPSH41ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:PPSH41inspect1 BOCW.jpg|thumb|none|600px|Inspecting the submachine gun.]]&lt;br /&gt;
[[File:PPSH41inspect2 BOCW.jpg|thumb|none|600px|Flipping it over.]]&lt;br /&gt;
[[File:PPSH41reload1 BOCW.jpg|thumb|none|600px|Taking out an empty magazine.]]&lt;br /&gt;
[[File:PPSH41reload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PPSH41reload3 BOCW.jpg|thumb|none|600px|Cocking the gun.]]&lt;br /&gt;
[[File:PPSH-01-SMG.jpg‎|thumb|none|450px|PPSh-41 with 71 round drum - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:BOCW PPSh drum.jpg|thumb|none|600px|The weapon loaded with a drum magazine, which only holds 55 rounds. A version of this drum with some canvas wrapped around the bottom holds 85, somehow.]]&lt;br /&gt;
[[File:BOCW PPSh SVT barrel.jpg|thumb|none|600px|The &amp;quot;Task Force&amp;quot; barrel makes the front end of the PPSh resemble the [[SVT-40]].]]&lt;br /&gt;
[[File:BOCWMaschine-PPShSVT.jpg|thumb|none|600px|Soviet soldiers with PPSh-41s in the &amp;quot;Die Maschine&amp;quot; intro.]]&lt;br /&gt;
[[File:PPSH 9MM.JPG|thumb|none|450px|PPSh-41 with 9mm conversion - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BOCW PPSh 9m.jpg|thumb|none|600px|The &amp;quot;VDV 50 round fast mag&amp;quot; resembles a 9x19mm converted PPSh.]]&lt;br /&gt;
&lt;br /&gt;
==SOCIMI Type 821==&lt;br /&gt;
The [[SOCIMI Type 821]] appears in-game. It was referred to as the &amp;quot;Type 821&amp;quot; during the alpha, but the name was changed to &amp;quot;Milano 821&amp;quot; in the Beta (with Milano being Italian for Milan, the city where this gun was made) and kept through the final game. It has an anachronistic Masterpiece Arms side cocking charging handle instead of the proper top mounted one like the [[Uzi]] it was based on. It is anachronistic to the campaign's 1981 time period, as it was designed in 1983 and produced in 1984 (the earlier Uzi for American forces and the PPS-42/43 or the later-added PPSh-41 for Communist-state forces would have been a better choice).&lt;br /&gt;
&lt;br /&gt;
[[File:Socimi821.jpg|thumb|none|450px|Socimi Type 821 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Mpa10sst.jpg|thumb|none|300px|MasterPiece Arms MPA10SST - .45 ACP]]&lt;br /&gt;
[[File:Type821preview BOCW.jpg|thumb|none|600px|The Type 821 in Gunsmith. It lacks a stock by default.]]&lt;br /&gt;
[[File:Type821idle BOCW.jpg|thumb|none|600px|The Type 821 in a Nicaraguan cartel plantation, now fitted with a folding stock. Note that the weapon has been modified with a side cocking charging handle from modern Masterpiece Arms MAC 10/11 clones.]]&lt;br /&gt;
[[File:Type821ADS BOCW.jpg|thumb|none|600px|Looking down the notch sights.]]&lt;br /&gt;
[[File:Type821inspect BOCW.jpg|thumb|none|600px|Inspecting the Type 821.]]&lt;br /&gt;
[[File:Type821inspect2 BOCW.jpg|thumb|none|600px|Inspecting the other side. Unfortunately, like the Uzi from the previous [[Call of Duty: Modern Warfare (2019)|Call of Duty]], the open bolt design of the Type 821 is not reflected in the third person model.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] appears as the &amp;quot;Gallo SA12&amp;quot; (''gallo'' means &amp;quot;rooster&amp;quot; or &amp;quot;cock&amp;quot; in Italian). It is used in semi-automatic mode, and the stock is folded by default, but it can be modified with some unfolded stock options, as well as a fixed stock or no stock at all. Attaching optics will automatically unfold the stock as well. It is weirdly used by Soviet forces in the campaign, and also appears anachronistically in the false flashbacks to the Vietnam War. While the [[KS-23]] from ''BO1'' would be a preferable option as it was adopted by Soviet forces (though it is being serial produced at 1981, the year of most of the campaign's events), semi-automatic designs such as the [[MTs 21-12|MTs 21]] or the [[Baikal Semi Auto Shotgun Series|IZh-20]] would be more suitable to a semi-automatic role.&lt;br /&gt;
&lt;br /&gt;
In a rare bit of realism, the carrier latch button is depressed during reloads to allow the user to load shells (unless an optical attachment is used, in which case the player character will grasp the shotgun from the heat shield instead). When not aiming, the weapon will be upended during reloads (as previously seen in ''[[Call of Duty: Modern Warfare 2|Modern Warfare 2 Campaign Remastered]]''), while the weapon will be held right-side up if reloading while aiming. However, the gun is never rechambered after an empty reload. It holds 7 shells, which is possible with 6 round tubes and a 7th shell in the chamber (or with an underloaded 8-round tube), but as this is never depicted, the tube length is fictional. The magazine tube itself looks more like a 5 or 6 shell tube rather than the 7 shells the weapon actually holds.&lt;br /&gt;
&lt;br /&gt;
The extended 9 and 12 round tubes are modeled incorrectly; while the tube does get longer, it only grows by about 0.5 shells length each time to avoid a comically large magazine tube sticking out of the front of the shotgun.&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 with stock folded - 12 gauge]]&lt;br /&gt;
[[File:SPAS12preview BOCW.jpg|thumb|none|600px|The SPAS-12 in Gunsmith.]]&lt;br /&gt;
[[File:SPAS12Idle BOCW.jpg|thumb|none|600px|The SPAS-12 in use on a CIA raid of an East German aircraft hangar.]]&lt;br /&gt;
[[File:SPAS12ADS BOCW.jpg|thumb|none|600px|Aiming down the sights with the stock folded up. This is inaccurate to the real SPAS-12; the end of the stock is solid and you cannot aim down the sights with the stock folded.]]&lt;br /&gt;
[[File:SPAS12Inspect BOCW.jpg|thumb|none|600px|Inspecting the SPAS-12.]]&lt;br /&gt;
[[File:SPAS12Inspect2 BOCW.jpg|thumb|none|600px|Checking the other side.]]&lt;br /&gt;
[[File:SPAS12Reload BOCW.jpg|thumb|none|600px|Loading up the magazine tube.]]&lt;br /&gt;
[[File:ADS SPAS-12 BLOPS CW.jpg|thumb|none|600px|When reloading while aiming, the shotgun is held right-side up with the support hand holding down the carrier latch button.]]&lt;br /&gt;
&lt;br /&gt;
==Henry .410 Lever Action Shotgun==&lt;br /&gt;
A stylized [[Henry USA rifle series#Henry .410 Lever Action Shotgun|Henry .410 Lever Action Shotgun]] was added with Season 6 as the &amp;quot;.410 Ironhide&amp;quot;. It is extremely anachronistic; not only were Henry lever action shotguns not produced until 2017, but the side loading gate version featured in-game was introduced in 2019. It is fitted with a Williams sight. Compared to the game's other shotguns, it is more precision-oriented, with the tightest spread, lowest fire rate, and worst hipfire spread (the weapon's barrel somehow spreading pellets differently based on how the user looks at it); somewhat bafflingly, it also does the most damage out of all the game's shotguns, despite firing the smallest shells by a substantial margin. The only other lever-action shotgun that is appropriate to the game's setting would be a reproduction version of the fullsize [[Winchester Model 1887]]. It is not in .410 gauge, however, but it is at least appropriate for the damage it deals (though it isn't of the same capacity). Another exotic manually-operated shotgun would be the TOZ [[MTs 20 shotgun series]] in 32 gauge and with an extended magazine.&lt;br /&gt;
&lt;br /&gt;
In a reverse of the SPAS-12's errors, the Henry .410 is ''always'' cocked after every reload in ''Cold War''’s multiplayer. However, this is corrected in Warzone, where it is only cocked when empty.&lt;br /&gt;
[[File:H018G-410R.jpg|thumb|none|450px|Henry H018G-410R - .410 bore]]&lt;br /&gt;
[[File:Henry410BPpreview BOCW.jpg|thumb|none|600px|The Henry Lever Action Shotgun in the battlepass preview menu.]]&lt;br /&gt;
[[File:Henry410idle BOCW.jpg|thumb|none|600px|The Henry .410 wielded by NATO operator Park, in a Soviet live fire training compound,]]&lt;br /&gt;
[[File:Henry410ADS BOCW.jpg|thumb|none|600px|Aiming down Main Street, USA.]]&lt;br /&gt;
[[File:Henry410inspect1 BOCW.jpg|thumb|none|600px|Inspecting the time travelling lever action shotgun. Note the top of the receiver is drilled and tapped for an optic mount.]]&lt;br /&gt;
[[File:Henry410inspect2 BOCW.jpg|thumb|none|600px|Flipping the shotgun over and examining the loading gate and ejection port.]]&lt;br /&gt;
[[File:Henry410reload BOCW.jpg|thumb|none|600px|Inserting fresh shells into the loading gate.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
The [[Ithaca 37]] appears in-game as the &amp;quot;Hauer 77&amp;quot;, likely a reference to [[Rutger Hauer]], the late star of the film ''[[Hobo with a Shotgun]]''. The weapon is pumped after every single reload (in both Cold War and Warzone). A unique variant of the shotgun, known as the &amp;quot;Firestarter&amp;quot;, appears in &amp;quot;End of the Line&amp;quot;, firing incendiary shells exclusive to this mission.&lt;br /&gt;
&lt;br /&gt;
A shortened version called the &amp;quot;Sucker Punch&amp;quot; is available as a skin via the &amp;quot;Air Sea Land&amp;quot; pack for the Ultimate Edition. The base weapon can also be shortened by equipping the “19.3&amp;quot; Hammer Forged” barrel and the &amp;quot;No Stock&amp;quot; attachment.&lt;br /&gt;
[[File:IthacaBayo.jpg|thumb|none|450px|Ithaca 37 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:Ithaca37preview BOCW.jpg|thumb|none|600px|The Ithaca 37 in Gunsmith. It is fitted with a heat shield by default, the bayonet lug is removed and the sling loop is attached to the magazine tube.]]&lt;br /&gt;
[[File:Ithaca37idle BOCW.jpg|thumb|none|600px|The Ithaca 37 used on board a Soviet salvage ship.]]&lt;br /&gt;
[[File:Ithaca37ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Ithaca37Inspect BOCW.jpg|thumb|none|600px|Inspecting the Ithaca 37.]]&lt;br /&gt;
[[File:Ithaca37Inspect2 BOCW.jpg|thumb|none|600px|Every weapon inspect for the Ithaca 37 involves the player character working the pump.]]&lt;br /&gt;
[[File:Ithaca37Reload BOCW.jpg|thumb|none|600px|Loading the magazine tube up.]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The [[Penn Arms Striker-12]] was added to the game during Season 1. It has the auto-ejection mechanism (and therefore the shell deflector) of late models, but lacks a rear drum advance lever like early models. The design is anachronistic, as the auto-ejection feature on Striker shotguns (developed in 1989) wasn't yet in existence during game's time period (when the company was called Sentinel Arms), and the original model wouldn't fit in the pre-1983 multiplayer maps either.&lt;br /&gt;
&lt;br /&gt;
It is referred to as the &amp;quot;Streetsweeper&amp;quot;, and incorrectly fires in fully-automatic mode. Unlike its counterpart from previous games, the winding key is correctly used to rotate the cylinder while reloading, although there is a missing step in which the player character is supposed to manually eject the last shell with the ejector rod.&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|400px|Penn Arms Striker-12 - 12 gauge]]&lt;br /&gt;
[[File:Striker12FullLength.jpg|thumb|none|400px|Sentinel Arms Striker-12 with civilian-legal 18&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:Striker12preview BOCW.jpg|thumb|none|600px|The Striker-12.]]&lt;br /&gt;
[[File:Striker12Idle BOCW.jpg|thumb|none|600px|The Striker-12 in service inside a West German US Army base.]]&lt;br /&gt;
[[File:Striker12ADS BOCW.jpg|thumb|none|600px|The Striker-12's iron sights.]]&lt;br /&gt;
[[File:Striker12Inspect BOCW.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:Striker12Inspect2 BOCW.jpg|thumb|none|600px|Carefully reading the warning label on the side of the receiver.]]&lt;br /&gt;
[[File:Striker12Reload BOCW.jpg|thumb|none|600px|Reloading by twisting the winding key for each new shell.]]&lt;br /&gt;
[[File:Striker12Reload2 BOCW.jpg|thumb|none|600px|Inserting a new shell.]]&lt;br /&gt;
&lt;br /&gt;
==TP-82==&lt;br /&gt;
A stylized [[TP-82]] was added in season five as the &amp;quot;Marshal&amp;quot;, an in-universe predecessor to ''BO3''’s [[Talk:Call of Duty: Black Ops III#&amp;quot;Marshal 16&amp;quot;|&amp;quot;Marshal 16&amp;quot;]]. It is used by Woods as a backup sidearm in the season five cinematic trailer. It is classed as a pistol instead of a shotgun.&lt;br /&gt;
&lt;br /&gt;
The weapon lacks the 5.45mm barrel that the actual weapon has, meaning it functions as a regular double-barrel shotgun. Furthermore, it has been rechambered for 12 gauge instead of the 12.5x70mm shells it actually uses. Owing to its pistol classification, it can be dual-wielded. The weapon only has 6 attachments, which include two optics (mounted on an anachronistic Picatinny rail), a cut-down barrel, a longer barrel and dual-wield. The final attachment is &amp;quot;Dragon's Breath&amp;quot; shells, which do not set enemies on fire, instead they just have a flat damage increase and a cosmetic fire effect, but they are still countered by Flak Jacket.&lt;br /&gt;
&lt;br /&gt;
The two hammers on the gun are not dynamically animated in BOCW, but are in ''Warzone''. In BOCW, the right hammer doesn't drop after firing the first shot (from the right barrel), and both hammers will only drop (simultaneously) after firing both shots; the ''Warzone'' animation correctly shows the right hammer dropping after the first shot. This also extends to the reload animations: the BOCW animation only shows the operator cocking both hammers when reloading both both barrels, while the ''Warzone'' animation has an additional animation showing the operator cocking the one dropped hammer when reloading a single barrel.&lt;br /&gt;
&lt;br /&gt;
Markings on the weapon read &amp;quot;Manufactured in the USA&amp;quot; and &amp;quot;Marshal 82&amp;quot;. In a nice bit of attention-to-detail, struck primers can be seen on the fired shells when reloading. &lt;br /&gt;
[[File:TP-82.jpg|thumb|none|400px|TP-82 - 5.45x39mm &amp;amp; 12.5x70mm (roughly 40 gauge)]]&lt;br /&gt;
[[File:TP82preview BOCW.jpg|thumb|none|600px|Gunsmith preview.]]&lt;br /&gt;
[[File:TP82idle BOCW.jpg|thumb|none|600px|The &amp;quot;Marshal&amp;quot; on the map &amp;quot;Diesel&amp;quot;.]]&lt;br /&gt;
[[File:TP82empty BOCW.jpg|thumb|none|600px|After depleting your ammo pool, the hammers will be correctly shown as uncocked.]]&lt;br /&gt;
[[File:TP82ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:TP82inspect1 BOCW.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:TP82inspect2 BOCW.jpg|thumb|none|600px|Flipping it over.]]&lt;br /&gt;
[[File:TP82inspect3 BOCW.jpg|thumb|none|600px|Checking the breech, note the unstruck primers on the shotgun shells.]]&lt;br /&gt;
[[File:TP82reload BOCW.jpg|thumb|none|600px|Reloading the &amp;quot;Marshal&amp;quot;, note the now struck primer on the right.]]&lt;br /&gt;
[[File:TP82reload2 BOCW.jpg|thumb|none|600px|Spent hulls ejected.]]&lt;br /&gt;
[[File:TP82reload3 BOCW.jpg|thumb|none|600px|Fresh shells inserted.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles / Carbines=&lt;br /&gt;
==Ak 5==&lt;br /&gt;
A stylized [[Ak 5]] is featured in the game as the &amp;quot;Krig 6&amp;quot; (''krig'' means &amp;quot;war&amp;quot; in Swedish). It anachronistically appears in the campaign's 1981 period and in the false flashbacks to Vietnam, as it was first produced in 1986 (the [[FN FNC]], from which the Ak 5 was derived, would have been a more appropriate choice for the 80s segments, and it’s predecessor, the [[FN CAL]], was developed in 1966, and it was used by Thai Forces during the Vietnam War). It also uses an anachronistic upper rail when equipping optics. It is used inaccurately by the East German police and Soviet as well as American troops in the campaign, who would much more likely use the [[AKS-74|MPi-AKS-74N]] and [[M16]] respectively. While it may be possible that the Iranian terrorists in &amp;quot;Nowhere Left to Run&amp;quot; stole a few AK 5 rifles, it is highly unlikely, considering it is exclusively used by the Swedish Armed Forces and the Norwegian Police Service.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tactical Stock&amp;quot; gives it a synthetic fixed [[FN FAL]] stock (similar to some FNC configurations), and the &amp;quot;Commando Assembly&amp;quot; stock is taken from a [[SIG SG 550]] series rifle.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|450px|Bofors Ak 5 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Ak5preview BOCW.jpg|thumb|none|600px|The Ak 5 in Gunsmith. Note the stylistically fictionalized handguard, the early FN FNC-style trigger guard, the lack of reinforcement on the wire stock, as well as the addition of a bolt release paddle, something that the actual Ak 5 (lacking a bolt hold open device) does not have. In reality, the bolt hold open device and automatic nature of the feature would not be added to the weapon system until the Ak 5C became finalized and adopted in the mid-2000s.]]&lt;br /&gt;
[[File:Ak5idle BOCW.jpg|thumb|none|600px|The Ak 5 enjoying a snow map, as its heritage demands.]]&lt;br /&gt;
[[File:Ak5ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Ak5inspect BOCW.jpg|thumb|none|600px|Holding up the gun for an inspect.]]&lt;br /&gt;
[[File:Ak5inspect2 BOCW.jpg|thumb|none|600px|Checking the other side. Note how the weapon also has an FNC-style charging handle.]]&lt;br /&gt;
[[File:Ak5reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Ak5reload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:Ak5reload3 BOCW.jpg|thumb|none|600px|Racking the charging handle to chamber a round. The fictional bolt release paddle is slapped instead in the reloads of some of the magazine options.]]&lt;br /&gt;
[[File:BOCW-Ak5-1.jpg|thumb|none|600px|Woods wields an Ak 5 with an upper rail in a trailer. Note the picatinny rail which is of the anachronistic modern style.]]&lt;br /&gt;
[[File:BOCW-Ak5-2.jpg|thumb|none|600px|The Ak 5 going down in a Michael Bay style sequence. For some reason, the flash hider is missing in this sequence, and the stock is clipping through the ground.]]&lt;br /&gt;
[[File:BOCW AK5 Trailer.jpeg|thumb|none|600px|Sims with an Ak 5 in the multiplayer reveal trailer.]]&lt;br /&gt;
[[File:FNC REM Sporter.jpg|thumb|450px|none|FN FNC - 5.56x45mm]]&lt;br /&gt;
[[File:BOCW Ak5-FNC.jpg|thumb|none|600px|The Ak 5 can be configured with an FNC-like or Daewoo K2-like handguard with the “19.7&amp;quot; Ranger” barrel configuration.]]&lt;br /&gt;
&lt;br /&gt;
==AK-47/AKM Hybrid==&lt;br /&gt;
An &amp;quot;[[AK-47]]&amp;quot; is featured in the game. During the alpha and beta stages, it was mostly modeled correctly after an AK-47, albeit with an [[AKM]]-style pistol grip and slant compensator. However, the model of the base gun was changed in the final game: now it also has an AKM's stamped receiver and ribbed top cover, while retaining the AK-47's gas block, gas tube, front sight block, handguard, and stock. &lt;br /&gt;
&lt;br /&gt;
It can be fitted with an [[RPK]]-style barrel and stock via the “20&amp;quot; Liberator” barrel and the &amp;quot;Tactical Stock&amp;quot; respectively. Other notable Eastern Bloc customizations include a Romanian/East German style coat-hanger stock with the added cheek strut piece as the &amp;quot;Wire Stock&amp;quot;. The &amp;quot;Foregrip&amp;quot; is a Romanian type wooden foregrip and the &amp;quot;Patrol Grip&amp;quot; is a Hungarian FEG-style foregrip. It uses a fictionalized Dragunov optics mount modified into a rail mount when equipping optics.&lt;br /&gt;
&lt;br /&gt;
The AK can also take an extended 40-round steel magazine or a 50-round orange Bakelite resin mag.&lt;br /&gt;
&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:AKpreview BOCW.jpg|thumb|none|600px|The launch version model of the &amp;quot;AK-47&amp;quot;, featuring the ribbed dust cover and stamped receiver.]]&lt;br /&gt;
[[File:AK47idle BOCW.jpg|thumb|none|600px|The AK hybrid in an East German training facility.]]&lt;br /&gt;
[[File:AK47ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:AK47inspect BOCW.jpg|thumb|none|600px|Adler removes the magazine during the weapon inspect.]]&lt;br /&gt;
[[File:AK47inspect2 BOCW.jpg|thumb|none|600px|Then does a chamber check. There will always be a round in the chamber, regardless of whether you have ammunition or not.]]&lt;br /&gt;
[[File:AK47reload BOCW.jpg|thumb|none|600px|Reloading from empty involves flinging the old magazine out by hitting the mag release with the feed lip of a new magazine.]]&lt;br /&gt;
[[File:AK47reload2 BOCW.jpg|thumb|none|600px|Then after rocking in the fresh magazine, racking the bolt with an anachronistic underhand charge. The underhand charge is a modern technique that appears to have developed after the 2000s. Interestingly, a more conventional reload was used in the beta but was changed to the underhand method in the final game presumably due to the community's dissatisfaction with the game's reload animations compared to ''Modern Warfare''.]]&lt;br /&gt;
&lt;br /&gt;
===AK-47===&lt;br /&gt;
Many blueprints, such as the &amp;quot;Iron Curtain&amp;quot; and &amp;quot;Soviet Standard&amp;quot;, retain the AK-47's appearance seen in earlier builds of the game. Additionally, some unusable AK-47s can be seen in the CIA Safehouse.&lt;br /&gt;
&lt;br /&gt;
The Season 1 &amp;quot;Prototype&amp;quot; blueprint gives the weapon a green M16-style stock and a modern barrel, and the &amp;quot;Lethal Damage&amp;quot; blueprint has a sporterized stock.&lt;br /&gt;
&lt;br /&gt;
[[File:PolyTechLegendAK47.jpg|thumb|none|450px|Poly Technologies Legend AK with original Russian style front sight, AKM muzzle brake, and bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:BOCW-AK-2.jpeg|thumb|none|600px|The older AK-47 model during the alpha. Note the presence of an AKM-type pistol grip, the opposite of the AKS-74U as seen below.]]&lt;br /&gt;
[[File:BOCW RPK.jpg|thumb|none|600px|A pseudo-RPK build on the loadout wall in the beta.]]&lt;br /&gt;
[[File:BOCW AK Proto.jpg|thumb|none|600px|The odd-looking &amp;quot;Prototype&amp;quot; blueprint.]]&lt;br /&gt;
[[Image:Radom Hunter.jpg|thumb|450px|none|Radom Hunter - 7.62x39mm. Image used to show the sporterized stock.]]&lt;br /&gt;
[[File:BOCW AK sport.jpg|thumb|none|600px|The sporterized stock on the &amp;quot;Lethal Damage&amp;quot; blueprint.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-47===&lt;br /&gt;
Equipping the &amp;quot;Duster Stock&amp;quot; on some blueprints turns the gun into an [[AKS-47]].&lt;br /&gt;
&lt;br /&gt;
[[File:DeactivatedAKS(1954-59).jpg|thumb|none|450px|AKS-47 - 7.62x39mm]]&lt;br /&gt;
[[File:BOCW AKS-47.jpg|thumb|none|600px|An AKS-47 build in the beta. The &amp;quot;Taped Mags&amp;quot; change the reload animations to be all done with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===Type 56===&lt;br /&gt;
The &amp;quot;AK-47&amp;quot; wielded by NVA and VC soldiers in the Vietnam flashback missions is modeled after the Chinese [[Type 56 assault rifle#Type 56 (7.62x39mm)|Type 56]].&lt;br /&gt;
&lt;br /&gt;
[[File:Early type 56.jpg|thumb|none|450px|Type 56, early milled receiver model with bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:Type56-2.jpg|thumb|none|450px|Type 56-2 - 7.62x39mm]]&lt;br /&gt;
[[File:Type56 BOCW.jpg|thumb|none|600px|Bell admiring her newly acquired Type 56.]]&lt;br /&gt;
[[File:Type56 BOCWsights.jpg|thumb|none|600px|Looking down the fully enclosed hood of the front sight post, also note the milled dust cover.]]&lt;br /&gt;
[[File:Type56 BOCWreload.jpg|thumb|none|600px|Reloading shows the early slab sided AK-47 magazine unique to the Type 56 weapon model in game, as well as the folded (and sadly unusable) spike bayonet.]]&lt;br /&gt;
[[File:Type56 BOCWreload2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Type56wm BOCW.jpg|thumb|none|600px|The world model of the Type 56 shows the Type 56-2 style folding stock, which is anachronistic to those (false) flashback missions, because the Type 56-2 was released after the war in 1980. Note how it also has an Type 56/AK-47 style pistol grip rather than the AKM one used on the base AK.]]&lt;br /&gt;
&lt;br /&gt;
===AMD-65===&lt;br /&gt;
The ''[[Rambo III]]'' inspired &amp;quot;Bloodstained&amp;quot; blueprint gives the gun a similar appearance to the [[AMD-65]], except that it retains the AK-47's front sight and gas system.&lt;br /&gt;
&lt;br /&gt;
[[File:AMD65Short.jpg‎|thumb|none|450px|Hungarian AMD-65 as seen in the film - 7.62x39mm. This one has an American copy of an Israeli blank fire adapter (which is slightly longer and thinner than most commonly seen external BFAs. This is the version seen in the movie.)]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is one of the weapons in ''Black Ops Cold War''. In classic ''Call of Duty'' tradition, it is incorrectly classified as a submachine gun and referred to as the &amp;quot;AK-74u&amp;quot;. While not anachronistic for the 80s segments, it's quite overrepresented even with Woods having one in his trunk at a time when the Soviets were just introducing it to service in Afghanistan. It also appears anachronistically in Bell's false flashbacks to the Vietnam War, where it's inaccurately used by the Vietcong.&lt;br /&gt;
&lt;br /&gt;
It has attachment configurations that approximate members of the [[AS Val]] family. The &amp;quot;Duster Stock&amp;quot; is similar the Val stock, the &amp;quot;Commando Assembly&amp;quot; stock is from the [[VSS Vintorez]], and the “10.3&amp;quot; Ranger” barrel configuration uses the SR-3M's handguard. The &amp;quot;40 Rd Speed Mag&amp;quot; is also a 20-round 6L25 9x39mm magazine.&lt;br /&gt;
&lt;br /&gt;
In addition, the drum magazine attachments are straighter-style 7.62x39mm drum magazines.&lt;br /&gt;
[[File:AKS74U.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:AKS-74upreview BOCW.jpg|thumb|none|600px|While this AKS-74U is more accurately modeled than in most previous ''Call of Duty'' titles, it is shown with an AK-47 style pistol grip, apparently having traded grips with the Beta AK-47.]]&lt;br /&gt;
[[File:AKS-74uIdle BOCW.jpg|thumb|none|600px|Sims holds an AKS-74U while looking at some sand dunes.]]&lt;br /&gt;
[[File:AKS-74uADS BOCW.jpg|thumb|none|600px|Aiming down the distinctive rear notch of the AKS-74U.]]&lt;br /&gt;
[[File:AKS-74uInspect BOCW.jpg|thumb|none|600px|Inspecting the AKS-74U.]]&lt;br /&gt;
[[File:AKS-74uInspect2 BOCW.jpg|thumb|none|600px|Checking out the ejection port and correctly positioned safety lever.]]&lt;br /&gt;
[[File:AKS-74uReload BOCW.jpg|thumb|none|600px|Swapping magazines during a reload.]]&lt;br /&gt;
[[File:BOCW AKS-74U 9x39.jpg|thumb|none|600px|The AKS-74U with various 9x39mm components. Either of the suppressor attachments convert into a Val/VSS style suppressor with the &amp;quot;Ranger&amp;quot; and two of the other barrel mods.]]&lt;br /&gt;
[[File:Aks74uEscapeplanblackopscw.jpg|thumb|none|600px|The &amp;quot;Escape Plan&amp;quot; blueprint of the AKS-74U - as with the &amp;quot;Battleworn&amp;quot; AKM from ''Modern Warfare Remastered'', the dust cover is gone and reveals fully modeled internals. Note that the &amp;quot;Spetsnaz PKM Stock&amp;quot; attachment is just a regular AK-type stock in this blueprint. Also note that this game does not contain a PKM, which is odd, as many Warsaw Pact weapons feature stocks with &amp;quot;Spetsnaz PKM stock&amp;quot; as their name.]]&lt;br /&gt;
&lt;br /&gt;
==APS Underwater Rifle==&lt;br /&gt;
The [[APS Underwater Assault Rifle]] was added in an update on May 6, 2022. It is referred to as the &amp;quot;UGR&amp;quot;, and is incorrectly classified as a submachine gun (a fact even its own description seems to acknowledge, given that it is described as an &amp;quot;underwater rifle modified for improved land performance&amp;quot;; these &amp;quot;improvements&amp;quot; are presumably what stops the weapon from physically destroying itself within 180 rounds fired above water).&lt;br /&gt;
&lt;br /&gt;
Like many of the game's weapons, it features several visual alterations compared to its real-world counterpart; most notably, it feeds from a flat-bottomed magazine reminiscent of the QBS-06 (a Chinese derivative of the APS). This holds an incorrect 27 rounds (compared to the QBS's 25 and the APS's 26), presumably to prevent an incomplete burst at the end of a magazine when the unique &amp;quot;Burst Fire Repeater&amp;quot; muzzle device (which somehow makes the weapon fire in three-round bursts, despite being little more than an [[MG81]]-style flash hider) is used. A more appropriate staggered-bottomed magazine (albeit with an even more incorrect 30-round capacity) is the weapon's only alternate ammo option; this is full of explosive-tipped darts, presumably to help drive home the idea of this weapon as an in-universe predecessor to ''[[Call of Duty: Black Ops 4|BO4]]'''s &amp;quot;S6 Stingray&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Interestingly, this is the only weapon that is actually appropriate for the game's otherwise implausible underwater ballistic physics.&lt;br /&gt;
[[File:APS underwater rifle.jpg|thumb|none|450px|APS underwater assault rifle - 5.66x39mm MPS]]&lt;br /&gt;
[[File:QBS-06.jpg|thumb|none|450px|QBS-06 - 5.8x42mm DBS-06]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;CARV.2&amp;quot;==&lt;br /&gt;
The &amp;quot;CARV.2&amp;quot; added during Season 3 is a fictional burst-firing bullpup &amp;quot;tactical rifle&amp;quot; manufactured by the same (in-universe) company that manufactures the &amp;quot;KSP 45&amp;quot;. It appears to be based on the [[Heckler &amp;amp; Koch G11|Heckler &amp;amp; Koch G11 K2]], even using the latter's 4.73mm caseless ammunition in Warzone. It is anachronistic either way, though firing prototypes do exist during the game's time period.&lt;br /&gt;
&lt;br /&gt;
Compared to the real G11, the &amp;quot;CARV.2&amp;quot; is a bullpup rifle with a a conventional bullpup configuration, with the magazine placed in the stock instead of above the barrel. It also features a typical charging handle, instead of the wind-up handle on the real G11. It appears shorter and slightly taller than the G11, with a carrying handle instead of the G11's integrated optic, and a rail where the real G11's magazine resides. The handguard is moulded, and the barrel is vented, presumably a way of alleviating the problems the G11 had with its barrel heating up during operation, as there are no brass shells to take the heat out of the rifle. The fire selector is further forward than the real G11, but still features semi-auto, 3-round burst and full-auto, although the rifle is not able to fire in semi-auto or full-auto in gameplay. A more true to the real thing handguard is available as the ''22.5&amp;quot; Task Force'' barrel attachment. &lt;br /&gt;
&lt;br /&gt;
The magazine holds 45 rounds by default, and bizarrely has &amp;quot;.437mm×33&amp;quot; written on it. Oddly, the magazine is also curved, despite the caseless 4.73mm round not being tapered (which is the reason for curved magazines, to allow for the round to feed properly); the in-game weapon apparently uses [https://www.artstation.com/artwork/zO2Qb6 a different, fictional type] of 4.73mm ammo with rounded (though still not tapered) propellant charges and exposed bullets, seemingly based on [https://militarycartridges.com/2018/04/12/5-56mm-x-24mm-caseless/ Frankford Arsenal's experimental 5.56x24mm caseless rounds.] Caseless 4.73mm ammunition would be anachronistic in the 80s maps, as it was not developed at the time.&lt;br /&gt;
&lt;br /&gt;
[[File:G11K2 left.jpg|thumb|none|450px|Heckler &amp;amp; Koch G11 K2 - 4.73x33mm]]&lt;br /&gt;
[[File:CARV2preview BOCW.jpg|thumb|none|600px|The &amp;quot;CARV.2&amp;quot; in the weapon model preview screen. Another fictional rifle inspired by the G11 but using the same feed layout is the [[Metal Gear Solid V: The Phantom Pain#&amp;quot;G44&amp;quot;|G44]] from ''[[Metal Gear Solid V: The Phantom Pain]]''.]]&lt;br /&gt;
[[File:CARV2idle BOCW.jpg|thumb|none|600px|The &amp;quot;CARV.2&amp;quot; in New Mexico.]]&lt;br /&gt;
[[File:CARV2ADS BOCW.jpg|thumb|none|600px|Aiming down the sights at a suspicious step van.]]&lt;br /&gt;
[[File:CARV2inspect1 BOCW.jpg|thumb|none|600px|Inspecting the pseudo-G11.]]&lt;br /&gt;
[[File:CARV2inspect2 BOCW.jpg|thumb|none|600px|Note the absence of an ejection port due to the caseless nature of 4.73mm; the real G11 actually does feature an ejection port, to allow removal of a live round from the chamber (either to get rid of a dud, or simply to clear the weapon).]]&lt;br /&gt;
[[File:CARV2reload1 BOCW.jpg|thumb|none|600px|Swapping out magazines...]]&lt;br /&gt;
[[File:CARV2reload2 BOCW.jpg|thumb|none|600px|...and pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==CETME Model C==&lt;br /&gt;
The [[CETME Model C]] was added in Season 4 as the &amp;quot;C58&amp;quot;, noted due to its slightly curved magazine.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;SASR Jungle Grip&amp;quot; gives it a similar pistol grip to the [[Heckler &amp;amp; Koch PSG-1]], and the &amp;quot;Raider Stock&amp;quot; also resembles a PSG-1 stock. The &amp;quot;CQB Stock&amp;quot; is a sliding design similar to the [[G3A4]].&lt;br /&gt;
&lt;br /&gt;
Interestingly, one of the magazine options is a caliber conversion (the first such attachment in the game), using 5.56x45mm NATO ammunition in a fictional 60-round drum; oddly, the only thing this does is decrease the damage in exchange for a larger-than-normal magazine, with no impact on fire rate, recoil, muzzle velocity, etc. This is not the case for the Warzone counterpart, as that one instead has a 55-round drum option that retains the base 7.62x51mm ammunition.&lt;br /&gt;
&lt;br /&gt;
The curved &amp;quot;25 Rnd Speed&amp;quot; and &amp;quot;Salvo 30 Rnd Fast Mag&amp;quot; resemble HK32 style magazines. The &amp;quot;18.7&amp;quot; Reinforced Heavy Barrel&amp;quot; will give it a handguard resembling that of an [[IMI Romat]]'s while the &amp;quot;18.2&amp;quot; Takedown&amp;quot; to its predecessor the Model B. &amp;quot;15.6&amp;quot; Ultralight&amp;quot; and &amp;quot;18.7&amp;quot; Ranger&amp;quot; will give it a handguard resembling that of a Model E.&lt;br /&gt;
&lt;br /&gt;
[[File:Cetme.jpg|thumb|none|450px|CETME Model C - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CETMEmodelCpreview BOCW.jpg|thumb|none|600px|The CETME Model C in the battlepass preview screen.]]&lt;br /&gt;
[[File:CETMEmodelCidle BOCW.jpg|thumb|none|600px|The CETME Model C in service in Algeria.]]&lt;br /&gt;
[[File:CETMEmodelCADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CETMEmodelCinspect1 BOCW.jpg|thumb|none|600px|Inspecting the Model C.]]&lt;br /&gt;
[[File:CETMEmodelCinspect2 BOCW.jpg|thumb|none|600px|Checking out the other side.]]&lt;br /&gt;
[[File:CETMEmodelCinspect3 BOCW.jpg|thumb|none|600px|Performing a chamber check.]]&lt;br /&gt;
[[File:CETMEmodelCreload1 BOCW.jpg|thumb|none|600px|Locking the bolt back on the reload. Note that it is not completely locked upwards into the locking recess in the cocking tube.]]&lt;br /&gt;
[[File:CETMEmodelCreload2 BOCW.jpg|thumb|none|600px|The empty magazine is removed.]]&lt;br /&gt;
[[File:CETMEmodelCreload3 BOCW.jpg|thumb|none|600px|A fresh magazine is inserted.]]&lt;br /&gt;
[[File:CETMEmodelCreload4 BOCW.jpg|thumb|none|600px|The operator then performs an aggressive &amp;quot;HK Slap&amp;quot; on the charging handle, sending the bolt into battery.]]&lt;br /&gt;
[[File:H&amp;amp;KPSG01LongMag.jpg|thumb|none|450px|Heckler &amp;amp; Koch PSG-1 with 20-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Cetme modelo E.jpg|thumb|none|450px|CETME Model E with Non-genuine translucent magazine. - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-CETME-PSGParts.jpg|thumb|none|600px|The &amp;quot;C58&amp;quot; combined with the &amp;quot;Raider Stock&amp;quot; and &amp;quot;SASR Jungle Grip&amp;quot;.]]&lt;br /&gt;
[[File:Fal13-1-.jpg|thumb|none|450px|IMI Romat - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-CETME-187HeavyBarrel.jpg|thumb|none|600px|The &amp;quot;18.7&amp;quot; Reinforced Heavy Barrel&amp;quot; attached to the &amp;quot;C58&amp;quot;.]]&lt;br /&gt;
[[File:Cetme b30.jpg|thumb|none|450px|CETME Model B - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-CETME-182TakedownBarrel.jpg|thumb|none|600px|The &amp;quot;18.2&amp;quot; Takedown&amp;quot; attached to the &amp;quot;C58&amp;quot; alongside the more curved 25-round speed mag which makes it almost identical to the reference image of the Model B.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield EM-2==&lt;br /&gt;
A stylised arctic model [[Enfield EM-2]] was added in season five. It features its built in scope by default. When equipped for the first time, the character properly presses the fire selector button to switch the weapon to full-auto mode. It is correctly referred as firing .280 British in Warzone and in the names of some of the muzzle attachments. While not anachronistic, its usage by anyone in the 80s is extremely unlikely due to only 59 examples being ever produced.&lt;br /&gt;
&lt;br /&gt;
[[File:EM-2.jpg|thumb|none|450px|Enfield EM-2 - .280 British]]&lt;br /&gt;
[[File:EM-2 arctic model.jpg|thumb|none|450px|Enfield EM-2 arctic model with enlarged trigger guard for use with heavy cold weather gloves - .280 British]]&lt;br /&gt;
[[File:EM2preview BOCW.jpg|thumb|none|600px|The EM-2 in the preview menu for the season 5 battlepass; note the AR-style long birdcage flash hider, fictional checkered pistol grip, and curious setup of a trigger guard within another trigger guard. According to the markings above the magazine well, its full name in the Black Ops universe is &amp;quot;NIGHTFIELD EM280&amp;quot;, referencing the .280 British round the weapon fires.]]&lt;br /&gt;
[[File:EM2idle BOCW.jpg|thumb|none|600px|The EM-2 being used to defend an NSA facility in West Germany.]]&lt;br /&gt;
[[File:EM2ADS BOCW.jpg|thumb|none|600px|The EM-2's integral scope. Note the reticle which is essentially a turned upside down version of the original thing with the addition of a central dot.]]&lt;br /&gt;
[[File:EM2inspect1 BOCW.jpg|thumb|none|600px|Inspecting the EM-2. Note the stylized carry handle reminiscent of the AR pattern. The fire selector above the thumb is properly set to &amp;quot;full-auto&amp;quot; mode.]]&lt;br /&gt;
[[File:EM2inspect2 BOCW.jpg|thumb|none|600px|Admiring the tasteful woodgrain.]]&lt;br /&gt;
[[File:EM2reload1 BOCW.jpg|thumb|none|600px|Reloading from empty; empty reloads are done with the right hand, while non-empty ones are done with the left.]]&lt;br /&gt;
[[File:EM2reload2 BOCW.jpg|thumb|none|600px|As NATO operator Hunter inserts the fresh magazine, the bolt drops and chambers a new round.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Hybrid==&lt;br /&gt;
The &amp;quot;FFAR 1&amp;quot; is a weapon based on the [[FAMAS Valorisé]] combined with a trigger guard and magazine well from FAMAS G2 (both of which would be anachronistic to the game), with some visual features similar to the &amp;quot;FFAR&amp;quot; from ''[[Call of Duty: Black Ops III]]''. The default magazine correctly holds 25 rounds instead of 30 like in past ''Call of Duty'' games.&lt;br /&gt;
&lt;br /&gt;
In the game's lore it appears that this weapon is the successor of the FAMAS from the first ''Black Ops'' game and predecessor to the &amp;quot;FFAR&amp;quot; from ''Black Ops III''.&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|450px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Famas g2.jpg|thumb|none|450px|FAMAS G2 with proprietary bipod deployed - 5.56x45mm]]&lt;br /&gt;
[[File:FFARpreview BOCW.jpg|thumb|none|600px|The &amp;quot;FFAR 1&amp;quot; in Gunsmith. Note the front sight similar to the FAMAS Valorisé but the overall shape reminiscent of the prototype and the G2 trigger guard imposed over the now redundant standard one. Also note the return of the adjustable gas piston block, something that does not exist on the actual FAMAS.]]&lt;br /&gt;
[[File:FFARidle BOCW.jpg|thumb|none|600px|The heavily stylised FAMAS in East Germany.]]&lt;br /&gt;
[[File:FFARADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:FFARinspect BOCW.jpg|thumb|none|600px|Inspecting the bullpup rifle.]]&lt;br /&gt;
[[File:FFARinspect2 BOCW.jpg|thumb|none|600px|The player character giving it a loving caress.]]&lt;br /&gt;
[[File:FFARreload BOCW.jpg|thumb|none|600px|Removing the old magazine.]]&lt;br /&gt;
[[File:FFARreload2 BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FARA 83==&lt;br /&gt;
The [[FARA 83]] was added in Season 2 with the metal stock, marking its first appearance in a video game. The flash hider is of a different design to the real weapon and some sort of gas block is mounted underneath the front sight, which is absent on the real weapon. It is anachronistic for pre-1984 multiplayer maps.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tactical Stock&amp;quot; uses the real fixed stock of the FARA. Oddly, the weapon features some AK stock, with the East German coat hangar AK stock as the &amp;quot;Wire Stock&amp;quot; and a [[Type 56-2]] stock as the &amp;quot;Duster Stock&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:FARA83 2.jpg|thumb|none|450px|FARA 83 with metal stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FARA83loadoutpreview BOCW.jpg|thumb|none|600px|The FARA 83 in base form.]]&lt;br /&gt;
[[File:FARA83idle BOCW.jpg|thumb|none|600px|NATO operator Hunter wields a FARA 83 in a Laotian village.]]&lt;br /&gt;
[[File:FARA83ADS BOCW.jpg|thumb|none|600px|Aiming down the sights of the Argentinian rifle.]]&lt;br /&gt;
[[File:FARA83inspect1 BOCW.jpg|thumb|none|600px|Inspecting the rifle. The weapon features accurate marking and bears a serial number of [[Call of Duty: Modern Warfare 2|00141]]. The fire selector is also set to auto.]]&lt;br /&gt;
[[File:FARA83inspect2 BOCW.jpg|thumb|none|600px|Checking out the other side.]]&lt;br /&gt;
[[File:FARA83reload1 BOCW.jpg|thumb|none|600px|Ejecting the empty mag.]]&lt;br /&gt;
[[File:FARA83reload2 BOCW.jpg|thumb|none|600px|Rocking in a new mag.]]&lt;br /&gt;
[[File:FARA83reload3 BOCW.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:Fara 83.jpg|thumb|none|450px|FARA 83 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[IMI Galil ARM]] was added in Season 6, and is called the &amp;quot;Grav&amp;quot; like in ''[[Call of Duty: Black Ops 4|BO4]]''. It has an [[AS Val]] stock and a slightly shorter barrel by default, but can be fitted with a longer barrel in Gunsmith. What’s interesting is that the weapon could have the FN FAL pistol grip, which was used on the prototype Balashinkov (Galil Prototype).&lt;br /&gt;
&lt;br /&gt;
[[File:GalilARM-2.jpg|thumb|none|450px|IMI Galil ARM - 5.56x45mm NATO]]&lt;br /&gt;
[[File:GalilBPpreview BOCW.jpg|thumb|none|600px|The Galil ARM in the battlepass preview menu.]]&lt;br /&gt;
[[File:GalilIdle BOCW.jpg|thumb|none|600px|The Galil ARM used on a field trip to the Moscow Zoo.]]&lt;br /&gt;
[[File:GalilADS BOCW.jpg|thumb|none|600px|The iron sights of the Galil. For some reason, the Galil doesn't have its rear sights in ''Warzone''.]]&lt;br /&gt;
[[File:GalilInspect BOCW.jpg|thumb|none|600px|Inspecting the Galil; note the wooden handguard lacking the grooves and screws of the real deal. Also note the &amp;quot;F-S&amp;quot; selector markings, indicating that it is based on a civilian model.]]&lt;br /&gt;
[[File:GalilInspect2 BOCW.jpg|thumb|none|600px|Checking to see if the safety is disengaged.]]&lt;br /&gt;
[[File:GalilReload BOCW.jpg|thumb|none|600px|Reloading from an empty magazine.]]&lt;br /&gt;
[[File:GalilReload2 BOCW.jpg|thumb|none|600px|Rocking in the new magazine.]]&lt;br /&gt;
[[File:GalilReload3 BOCW.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:Galilarm-05.jpg|thumb|none|450px|IMI Galil ARM chambered in 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==K31==&lt;br /&gt;
The [[K31 Rifle]] was added to the sniper rifles category in Season 3, under the name &amp;quot;Swiss K31&amp;quot;. It has a shortened barrel by default, though the “24.9&amp;quot; Extended” barrel attachment gives it the correct barrel length.&lt;br /&gt;
&lt;br /&gt;
The Warzone incarnation of the K31 is correctly chambered in 7.5x55mm. Despite this, some barrel attachment make it seem like the weapon fires .308 Winchester/7.62x51mm NATO, which would be incorrect.&lt;br /&gt;
&lt;br /&gt;
[[File:SchmidtRubinK31.jpg|thumb|none|450px|Karabiner K31 Rifle - 7.5x55mm Schmidt Rubin GP-11]]&lt;br /&gt;
[[File:K31battlepasspreview BOCW.jpg|thumb|none|600px|The K31 in the battlepass preview.]]&lt;br /&gt;
[[File:K31idle BOCW.jpg|thumb|none|600px|The K31 on Mount Yamantau, equipped with the aforementioned &amp;quot;24.9 Extended&amp;quot; barrel, along with its original iron sights.]]&lt;br /&gt;
[[File:K31ADS BOCW.jpg|thumb|none|600px|The K31's iron sights.]]&lt;br /&gt;
[[File:K31inspect1 BOCW.jpg|thumb|none|600px|Inspecting the K31.]]&lt;br /&gt;
[[File:K31inspect2 BOCW.jpg|thumb|none|600px|Hunter pulling the bolt back for a chamber check.]]&lt;br /&gt;
[[File:K31reload1 BOCW.jpg|thumb|none|600px|Reloading the K31 involves opening the action and removing the magazine.]]&lt;br /&gt;
[[File:K31reload2 BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:K31reload3 BOCW.jpg|thumb|none|600px|And closing the bolt, chambering a new round.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] appears in the game as the &amp;quot;DMR 14&amp;quot;. It is modeled after an airsoft G&amp;amp;G Armament GR14 and as such it sports a synthetic stock (though equipping the Duster Pad stock gives it a chequered wooden stock), fires semi-automatically, and is classified as a &amp;quot;tactical rifle&amp;quot; in multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[File:M14 rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Springfield Armory M1A Black.jpg|thumb|none|450px|Springfield Armory M1A with synthetic stock, for comparison - 7.62x51mm]]&lt;br /&gt;
[[File:M14preview BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:M14Idle BOCW.jpg|thumb|none|601px|The M14 on a bright Miami day.]]&lt;br /&gt;
[[File:M14ADS BOCW.jpg|thumb|none|601px|Looking down the iron sights.]]&lt;br /&gt;
[[File:M14ChamberCheck BOCW.jpg|thumb|none|601px|NATO operator Hunter holds the rifle up to inspect.]]&lt;br /&gt;
[[File:M14Inspect2 BOCW.jpg|thumb|none|600px|Checking the other side of the rifle. Note the circular cutout with two holes and the presence of selector switch complete with a cutout in the stock for it, confirming it as an airsoft G&amp;amp;G Armament GR14.]]&lt;br /&gt;
[[File:M14Inspect3 BOCW.jpg|thumb|none|600px|Performing a chamber check.]]&lt;br /&gt;
[[File:M14Reload BOCW.jpg|thumb|none|601px|Swapping out magazines.]]&lt;br /&gt;
[[File:M14Reload2 BOCW.jpg|thumb|none|601px|Hunter inserting a fresh magazine.]]&lt;br /&gt;
[[File:M14Reload3 BOCW.jpg|thumb|none|600px|Tugging on the charging handle to chamber a round.]]&lt;br /&gt;
[[File:BOCWM14Wood.jpg|thumb|none|600px|The wooden M14 stock when equipping the Duster Pad. It seems to be inspired by [https://salem-poor-squadron-75.tumblr.com/post/179129731667/springfield-armory-m1a-socom-16-the-shorter-and/amp this] particular M1A SOCOM 16 custom stock made by LAW483 Enterprises and an ATI Fiberforce Recoil Pad. It should be noted that such custom made or synthetic stocks are most likely anachronistic for the 80s and a basic wooden one would have sufficed instead.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] appears under the &amp;quot;tactical rifles&amp;quot; class. It is simply referred to as the &amp;quot;M16&amp;quot; in the HUD, but actually has &amp;quot;M16.A2&amp;quot; markings on the magwell. It incorrectly holds 30 rounds in a 20-round magazine, and the pin for the auto sear on the lower receiver is absent, which in reality would prevent the rifle from firing in bursts. It is anachronistic to the campaign's 1981 time period, as the M16A2 was not adopted for service yet, first being adopted in 1983 by the USMC and in 1986 by the Army. Rather than removing the carry handle as in previous Black Ops games, it uses an anachronistic carry handle rail when equipping optics. Said carry handle rail appears to be a modern 1913 rail attached using a clamp and screw system from a Colt 3x or 4x AR-15 scope somehow mated together. The weapon boasts surprisingly high damage, able to kill enemies in a single burst at some range compared to the fully-automatic rifles.&lt;br /&gt;
&lt;br /&gt;
The M16's alternate barrel options include “16.3&amp;quot; Rapid Fire”, “20.5&amp;quot; Cavalry Lancer”, “16.3&amp;quot; Titanium”, “20.2&amp;quot; Takedown”, and “15.9&amp;quot; Strike Team”; of these, the 20.5&amp;quot; barrel options are visually just the default barrel but fluted (&amp;quot;Cavalry Lancer&amp;quot;) or dimpled (&amp;quot;Takedown&amp;quot;). For the short barrel options, the &amp;quot;Rapid Fire&amp;quot; and &amp;quot;Strike Team&amp;quot; both give the gun a short triangular handguard (the difference is that &amp;quot;Rapid Fire&amp;quot; has a smooth barrel while &amp;quot;Strike Team&amp;quot;'s is fluted), while &amp;quot;Titanium&amp;quot; gives the gun a short round handguard, the end result somewhat resembling a Colt Model 723 14.5&amp;quot; A1 barrel.&lt;br /&gt;
&lt;br /&gt;
The M16's stock options include &amp;quot;Tactical Stock&amp;quot;, the normal M16A2 stock with a cheek pad, &amp;quot;Wire Stock&amp;quot;, an M231 FPW-like wire stock, &amp;quot;Duster Stock&amp;quot;, a Doublestar Ace skeleton stock (which might be anachronistic), &amp;quot;Commando Assembly&amp;quot;, a 2nd generation collapsible stock, and &amp;quot;Buffer Tube&amp;quot;, an exposed buffer tube with a rubber pad.&lt;br /&gt;
&lt;br /&gt;
Magazine options include the classic ''Black Ops'' jungle-style fast mags made with either duct tape or clamps, a 30-round STANAG magazine depicted as a 45-rounder, a 20-round STANAG magazine with an improvised duct tape magazine assists somehow also depicted as a 45-rounder, and a severely underloaded MAG5-100 100-round magazine holding 54 rounds (which also appears on the in-game &amp;quot;XM4&amp;quot;, where it holds 50 rounds).&lt;br /&gt;
[[File:M16A2.jpg|thumb|none|450px|Colt M16A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A2preview BOCW.jpg|thumb|none|600px|The M16A2 in Gunsmith.]]&lt;br /&gt;
[[File:M16A2Idle BOCW.jpg|thumb|none|600px|The M16A2 in service inside a Nevadan nuclear weapons test site.]]&lt;br /&gt;
[[File:M16A2ADS BOCW.jpg|thumb|none|600px|Aiming down the carry handle sights.]]&lt;br /&gt;
[[File:M16A2inspect BOCW.jpg|thumb|none|600px|Inspecting the rifle. Note that the in-universe stand in for Colt appears to be the fictional &amp;quot;Arrow Armory&amp;quot; (the same manufacturer stamped on the ''BOCW'' M1911A1) based in Hartford, Connecticut, standing in for Colt, the real life manufacturer of both weapons, which is also based in Hartford, CT.]]&lt;br /&gt;
[[File:M16A2inspect2 BOCW.jpg|thumb|none|600px|Performing a rather enthusiastic chamber check; pulling the bolt this far back would likely eject the currently-chambered round.]]&lt;br /&gt;
[[File:M16A2Reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:M16A2Reload2 BOCW.jpg|thumb|none|600px|Inserting a fresh 20 round steel GI mag.]]&lt;br /&gt;
[[File:BOCW M16A2 Constable.jpg|thumb|none|600px|The &amp;quot;Constable&amp;quot; blueprint, which has an anachronistic Aim Sports AR free float rifle length quad rail/V3 or Monstrum Tactical 12 inch free float quad rail.]]&lt;br /&gt;
&lt;br /&gt;
===Colt XM4 Carbine===&lt;br /&gt;
The combination of the “16.3&amp;quot; Titanium” barrel attachment with the &amp;quot;Commando Assembly&amp;quot; stock attachment approximates the [[M4 Carbine|XM4 Carbine]], sans the proper stepped barrel used for early models. The exact same configuration can be made by removing all attachments from the &amp;quot;SOG Commando&amp;quot; blueprints for the gun referred to as the &amp;quot;XM4&amp;quot; in game and then reattaching the longest barrel option. The handguard seems to be inspired from the later models of the XM4 (as well as early M4s and M4A1s, which consider it’s fully-automatic with a fix carry handle makes it a M4E1). It’s however anachronism, as this model is the 1986 model, consider the early XM4 used the A1 receiver when it was revealed in 1983.&lt;br /&gt;
[[File:XM4 1986 model.jpg|thumb|none|450px|XM4 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BOCW M16-XM4.jpg|thumb|none|600px|The XM4 on the loadout workbench.]]&lt;br /&gt;
[[File:XM4Idle BOCW.jpg|thumb|none|600px|The XM4 being used in Moscow.]]&lt;br /&gt;
[[File:XM4ADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:XM4Inspect BOCW.jpg|thumb|none|600px|Inspecting the XM4 build.]]&lt;br /&gt;
[[File:XM4Inspect2 BOCW.jpg|thumb|none|600px|Looking at the other side of the gun.]]&lt;br /&gt;
[[File:XM4Inspect3 BOCW.jpg|thumb|none|600px|The final part of the inspect animation involves tugging back on the charging handle for a chamber check.]]&lt;br /&gt;
[[File:XM4Reload BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:COD CWBO Beta Key Art.jpg|thumb|none|600px|A nearly identical build is seen in the key art for the beta, which is horizontally flipped. Some parts are missing from the gun's model, including the case deflector, the magazine release button, and a portion of the fence around it.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14 Groza==&lt;br /&gt;
A stylized [[OTs-14 Groza]] with a shortened receiver was added to the game in Season 1. It is anachronistic, as the real weapon was produced in 1992. It feeds from 5.45x39mm style magazines, something which is not confirmed to have existed on a real Groza, but is actually used on a Groza-inspired bullpup AK pistol developed in the late 2010s by US-based Bad Element Co. In contrast, its Warzone incarnation is stated to be chambered in &amp;quot;7.62 Soviet&amp;quot; (i.e. 7.62x39mm), and some of its muzzle attachments have &amp;quot;7.62&amp;quot; as part of their name.&lt;br /&gt;
&lt;br /&gt;
[[File:OTS-14.jpg|thumb|none|450px|OTs-14-4A-01 Groza - 9x39mm]]&lt;br /&gt;
[[File:Grozapreview BOCW.jpg|thumb|none|600px|The Groza in the battlepass preview screen. It isn't entirely clear why the weapon has been so heavily stylized, especially considering that one of the perks of adding a Groza to a game with other AKs is that you can re-use parts of their models (including more or less the entire receiver sans optic rail).]]&lt;br /&gt;
[[File:GrozaIdle BOCW.jpg|thumb|none|600px|The Groza in the hands of NATO operator Baker.]]&lt;br /&gt;
[[File:GrozaADS BOCW.jpg|thumb|none|600px|Looking through the Groza's iron sights. The rear sight notch is missing and the sights are misaligned.]]&lt;br /&gt;
[[File:GrozaInspect BOCW.jpg|thumb|none|600px|Inspecting the stylized Groza.]]&lt;br /&gt;
[[File:GrozaInspect2 BOCW.jpg|thumb|none|600px|Performing a chamber check, note the piston rod.]]&lt;br /&gt;
[[File:GrozaReload BOCW.jpg|thumb|none|600px|Removing the entirely fictional magazine.]]&lt;br /&gt;
[[File:GrozaReload2 BOCW.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:GrozaReload3 BOCW.jpg|thumb|none|600px|Performing an underhand charge. This would be impractical in reality, given the location of the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-95-1==&lt;br /&gt;
An anachronistic [[QBZ-95-1]] rifle appears in the game, featuring several retro-styled cosmetic alterations. It was briefly seen in the Gunsmith trailer, labeled the &amp;quot;Type 15&amp;quot;, but the name was changed to &amp;quot;QBZ-83&amp;quot; in the Beta and retained in the current version of the game. The Type 95's development began in 1989, with the first prototypes being made in 1990. The in-game weapon bears some cosmetic resemblances to [http://www.163.com/dy/article/EK33QH8D05355H7O.html some of the Type 95's early prototypes], but is still clearly based on the QBZ-95-1, which began its development in 2004 and was adopted in 2010. The Type 86S (a Chinese AK-platform weapon in the bullpup form) would be more appropriate, but it would be anachronistic and inappropriate on early maps as well as the campaign.&lt;br /&gt;
&lt;br /&gt;
The weapon's trigger and trigger guard shape come from the [[HS Produkt VHS|HS Produkt VHS-2]], with the latter being made from stamped metal rather like the FAMAS. Its magazines appear to be loosely based on Chinese steel AK magazines. It also has three vents on the upper handguard and a birdcage-like muzzle device, both elements of the QBZ-97. The fire selector also only has safe/fire positions like a civilian model.&lt;br /&gt;
&lt;br /&gt;
The side of the gun is marked with &amp;quot;T97NSR-PWC-CAL 5.56 mm&amp;quot;; T97NSR refers to a semi-auto only civilian variant of the 5.56mm QBZ-97A sold in Canada named Type 97 NSR. This likely suggests that Treyarch modeled the gun after a Type 97 NSR then modified it to make it resemble a Chinese QBZ-95 (with its distinct magazine shape and paddle magazine release) and &amp;quot;retro-ified&amp;quot; it. Some of its muzzle attachments also have &amp;quot;5.56&amp;quot; as part of their names, though it is unclear if this is an intentional reference to the QBZ-97 connections or a result of the generally confused state of attachment name/descriptions in ''BOCW''; its Warzone incarnation is also supposedly chambered in 5.56 NATO.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;QBZ-83&amp;quot; name would suggest that it was adopted in 1983 in the ''Black Ops'' universe which would still be anachronistic to the pre-83 maps.&lt;br /&gt;
[[File:Norinco QBZ95-1.jpg|thumb|none|450px|QBZ-95-1 - 5.8x42mm]]&lt;br /&gt;
[[File:Norinco QBZ-97.jpg|thumb|none|450px|QBZ-97 - 5.56x45mm]]&lt;br /&gt;
[[file:BOCW QBZ-83.jpg|thumb|none|600px|The QBZ on the Beta loadout wall. The indent behind the pistol grip is marked with a bizarre and grammatically broken string of Chinese text: &amp;quot;名字叫常 梦想&amp;quot; (Pinyin: míng zì jiào cháng / mèng xiǎng; more clearly seen [[:File:BOCW_QBZ-83_Beta.jpg|here]]); literally, it means &amp;quot;name is called Chang / Dream&amp;quot;. Considering that the QBZ-83 is modelled by Treyarch weapon artist [https://www.artstation.com/artwork/bKQ34r Pawin Changkiendee], it is possible that the broken Chinese was an attempt at inserting an oblique dev signature on the gun model. The artist's ArtStation images also show that the same text is marked on the bolt carrier on the release model.]]&lt;br /&gt;
[[File:QBZ95-1preview BOCW.jpg|thumb|none|600px|The QBZ in Gunsmith the released game, showing the Type 97 NSR markings more clearly. Note that the receiver marking has been changed to &amp;quot;83式自动步枪&amp;quot; (Pinyin: 83 shì zì dòng bù qiāng), meaning &amp;quot;Type 83 automatic rifle&amp;quot;. The word &amp;quot;中国&amp;quot; (Pinyin: zhōng guó), meaning &amp;quot;China&amp;quot;, is also faintly marked on the magazine well, and the rear of the stock is ''very'' faintly marked with &amp;quot;梦想&amp;quot; (Pinyin: mèng xiǎng), or &amp;quot;dream&amp;quot;.]]&lt;br /&gt;
[[File:QBZ95idle BOCW.jpg|thumb|none|600px|The &amp;quot;QBZ-83&amp;quot; in Nuketown.]]&lt;br /&gt;
[[File:QBZ95ADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:QBZ95inspect BOCW.jpg|thumb|none|600px|Inspecting the gun. Note Adler's jacket sleeve clipping through the magazine, a phenomenon also seen in ''[[Battlefield 4]]'''s depiction of the rifle.]]&lt;br /&gt;
[[File:QBZ95inspect2 BOCW.jpg|thumb|none|600px|Performing a chamber check.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;RAI K-84&amp;quot;==&lt;br /&gt;
The &amp;quot;RAI K-84&amp;quot; (standing for &amp;quot;Reactorniy Avtomat-Izluchatel Kuhlklay-84&amp;quot;, translated &amp;quot;Reactor Automatic Radiator Kuhlklay-84&amp;quot;) is a &amp;quot;Wonder Weapon&amp;quot; in the Zombies map Firebase Z released during Season 1. It is based on an [[AK-74]] with the depiction of a milled receiver; such a configuration exists on the Waffen Werks WW-74M, a US-made semi-automatic rifle, though the in-game weapon has two rivets at the rear like the stamped receiver of a standard AK-74. It is fitted with an underbarrel &amp;quot;Vortex&amp;quot; grenade launcher called the &amp;quot;GP-6K2&amp;quot; and modeled after a [[GP-25]].&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:BOCW RAI K-84 1.jpg|thumb|none|600px|The &amp;quot;RAI K-84&amp;quot; as seen in the Firebase Z trailer.]]&lt;br /&gt;
[[File:BOCWRAIKHold.jpg|thumb|none|600px|Grumbling at the fact that Primis and Ultimis were replaced by literal nobodies, of which he is one of them, the Requiem Operator in Firebase Z consoles himself by looking at his shiny space AK. The jumbled mess of parts and components welded to a traditional assault rifle base at least backs up its designation as a prototype.]]&lt;br /&gt;
[[File:BOCWRAIKInspect.jpg|thumb|none|600px|Inspecting the magazine-shaped cell holder used to power the rifle, vaguely resembling the Kalash magazines in the ''Metro'' games. It would probably not be wise to place one's fingers anywhere near the cells in the magazine, considering they are actively and visually ''sparking''.]]&lt;br /&gt;
[[File:BOCWRAIKReload.jpg|thumb|none|600px|At least reloading the weapon shows more careful finger placement. As a bit of trivia, intel in the map notes that the RAI K-84 was based off of a &amp;quot;Generator Khaosa Zavoyski-45&amp;quot; weapon that was developed in-universe in WWII. This is a reference to the otherwise completely fictional &amp;quot;GKZ-45 Mark3&amp;quot; Wonder Weapon from the ''[[Call of Duty: Black Ops III]]'' map Gorod Krovi, implying the RAI K is a successor to it. This is backed up by it operating like a more powerful version of the GKZ; a powerful laser bolt firing weapon with a secondary, grenade-type fire that explodes when shot at with the former.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1==&lt;br /&gt;
A [[Steyr AUG A1]] with the bayonet lug from the F88 Austeyr appears in the game as the &amp;quot;AUG&amp;quot; and is classified as a &amp;quot;tactical rifle&amp;quot; in multiplayer. It incorrectly fires in three-round bursts, a feature of the much later (2005) AUG A3 (as well as the similar-looking &amp;quot;ABR 223&amp;quot; from ''BO4'', which its weapon properties are likely based out of). Its foregrip is folded by default, but it can be unfolded via the &amp;quot;Field Agent foregrip&amp;quot;; it also has some rail-mounted foregrip options. Like the M16A2, the weapon boasts surprisingly high damage, able to kill enemies in a single burst at some range compared to the fully-automatic rifles. Originally the weapon was going to have an A2 sight, but it was replaced by the A1 sight by default.&lt;br /&gt;
&lt;br /&gt;
For some reason, Soviet troops use this weapon in the side-mission &amp;quot;Operation Red Circus,&amp;quot; which is incorrect.&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|450px|Steyr AUG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Austeyr.jpg|thumb|none|450px|F88 Austeyr - 5.56x45mm. Note bayonet lug halfway down the projecting part of the barrel and visible ALO tab at the bottom of the trigger]]&lt;br /&gt;
[[File:AUGidle BOCW.jpg|thumb|none|600px|The AUG A1 in service on an estate in the Hollywood Hills.]]&lt;br /&gt;
[[File:AUGADS BOCW.jpg|thumb|none|600px|Looking through the integral Swarovski scope. The offset backup iron sights are modelled correctly, but the reticle is incorrect.]]&lt;br /&gt;
[[File:AUGinspect1 BOCW.jpg|thumb|none|600px|Inspecting the rifle. The F88's bayonet lug is more visible here.]]&lt;br /&gt;
[[File:AUGinspect2 BOCW.jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:AUGEmpty BOCW.jpg|thumb|none|600px|The AUG is one of the few weapons in game to correctly track how many rounds are available in each mag, as can be seen with this empty magazine with follower visibly modeled. Unfortunately, ''Cold War'' does not model the last round bolt hold open mechanism that the IRL AUG A1 has.]]&lt;br /&gt;
[[File:AUGinspect3 BOCW.jpg|thumb|none|600px|Checking the ejection port.]]&lt;br /&gt;
[[File:AUGreload1 BOCW.jpg|thumb|none|600px|Removing the magazine during a reload.]]&lt;br /&gt;
[[File:AUGreload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:AUGreload3 BOCW.jpg|thumb|none|600px|Slapping the charging handle home.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A2===&lt;br /&gt;
Equipping any optical attachments turns the weapon into an anachronistic [[Steyr AUG A2|AUG A2]].&lt;br /&gt;
[[File:SteyrAUGSR.jpg|thumb|none|450px|Steyr AUG Special Receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[File:AUGA2gunsmithpreview BOCW.jpg|thumb|none|600px|The AUG A2 build.]]&lt;br /&gt;
&lt;br /&gt;
==Type 63==&lt;br /&gt;
The [[Type 63 rifle]] is available in the game, classified as a &amp;quot;tactical rifle&amp;quot;. Despite being select-fire in reality, it is restricted to semi-automatic mode in-game; the spike bayonet is also unusable. It uses what appears to be an anachronistic M14 rifle style rail mount when equipping optics. The default magazine initially held a correct 20 rounds in the closed alpha, but this was increased to an incorrect 25 in the beta and final game.&lt;br /&gt;
&lt;br /&gt;
Player character Bell and Woods use this rifle in &amp;quot;Redlight, Greenlight&amp;quot; instead of a more appropriate American M14.&lt;br /&gt;
[[File:Type63.jpg|thumb|none|450px|Type 63 - 7.62x39mm]]&lt;br /&gt;
[[File:Type63preview BOCW.jpg|thumb|none|600px|The Type 63 in Gunsmith.]]&lt;br /&gt;
[[File:Type63idle BOCW.jpg|thumb|none|600px|The Type 63 in Uzbekistan.]]&lt;br /&gt;
[[File:Type63ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Type63inspect BOCW.jpg|thumb|none|600px|Inspecting the Type 63.]]&lt;br /&gt;
[[File:Type63inspect2 BOCW.jpg|thumb|none|600px|Turning it over.]]&lt;br /&gt;
[[File:Type63inspect3 BOCW.jpg|thumb|none|600px|Brass check time.]]&lt;br /&gt;
[[File:Type63reload BOCW.jpg|thumb|none|600px|Reloading by flicking the old magazine out with a fresh one, much like the AK-47 reload.]]&lt;br /&gt;
[[File:Type63reload2 BOCW.jpg|thumb|none|600px|Then chambering the gun with a tug of the bolt handle.]]&lt;br /&gt;
&lt;br /&gt;
==VAHAN==&lt;br /&gt;
The [[VAHAN]], a somewhat obscure prototype Armenian assault rifle, was added in the 1.29 update; this makes ''BOCW'' the weapon's first known media appearance. The in-game version is somewhat stylized, and goes by the name &amp;quot;Vargo 52&amp;quot;; this presumably references the fact that design work on the project began in 1952 (with an earlier rifle called the &amp;quot;MBC-2&amp;quot;), though the VAHAN itself wasn't designed or built until 1992, making its in-game appearance anachronistic.&lt;br /&gt;
&lt;br /&gt;
[[File:VAHAN.jpg|thumb|none|450px|VAHAN with Bushnell scope - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==XM16E1==&lt;br /&gt;
The fully-automatic [[XM16E1]] appears exclusively in the campaign. It is labeled &amp;quot;M16A1&amp;quot; in the HUD and on the magwell (though the pick-up text spells it with a lowercase &amp;quot;a&amp;quot;, for some reason), but it actually has the appearance of a 'faux' XM16E1, as seen in some movies where the guns are built from M16A1s. This is firstly evidenced by the combination of an XM16E1's 3-prong flash hider with an M16A1's full fence lower. The weapon also appears to have a chrome bolt carrier, which was present on the XM16E1, but not on the M16A1. For some reason, the XM16E1 has an anachronistic A2 pistol grip, while the XM4 has a A1 pistol grip.&lt;br /&gt;
&lt;br /&gt;
In a small though somewhat confusing detail, the receiver bears a forge code mark, C H. This would indicate a rifle with an upper receiver built from Harvey Aluminum billets, but this code would have been in use from the mid 1970s to the early 1980s, well after Vietnam and never on an actual XM16E1 (though M16A1s were made with this code). Due to the nature of the game's storyline, this could be justified as intentional anachronism, however. &lt;br /&gt;
&lt;br /&gt;
It appears in the two Vietnam flashback levels, as well as a few other missions where it is available alongside the M16A2. It is incredibly powerful, as the weapon's damage was balanced for occasional bursts rather than consistent fully-auto firing, made even easier with the game's rather controllable muzzle climb. It uses the same reloading animations as the M16A2, but has a different firing sound. It is also seen in the &amp;quot;Good Enough&amp;quot; calling card.&lt;br /&gt;
[[File:XM16E1.jpg|thumb|none|450px|Mockup of an XM16E1 rifle with 20-round magazine - 5.56x45mm NATO. This can be identified as a mockup by its full magazine fence and strengthened front pivot point, neither of which appeared on the XM16E1.]]&lt;br /&gt;
[[File:XM16E1 BOCW.jpg|thumb|none|600px|Bell holds an XM16E1 in a Vietnamese village.]]&lt;br /&gt;
[[File:BOCW-M16-2.jpg|thumb|none|600px|Note the full fence lower, indicating that this is not a true XM16E1.]]&lt;br /&gt;
&lt;br /&gt;
==XM177E1==&lt;br /&gt;
The [[XM177E1]], specifically the later model with a full fence lower, appears under the name &amp;quot;XM4&amp;quot;. It is depicted with a flat top, seeming to be the result of a chopped off carry handle with a bolted rail (which was done in the 1980s by Olympic Arms and some other manufacturers). It has an anachronistic rear sight which is a hybrid between the Troy Battle Sight and Midway Industries Flip Up Sight, and the flash hider has been altered to resemble an A1. It also appears to have been based on a civilian model, as it has semi-auto only selector markings (Fire/Safe).&lt;br /&gt;
&lt;br /&gt;
The weapon is wrapped in slings with a portion tucked behind the bolt catch like the &amp;quot;Commando&amp;quot; from the first ''[[Call of Duty: Black Ops|Black Ops]]'', although the default empty reload animation in this case correctly uses the charging handle instead of trying to hit the bolt release, which couldn't possibly work with a cloth strap tucked behind it (that said, some reload animations, like the jungle mags reload animation, still involve hitting the sling-padded bolt catch). Equipping any stock customization removes the sling wrap. Mounting optics removes the front sight but keeps the gas block.&lt;br /&gt;
&lt;br /&gt;
The XM4 designation is anachronistic for the time period of 1981, as the XM177 wouldn't be designated as &amp;quot;XM4&amp;quot; until 1983, and even then would be attached to an [[:File:XM4 Carbine &amp;amp; M16A2 (1982).jpg|improved model of the XM177E2]]. However, the “11.8&amp;quot; Ranger” give the weapon an 11.5 inch barrel making it the XM177E2. The A1 pistol grip is inaccurately depicted as being solid instead of hollow.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Black Tide&amp;quot; blueprint replaces the regular handguard with a carbine-length [[M203]] grenade launcher heat shield; it also has a yellow tiger stripe camouflage paint similar to the [[M79 grenade launcher|M79]] used by &amp;quot;The Roach&amp;quot; in ''[[Apocalypse Now]]''. The &amp;quot;Giantsbane&amp;quot; variant uses an anachronistic [[Z-M LR 300]] handguard and front sight (the LR 300 having been introduced in 2000). It is also seen in the &amp;quot;Reaper Of The Dead&amp;quot; calling card.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Inconspicuous&amp;quot; blueprint uses the M16A2's upper receiver, while retaining the XM177E1's earlier teardrop forward assist, however. It has an [[Olympic Arms OA-93]] style handguard with vents patterned after the Advanced Armament Corporation OMNI suppressor, an Israeli style elastic handguard band, what appears to be a faux suppressor, a tactical light, a stock cheek pad and a [[Talk:Call of Duty: Black Ops Cold War#SureFire MAG5-60|SureFire MAG5-60]] magazine. The &amp;quot;Fly Trap&amp;quot; blueprint has an A2 handguard, an A2 pistol grip, and an A2 forward assist. The &amp;quot;Ultimate Hunter&amp;quot; has an anachronistic quad rail handguard, a muzzle brake with a breach face, a scope with some cosmetic similarities to a Trijicon ACOG, and a collapsible stock modelled after various offerings from the late 2000's onwards. The 13.7&amp;quot; Takedown, and original SOCOM will make the weapon resembles to the current M4A1 Carbine, which is anachronistic.&lt;br /&gt;
&lt;br /&gt;
[[File:Colt 609-XM1771E1 Late.jpg|thumb|none|451px|Colt Model 609 / XM177E1 - 5.56x45mm NATO. This is a late model with a full fence lower.]]&lt;br /&gt;
[[File:Muzzle A1.jpg|thumb|none|350px|A1 &amp;quot;Birdcage&amp;quot; flash hider]]&lt;br /&gt;
[[File:XM177E1preview BOCW.jpg|thumb|none|600px|The XM177E1 in Gunsmith.]]&lt;br /&gt;
[[File:XM177E1Idle BOCW.jpg|thumb|none|600px|The XM177E1 wielded by CIA agent Russel Adler. Note the MACV-SOG patch on the sling, yet another throwback to the iconic ''Black Ops 1'' &amp;quot;Commando&amp;quot;.]]&lt;br /&gt;
[[File:XM177E1ADS BOCW.jpg|thumb|none|600px|Aiming down the sights at some communist concrete.]]&lt;br /&gt;
[[File:BOCW new XM4 sights.jpg|thumb|none|600px|The updated sights, which now block less of the screen. This was changed in Season 4 for a few other weapons too, including the QBZ and the Ak 5.]]&lt;br /&gt;
[[File:XM177E1Inspect BOCW.jpg|thumb|none|600px|Inspecting involves checking the magazine.]]&lt;br /&gt;
[[File:XM177E1Inspect2 BOCW.jpg|thumb|none|600px|Then tapping it against the magwell, reinserting the magazine, and performing a chamber check. The phrase &amp;quot;This is my rifle&amp;quot; can be seen marked on the ejection port's cover, a reference to the USMC's Rifleman's Creed.]]&lt;br /&gt;
[[File:XM177E1reload BOCW.jpg|thumb|none|600px|Note the animated bolt release catch, as well as an animated magazine release tab actuating as the player character ejects and inserts magazines.]]&lt;br /&gt;
[[File:XM177reload2 BOCW.jpg|thumb|none|600px|The last step for default reloads is a firm jerk of the charging handle.]]&lt;br /&gt;
[[File:BOCW Inconspicuous.jpg|thumb|none|600px|The &amp;quot;Inconspicuous&amp;quot; variant as seen the Warzone preview.]]&lt;br /&gt;
[[File:Pseudo-M4A1.jpg|thumb|none|600px|The &amp;quot;Ultimate Hunter&amp;quot; variant with some attachments to become a psuedo-M4A1 Carbine as seen the Black Ops Cold War preview.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International PM/AW Hybrid==&lt;br /&gt;
The &amp;quot;LW3 - Tundra&amp;quot; is a hybrid of the [[Accuracy International Precision Marksman]] and the [[Accuracy International Arctic Warfare|Arctic Warfare]], along with some fictional elements. The game files was referred to it as the “L96-A1”, even though it’s not the weapon itself. It has a Precision Marksman-style stock, and lacks a finger cutout in the magwell like this model, but has the safety of an Arctic Warfare (incorrectly set to the rear position, which would lock the bolt and the trigger), as well as an adjustable cheek pad and a flash hider like the latter. Curiously enough, it also uses Picatinny rails like the AW, but with a PM-like scope mount and backup rear sight used on it. The rifle is mildly anachronistic, as the Precision Marksman wasn't developed until 1982 and the Arctic Warfare wasn't developed until 1988, while the campaign takes place in 1981 and multiplayer takes place between 1981-1985. The name Tundra suggests it was intended to be based off of the Arctic Warfare, but they went with PM elements to keep it to the multiplayer's time period.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it is inaccurately and anachronistically used by Soviet snipers (which would likely use a SVD or a M1891 Mosin Nagant instead).&lt;br /&gt;
&lt;br /&gt;
[[File:L96A1G.jpg|thumb|none|450px|Accuracy International PM - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International AW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:AccuracyInternationalAW-PMpreview BOCW.jpg|thumb|none|600px|The hybrid Accuracy International rifle in Gunsmith.]]&lt;br /&gt;
[[File:AW-PMidle BOCW.jpg|thumb|none|600px|The hybrid Accuracy International rifle on a Miami Beach boardwalk.]]&lt;br /&gt;
[[File:AW-PMinspect BOCW.jpg|thumb|none|600px|Initiating the inspect animation.]]&lt;br /&gt;
[[File:AW-PMreload BOCW.jpg|thumb|none|600px|Good view of the other side.]]&lt;br /&gt;
[[File:AW-PMreload2 BOCW.jpg|thumb|none|600px|Taking out the magazine.]]&lt;br /&gt;
[[File:AW-PMreload3 BOCW.jpg|thumb|none|600px|Chambering new 7.62x51mm round.]]&lt;br /&gt;
[[File:AW-PMreload4 BOCW.jpg|thumb|none|600px|Ready to go.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M82A1M==&lt;br /&gt;
The [[Barrett M82A1M]] appears in the game as the &amp;quot;M82&amp;quot;. It is anachronistic to the game, since it was developed in the 1990s; the original M82 would be more accurate for some multiplayer maps. To balance out its semiautomatic firing mode, the M82A1M is comically the ''weakest'' sniper rifle in terms of per-shot damage, not even able to break the bulletproof armor scorestreak or even Soviet armored units in the campaign in one shot. Due to the lack of a Soviet sniper rifle, the Soviet forces use the Barrett as their sniper (instead of the aforementioned SVD), which is incorrect.&lt;br /&gt;
&lt;br /&gt;
[[File:Barrett M82A1M.jpg|thumb|none|450px|Barrett M82A1M - .50 BMG]]&lt;br /&gt;
[[File:M82preview BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:M82idle BOCW.jpg|thumb|none|600px|The M82A1M in Miami.]]&lt;br /&gt;
[[File:M82inspect BOCW.jpg|thumb|none|600px|Inspecting the M82A1M.]]&lt;br /&gt;
[[File:M82inspect2 BOCW.jpg|thumb|none|600px|Brass check.]]&lt;br /&gt;
[[File:M82inspect3.jpg|thumb|none|600px|Note the &amp;quot;MOD 82A1&amp;quot; stamped on the magwell.]]&lt;br /&gt;
&lt;br /&gt;
==Mechem NTW-20==&lt;br /&gt;
The [[Mechem NTW-20]] was added in the Season 2 Reloaded update as the &amp;quot;ZRG 20mm&amp;quot;. It is heavily stylized and fitted with a PSO-1 scope with incorrect reticle by default. It is also far shorter than the real weapon, making the weapon shorter then the in-game Barrett M82A1M, despite the NTW-20 being roughly twice the length of the Barrett. It is anachronistic by more than a decade (1998) and is set up for left-handed use, with the magazine and bolt handle on the right and left side respectively, opposite what it should be.&lt;br /&gt;
&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Mechem NTW-20 - 20x82mm MG151]]&lt;br /&gt;
[[File:Svu.jpg|thumb|none|450px|SVU Dragunov - 7.62x54mmR, image used to show PSO-1 scope.]]&lt;br /&gt;
[[File:NTW20gunsmithpreview BOCW.jpg|thumb|none|600px|The &amp;quot;ZRG 20mm&amp;quot; in Gunsmith preview. Note the oversized PSO-1 and short appearance.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 700PSS==&lt;br /&gt;
The [[Remington 700PSS]] appears as the &amp;quot;Pelington 703&amp;quot;, complete with a permanently attached Harris bipod (which can be deployed by equipping the &amp;quot;Front Grip&amp;quot; or &amp;quot;Bipod&amp;quot; underbarrel attachments). Like the M40 and R700 rifles in ''[[Call of Duty 4: Modern Warfare]]'', it is reloaded with individual rounds. It is anachronistic for the game as it was designed in 1986 while the 80s segments of ''Black Ops Cold War'' take place in 1981-1985; the scope also mounts on an anachronistic rail. It is also inaccurately used by Spetsnaz and Cuban snipers and also appears in Bell's Vietnam War false flashbacks, fitted with a wooden stock and is depicted as being used by the US troops, though it is likely standing in for a standard Remington 700 in this case. Its Warzone incarnation is stated to use .308 ammunition (most likely Winchester).&lt;br /&gt;
&lt;br /&gt;
[[File:RemingtonPSS700.jpg|thumb|none|450px|Remington 700PSS with Leupold Mark 4 scope and Harris bipod - .300 Win Mag]]&lt;br /&gt;
[[File:R700PSSpreview BOCW.jpg|thumb|none|600px|The Remington 700 in Gunsmith.]]&lt;br /&gt;
[[File:R700idle BOCW.jpg|thumb|none|600px|The Remington 700PSS in service in Soviet Uzbekistan.]]&lt;br /&gt;
[[File:R700inspect BOCW.jpg|thumb|none|600px|Turning the gun over to read the engraved &amp;quot;Pelington&amp;quot; manufacturer branding, which is very clearly meant to evoke the Remington trade dress on the real Remington 700.]]&lt;br /&gt;
[[File:R700inspect2 BOCW.jpg|thumb|none|600px|Inspecting the Remington 700 involves a very elaborate animation, where the player character will eject a live round...]]&lt;br /&gt;
[[File:R700inspect3 BOCW.jpg|thumb|none|600px|Catching it in their right hand...]]&lt;br /&gt;
[[File:R700inspect4 BOCW.jpg|thumb|none|600px|Then slipping it back into the chamber and sending the bolt into battery.]]&lt;br /&gt;
[[File:R700reload BOCW.jpg|thumb|none|600px|Reloading is done with individual rounds.]]&lt;br /&gt;
[[File:CODBOCWWoodsSniper1.jpeg|thumb|none|600px|Woods holding the sniper rifle in a promotional image.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==CETME Ameli==&lt;br /&gt;
The late NB model [[CETME Ameli]] was added in Season 4. It is inaccurately fitted with an early NA variant flash hider. It appears under the Spanish Army's designation &amp;quot;MG 82&amp;quot;. It is borderline anachronistic for pre-1982 maps, as it was recently unveiled and put into Spanish service at the time.&lt;br /&gt;
&lt;br /&gt;
[[File:CetmeAmeli556.jpg|thumb|none|450px|CETME Ameli (late NB model) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Amelipreview BOCW.jpg|thumb|none|600px|The CETME Ameli in the battlepass preview screen. Note the MG42 like conical muzzle from the early NA variant. Fitting this one to an NB model is dubious as the NA muzzle is part of the barrel shroud while the NB straight flash hider is part of the barrel.]]&lt;br /&gt;
[[File:AmeliIdle BOCW.jpg|thumb|none|600px|The CETME Ameli in the hands of NATO operator Baker, onboard a luxury yacht.]]&lt;br /&gt;
[[File:AmeliADS BOCW.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AmeliInspect1 BOCW.jpg|thumb|none|600px|Inspecting the Spanish LMG.]]&lt;br /&gt;
[[File:AmeliInspect2 BOCW.jpg|thumb|none|600px|The other side.]]&lt;br /&gt;
[[File:AmeliReload1 BOCW.jpg|thumb|none|600px|Reloading by racking the charging handle.]]&lt;br /&gt;
[[File:AmeliReload2 BOCW.jpg|thumb|none|600px|Opening the top cover.]]&lt;br /&gt;
[[File:AmeliReload3 BOCW.jpg|thumb|none|600px|Replacing the ammo box.]]&lt;br /&gt;
[[File:AmeliReload4 BOCW.jpg|thumb|none|600px|And inserting a fresh belt into the feed tray.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
A handheld [[M134 Minigun]] is featured in the game. It is shown with a 4-flange barrel clamp (like an original General Electric M134) combined with a Dillon Aero flash hider. It is obtainable in the campaign mission &amp;quot;The Final Countdown&amp;quot;, under the name &amp;quot;M134 Minigun&amp;quot;. It was later added to multiplayer and Zombies in Season 2 as the &amp;quot;Death Machine&amp;quot;, with a slightly altered model.&lt;br /&gt;
&lt;br /&gt;
It also appears mounted on helicopters, including the &amp;quot;Chopper Gunner&amp;quot; scorestreak in multiplayer, and as part of the &amp;quot;Sentry Turret&amp;quot; scorestreak. A helicopter-mounted version can be used by Bell during a setpiece in &amp;quot;Fracture Jaw&amp;quot;, though when the helicopter was shot down during the aforementioned mission, it somehow still manages to operate without the assistance of a power supply.&lt;br /&gt;
&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|450px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M134deathmachine BOCW.jpg|thumb|none|600px|The &amp;quot;Death Machine&amp;quot; in the scorestreak selection menu. This configuration resembles the airsoft Classic Army M134-A2 CO2/HPA.]]&lt;br /&gt;
[[File:BOCW-Minigun-1.jpg|thumb|none|600px|The M134 at the far right, in both door and subsystem mounts. Note that ''Black Ops Cold War'' continues the ''Modern Warfare'' trend of fictionalizing its vehicles, evident by the addition of backwards Pave Low style air intakes and overall stylized appearance of the faux Huey.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Death Machine&amp;quot; (Dead Ops Arcade 3)===&lt;br /&gt;
The &amp;quot;Death Machine&amp;quot; model from ''[[Call of Duty: Black Ops III]]'', a futuristic man-portable rotary gun based on the [[General Dynamics GAU-19/A]], appears exclusively as a power-up in the Zombies map Dead Ops Arcade 3: Rise of the Mamaback.&lt;br /&gt;
&lt;br /&gt;
[[File:GAU19.jpg|thumb|none|450px|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The [[M60 machine gun|M60]] is one of the machine guns in ''BOCW''; it is the original model, as opposed to the M60E3 featured in past games.&lt;br /&gt;
&lt;br /&gt;
A mounted version can also be found in &amp;quot;End of the Line&amp;quot;, which somehow ended up to the Cuban forces. It is also seen in the &amp;quot;Harvest Time&amp;quot; calling card.&lt;br /&gt;
&lt;br /&gt;
[[File:M60GPMG.jpg|thumb|none|450px|M60 gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M60preview BOCW.jpg|thumb|none|600px|The M60 in Gunsmith. The belt box only holds 75 rounds by default instead of 100, though it has a correct capacity in Warzone.]]&lt;br /&gt;
[[File:M60idle BOCW.jpg|thumb|none|600px|The M60 in the lobby of a fancy Miami Beach hotel.]]&lt;br /&gt;
[[File:M60ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:M60inspect BOCW.jpg|thumb|none|600px|Woods holds the M60 up in the inspect animation.]]&lt;br /&gt;
[[File:M60inspect2 BOCW.jpg|thumb|none|600px|Getting a good look at the ammo box, note the rounds in the belt appear to have struck primers.]]&lt;br /&gt;
[[File:M60inspect3 BOCW.jpg|thumb|none|600px|Checking out the charging handle and link ejection port.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-1-Pull.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-2-Push.jpg|thumb|none|600px|Pushing it back into position.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-3-ThrowCasings.jpg|thumb|none|600px|After the cover is opened, the remaining M13 belt link is swiped away. This is the only difference between an empty and partially-empty reload.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-4-BoxRemove.jpg|thumb|none|600px|Removing the ammo box.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-5-BoxNew.jpg|thumb|none|600px|Inserting a full ammo box into its hang slit.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-6-AlignBullets.jpg|thumb|none|600px|Aligning the belt.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-7-LidClose.jpg|thumb|none|600px|Closing the M60's cover lid. In reality, the original M60 (and not later versions depicted in previous games) requires the charging handle to be locked back in order to properly close the top-cover, as reloading with the handle forward would not allow the top-cover to be fully closed. Using fast mags produces a different reloading animation where the cover isn't flipped up, and the belt is instead pushed into the gun, which is then charged twice to put the round in place.]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
The [[RPD]] appears under its real name, with an incorrect disintegrating ammunition belt. The &amp;quot;Fast Mag&amp;quot; reload animation shows the RPD reload in a unique manner by having the new belt pulled through the closed top cover, whereas the default reload involves using the feed tray cover.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it is used by Soviet forces in 1981, at a time when it had already been phased out in favor of the [[PKM]] and the [[RPK-74]].&lt;br /&gt;
&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:RPDpreview BOCW.jpg|thumb|none|600px|The RPD in Gunsmith. It only holds 50 rounds (formerly 75) by default instead of 100 in its belt container.]]&lt;br /&gt;
[[File:RPDidle BOCW.jpg|thumb|none|600px|The RPD in use on a Nicaraguan cartel plantation.]]&lt;br /&gt;
[[File:RPDADS BOCW.jpg|thumb|none|600px|Looking through the iron sights.]]&lt;br /&gt;
[[File:RPDinspect BOCW.jpg|thumb|none|600px|Inspecting the RPD.]]&lt;br /&gt;
[[File:RPDinspect2 BOCW.jpg|thumb|none|600px|Turning the RPD over.]]&lt;br /&gt;
[[File:RPDreload BOCW.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:RPDreload2 BOCW.jpg|thumb|none|600px|Lifting the dust cover.]]&lt;br /&gt;
[[File:RPDreload3 BOCW.jpg|thumb|none|600px|Feeding the new ammo belt in.]]&lt;br /&gt;
[[File:BOCW-RPD-1.jpg|thumb|none|600px|Adler and Belikov brandish RPDs as they prepare to shoot their way out of KGB headquarters.]]&lt;br /&gt;
&lt;br /&gt;
==Stoner 63A==&lt;br /&gt;
The [[Stoner 63A]] is available in-game. Its in-game configuration primarily matches the Commando configuration, feeding from the right and featuring a bottom cocking handle. By default, it has a long barrel generally associated with the LMG configuration, though it can be modified with a Commando barrel via the “16&amp;quot; SOR Cut Down” attachment; this is a rather strange name, given that the Commando-length barrel was a factory option. A few Soviet heavies in the campaign are seen using these instead of the more faction-appropriate RPD.&lt;br /&gt;
&lt;br /&gt;
The gun can use a 100-round drum modeled after the real gun's left-feeding 100-round drum, mirrored to feed from the right instead of the left (and also featuring some cosmetic differences). The gun also has a fictional 125-round box option.&lt;br /&gt;
[[File:Stoner 63A Commando Right Feed.jpg|thumb|none|450px|Stoner 63A, Commando configuration (Mark 23 Mod 0) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Stoner 63 LMG.jpg|thumb|none|450px|Stoner 63, light machine gun configuration (XM207) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Stoner63preview BOCW.jpg|thumb|none|600px|The Stoner 63 in Gunsmith. Like the M60, it only holds 75 rounds by default instead of 100 in its belt box.]]&lt;br /&gt;
[[File:Stoner63idle BOCW.jpg|thumb|none|600px|The Stoner 63 in Nuketown.]]&lt;br /&gt;
[[File:Stoner63ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Stoner63inspect BOCW.jpg|thumb|none|600px|Initiating inspect animation.]]&lt;br /&gt;
[[File:Stoner63inspect2 BOCW.jpg|thumb|none|600px|Checking the right hand side.]]&lt;br /&gt;
[[File:Stoner63reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Stoner63reload2 BOCW.jpg|thumb|none|600px|Taking out the ammo box.]]&lt;br /&gt;
[[File:Stoner63reload3 BOCW.jpg|thumb|none|600px|Inserting a fresh ammo box.]]&lt;br /&gt;
[[File:Stoner63reload4 BOCW.jpg|thumb|none|600px|Taking the new belt of 5.56x45mm. Like the RPD and the M60, the Fast Mags reload animation shows the belt being pulled through the gun rather than put into the gun after flipping up the feed tray cover.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==FIM-43 Redeye==&lt;br /&gt;
The [[FIM-43 Redeye]] appears under the name &amp;quot;Cigma 2&amp;quot;. Despite being a dedicated MANPADS in reality, the weapon can still be fired even without a lock-on and against ground targets. It somehow appears in a secret Soviet training facility in &amp;quot;Redlight, Greenlight&amp;quot;, though it may be possible that Soviet forces somewhat stole a few Redeyes from the Afghan mujahideen during the Soviet–Afghan War or otherwise, it would likely be fired ones for research use. Cuban forces in &amp;quot;End of the Line&amp;quot; also somehow ended up with Redeye launchers, where the RPG-7 already featured in the game would be a better choice.&lt;br /&gt;
&lt;br /&gt;
[[File:FIM-43 Redeye display.jpg|thumb|none|450px|Dummy FIM-43 Redeye Block I/II with sling - 70mm]]&lt;br /&gt;
[[File:FIM43preview BOCW.jpg|thumb|none|600px|The Redeye in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
The &amp;quot;RAI K-84&amp;quot; wonder weapon in Zombies is fitted with an underbarrel &amp;quot;Vortex&amp;quot; grenade launcher, called the &amp;quot;GP-6K2&amp;quot; and taking the form of a [[GP-25]].&lt;br /&gt;
&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:BOCWGP6K2.jpg|thumb|none|600px|The Requiem Operator readies his Vortex launcher. Rather than relying on its own source of ammunition, the launcher instead takes ten shots from the magazine every time it is fired.]]&lt;br /&gt;
[[File:BOCWRAIKReload.jpg|thumb|none|600px|Wires between the launcher and the main body of the gun can be better seen while reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Hawk MM1 grenade launcher==&lt;br /&gt;
The [[Hawk MM1 grenade launcher]] appears as the &amp;quot;War Machine&amp;quot; scorestreak. Bell wields one that somehow manages to hold 36 rounds in one of the final missions of the campaign. It appropriately holds 12 in multiplayer and Zombies mode.&lt;br /&gt;
[[File:MM1.jpg|thumb|none|400px|Hawk MM1 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:HawkMM1scorestreakmenu BOCW.jpg|thumb|none|600px|The Hawk MM1 in the scorestreak selection menu.]]&lt;br /&gt;
[[File:BOCW MM-1 Beta.jpg|thumb|none|600px|The MM1 as seen in the beta. Lacking sights of any sort, the MM1's &amp;quot;aiming&amp;quot; animation consists of simply zooming in the user's view slightly.]]&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
The [[M79 grenade launcher]] is one of the launchers in the game. It appears in the missions &amp;quot;End of the Line&amp;quot; and the false Vietnam flashback mission &amp;quot;Desperate Measures,&amp;quot; as well as &amp;quot;Redlight, Greenlight&amp;quot; as part of an easter egg.&lt;br /&gt;
&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|400px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:M79preview BOCW.jpg|thumb|none|600px|The M79.]]&lt;br /&gt;
[[File:M79idle BOCW.jpg|thumb|none|600px|The M79 in Nuketown.]]&lt;br /&gt;
[[File:M79ADS BOCW.jpg|thumb|none|600px|Looking down the ladder sight.]]&lt;br /&gt;
[[File:M79inspect BOCW.jpg|thumb|none|600px|The inspect animation for the M79 is very simple, with the player character turning it over from left to right.]]&lt;br /&gt;
[[File:M79inspect2 BOCW.jpg|thumb|none|600px|The other side.]]&lt;br /&gt;
[[File:M79reload BOCW.jpg|thumb|none|600px|Ejecting the spent 40mm casing.]]&lt;br /&gt;
[[File:M79reload2 BOCW.jpg|thumb|none|600px|Reloading with another round.]]&lt;br /&gt;
[[File:M79reload3 BOCW.jpg|thumb|none|600px|Flipping the breech shut.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is one of the launchers in ''BOCW''.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RPG7preview BOCW.jpg|thumb|none|600px|The RPG-7 in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==F-1 Hand Grenade==&lt;br /&gt;
Several multiplayer character skins have unusable [[F-1 Hand Grenade]]s attached to the belt.&lt;br /&gt;
[[Image:deactivated f1.jpg|thumb|none|350px|F-1 High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[File:BOCW-ArtistF1Grenade.jpg|thumb|none|600px|The &amp;quot;[[Léon: The Professional|Artist]]&amp;quot; skin for the operator Portnova from season 2 in-game.]]&lt;br /&gt;
[[File:BOCW-F1Grenade1.jpg|thumb|none|600px|The &amp;quot;Violent Nature&amp;quot; skin in-game.]]&lt;br /&gt;
[[File:BOCW-F1Grenade2.jpg|thumb|none|600px|The &amp;quot;Meltdown&amp;quot; skin in-game.]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is carried by US soldiers in Vietnam in the campaign. M18s with inverted color scheme are also carried by Naga. On the 2021 released map &amp;quot;Apocalypse&amp;quot;, several M18s with purple smoke lying around the ruins.&lt;br /&gt;
[[File:M18yellow actual.jpg|thumb|none|150px|M18 smoke grenade, yellow]]&lt;br /&gt;
[[File:BOCW-M18-Smoke-1.jpg|thumb|none|600px|An M18 with an incorrect &amp;quot;WHITE&amp;quot; marking on a soldier.]]&lt;br /&gt;
[[File:BOCW-M18-Smoke-2.jpg|thumb|none|600px|An unusable unprimed M18 releasing endless, incorrectly-colored smoke.]]&lt;br /&gt;
[[File:AmericanSniperANM8.jpg|thumb|none|250px|Screen-used stunt AN/M8 smoke grenade (Marc Lee's; with a foam magazine) from ''[[American Sniper]]''. Image used to illustrate Naga's inverted color M18 grenades.]]&lt;br /&gt;
&lt;br /&gt;
==M26 hand grenade==&lt;br /&gt;
What appears to be an [[M26 hand grenade]] is carried by Woods in promotional media. The &amp;quot;Wrecking Ball&amp;quot; skin has an unusable M26 hanging from his belt.&lt;br /&gt;
[[File:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW-M26Grenade1.jpg|thumb|none|600px|The &amp;quot;Wrecking Ball&amp;quot; skin in-game.]]&lt;br /&gt;
&lt;br /&gt;
==M34 White Phosphorous grenade==&lt;br /&gt;
The [[M34 White Phosphorous grenade]] appears as the &amp;quot;Smoke Grenade&amp;quot;.&lt;br /&gt;
[[File:M34 2-1-.jpg|thumb|none|150px|M34 White Phosphorous grenade.]]&lt;br /&gt;
[[File:BOCW M34 WP.jpg|thumb|none|600px|The &amp;quot;Smoke Grenade&amp;quot; in the loadout.]]&lt;br /&gt;
&lt;br /&gt;
==M67 hand grenade==&lt;br /&gt;
The [[M67 hand grenade]] appears as the &amp;quot;Frag&amp;quot;. It is also depicted on the &amp;quot;Quartermaster&amp;quot; perk.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 fragmentation grenade.]]&lt;br /&gt;
[[File:BOCW M67.jpg|thumb|none|600px|A M67 frag grenade in the &amp;quot;Lethal&amp;quot; equipment section.]]&lt;br /&gt;
&lt;br /&gt;
==M83 smoke grenade==&lt;br /&gt;
An anachronistic M83 instead of the period-appropriate AN/M8 HC smoke grenades are carried by Sims and US troops in &amp;quot;Fracture Jaw&amp;quot;.&lt;br /&gt;
[[File:M87.JPG|thumb|none|200px|M83 TA smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
An [[M84 stun grenade]] is carried by Woods in the campaign and is seen in cinematics. The same fictionalized M84 from ''Modern Warfare'' is also carried by multiplayer operator Zeyna. It is anachronistic as it was used from 1995 in reality.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:BOCW M1911 trailer silencer.jpg|thumb|none|600px|M84 stun grenades seen in the arsenal of a Perseus team in the multiplayer reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 hand grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is seen in the key art for the game's beta.&lt;br /&gt;
[[file:MK2 grenade DoD.jpg|thumb|150px|none|Mk 2 hand grenade]]&lt;br /&gt;
[[File:COD CWBO Beta Key Art.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MK3A2 offensive hand grenade==&lt;br /&gt;
The [[MK3 offensive hand grenade|MK3A2]] concussion grenade appears as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
[[File:MK3A2.jpg|thumb|none|150px|MK3A2 offensive hand grenade]]&lt;br /&gt;
[[File:BOCW Mk3A2.jpg|thumb|none|600px|The MK3A2 as seen in the loadout section.]]&lt;br /&gt;
&lt;br /&gt;
==Rheinmetall MK13 Mod 0 BTV-EL flash grenade==&lt;br /&gt;
MK 13 flashbang grenades are carried by US troops in cutscenes and are seen on the default skins for multiplayer operators Adler and Song and Naga's &amp;quot;Warlord&amp;quot; skin. Most likely anachronistic.&lt;br /&gt;
[[File:MK13 Mod 0 BTV-EL.jpg|thumb|none|200px|Rheinmetall MK13 Mod 0 BTV-EL flash grenade]]&lt;br /&gt;
[[File:BOCW Adler M18.jpg|thumb|none|600px|Adler with an MK 13 flashbang on his belt.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgrante==&lt;br /&gt;
Seven unusable [[Model 24 Stielhandgranate]]s can be seen on the &amp;quot;Die Maschine&amp;quot; Zombies map, right behind the Kingtiger tank.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|350px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW-Stielhandgrante1.jpg|thumb|none|600px|Looking at &amp;quot;potato mashers&amp;quot;.]]&lt;br /&gt;
[[File:BOCW-Stielhandgrante2.jpg|thumb|none|600px|Closer view of three stick grenades, it appears that the model is reused from ''Black Ops III'' and ''Black Ops 4''.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5==&lt;br /&gt;
Unusable [[RGD-5]] grenades are visible on the harness of multiplayer operators Portnova and Garcia and on Naga's &amp;quot;Warlord&amp;quot; skin.&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|160px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW Garcia grenades.jpg|thumb|none|600px|Garcia's character model on the beta's main multiplayer screen.]]&lt;br /&gt;
&lt;br /&gt;
==RG-42==&lt;br /&gt;
Also seen hanging on Garcia's belt is an [[RG-42 hand grenade]].&lt;br /&gt;
[[File:RG-42 HG.jpg|thumb|none|160px|RG-42 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW Garcia grenades.jpg|thumb|none|600px|The RG-42 is just barely visible on Garcia's belt, by his left hip.]]&lt;br /&gt;
&lt;br /&gt;
==Simulator Hand Grenade M116A1==&lt;br /&gt;
The [[M116A1 training grenade|Simulator Hand Grenade M116A1]] appears as the &amp;quot;Flashbang&amp;quot;. In reality, this is a training grenade and not an actual combat device.&lt;br /&gt;
[[File:M116a1pullcord.jpg|thumb|none|300px|Simulator Hand Grenade M116A1 with pullcord fuse]]&lt;br /&gt;
[[File:M116A1Flashbang BOCW.jpg|thumb|none|600px|The M116A1 in the operator loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==TM-46 anti-tank mine==&lt;br /&gt;
A cosmetically modified [[TM-46 anti-tank mine]] appears as the &amp;quot;Proximity Mine&amp;quot; field upgrade.&lt;br /&gt;
[[File:Tm-46.jpg|thumb|none|450px|TM-46 anti-tank mine]]&lt;br /&gt;
[[File:BOCW Prox Mine.jpg|thumb|none|600px|The Proximity Mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Type 67 Stick Grenade==&lt;br /&gt;
Several unusable Chinese [[Type 67 stick grenade|Type 67 Grenades]] are seen on the Vietcong guerillas found in the campaign. In the multiplayer, an operator skin for Baker can be purchased with Season 2, which also has two Type 67 Stick Grenades attached to the belt.&lt;br /&gt;
[[File:Type67Grenade.jpg|thumb|none|350px|Type 67 High-Explosive Fragmentation stick grenade]]&lt;br /&gt;
[[File:BOCW-Type67grenade.jpg|thumb|none|600px|Bell looks at a dead Vietcong fighter.]]&lt;br /&gt;
[[File:BOCW-Type67grenade2.jpg|thumb|none|600px|The &amp;quot;Last One Standing&amp;quot; skin in-game.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==8.8 cm Flak 37==&lt;br /&gt;
Bell destroys several Flak 37s in &amp;quot;The Final Countdown&amp;quot;. It is inaccurately depicted as being mounted on Czechoslovakian type carriage and mount.&lt;br /&gt;
[[Image:FlaK37.jpg|thumb|none|400px|8.8 cm FlaK 37 (note the pointer dials, the rectangular boxes on the side of the gun cradle with two circles) - 88x571mm R]]&lt;br /&gt;
[[File:BOCW-Flak1.jpg|thumb|none|600px|In a truly Bond villain fashion, &amp;quot;Perseus&amp;quot; have mated the poor Flak 37 to a [http://www.frajasw.cz/gallery/lizard/pldvk_vz_53/pldvk_vz_53.html Czechoslovakian towed 30-mm anti-aircraft installation ZK.453].]]&lt;br /&gt;
[[File:BOCW-Flak2.jpg|thumb|none|600px|As evident from this image, the combination of a much larger Flak 37 with the ZK.453 carriage is dubious to work in reality as the latter is obviously designed for a smaller weapon. As for why would a rogue Soviet element use a WWII German flak, that's probably due to asset recycling from a previous game.]]&lt;br /&gt;
&lt;br /&gt;
==30mm ZK.453==&lt;br /&gt;
In &amp;quot;Red Light, Green Light&amp;quot;, some 30mm ZK.453 anti-aircraft guns can be seen.&lt;br /&gt;
[[File:BOCW-AAZK1.jpg|thumb|none|600px|The ZK.453 which unlike the aforementioned mutant flak, actually fits the carriage it was meant for.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
Five bent [[Browning M2 Aircraft]] Machine Guns in fixed and flexible mount are seen on a crashed Boeing B17 &amp;quot;Flying Fortress&amp;quot; on the Zombies map &amp;quot;Die Maschine&amp;quot;. This bomber is first seen during the &amp;quot;Nacht der Untoten&amp;quot; cutscene from ''[[Call of Duty: World at War|World at War]]''.&lt;br /&gt;
[[File:M2aircraft.jpg|thumb|none|450px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, flexible - .50 BMG]]&lt;br /&gt;
[[File:BOCW-BM2Air.jpg|thumb|none|600px|Looking at the top turret with two mounted Brownings.]]&lt;br /&gt;
[[File:BOCW-BM2Air1.jpg|thumb|none|600px|The barrel of a waist gunner position.]]&lt;br /&gt;
[[File:BOCW-BM2Air2.jpg|thumb|none|600px|A rear view of the same MG inside the bomber shows the spade grips of the flexible Browning variant. The last two MGs of the tail gunner position can be seen outside the map.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
[[Browning M2HB]]s are mounted on M1 Abrams tanks.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:M242 25mm gun.jpg|thumb|none|450px|M242 Bushmaster chaingun - 25mm]]&lt;br /&gt;
[[File:BOCW-M2HB1.jpg|thumb|none|600px|It appears that the M2HB has also been fictionalized somewhat, because &amp;quot;legal reasons&amp;quot;. Among these fictionalizations are reinforcing ribs added at the front of the receiver, an extension to the receiver that separates the receiver and the barrel shroud and also mounts the front sight, the barrel shroud only having 3 vent holes instead of 4 (none of which are actually modeled, but textured onto the gun) and also being bottlenecked similar to an [[M242 Bushmaster chaingun]], and lightening cuts added to the top cover. The Abrams tank it is mounted to is the M1A1 variant, easily identified by the different profile of the bore evacuator on the M256 120mm cannon and the lack of the M1A2's thermal viewer for the commander; the M1A1 Abrams is anachronistic to this level, set in 1983, as the M1A1 was only accepted into service some time between 1985 and 1986.]]&lt;br /&gt;
[[File:BOCW-M2HB2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==DShKM Heavy Machine Gun==&lt;br /&gt;
A [[DShK Heavy Machine Gun|DShKM Heavy Machine Gun]] appears to be mounted gunboats, tanks and bunkers in multiplayer and also on the ''Slava''-class, and inappropriately, the ''Ticonderoga''-class cruisers on the map Armada. It can be used in the campaign mission &amp;quot;Redlight, Greenlight&amp;quot;, mounted on a (anachronistic) BTR-80 APC.&lt;br /&gt;
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
==General Electric M61 Vulcan==&lt;br /&gt;
F-14A Tomcats, armed with [[M61 Vulcan]] cannons, are seen taking off from a ''Nimitz''-class carrier in the reveal trailer. The carrier also sports Vulcan cannons in CIWS installations.&lt;br /&gt;
[[File:M61vulcan.jpg|thumb|none|450px|GE M61 Vulcan Cannon - 20x102mm]]&lt;br /&gt;
[[File:Phalanx.jpg|thumb|none|400px|Phalanx Block 1 CIWS - 20x102mm]]&lt;br /&gt;
[[File:BOCW Nimitz Carrier.jpg|thumb|none|600px|A Tomcat launching into the danger zone from the supercarrier, with CIWS visible on both sides of the bow.]]&lt;br /&gt;
&lt;br /&gt;
==M40 Recoilless Rifle==&lt;br /&gt;
The [[M40 Recoilless Rifle]] is seen on jeeps inside Camp Haskins.&lt;br /&gt;
[[File:M40 Type 73 jeep mount.jpg|thumb|none|400px|M40 Recoilless Rifle (Licensed in Japan as the Type 60) mounted on Type 73 Kyu jeep - 106mm Rocket]]&lt;br /&gt;
[[File:BOCW-M40Recoilless.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The Panzerkampfwagen VI Ausf. B Tiger II &amp;quot;Königstiger&amp;quot; heavy tank on the &amp;quot;Die Maschine&amp;quot; Zombies map has a hull-mounted [[MG34]].&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BOCW-MG34Panzerlauf.jpg|thumb|none|600px|The hull-mounted MG34. It appears that the weapon plus the entire tank model are reused from ''Black Ops III''.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
An [[MG42]] with a drum magazine appears only as an emplaced weapon in the Vietnam War flashback mission &amp;quot;Fracture Jaw&amp;quot;. It is confirmed that the MG34 was used in Vietnam as military aid from the Soviet Union which had captured stockpiles from WWII thus the appearance of the MG42 in this context is also plausible.&lt;br /&gt;
[[File:mg42drummag.jpg|thumb|none|450px|MG42 with drum magazine - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BOCW-MG42-1.jpg|thumb|none|600px|An MG42 in Vietnam. It appears that the model is lifted from ''Black Ops III''.]]&lt;br /&gt;
[[File:BOCW-MG42-2.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
&lt;br /&gt;
==Yakushev-Borzov Yak-B==&lt;br /&gt;
A [[Yakushev-Borzov Yak-B]] is mounted on in-game Hind-D attack helicopters.&lt;br /&gt;
[[File:Mil Mi-24D Yak-B closeup.jpg|thumb|none|400px|Closeup of Yakushev-Borzov Yak-B mounted on Mi-24 Hind-D - 12.7x108mm]]&lt;br /&gt;
[[File:YakB Hind BOCW.jpg|thumb|none|600px|The chin-mounted Yak-B as seen in the vehicle customization menu in Cold War.]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-23==&lt;br /&gt;
The &amp;quot;VTOL Escort&amp;quot; (Modeled after the Yak-38) has two [[Gryazev-Shipunov GSh-23]] autocannons mounted in underwing UPK-23 gunpods. While the pod itself is correctly modeled, it is incorrectly depicted as a flexible aiming system (independent from the Yak's nose direction) due to gameplay reasons and controls. It is also seen mounted with an NPPU-23 helicopter turret inaccurately onto a Mi-8 helicopter piloted by Kravchenko in &amp;quot;Mauer Der Toten&amp;quot;.&lt;br /&gt;
[[File:GSh-23-2.jpg|thumb|none|400px|Grayzev-Shipunov GSh-23 with ammo belt - 23x115mm]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-2==&lt;br /&gt;
[[Gryazev-Shipunov GSh-30-2]] cannons are used by the Sukhoi Su-25 &amp;quot;Frogfoot&amp;quot; jets against ground targets when conducting the &amp;quot;Strafe Run&amp;quot; scorestreak.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==150 lb Crossbow==&lt;br /&gt;
A 150 lb crossbow similar to those by Velocity Archery and Wizard Archery appears as the &amp;quot;R1 Shadowhunter&amp;quot;. Those designs are most likely anachronistic.&lt;br /&gt;
[[File:R1crossbowpreview BOCW.jpg|thumb|none|600px|The &amp;quot;R1 Shadowhunter&amp;quot; in the gunsmith preview menu.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower (modified)==&lt;br /&gt;
A modified [[M2 Flamethrower]] was added as a scorestreak with Season 5. It consists of the gun group with added custom smaller fuel tanks, modified muzzle and a stock. Its icon shows it consisting of a normal M2 wand paired with M9 fuel tanks.&lt;br /&gt;
[[File:M9 with M2 wand.jpg|thumb|none|450px|M9 Flamethrower with M2 wand]]&lt;br /&gt;
&lt;br /&gt;
==Recurve Bow==&lt;br /&gt;
A recurve bow which appears to be based on [[Rambo]]'s bows appears in the campaign and as a scorestreak in multiplayer. It is inaccurately depicted as being usable underwater which doesn't hinder in any way the arrow's movement nor the flame of the fire arrows.&lt;br /&gt;
&lt;br /&gt;
==Beretta 92F==&lt;br /&gt;
A [[Beretta 92F]] is seen on a movie poster in the map &amp;quot;Amerika&amp;quot;.&lt;br /&gt;
[[File:Beretta92F EarlyModel.jpg|thumb|none|300px|Beretta 92F - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Beretta92Fmovieposter BOCW.jpg|thumb|none|600px|The movie &amp;quot;Hot 'Nuff&amp;quot; with the Beretta 92F.]]&lt;br /&gt;
&lt;br /&gt;
==China Lake Grenade Launcher==&lt;br /&gt;
The [[M79 grenade launcher|M79]]'s master calling card shows a [[China Lake Launcher]] instead of a proper M79.&lt;br /&gt;
[[File:China Lake.jpg|thumb|none|450px|China Lake Launcher - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
Two [[Colt SAA]] revolvers are seen in the &amp;quot;Dead Still&amp;quot; calling card.&lt;br /&gt;
[[File:ColtSAALongBarrel.jpg|thumb|none|300px|Colt Single Action Army with 7.5&amp;quot; barrel known as the &amp;quot;Cavalry&amp;quot; model - .45 Long Colt]]&lt;br /&gt;
[[File:BOCW-SAACard.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
[[Enfield L85A2]] rifles are seen in the &amp;quot;Hardcore Kill Collector&amp;quot; calling card.&lt;br /&gt;
[[File:L85A2Iron.jpg|thumb|none|450px|L85A2 with iron sights - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BOCW CC L85.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Sci-Fi Rifle==&lt;br /&gt;
A fictional sci-fi rifle inspired by the [[M41A Pulse Rifle]] from the ''Alien'' franchise is featured in posters for the fictional movie &amp;quot;Two Days On The Moon&amp;quot; in the map Express.&lt;br /&gt;
[[File:M41a02.jpg|thumb|none|450px|Opposite side view of an M41A Pulse Rifle from ''Aliens''.]]&lt;br /&gt;
[[File:BOCW alien rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Sniper Rifle==&lt;br /&gt;
A fictional sniper rifle seemingly based on the &amp;quot;Sniper Rifle&amp;quot; from ''[[Fallout 3]]'' appears in the &amp;quot;Saving PhD Ryan&amp;quot; campaign calling card.&lt;br /&gt;
[[File:FNV_Sniper_Rifle.jpg|thumb|none|450px|The &amp;quot;Sniper Rifle&amp;quot; from ''Fallout 3''.]]&lt;br /&gt;
[[File:BOCW CC F3SR.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Handflammpatrone DM34==&lt;br /&gt;
Handflammpatrone DM34 single-shot incendiary pistols are used in two executions - Woods' &amp;quot;Spare A Light&amp;quot; and Kitsune's &amp;quot;Tortured&amp;quot;.&lt;br /&gt;
[[File:Handflammpatrone.jpg|thumb|none|350px|Handflammpatrone DM34]]&lt;br /&gt;
&lt;br /&gt;
==IWI Galil ACE 21==&lt;br /&gt;
A soldier wields two [[Galil ACE 21]]s in the &amp;quot;Armed To The Teeth&amp;quot; calling card.&lt;br /&gt;
[[File:Galil ACE 21.jpg|thumb|none|450px|IWI Galil ACE 21 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
What appears to be [[M1 Garand]]s are seen on the &amp;quot;Down Range&amp;quot; bundle picture.&lt;br /&gt;
[[File:M1 Garand.jpg|thumb|none|450px|M1 Garand - .30-06.]]&lt;br /&gt;
[[File:BOCW-DownRange.jpg|thumb|none|600px|The last WWII-style American soldier on the right carries the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==M114 155 mm howitzer==&lt;br /&gt;
M114 155 mm howitzers are seen in firebase Ripcord in the mission &amp;quot;Fracture Jaw&amp;quot;. The &amp;quot;Artillery&amp;quot; scorestreak also consists of a barrage from M114 155 mm howitzers.&lt;br /&gt;
[[File:M114 155m howitzer.jpg|thumb|none|450px|M114 Howitzer - 155mm]]&lt;br /&gt;
[[File:M114Scorestreak BOCW.jpg|thumb|none|600px|The selection menu artwork for the &amp;quot;Artillery&amp;quot; scorestreak shows an M114 battery. This reflects their usage in the context of the Vietnam War through the game's Southeast Asian multiplayer maps are set in the 80s.]]&lt;br /&gt;
[[File:BOCW-M114Howitzer.jpg|thumb|none|600px|The barrels of the howitzers can be seen in the distance.]]&lt;br /&gt;
&lt;br /&gt;
==M20 &amp;quot;Super Bazooka&amp;quot;==&lt;br /&gt;
An [[M20 &amp;quot;Super Bazooka&amp;quot;]] is seen in Vietnam War archival footage in the intro of &amp;quot;Fracture Jaw&amp;quot;.&lt;br /&gt;
[[File:M20 Super Bazooka.jpg|thumb|none|450px|M20 &amp;quot;Super Bazooka&amp;quot; - 3.5&amp;quot; rocket]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Marshal 16&amp;quot;==&lt;br /&gt;
The fictional [[Talk:Call of Duty: Black Ops III#&amp;quot;Marshal 16&amp;quot;|&amp;quot;Marshal 16&amp;quot;]] from ''Black Ops III'' appears as the &amp;quot;Classic Marshal&amp;quot; charm.&lt;br /&gt;
[[File:Marshal16 BO3.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Matchlock Musket==&lt;br /&gt;
A Spanish conquistador firing a [[Matchlock Musket]] is seen in the &amp;quot;Iron Sight Assassin&amp;quot; calling card that could be earned during season 2 at level 180.&lt;br /&gt;
[[file:MatchlockMusket.jpg|thumb|none|450px|European Matchlock musket.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M91/30==&lt;br /&gt;
A scoped [[Mosin-Nagant M91/30]] is seen in the &amp;quot;Power Killer&amp;quot; calling card. A Mosin is also depicted on a huge banner showing the Tiergarten Soviet War Memorial statue in he map Moscow.&lt;br /&gt;
[[file:M9130-Sniper-PE.jpg|thumb|none|450px|Mosin Nagant M1891/30 Sniper Rifle with PE scope - 7.62x54mm R]]&lt;br /&gt;
[[File:BOCW-MosinCard.jpg|thumb|none|600px|The rifle is equipped with a PEM sniper scope instead of the better-known PU scope.]]&lt;br /&gt;
&lt;br /&gt;
==Tippman 98 Custom==&lt;br /&gt;
In Season 4 Reloaded, the map &amp;quot;Rush&amp;quot; from ''Black Ops II'' was added. As with the original map, [[Air Guns#Tippmann 98 Custom|Tippmann 98 Customs]] appear in a store display of paintball guns, despite being anachronistic for the new setting of the 1980s (as opposed to ''BO2'''s 2025 setting).&lt;br /&gt;
[[Image:Tippmann 98 Custom.jpg|thumb|none|400px|Tippmann 98 Custom Paintball Marker - .62 caliber]]&lt;br /&gt;
&lt;br /&gt;
==Tippmann X7 G36==&lt;br /&gt;
In Season 4 Reloaded, the map &amp;quot;Rush&amp;quot; from ''Black Ops II'' was added. As with the original map, Tippmann X7 G36s appear in a store display of paintball guns, despite being anachronistic for the new setting of the 1980s (as opposed to ''BO2'''s 2025 setting).&lt;br /&gt;
[[File:Tippmann X7 G36.jpg|thumb|450px|none|A Tippmann X7 G36 paintball gun.]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified Repeating Rifle==&lt;br /&gt;
A scoped repeating rifle (possibly a [[Marlin Firearms|Marlin]]) is seen briefly in archival footage during the intro of &amp;quot;Brick in the Wall&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Valmet M76F==&lt;br /&gt;
A [[Valmet M76F]] is seen in the City Ripper bundle picture.&lt;br /&gt;
[[File:ValmetM76F.jpg|thumb|none|450px|Valmet M76F with side folding tubular stock - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK==&lt;br /&gt;
A suppressed [[Walther PPK]] is seen held by Adler in the &amp;quot;Action Packed&amp;quot; calling card.&lt;br /&gt;
[[File:WaltherPPkSilenced.jpg|thumb|none|350px|Walther PPK with a sound suppressor - .380 ACP (Brown factory grips).]]&lt;br /&gt;
[[File:BOCW-PPK1Card.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873==&lt;br /&gt;
What appears to be a [[Winchester Model 1873]] is seen in the &amp;quot;One Shot Kill&amp;quot; calling card.&lt;br /&gt;
[[File:Winchester1873.jpg‎|thumb|none|450px|Winchester Model 1873 carbine - 1st generation rifle - 44-40 Winchester]]&lt;br /&gt;
[[File:BOCW CC repeater.jpg‎|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified Selfloading Rifle==&lt;br /&gt;
An unknown self loading rifle of Soviet type is seen on a soldier statue in the multiplayer map Moscow. The statue is based on the Tiergarten Soviet War Memorial in Berlin which actually depicts a Mosin. Curiously, a proper depiction of the soldier complete with the Mosin can be seen on a huge banner in the same map.&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
Three unusable [[Glock 18C]] pistols can be seen hanging on a wall on the multiplayer map &amp;quot;Checkmate&amp;quot;. Their appearance is anachronistic as the map takes place in January 1985, while the Glock 18 was produced in 1986 - the 3rd Generation variants were introduced after 1998. A Glock pistol is also seen in the &amp;quot;Grizzled Veteran Master&amp;quot; calling card.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|300px|Glock 18C (3rd Generation) - 9x19mm. This model has compensator cuts on the slide and barrel to reduce muzzle climb while firing.]]&lt;br /&gt;
[[File:BOCW-Glock.jpg|thumb|none|600px|The pistol in a highly unlikely place to be found, an East German training facility. Despite having the 18C's compensator cuts, the slide markings label it as a standard Glock 18.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Two [[Makarov PM]]s appear on Helen Park's &amp;quot;Scorched&amp;quot;, &amp;quot;Bad Blood&amp;quot;, &amp;quot;Hellion&amp;quot;, and &amp;quot;Commando&amp;quot; outfits, as well as on Samantha Maxis' &amp;quot;Dark Aether&amp;quot; outfit and Portnova's &amp;quot;Handler&amp;quot; outfit. Aleksandra Valentina also carries a holstered one in the Zombies mode cutscenes.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|300px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:BOCW Park Makarovs.jpg|thumb|none|600px|The grips of both Makarovs can be seen in weird waist holsters on her vest.]]&lt;br /&gt;
&lt;br /&gt;
==Sedgley Fist Gun==&lt;br /&gt;
Scattered throughout the CIA Safehouse used as the in-game mission hub are various unusable [[Sedgley Fist Gun|Sedgley Fist Guns]].&lt;br /&gt;
[[File:OPG Glove device.jpg|thumb|none|325px|Sedgley Fist Gun - .38]]&lt;br /&gt;
[[File:SedgleyFistGun BOCW.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:SedgleyFistGun2 BOCW.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Strife&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;Strife&amp;quot; pistol from ''[[Call of Duty: Black Ops 4|Black Ops 4]]'' can be seen on a table in the side mission &amp;quot;Operation Red Circus&amp;quot;. Unusable and completely anachronistic to the game's setting, the gun was likely originally used as a placeholder during the mapping process that went overlooked and wasn't removed.&lt;br /&gt;
[[File:S&amp;amp;WSigma9F.jpg|thumb|none|300px|Smith &amp;amp; Wesson Sigma SW9F - 9x19mm Parabellum]]&lt;br /&gt;
[[File:S&amp;amp;W SD40.jpg‎|thumb|none|300px|Smith &amp;amp; Wesson Sigma SD40 - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:S&amp;amp;W M&amp;amp;P 2.0.jpg|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P 2.0 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BOCWStrife.jpg|thumb|none|600px|Mason takes the time out of chasing a known enemy of the state to admire a time-traveling literal space pistol. While one could chalk it up to THE NUMBERS making him hallucinate guns that wouldn't exist for at least five (and at most seven) decades more, its appearance in the multiplayer map based off of this mission (Crossroads, taking place in 1983) marks it as a placeholder that never got removed.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33==&lt;br /&gt;
The [[Tokarev TT-33]] is used by some Red Army soldiers in the intro cutscene of the Zombies map Die Maschine.&lt;br /&gt;
[[File:TT-33-Wartime.jpg|thumb|none|300px|Tokarev TT-33 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:BOCWMaschine-TT1.jpg|thumb|none|600px|One soldier points his Tokarev at a suspicious German.]]&lt;br /&gt;
[[File:BOCWMaschine-TT2.jpg|thumb|none|600px|The cameraman defends himself with a TT-33.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
Unusable [[AKM]] rifles can be seen next to the Glock 18 pistols in the multiplayer map &amp;quot;Checkmate&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
The [[SVT-40]] is used by some Red Army soldiers in the intro cinematic of the Zombies map Die Maschine.&lt;br /&gt;
[[File:SVT-40.jpg|thumb|none|450px|Tokarev SVT-40 - 7.62x54mmR]]&lt;br /&gt;
[[File:BOCWMaschine-PPShSVT.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BOCWMaschine-SVT.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1591383</id>
		<title>Call of Duty: Black Ops Cold War</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1591383"/>
		<updated>2023-07-16T15:10:54Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: /* Steyr AUG A1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: Black Ops Cold War&lt;br /&gt;
|picture=CODBOCWCover1.jpeg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=November 13, 2020&lt;br /&gt;
|developer=Treyarch, Raven Software&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: Black Ops Cold War''''' is a first-person shooter developed by Treyarch and Raven Software and published by Activision. It is the sixth game in the ''Black Ops'' series and the seventeenth in the ''Call of Duty'' series. It is also a direct sequel to ''[[Call of Duty: Black Ops]]''. Like previous games in the series, it is composed of three main modes of play, a single-player campaign, a player-vs-player multiplayer mode, and a 1-4 player cooperative zombies mode. &lt;br /&gt;
&lt;br /&gt;
The campaign's setting takes place primarily in 1981 with several flashbacks dating to 1968 during the Vietnam War, and the zombies and multiplayer mode take place simultaneously in 1984, hence, certain weapons are available in these modes that aren't present in the campaign because of the time difference. The player character is a new, customizable operative codenamed &amp;quot;Bell&amp;quot;, who is part of a CIA task force, including Alex Mason, Frank Woods, and Jason Hudson, out to stop a Soviet agent codenamed &amp;quot;Perseus&amp;quot; (based on the real-life conspiracy) from carrying out a decades-long plan that could radically alter the balance of power of the Cold War.&lt;br /&gt;
&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;
=Overview=&lt;br /&gt;
''Black Ops Cold War'' maintains several weapon features from the 2019 ''Modern Warfare'', including Gunsmith and the ability to reload while aiming down sights.&lt;br /&gt;
&lt;br /&gt;
The game features an extensive swimming and underwater mechanic which inaccurately depicts weapons as being able to be fired underwater, something which would lead to malfunctions and possible complete weapon failures (i.e. exploded barrels) in reality, not to mention projectiles can't travel more than a few feet in such environment. Also, bullet velocities for most of the weapon are much slower in-game than in real life, and some weapons unrealistically share the same velocities despite their different calibers and designs.&lt;br /&gt;
&lt;br /&gt;
While Gunsmith offers a wide variety of attachments to equip, it lacks several features from ''Modern Warfare''. It also features some ''staggeringly'' poor attachment descriptions filled with inaccuracies and misused terms. For example, STANAG is used as a catch-all term for extended magazines, despite the real usage being almost the exact opposite of such an idea.&lt;br /&gt;
&lt;br /&gt;
Many of the cosmetic blueprints feature cerakoted designs which is anachronistic for the 80s as cerakoted weapons started appearing at some point in the 2000s or 2010s. In addition to this, heavily altered &amp;quot;Mastercraft&amp;quot; variants feature altered inspection animations.&lt;br /&gt;
&lt;br /&gt;
Weapons from ''Black Ops Cold War'' also make appearances in ''Call of Duty: Warzone'', a standalone battle royale game mode originally released for (and developed on) ''[[Call of Duty: Modern Warfare (2019)]]''. While most weapons are identical between BOCW and ''Warzone'', a number of weapons, especially the ones added post-release, have more detailed animations in ''Warzone''. More rarely, some BOCW weapons have different weapon models when implemented in ''Warzone''.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] appears under the name &amp;quot;Diamatti&amp;quot;. It holds 15 rounds by default, despite having a visibly extended magazine. It also has a slightly shorter barrel by default; the “7.2&amp;quot; Reinforced Heavy” barrel attachment gives it a more correct barrel length, though this one is shown as fluted. Soviet forces use it in the campaign (which is incorrect, as they would use the [[Stechkin APS]] or the APB instead, though it fires in automatic mode), along with Alex Mason in &amp;quot;Echoes of a Cold War&amp;quot;; nevertheless, its scarce appearance would not be suitable for any sort of military during the game's time period.&lt;br /&gt;
&lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm]]&lt;br /&gt;
[[File:M93Rpreview BOCW.jpg|thumb|none|600px|The Beretta 93R in Gunsmith.]]&lt;br /&gt;
[[File:Beretta93rIdle BOCW.jpg|thumb|none|600px|Sims wielding a &amp;quot;Diamatti&amp;quot; in Angola.]]&lt;br /&gt;
[[File:Beretta93rADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:Beretta93rInspect BOCW.jpg|thumb|none|600px|Sims admires what is possibly the most accurate Beretta 93R weapon model in a Call of Duty game to date.]]&lt;br /&gt;
[[File:Beretta93rInspect2 BOCW.jpg|thumb|none|600px|Pulling back the slide for a brass check.]]&lt;br /&gt;
[[File:Beretta93rReload BOCW.jpg|thumb|none|600px|Swapping magazines during a reload.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] is featured in the game, simply referred to as &amp;quot;1911&amp;quot; and featuring a nickel finish similar to the multiplayer 1911 weapon model from ''[[Call of Duty: Black Ops|Black Ops]]''. In the campaign, it is the main sidearm of almost everyone, including the Soviet and North Vietnamese forces, who would much more likely use the [[Makarov PM]] or [[Tokarev TT-33]] as their sidearms. It incorrectly holds 8 rounds in a standard 7-round magazine. Performing takedowns in loud combat also involve the use of the M1911A1 regardless of faction.&lt;br /&gt;
&lt;br /&gt;
In alpha, beta, and pre-release materials, the M1911 appears with a parkerized finish and brown grips. The &amp;quot;Wingman&amp;quot; skin from the &amp;quot;Air Sea Land Pack&amp;quot; for the Ultimate Edition is also an M1911A1, featuring a paint-job similar to that of the P-51 Mustang fighters during WWII. The M1911A1 is also used in the Overpower finishing move.&lt;br /&gt;
&lt;br /&gt;
[[File:NickelPlatedM1911A1.jpg|thumb|none|300px|Nickel Plated Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:1911preview BOCW.jpg|thumb|none|600px|The M1911A1 in Gunsmith.]]&lt;br /&gt;
[[File:1911Idle BOCW.jpg|thumb|none|600px|The M1911A1 in Angola.]]&lt;br /&gt;
[[File:1911ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:1911Inspect BOCW.jpg|thumb|none|600px|Inspecting the M1911.]]&lt;br /&gt;
[[File:1911Inspect2 BOCW.jpg|thumb|none|600px|Inspecting its other side.]]&lt;br /&gt;
[[File:1911reload BOCW.jpg|thumb|none|600px|Much like the 1911 in [[Call of Duty: Modern Warfare (2019)]], the 1911 in Black Ops Cold War features a nice detail in the slide stop engaging the slide after the last round is fired from a magazine.]]&lt;br /&gt;
[[File:1911reload2 BOCW.jpg|thumb|none|600px|The standard reload involves power slinging the slide, there are magazine options that change that to an animation where the player character hits the slide stop.]]&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:BOCW-M1911-2.jpeg|thumb|none|600px|The M1911A1 with a parkerized finish in the alpha multiplayer loadout menu.]]&lt;br /&gt;
[[File:BOCW-1911-1.jpg|thumb|none|600px|The M1911 tucked in Adler's pants in a pre-release trailer. In the final game, the player grabs the pistol to take down a guard - even though they have their own suppressed 1911 at this point with no way to replace it.]]&lt;br /&gt;
[[File:BOCW M1911 trailer silencer.jpg|thumb|none|600px|A suppressed M1911A1 is racked in the multiplayer reveal trailer. Note the Ak 5 with what appears to be Advanced Armament Corporation OMNI 5.56mm suppressor which doesn't appear in actual multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle==&lt;br /&gt;
An anachronistic and visually altered [[Desert Eagle]] fitted with a Laser Products Corporation LPC Model 7 laser sight and an enormous muzzle brake appears as the &amp;quot;Hand Cannon&amp;quot; in the campaign mission &amp;quot;Desperate Measures&amp;quot;. Inspiration for the weapon appears to come from the laser sighted [[AMT Hardballer]] from ''[[The Terminator]]''. Perhaps taking its moniker a little too literally, it fires explosive rounds. The campaign version feeds from an 8-round magazine (which could or could not be correct, its caliber never being stated) and cannot be reloaded; once all eight rounds have been fired, it is discarded. While still inappropriate because of its extreme rarity, the [[AMC Auto Mag Pistol]] (1969) could've been a better fit for the game's time period.&lt;br /&gt;
&lt;br /&gt;
It was added as the &amp;quot;Hand Cannon&amp;quot; streak in Season 4 (with an updated model and animations, which was retroactively applied to the campaign version), with 10 extremely powerful explosive rounds that can take out any streak you can shoot in one to four shots. It is the primary weapon of choice for the &amp;quot;One in the Chamber&amp;quot; gamemode. Its scorestreak icon shows a more accurate rendition of a Desert Eagle, though this one is an even more anachronistic picatinny railed Mark XIX than the Mark VII on which the actual weapon is based. The laser is now green, and aiming uses ironsights mounted on top of the laser. Its role is similar to the &amp;quot;Annihilator&amp;quot; revolver from ''[[Call of Duty: Black Ops III|BO3]]'' and ''[[Call of Duty: Black Ops 4|BO4]]'', even reusing the sounds of that gun from those games.&lt;br /&gt;
&lt;br /&gt;
[[File:DesertEagleMarkVIInickel.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark VII with nickel finish - .44 Magnum]]&lt;br /&gt;
[[Image:Longslide2.jpg|thumb|none|600px|The AMT Hardballer Longslide/LPC Model 7 laser sight combo from ''The Terminator'' which appears to have been the inspiration for the &amp;quot;Hand Cannon&amp;quot;. The in-game laser is incorrectly depicted as being switched on by pressing a fictional button at the rear, while the real thing has a separate switch connected via cables.]]&lt;br /&gt;
[[File:Desert eagle picatinny.JPG|thumb|none|350px|Magnum Research Desert Eagle Mark XIX, current production model with Picatinny railed barrel - .44 Magnum]]&lt;br /&gt;
[[File:COD CW Deagle Menu.jpg|thumb|none|600px|The &amp;quot;Hand Cannon&amp;quot; in the multiplayer menu. The description incorrectly calling it a &amp;quot;revolver&amp;quot; was reused from Black Ops 3/4, though the word has been changed to &amp;quot;handgun&amp;quot; after an update. A round can be seen in the spare magazine.]]&lt;br /&gt;
[[File:BOCWDeagle3rd.jpg|thumb|none|600px|Bell stops admiring his nice shoes to look upon the mutant Deagle in the middle of the KGB headquarters, of all places. This is the only place in the campaign it can be found.]]&lt;br /&gt;
[[File:BOCWDeagle.jpg|thumb|none|600px|Bell holds the Hand Cannon as he awaits enemy forces about to barge into the room. Here the laser sight can be seen more clearly.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Magnum&amp;quot;==&lt;br /&gt;
The &amp;quot;Magnum&amp;quot; is a fictional hybrid revolver that appears to have some influence from a variety of revolvers such as [[Smith &amp;amp; Wesson#Revolvers|Smith &amp;amp; Wesson]], [[Ruger#Revolvers|Ruger]], [[Arminius HW Revolver Series|Arminius]], Alfa, [[Astra#Revolvers|Astra]] and the [[Colt Trooper]]. The rear of the frame and the angle of the grip give it a strong resemblance to the G&amp;amp;G G733 airsoft revolver. The names of some of its muzzle attachments suggest that it is chambered in .45 ACP (misnamed &amp;quot;.45 APC&amp;quot;); this would contradict both the &amp;quot;Magnum&amp;quot; name, and its Warzone incarnation's stated chambering (.357 Magnum). Like other revolvers in previous ''Black Ops'' games, it is reloaded with single rounds by default, and still has the reload logic errors of the player character reloading only the rounds needed to refill the cylinder in gameplay despite the reload animation showing the entire cylinder being ejected.&lt;br /&gt;
&lt;br /&gt;
The Magnum can also accept a suppressor, even though it almost certainly wouldn't work on the revolver in reality due to the gap between the cylinder, which would leak enough propellant gases to render the suppressor useless. The Magnum also has nonsensical 9-round and 12-round cylinders as attachment options; these cylinders are completely identical to the base cylinder dimensionally, with the amount of rounds held in them ''visibly'' remaining 6 rounds. They're only different in their shapes, being an unfluted cylinder and a [[Mateba]]-like hexagonal cylinder respectively. These cylinder options are also very incorrectly referred to as magazines in their attachment names.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Minted&amp;quot; blueprint gives the revolver a barrel that appears similar to the anachronistic [[Smith &amp;amp; Wesson Model 986]], while others give it a [[Dan Wesson]]-style heavy barrel.&lt;br /&gt;
[[File:G&amp;amp;G G733.jpg|thumb|none|350px|'''Airsoft''' G&amp;amp;G G733 airsoft revolver]]&lt;br /&gt;
[[File:ColtPython6In.jpg|thumb|none|350px|Colt Python with 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:TrooperMKV.jpg|thumb|none|350px|Colt Trooper MK V with straight wood grips and a 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:S&amp;amp;WModel17A.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 17-6 - .22LR]]&lt;br /&gt;
[[File:Ruger Speed 6.jpg|thumb|none|350px|Ruger Speed Six with blued finish and 2.75-inch barrel - .357 Magnum]]&lt;br /&gt;
[[File:Astra357-01.jpg|thumb|none|350px|Astra 357, 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:Revolverpreview BOCW.jpg|thumb|none|600px|A close up look of the &amp;quot;Magnum&amp;quot; in Gunsmith, showing its many design inspirations - the sights come from Smith &amp;amp; Wesson revolvers, the cylinder, hammer, trigger &amp;amp; trigger guard from a Colt Python, the barrel seems to be a mix between that of a Python and a Colt Trooper (complete with a partial underlug rather awkwardly merged into a full one), and a Ruger-style recoil shield; the latter is supposed to have the cylinder release mounted on it, but the designer instead decided to put a conventional Astra-esque cylinder release behind it, forcing them to rather awkwardly stretch the frame forward to fit both.]]&lt;br /&gt;
[[File:Revolveridle BOCW.jpg|thumb|none|600px|The mutant &amp;quot;Magnum&amp;quot;, an amalgamation of the leading revolver brands.]]&lt;br /&gt;
[[File:RevolverADS BOCW.jpg|thumb|none|600px|Aiming down the Smith &amp;amp; Wesson sights.]]&lt;br /&gt;
[[File:Revolverinspect BOCW.jpg|thumb|none|600px|Inspecting the revolver involves flipping the Colt cylinder out.]]&lt;br /&gt;
[[File:Revolverinspect2 BOCW.jpg|thumb|none|600px|Inspecting the Colt-esque barrel.]]&lt;br /&gt;
[[File:Revolverreload BOCW.jpg|thumb|none|600px|Reloading by dumping all rounds in the cylinder.]]&lt;br /&gt;
[[File:Revolverreload2 BOCW.jpg|thumb|none|600px|The default reload animation has the player character individually insert rounds off screen; depending on the cylinder you choose in Gunsmith, a speed loader may be used instead (though dual-wielding will always reload both at once). The animation finishes with a wince-inducing flick of the wrist to shut the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Tranquilizer Gun&amp;quot;==&lt;br /&gt;
A hybrid of a [[Ruger Mk II]] and a [[Welrod]] mocked up to be a tranquilizer pistol is used by Bell in the campaign. The detachable magazine holds 8 rounds, and the animations are reused from the M1911 listed above. The bolt from the Welrod is used as a slide when it locks back on an empty magazine, however, the weapon does not eject casings of any kind, which begs the question of what the slide actually does. Some sort of air canister is seen under the barrel, and the weapon makes noises comparable to compressed air being released, which makes sense.&lt;br /&gt;
[[File:Ruger Mark II MK512.jpg|thumb|none|300px|Ruger Mark II - .22 LR]]&lt;br /&gt;
[[File:HPIM0965.jpg|thumb|none|300px|Welrod Mark II - .32 ACP.]]&lt;br /&gt;
[[File:TranqPistolEvidence BOCW.jpg|thumb|none|600px|From this angle, the grip is very clearly inspired by the Ruger Mk II.]]&lt;br /&gt;
[[File:TranqPistol BOCW.jpg|thumb|none|600px|But the ejection port and large knurled breech charging handle is very much Welrod-like.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
A [[Heckler &amp;amp; Koch MP5K]] with a collapsible stock and a threaded barrel is available as the &amp;quot;MP5&amp;quot;. It has an aftermarket and anachronistic Vector Arms MP5K style handstop handguard with perforations instead of a vertical foregrip by default. It uses an HK claw mount with an anachronistic rail when equipping optics. It can be customized into a number of MP5 variants as seen below, having a wide latitude of barrel and stock configurations akin to ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''.&lt;br /&gt;
&lt;br /&gt;
While not anachronistic for the 80s segments, the MP5K is used by US troops in Bell's Vietnam War flashbacks, which is both inaccurate and anachronistic (the MP5K was developed in 1976, and while the standard MP5 was first developed in 1966, it didn't see any form of service in Vietnam until 1975 as the MP5SD with the Green Berets). In this case (along with certain other weapons in the Vietnam missions), it can somewhat be excused by the fact that these are false flashbacks mixed with hallucinations. It is inaccurate for the East German police to be wielding MP5Ks during &amp;quot;Brick in the Wall&amp;quot;, where they would be using Soviet-manufactured rifles, carbines or submachine guns; the same goes with the Spetsnaz forces in other missions as well as the Cuban Revolutionary Armed Forces in &amp;quot;End of the Line&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
All blueprint variants of the MP5 have the same lower receiver as those of ''Modern Warfare'' (being based on the receiver of a [[PTR 9KT]], which is incredibly anachronistic to ''Cold War''), with the triangular parts still facing the opposite direction compared to real S-E-F lowers.&lt;br /&gt;
[[File:Heckler &amp;amp; Koch MP5K fitted with a A3 stock.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K &amp;quot;Reverse Stretch&amp;quot; with A3 stock - 9x19mm]]&lt;br /&gt;
[[File:MP5Kpreview BOCW.jpg|thumb|none|600px|The MP5K in Gunsmith. Note the gripless handguard resembling modern [https://hkparts.net/product/hk-mp5k-sp89-sp5k-forearm-with-handstop-usa-p16466.htm American examples] with added vent holes for creativity points.]]&lt;br /&gt;
[[File:MP5KIdle BOCW.jpg|thumb|none|600px|The MP5K used on board a Soviet salvage ship.]]&lt;br /&gt;
[[File:MP5KInspect BOCW.jpg|thumb|none|600px|Inspecting the default 30 round magazine of the MP5K.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A3===&lt;br /&gt;
The weapon has some barrel attachments that turn it into a full-sized [[MP5A3]]. The “9.5&amp;quot; Extended” barrel has an original slimline handguard, while the “9.5&amp;quot; Ranger” has a &amp;quot;tropical&amp;quot; wide handguard.&lt;br /&gt;
[[File:H&amp;amp;KMP5A3slimforearm.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; handguard - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5A3.jpg|thumb|none|600px|The MP5A3 with a &amp;quot;[[Talk:Call_of_Duty:_Black_Ops_Cold_War#X-Products_9mm_50_round_drum|STANAG 50 Rnd Drum]]&amp;quot; and &amp;quot;Collapsed Stock&amp;quot;.]]&lt;br /&gt;
[[File:MP5A3Idle BOCW.jpg|thumb|none|600px|An MP5A3 in Moscow.]]&lt;br /&gt;
[[File:MP5A3Inspect BOCW.jpg|thumb|none|600px|Turning it over to look at the ejection port and the &amp;quot;40 Rnd Speed Mag&amp;quot;, which is a slightly longer version of the early straight &amp;quot;waffle&amp;quot;-style magazine.]]&lt;br /&gt;
[[File:MP5A3Inspect2 BOCW.jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:MP5A3ADS BOCW.jpg|thumb|none|600px|Looking through the iron sights.]]&lt;br /&gt;
[[File:MP5A3.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with &amp;quot;tropical&amp;quot; wide handguard - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2===&lt;br /&gt;
The combination of the aforementioned barrel with the &amp;quot;Tactical Stock&amp;quot; turns the gun into an [[MP5A2]].&lt;br /&gt;
[[File:HK MP-5 A3.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with original &amp;quot;slimline&amp;quot; handguard and straight &amp;quot;waffle&amp;quot;-style magazine - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5A2.jpg|thumb|none|600px|The MP5A2 from the public beta with a &amp;quot;40 Rnd Speed Mag&amp;quot;. The &amp;quot;Salvo 50 Rnd Fast Mag&amp;quot; uses the same magazine model for some reason, albeit with a different tape and pull loop.]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A2WideForearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with &amp;quot;tropical&amp;quot; wide handguard - 9x19mm]]&lt;br /&gt;
[[File:MP5A2gunsmith BOCW.jpg|thumb|none|600px|The post launch MP5A2, with the &amp;quot;tropical&amp;quot; handguard.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
Combining either of the sound suppressors with the “9.5&amp;quot; Ranger” barrel configurations produces a [[Heckler &amp;amp; Koch MP5SD]] configuration. The “9.5&amp;quot; Extended” and “9.5&amp;quot; Reinforced Heavy” barrels also create an MP5SD with the handguard missing.&lt;br /&gt;
[[File:MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 with S-E-F trigger group - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5SD2.jpg|thumb|none|600px|An MP5SD2 configuration from the public beta with the &amp;quot;Agency Suppressor&amp;quot;.]]&lt;br /&gt;
[[File:MP5SD2gunsmith BOCW.jpg|thumb|none|600px|The post launch MP5SD2 in gunsmith preview.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
Ditto to the above configuration but with the default or one of the collapsible stock variants produces an MP5SD3.&lt;br /&gt;
[[File:MP5SD3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5SD3.jpg|thumb|none|600px|The MP5SD3 with the &amp;quot;Sound Suppressor&amp;quot; and &amp;quot;Jungle-Style Mag&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9 Hybrid==&lt;br /&gt;
A mildly fictionalized [[Intratec TEC-9]] was added with season five. It is depicted with the bolt assembly and charging handle of an [[Interdynamic KG-9]], although it is shown firing from a closed bolt like an actual TEC-9. It also has the front sight of a [[PPSh-41]] and the stock of an Interdynamic MP-9, though the latter can be removed with the &amp;quot;No Stock&amp;quot; attachment. When equipping grip attachments, it uses the base of the factory grip with the actual grip chopped off and replaced with the grip attachment of choice.&lt;br /&gt;
&lt;br /&gt;
It fires in semi-auto by default, but there are attachments that convert it into full-auto (the fire rate of which appears to be slower than in real life) and an inaccurate burst fire mode. It incorrectly holds 21 and 24 rounds (in multiplayer and Warzone respectively) in the actual 32-round magazine, presumably to prevent a burst from having less than 3 rounds.&lt;br /&gt;
&lt;br /&gt;
In terms of chronology, while the earlier MP-9/KG-9 was produced from 1981 (thus being borderline period appropriate for the 1981-1985 multiplayer maps), the TEC-9 has the post-1987 rear sight, rendering it anachronistic for the game.&lt;br /&gt;
&lt;br /&gt;
Dual TEC-9s are used by Perseus operative Kitsune in the season five cinematic trailer. The weapon is also seen in the &amp;quot;Harbinger Of Doom&amp;quot; calling card.&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 (post-1987 version) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:InterDynamicKG99.jpg|thumb|none|300px|Interdynamic KG-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Interdynamic MP-9.jpg|thumb|none|450px|Interdynamic MP-9 with foregrip and telescoping stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Tec9preview BOCW.jpg|thumb|none|600px|The mutant TEC-9 in the preview screen for the season 5 battlepass.]]&lt;br /&gt;
[[File:Tec9idle BOCW.jpg|thumb|none|600px|The TEC-9 in action in the slums of Panama City.]]&lt;br /&gt;
[[File:Tec9ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Tec9inspect BOCW.jpg|thumb|none|600px|Inspecting the gun. Note how, in addition to having the KG-9's bolt and charging handle, it also has its safety notch; the TEC-9 instead used the charging handle itself as a safety, pushing it into the bolt instead of using it to lock the bolt back.]]&lt;br /&gt;
[[File:Tec9inspect2 BOCW.jpg|thumb|none|600px|Checking out the closed bolt on a stock TEC-9]]&lt;br /&gt;
[[File:Tec9reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Tec9reload2 BOCW.jpg|thumb|none|600px|Note the various markings and warnings stamped into the polymer lower.]]&lt;br /&gt;
[[File:Tec9reload3 BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Tec9reload4 BOCW.jpg|thumb|none|600px|Charging the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;KSP 45&amp;quot;==&lt;br /&gt;
The &amp;quot;KSP 45&amp;quot; is a fictional 3-round burst submachine gun, only appearing in multiplayer. The overall shape is similar to the [[T2 MK5|Australian Automatic Arms 9mm SAC]], but takes other cues from submachine guns such as the [[Heckler &amp;amp; Koch UMP45]] with its boxy design, selector switch style, and charging handle with lock open feature (though it is depicted on the right side rather than the left). It has an AR-like bolt release and an AK trigger guard with paddle magazine release. Notably, it also resembles the &amp;quot;MACHT 37&amp;quot; frankengun from ''[[Metal Gear Solid V: The Phantom Pain]]''. Its buttstock seems to combine the socket of a solid MP5 stock, the shape of one from the the AAA SAC or the Wieger StG-940, H&amp;amp;K G3 style sling attachment point and the foldability of the UMP stock; the &amp;quot;Tactical Stock&amp;quot; and &amp;quot;SAS Combat Stock&amp;quot; attachments swap this out for a [[PSG-1]]-style stock (without or with a cheek rest, respectively), while the &amp;quot;Wire Stock&amp;quot; attachment gives it a shortened Romanian AK wire stock and the &amp;quot;Duster Stock&amp;quot; gives it a UMP-style stock. Curiously, the &amp;quot;42 Rnd&amp;quot; and &amp;quot;48 Rnd STANAG&amp;quot; magazine attachments, while referred to as drums, are actually shrunken-down HK21 machine gun belt boxes with feed towers instead of belt feed openings; the &amp;quot;42 Rnd Speed Mag&amp;quot; and &amp;quot;SALVO 48 Rnd Fast Mag&amp;quot; are [[Spectre M4]]-esque quad stack mags (of the exact same size, with the only difference being the latter's cloth shroud). &lt;br /&gt;
&lt;br /&gt;
Although it isn't normally written in all caps, &amp;quot;Ksp&amp;quot; is the Swedish abbreviation for &amp;quot;machine gun&amp;quot; (short for ''Kulspruta''); however, the trademarks on the right side of the &amp;quot;KSP 45&amp;quot; identify it as a &amp;quot;Kühn &amp;amp; Schmidt MP-U&amp;quot; and state that it is of West German origin. There is also a &amp;quot;WARNING REFER TO OWNER'S MANUAL&amp;quot; stamp above the fire selector, which is similar to the markings on nonmilitary UMPs and USCs.&lt;br /&gt;
&lt;br /&gt;
It is also depicted as being used by a Vietcong guerilla in the &amp;quot;Brap Brap&amp;quot; calling card implying that it was used in Vietnam in the ''Black Ops'' universe.&lt;br /&gt;
[[File:AAA SAC 9mm.jpg|thumb|none|450px|Australian Automatic Arms 9mm SAC - 9x19mm]]&lt;br /&gt;
[[File:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:HKMP2000Prototype.jpg|thumb|none|450px|Experimental H&amp;amp;K MP2000 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:KSP45preview BOCW.jpg|thumb|none|600px|The &amp;quot;KSP 45&amp;quot; up close. At full size, the fire selector's 3 positions - &amp;quot;SAFE&amp;quot;, &amp;quot;BURST&amp;quot;, and &amp;quot;AUTO&amp;quot; - can be seen; ignoring the rather obvious fact that the weapon can't be set to full-auto in-game, the lack of a semi-auto position on a select-fire weapon is rather bizarre. Somewhat amusingly, the former is accompanied by a single large white block, while the latter features three small ones, and the three-round-burst position only features two.]]&lt;br /&gt;
[[File:KSP45Idle BOCW.jpg|thumb|none|600px|Holding the KSP 45.]]&lt;br /&gt;
[[File:KSP45ADS BOCW.jpg|thumb|none|600px|Aiming down the sights - here, the folding stock hinge is easily visible.]]&lt;br /&gt;
[[File:KSP45Inspect BOCW.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:KSP45Inspect2 BOCW.jpg|thumb|none|600px|Inspecting the right side. Note the UMP charging handle present over the ejection port and the small AR like brass deflector.]]&lt;br /&gt;
[[File:KSP45reload BOCW.jpg|thumb|none|600px|Reloading the KSP. Note the UMP like handguard covered with checkered texture like the early MP5 slimline forearm.]]&lt;br /&gt;
&lt;br /&gt;
==LAPA SM Modelo 3==&lt;br /&gt;
The [[LAPA SM Modelo 3]] was added during Season 6, under the name &amp;quot;LAPA&amp;quot; (an odd name, as LAPA is the manufacturer of the weapon). The SM Modelo 3 was a prototype weapon with only one example ever made rendering it virtually impossible to be used in any meaningful combat capacity. Appropriate submachine guns of Brazilian origin would either be the INA Model 953 (1950), a modification of the [[Madsen M50]] chambered in .45 ACP or the extremely simple-to-manufacture Mekanika Uru (1977).&lt;br /&gt;
[[File:LAPA SM MOD 3.jpg|thumb|none|450px|LAPA SM Modelo 3 - 9x19mm]]&lt;br /&gt;
[[File:LAPABPpreview BOCW.jpg|thumb|none|600px|The &amp;quot;LAPA&amp;quot; in the preview menu screen.]]&lt;br /&gt;
[[File:LAPAidle BOCW.jpg|thumb|none|600px|The &amp;quot;LAPA&amp;quot; and its owner checking out a parking garage in Miami Beach.]]&lt;br /&gt;
[[File:LAPAADS BOCW.jpg|thumb|none|600px|Aiming down the sights at a shifty looking garage door.]]&lt;br /&gt;
[[File:LAPAinspect1 BOCW.jpg|thumb|none|600px|Inspecting the firearm.]]&lt;br /&gt;
[[File:LAPAinspect2 BOCW.jpg|thumb|none|600px|Checking out the other side.]]&lt;br /&gt;
[[File:LAPAreload1 BOCW.jpg|thumb|none|600px|Reloading after dumping an entire magazine of 9mm into said garage door.]]&lt;br /&gt;
[[File:LAPAreload2 BOCW.jpg|thumb|none|600px|Giving the charging handle a good pull, cocking the gun.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;LC10&amp;quot;==&lt;br /&gt;
The &amp;quot;LC10&amp;quot; is a fictional submachine gun that was added in Season 2. It appears to be based on the [[Walther MPK]], with stylistic elements from (of all things) an [[Accuracy International Arctic Warfare]] sniper rifle ([https://youtu.be/0krEGBnWEag?t=903%20 the developers having stated that in-universe it was made by the same manufacturer as the game's Accuracy International-inspired &amp;quot;LW3 Tundra&amp;quot;]). Its Warzone incarnation was previously stated to be chambered in .45 ACP, but this was later changed to 9mm Parabellum. The muzzle brake and flash guard attachments still have the .45 caliber shown as part of their names (in which case it is mislabeled &amp;quot;.45 APC&amp;quot;). An actual MPK or MPL would be appropriate choices.&lt;br /&gt;
&lt;br /&gt;
[[File:Walther mpk unfolded.jpg|thumb|none|450px|Walther MPK with stock unfolded - 9x19mm]]&lt;br /&gt;
[[File:Arctic Warfare Folding Stock.jpg|thumb|none|450px|Accuracy International AW-F - 7.62x51mm NATO]]&lt;br /&gt;
[[File:LC10loadoutpreview BOCW.jpg|thumb|none|600px|The &amp;quot;LC10&amp;quot; in the loadout menu weapon preview screen. Peculiarly, the wire stock features a cheek pad.]]&lt;br /&gt;
[[File:LC10idle BOCW.jpg|thumb|none|600px|The &amp;quot;LC10&amp;quot; in the rather anachronistic Los Angeles high speed bullet train station ported from ''Black Ops 2''.]]&lt;br /&gt;
[[File:LC10ads BOCW.jpg|thumb|none|600px|Looking through the adjustable rear sight.]]&lt;br /&gt;
[[File:LC10reload1 BOCW.jpg|thumb|none|600px|Reloading from empty involves taking the fresh magazine and flicking the empty mag out by hitting the release paddle with the feed lip.]]&lt;br /&gt;
[[File:LC10reload2 BOCW.jpg|thumb|none|600px|Inserting the new magazine, then charging the bolt.]]&lt;br /&gt;
[[File:LC10inspect1 BOCW.jpg|thumb|none|600px|Much like the AUG, the LC10's transparent polymer magazine models the proper amount of ammunition in each magazine. Despite being depicted as a closed bolt gun, there is no round visible in the breech during the brass check section of the inspect animation.]]&lt;br /&gt;
[[File:LC10inspect2 BOCW.jpg|thumb|none|600px|Note the empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
The [[MAC-10]] was added in Season 1. It is depicted with a custom side cocking charging handle similar to low profile Uzi cocking levers and uses anachronistic front grip adapter and top rail when attaching grip and sight attachments respectively. The side is marked with &amp;quot;Cal .45 Auto&amp;quot;, which is contradicted by the use of a 32-round default magazine, the number &amp;quot;9&amp;quot; as part of some muzzle attachments names, and the use of 9mm Parabellum ammunition in Warzone. The weapon fires correctly from an open bolt in ''Cold War'', but incorrectly from a closed bolt in ''Warzone''.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Quick Judgement&amp;quot; blueprint is based on the Lawgiver MK II pistol from the ''Judge Dredd'' franchise.&lt;br /&gt;
[[File:IngramMAC10.jpg|thumb|none|300px|Ingram MAC-10 - 9x19mm]]&lt;br /&gt;
[[File:MAC10preview BOCW.jpg|thumb|none|600px|The MAC-10 in the battlepass preview screen.]]&lt;br /&gt;
[[File:MAC10idle BOCW.jpg|thumb|none|600px|The MAC-10 being used in a [[Back to the Future|New Jersey mall]].]]&lt;br /&gt;
[[File:MAC10ADS BOCW.jpg|thumb|none|600px|Looking through the basic notch sights. Note the misaligned front and rear sights.]]&lt;br /&gt;
[[File:MAC10inspect1 BOCW.jpg|thumb|none|600px|Inspecting the MAC-10.]]&lt;br /&gt;
[[File:MAC10inspect2 BOCW.jpg|thumb|none|600px|Checking the ejection port.]]&lt;br /&gt;
[[File:MAC10inspect3 BOCW.jpg|thumb|none|600px|Tugging on the charging handle.]]&lt;br /&gt;
[[File:MAC10reload BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:MAC10reload2 BOCW.jpg|thumb|none|600px|And then racking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-02 Kiparis==&lt;br /&gt;
The [[OTs-02 Kiparis]] was added in in the mid-season update for Season 4, under the name &amp;quot;OTs 9&amp;quot;. It is technically anachronistic to the 80s time period of the game, as while it was designed in the seventies, it was first serially produced in 1991. The Sa vz. 82 Skorpion, the aforementioned APS, or the TKB-486 would be better choices for the time period. the It uses 20-round magazines by default, though 25, 30, 32 and 40 round magazines are available as attachments, with the 30 rounder being the only real option. The 30 and 40 rounders are regular magazine extensions, while the 25 and 32 rounders are curved &amp;quot;speed mags&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Kiparis is one of the few weapons to have a distinctly different set of animations in ''Warzone'' compared to ''Cold War''.&lt;br /&gt;
[[File:Kiparis.jpg|thumb|none|450px|KBP OTs-02 &amp;quot;Kiparis&amp;quot; - 9x18mm Makarov]]&lt;br /&gt;
[[File:KiparisPreview BOCW.jpg|thumb|none|600px|The Kiparis in the gunsmith preview screen.]]&lt;br /&gt;
[[File:CW OTs9 idle.jpg|thumb|none|600px|Cpt. Price holds the OTs-02 Kiparis in the middle of a paintball arena.]]&lt;br /&gt;
[[File:CW OTs9 inspectleft.jpg|thumb|none|600px|Inspecting the Russian SMG; note that the selector is incorrectly pointing towards &amp;quot;ОД&amp;quot;, which is for semi-auto.]]&lt;br /&gt;
[[File:CW OTs9 inspectright.jpg|thumb|none|600px|Checking the SMG for any stray flecks of paint, here the bolt handle is clearly visible. It apparently moves independently of the rest of the gun during this animation; at the end (and after firing a shot), the bolt visibly drops down a couple of millimeters, suggesting that the animation doesn't quite loop like it's supposed to.]]&lt;br /&gt;
[[File:CW OTs9 irons.jpg|thumb|none|600px|Aiming down the clear ironsights.]]&lt;br /&gt;
[[File:CW OTs9 tacreload1.jpg|thumb|none|600px|Quickly using the magazine release before an employee notices the time-travelling SAS soldier in the middle of the arena.]]&lt;br /&gt;
[[File:CW OTs9 tacreload2.jpg|thumb|none|600px|Inserting a fresh magazine of 9x18mm Makarov.]]&lt;br /&gt;
[[File:CW OTs9 emptyreload beginflick.jpg|thumb|none|600px|The empty reload procedure involves flicking the magazine out, AK style...]]&lt;br /&gt;
[[File:CW OTs9 emptyreload flick.jpg|thumb|none|600px|...which results in the old magazine being knocked to the floor.]]&lt;br /&gt;
[[File:CW OTs9 emptyreload insert.jpg|thumb|none|600px|The penultimate step - loading a new stick mag.]]&lt;br /&gt;
[[File:CW OTs9 emptyreload bolt.jpg|thumb|none|600px|With an overarm tug on the bolt handle, Price is now free to travel back to [[Call of Duty: Modern Warfare (2019)|his own timeline]], taking his anachronistic SMG with him.]]&lt;br /&gt;
[[File:CW OTs9 melee.jpg|thumb|none|600px|But not before he waves the Kiparis around in the air, showing off the future of Russian SMG design to the bewildered paintball arena employees.]]&lt;br /&gt;
&lt;br /&gt;
==PM-63 RAK==&lt;br /&gt;
The [[PM-63 RAK]] was added during Season 3 as the &amp;quot;AMP63&amp;quot;; unlike its incarnation in ''[[Call of Duty: Black Ops|BO1]]'', it is classified as a pistol. Also unlike that incarnation, it has a correct 15-round capacity by default (with 20-, 22-, and 25-round optional magazines available, the latter being the only real one), as well as a more correct rate of fire. Its foregrip and stock are now permanently folded, and it fires from a closed bolt like the PM-63C variant from the Polish firm &amp;quot;Pioneer Arms Corp&amp;quot;. Additionally, its Warzone incarnation is incorrectly chambered in 9mm Parabellum (a feature of the PM-70 prototype) rather than 9x18mm Makarov.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lawgiver&amp;quot; blueprint is based on the Lawgiver MK II pistol from the ''Judge Dredd'' franchise.&lt;br /&gt;
[[File:PM63.JPG|thumb|none|350px|PM-63 RAK - 9x18mm Makarov]]&lt;br /&gt;
[[File:PM63preview BOCW.jpg|thumb|none|600px|The PM-63 in a loadout menu.]]&lt;br /&gt;
[[File:PM63idle BOCW.jpg|thumb|none|600px|The PM-63 wielded by MI6 operative Park in New Mexico.]]&lt;br /&gt;
[[File:PM63ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:PM63inspect1 BOCW.jpg|thumb|none|600px|Inspecting the Polish submachine gun.]]&lt;br /&gt;
[[File:PM63inspect2 BOCW.jpg|thumb|none|600px|Checking the other side.]]&lt;br /&gt;
[[File:PM63reload1 BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:PM63reload2 BOCW.jpg|thumb|none|600px|Sliding in a new magazine.]]&lt;br /&gt;
[[File:PM63reload3 BOCW.jpg|thumb|none|600px|Racking the slide.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
An anachronistic and heavily stylized [[PP-19 Bizon-2]] (developed in the 1990s) appears under the name &amp;quot;Bullfrog&amp;quot;. It is depicted with a ribbed dust cover resembling that of an [[AS Val]], and the rear sight relocated to the rear of the receiver, along many other cosmetic changes. The default helical magazine only holds 50 rounds instead of 64 or 53 like its real-world counterpart (in 9x18mm Makarov and 9x19mm Parabellum, respectively), and its front attachment point is below the front sight (like the earlier Bizon-1). It has a top-folding stock by default, but can be fitted with a side-folding stock similar to that of other Bizon variants, via the &amp;quot;Duster Stock&amp;quot; or the &amp;quot;KGB Skeletal Stock&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:PP-19 Bizon top-folding stock.jpg|thumb|none|450px|PP-19 Bizon-2-01 with top-folding stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Bizonpreview BOCW.jpg|thumb|none|600px|The &amp;quot;Bullfrog&amp;quot; in Gunsmith. The stock is similar to the Dragunov MA prototype (a trials competitor to the AKS-74U) and the grip is shaped similar to the PP-71, another one of Dragunov's prototypes.]]&lt;br /&gt;
[[File:BizonIdle BOCW.jpg|thumb|none|600px|The &amp;quot;Bullfrog&amp;quot; in-game.]]&lt;br /&gt;
[[File:BizonADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:BizonInspect BOCW.jpg|thumb|none|600px|Inspecting involves popping out the helical magazine for a quick glance.]]&lt;br /&gt;
[[File:BizonInspect2 BOCW.jpg|thumb|none|600px|Then turning it over to look at the ejection port.]]&lt;br /&gt;
[[File:BizonReload BOCW.jpg|thumb|none|600px|Dropping an empty magazine.]]&lt;br /&gt;
[[File:BizonReload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine. Note the conspicuous lack of ammunition, made all the more conspicuous by its presence in the inspection animation.]]&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:BOCW Bizon stock.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] was added in Season 3. It is carried by some Red Army soldiers in the intro cutscene of the Zombies map Die Maschine and inaccurately by Soviet troops in the Season 3 cutscene, which is set in 1984. It is also seen in the &amp;quot;Combat Hardened&amp;quot; achievement icon which is based on the &amp;quot;Stand to Death&amp;quot; statue in Volgograd.&lt;br /&gt;
&lt;br /&gt;
By default, it holds 32 rounds; this is a characteristic of the MP41(r), a German 9x19mm conversion of the PPSh-41 from WWII, even though the in-game weapon is modeled with a standard PPSh-41's 35-round magazine. Interestingly, the &amp;quot;VDV 50 Round Fast Mag&amp;quot; attachment gives the weapon a straight magazine looking similar to that of the MP41(r). To confuse matters further, its muzzle attachments imply that it's chambered in .45 ACP (or rather, .45 &amp;quot;APC&amp;quot;), a feature of absolutely no version of the PPSh.&lt;br /&gt;
&lt;br /&gt;
The weapon has a variety of rather strange barrel options - the &amp;quot;15.7&amp;quot; Task Force&amp;quot; barrel, as well as the &amp;quot;Loud Pipe&amp;quot; variant, have a front forend and heat shield styled after the [[SVT-40]] (a setup extremely similar to the &amp;quot;Thrive&amp;quot; and &amp;quot;Snake&amp;quot; variations from ''[[Call of Duty: WWII]]''); the &amp;quot;14.9&amp;quot; Rifled&amp;quot; barrel gives it an [[Erma EMP-35]]'s barrel shroud and the small wooden forend of a [[PPD-40]]; the &amp;quot;14.9&amp;quot; Ranger&amp;quot; barrel has what appears to be a [[Browning M1919]] barrel shroud with a [[Karabiner 98k]] front sight; the &amp;quot;14.9&amp;quot; Reinforced Heavy&amp;quot; barrel is taken from the [[K-50M]] (albeit also fitted with a Kar98k's front sight); the &amp;quot;12.7&amp;quot; Cavalry Lancer&amp;quot; barrel is seemingly inspired by the PPD-40's (albeit shorter, with larger vents and no handguard); and the &amp;quot;14.3&amp;quot; Extended&amp;quot; barrel is taken from the [[PPS-43]]. Stock options include the &amp;quot;Tactical Stock&amp;quot; (an [[MP28]]-style stock with a leather cheekrest), the &amp;quot;Spetznaz Stock&amp;quot; (a regular-looking stock with a cheekrest and two seemingly-random bolts driven directly through the receiver), and the &amp;quot;Marathon&amp;quot;, &amp;quot;Duster&amp;quot;, and &amp;quot;CQB&amp;quot; stocks (all sawn off, with the former having the original wooden side panels, the latter having K-50M-esque metal side panels, and the Duster having the metal side panels of the experimental folding-stocked PPSh-45; these panels are also used by the &amp;quot;Raider Stock&amp;quot;, seemingly a grafted-on rifle stock).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Night Raid&amp;quot; blueprint (a promotional pre-order reward in ''BOCW'' for ''[[Call of Duty: Vanguard]]'') is stylized after WWII planes like the P-40 Warhawk with the addition of a red dot sight stylized after WWII aircraft reflector gunsights like the Mk 20 Mod 4 sight.&lt;br /&gt;
[[File:Ppsh41.jpg‎|thumb|none|450px|PPSh-41 with 35-round box magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:PPSH41battlepasspreview BOCW.jpg|thumb|none|600px|The PPSh-41 in the battlepass preview. Note the 35-round box magazine inaccurately holding only 32 rounds.]]&lt;br /&gt;
[[File:PPSH41idle BOCW.jpg|thumb|none|600px|NATO operator Hunter wields a PPSh-41.]]&lt;br /&gt;
[[File:PPSH41ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:PPSH41inspect1 BOCW.jpg|thumb|none|600px|Inspecting the submachine gun.]]&lt;br /&gt;
[[File:PPSH41inspect2 BOCW.jpg|thumb|none|600px|Flipping it over.]]&lt;br /&gt;
[[File:PPSH41reload1 BOCW.jpg|thumb|none|600px|Taking out an empty magazine.]]&lt;br /&gt;
[[File:PPSH41reload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PPSH41reload3 BOCW.jpg|thumb|none|600px|Cocking the gun.]]&lt;br /&gt;
[[File:PPSH-01-SMG.jpg‎|thumb|none|450px|PPSh-41 with 71 round drum - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:BOCW PPSh drum.jpg|thumb|none|600px|The weapon loaded with a drum magazine, which only holds 55 rounds. A version of this drum with some canvas wrapped around the bottom holds 85, somehow.]]&lt;br /&gt;
[[File:BOCW PPSh SVT barrel.jpg|thumb|none|600px|The &amp;quot;Task Force&amp;quot; barrel makes the front end of the PPSh resemble the [[SVT-40]].]]&lt;br /&gt;
[[File:BOCWMaschine-PPShSVT.jpg|thumb|none|600px|Soviet soldiers with PPSh-41s in the &amp;quot;Die Maschine&amp;quot; intro.]]&lt;br /&gt;
[[File:PPSH 9MM.JPG|thumb|none|450px|PPSh-41 with 9mm conversion - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BOCW PPSh 9m.jpg|thumb|none|600px|The &amp;quot;VDV 50 round fast mag&amp;quot; resembles a 9x19mm converted PPSh.]]&lt;br /&gt;
&lt;br /&gt;
==SOCIMI Type 821==&lt;br /&gt;
The [[SOCIMI Type 821]] appears in-game. It was referred to as the &amp;quot;Type 821&amp;quot; during the alpha, but the name was changed to &amp;quot;Milano 821&amp;quot; in the Beta (with Milano being Italian for Milan, the city where this gun was made) and kept through the final game. It has an anachronistic Masterpiece Arms side cocking charging handle instead of the proper top mounted one like the [[Uzi]] it was based on. It is anachronistic to the campaign's 1981 time period, as it was designed in 1983 and produced in 1984 (the earlier Uzi for American forces and the PPS-42/43 or the later-added PPSh-41 for Communist-state forces would have been a better choice).&lt;br /&gt;
&lt;br /&gt;
[[File:Socimi821.jpg|thumb|none|450px|Socimi Type 821 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Mpa10sst.jpg|thumb|none|300px|MasterPiece Arms MPA10SST - .45 ACP]]&lt;br /&gt;
[[File:Type821preview BOCW.jpg|thumb|none|600px|The Type 821 in Gunsmith. It lacks a stock by default.]]&lt;br /&gt;
[[File:Type821idle BOCW.jpg|thumb|none|600px|The Type 821 in a Nicaraguan cartel plantation, now fitted with a folding stock. Note that the weapon has been modified with a side cocking charging handle from modern Masterpiece Arms MAC 10/11 clones.]]&lt;br /&gt;
[[File:Type821ADS BOCW.jpg|thumb|none|600px|Looking down the notch sights.]]&lt;br /&gt;
[[File:Type821inspect BOCW.jpg|thumb|none|600px|Inspecting the Type 821.]]&lt;br /&gt;
[[File:Type821inspect2 BOCW.jpg|thumb|none|600px|Inspecting the other side. Unfortunately, like the Uzi from the previous [[Call of Duty: Modern Warfare (2019)|Call of Duty]], the open bolt design of the Type 821 is not reflected in the third person model.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] appears as the &amp;quot;Gallo SA12&amp;quot; (''gallo'' means &amp;quot;rooster&amp;quot; or &amp;quot;cock&amp;quot; in Italian). It is used in semi-automatic mode, and the stock is folded by default, but it can be modified with some unfolded stock options, as well as a fixed stock or no stock at all. Attaching optics will automatically unfold the stock as well. It is weirdly used by Soviet forces in the campaign, and also appears anachronistically in the false flashbacks to the Vietnam War. While the [[KS-23]] from ''BO1'' would be a preferable option as it was adopted by Soviet forces (though it is being serial produced at 1981, the year of most of the campaign's events), semi-automatic designs such as the [[MTs 21-12|MTs 21]] or the [[Baikal Semi Auto Shotgun Series|IZh-20]] would be more suitable to a semi-automatic role.&lt;br /&gt;
&lt;br /&gt;
In a rare bit of realism, the carrier latch button is depressed during reloads to allow the user to load shells (unless an optical attachment is used, in which case the player character will grasp the shotgun from the heat shield instead). When not aiming, the weapon will be upended during reloads (as previously seen in ''[[Call of Duty: Modern Warfare 2|Modern Warfare 2 Campaign Remastered]]''), while the weapon will be held right-side up if reloading while aiming. However, the gun is never rechambered after an empty reload. It holds 7 shells, which is possible with 6 round tubes and a 7th shell in the chamber (or with an underloaded 8-round tube), but as this is never depicted, the tube length is fictional. The magazine tube itself looks more like a 5 or 6 shell tube rather than the 7 shells the weapon actually holds.&lt;br /&gt;
&lt;br /&gt;
The extended 9 and 12 round tubes are modeled incorrectly; while the tube does get longer, it only grows by about 0.5 shells length each time to avoid a comically large magazine tube sticking out of the front of the shotgun.&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 with stock folded - 12 gauge]]&lt;br /&gt;
[[File:SPAS12preview BOCW.jpg|thumb|none|600px|The SPAS-12 in Gunsmith.]]&lt;br /&gt;
[[File:SPAS12Idle BOCW.jpg|thumb|none|600px|The SPAS-12 in use on a CIA raid of an East German aircraft hangar.]]&lt;br /&gt;
[[File:SPAS12ADS BOCW.jpg|thumb|none|600px|Aiming down the sights with the stock folded up. This is inaccurate to the real SPAS-12; the end of the stock is solid and you cannot aim down the sights with the stock folded.]]&lt;br /&gt;
[[File:SPAS12Inspect BOCW.jpg|thumb|none|600px|Inspecting the SPAS-12.]]&lt;br /&gt;
[[File:SPAS12Inspect2 BOCW.jpg|thumb|none|600px|Checking the other side.]]&lt;br /&gt;
[[File:SPAS12Reload BOCW.jpg|thumb|none|600px|Loading up the magazine tube.]]&lt;br /&gt;
[[File:ADS SPAS-12 BLOPS CW.jpg|thumb|none|600px|When reloading while aiming, the shotgun is held right-side up with the support hand holding down the carrier latch button.]]&lt;br /&gt;
&lt;br /&gt;
==Henry .410 Lever Action Shotgun==&lt;br /&gt;
A stylized [[Henry USA rifle series#Henry .410 Lever Action Shotgun|Henry .410 Lever Action Shotgun]] was added with Season 6 as the &amp;quot;.410 Ironhide&amp;quot;. It is extremely anachronistic; not only were Henry lever action shotguns not produced until 2017, but the side loading gate version featured in-game was introduced in 2019. It is fitted with a Williams sight. Compared to the game's other shotguns, it is more precision-oriented, with the tightest spread, lowest fire rate, and worst hipfire spread (the weapon's barrel somehow spreading pellets differently based on how the user looks at it); somewhat bafflingly, it also does the most damage out of all the game's shotguns, despite firing the smallest shells by a substantial margin. The only other lever-action shotgun that is appropriate to the game's setting would be a reproduction version of the fullsize [[Winchester Model 1887]]. It is not in .410 gauge, however, but it is at least appropriate for the damage it deals (though it isn't of the same capacity). Another exotic manually-operated shotgun would be the TOZ [[MTs 20 shotgun series]] in 32 gauge and with an extended magazine.&lt;br /&gt;
&lt;br /&gt;
In a reverse of the SPAS-12's errors, the Henry .410 is ''always'' cocked after every reload in ''Cold War''’s multiplayer. However, this is corrected in Warzone, where it is only cocked when empty.&lt;br /&gt;
[[File:H018G-410R.jpg|thumb|none|450px|Henry H018G-410R - .410 bore]]&lt;br /&gt;
[[File:Henry410BPpreview BOCW.jpg|thumb|none|600px|The Henry Lever Action Shotgun in the battlepass preview menu.]]&lt;br /&gt;
[[File:Henry410idle BOCW.jpg|thumb|none|600px|The Henry .410 wielded by NATO operator Park, in a Soviet live fire training compound,]]&lt;br /&gt;
[[File:Henry410ADS BOCW.jpg|thumb|none|600px|Aiming down Main Street, USA.]]&lt;br /&gt;
[[File:Henry410inspect1 BOCW.jpg|thumb|none|600px|Inspecting the time travelling lever action shotgun. Note the top of the receiver is drilled and tapped for an optic mount.]]&lt;br /&gt;
[[File:Henry410inspect2 BOCW.jpg|thumb|none|600px|Flipping the shotgun over and examining the loading gate and ejection port.]]&lt;br /&gt;
[[File:Henry410reload BOCW.jpg|thumb|none|600px|Inserting fresh shells into the loading gate.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
The [[Ithaca 37]] appears in-game as the &amp;quot;Hauer 77&amp;quot;, likely a reference to [[Rutger Hauer]], the late star of the film ''[[Hobo with a Shotgun]]''. The weapon is pumped after every single reload (in both Cold War and Warzone). A unique variant of the shotgun, known as the &amp;quot;Firestarter&amp;quot;, appears in &amp;quot;End of the Line&amp;quot;, firing incendiary shells exclusive to this mission.&lt;br /&gt;
&lt;br /&gt;
A shortened version called the &amp;quot;Sucker Punch&amp;quot; is available as a skin via the &amp;quot;Air Sea Land&amp;quot; pack for the Ultimate Edition. The base weapon can also be shortened by equipping the “19.3&amp;quot; Hammer Forged” barrel and the &amp;quot;No Stock&amp;quot; attachment.&lt;br /&gt;
[[File:IthacaBayo.jpg|thumb|none|450px|Ithaca 37 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:Ithaca37preview BOCW.jpg|thumb|none|600px|The Ithaca 37 in Gunsmith. It is fitted with a heat shield by default, the bayonet lug is removed and the sling loop is attached to the magazine tube.]]&lt;br /&gt;
[[File:Ithaca37idle BOCW.jpg|thumb|none|600px|The Ithaca 37 used on board a Soviet salvage ship.]]&lt;br /&gt;
[[File:Ithaca37ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Ithaca37Inspect BOCW.jpg|thumb|none|600px|Inspecting the Ithaca 37.]]&lt;br /&gt;
[[File:Ithaca37Inspect2 BOCW.jpg|thumb|none|600px|Every weapon inspect for the Ithaca 37 involves the player character working the pump.]]&lt;br /&gt;
[[File:Ithaca37Reload BOCW.jpg|thumb|none|600px|Loading the magazine tube up.]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The [[Penn Arms Striker-12]] was added to the game during Season 1. It has the auto-ejection mechanism (and therefore the shell deflector) of late models, but lacks a rear drum advance lever like early models. The design is anachronistic, as the auto-ejection feature on Striker shotguns (developed in 1989) wasn't yet in existence during game's time period (when the company was called Sentinel Arms), and the original model wouldn't fit in the pre-1983 multiplayer maps either.&lt;br /&gt;
&lt;br /&gt;
It is referred to as the &amp;quot;Streetsweeper&amp;quot;, and incorrectly fires in fully-automatic mode. Unlike its counterpart from previous games, the winding key is correctly used to rotate the cylinder while reloading, although there is a missing step in which the player character is supposed to manually eject the last shell with the ejector rod.&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|400px|Penn Arms Striker-12 - 12 gauge]]&lt;br /&gt;
[[File:Striker12FullLength.jpg|thumb|none|400px|Sentinel Arms Striker-12 with civilian-legal 18&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:Striker12preview BOCW.jpg|thumb|none|600px|The Striker-12.]]&lt;br /&gt;
[[File:Striker12Idle BOCW.jpg|thumb|none|600px|The Striker-12 in service inside a West German US Army base.]]&lt;br /&gt;
[[File:Striker12ADS BOCW.jpg|thumb|none|600px|The Striker-12's iron sights.]]&lt;br /&gt;
[[File:Striker12Inspect BOCW.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:Striker12Inspect2 BOCW.jpg|thumb|none|600px|Carefully reading the warning label on the side of the receiver.]]&lt;br /&gt;
[[File:Striker12Reload BOCW.jpg|thumb|none|600px|Reloading by twisting the winding key for each new shell.]]&lt;br /&gt;
[[File:Striker12Reload2 BOCW.jpg|thumb|none|600px|Inserting a new shell.]]&lt;br /&gt;
&lt;br /&gt;
==TP-82==&lt;br /&gt;
A stylized [[TP-82]] was added in season five as the &amp;quot;Marshal&amp;quot;, an in-universe predecessor to ''BO3''’s [[Talk:Call of Duty: Black Ops III#&amp;quot;Marshal 16&amp;quot;|&amp;quot;Marshal 16&amp;quot;]]. It is used by Woods as a backup sidearm in the season five cinematic trailer. It is classed as a pistol instead of a shotgun.&lt;br /&gt;
&lt;br /&gt;
The weapon lacks the 5.45mm barrel that the actual weapon has, meaning it functions as a regular double-barrel shotgun. Furthermore, it has been rechambered for 12 gauge instead of the 12.5x70mm shells it actually uses. Owing to its pistol classification, it can be dual-wielded. The weapon only has 6 attachments, which include two optics (mounted on an anachronistic Picatinny rail), a cut-down barrel, a longer barrel and dual-wield. The final attachment is &amp;quot;Dragon's Breath&amp;quot; shells, which do not set enemies on fire, instead they just have a flat damage increase and a cosmetic fire effect, but they are still countered by Flak Jacket.&lt;br /&gt;
&lt;br /&gt;
The two hammers on the gun are not dynamically animated in BOCW, but are in ''Warzone''. In BOCW, the right hammer doesn't drop after firing the first shot (from the right barrel), and both hammers will only drop (simultaneously) after firing both shots; the ''Warzone'' animation correctly shows the right hammer dropping after the first shot. This also extends to the reload animations: the BOCW animation only shows the operator cocking both hammers when reloading both both barrels, while the ''Warzone'' animation has an additional animation showing the operator cocking the one dropped hammer when reloading a single barrel.&lt;br /&gt;
&lt;br /&gt;
Markings on the weapon read &amp;quot;Manufactured in the USA&amp;quot; and &amp;quot;Marshal 82&amp;quot;. In a nice bit of attention-to-detail, struck primers can be seen on the fired shells when reloading. &lt;br /&gt;
[[File:TP-82.jpg|thumb|none|400px|TP-82 - 5.45x39mm &amp;amp; 12.5x70mm (roughly 40 gauge)]]&lt;br /&gt;
[[File:TP82preview BOCW.jpg|thumb|none|600px|Gunsmith preview.]]&lt;br /&gt;
[[File:TP82idle BOCW.jpg|thumb|none|600px|The &amp;quot;Marshal&amp;quot; on the map &amp;quot;Diesel&amp;quot;.]]&lt;br /&gt;
[[File:TP82empty BOCW.jpg|thumb|none|600px|After depleting your ammo pool, the hammers will be correctly shown as uncocked.]]&lt;br /&gt;
[[File:TP82ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:TP82inspect1 BOCW.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:TP82inspect2 BOCW.jpg|thumb|none|600px|Flipping it over.]]&lt;br /&gt;
[[File:TP82inspect3 BOCW.jpg|thumb|none|600px|Checking the breech, note the unstruck primers on the shotgun shells.]]&lt;br /&gt;
[[File:TP82reload BOCW.jpg|thumb|none|600px|Reloading the &amp;quot;Marshal&amp;quot;, note the now struck primer on the right.]]&lt;br /&gt;
[[File:TP82reload2 BOCW.jpg|thumb|none|600px|Spent hulls ejected.]]&lt;br /&gt;
[[File:TP82reload3 BOCW.jpg|thumb|none|600px|Fresh shells inserted.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles / Carbines=&lt;br /&gt;
==Ak 5==&lt;br /&gt;
A stylized [[Ak 5]] is featured in the game as the &amp;quot;Krig 6&amp;quot; (''krig'' means &amp;quot;war&amp;quot; in Swedish). It anachronistically appears in the campaign's 1981 period and in the false flashbacks to Vietnam, as it was first produced in 1986 (the [[FN FNC]], from which the Ak 5 was derived, would have been a more appropriate choice for the 80s segments, and it’s predecessor, the [[FN CAL]], was developed in 1966, and it was used by Thai Forces during the Vietnam War). It also uses an anachronistic upper rail when equipping optics. It is used inaccurately by the East German police and Soviet as well as American troops in the campaign, who would much more likely use the [[AKS-74|MPi-AKS-74N]] and [[M16]] respectively. While it may be possible that the Iranian terrorists in &amp;quot;Nowhere Left to Run&amp;quot; stole a few AK 5 rifles, it is highly unlikely, considering it is exclusively used by the Swedish Armed Forces and the Norwegian Police Service.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tactical Stock&amp;quot; gives it a synthetic fixed [[FN FAL]] stock (similar to some FNC configurations), and the &amp;quot;Commando Assembly&amp;quot; stock is taken from a [[SIG SG 550]] series rifle.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|450px|Bofors Ak 5 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Ak5preview BOCW.jpg|thumb|none|600px|The Ak 5 in Gunsmith. Note the stylistically fictionalized handguard, the early FN FNC-style trigger guard, the lack of reinforcement on the wire stock, as well as the addition of a bolt release paddle, something that the actual Ak 5 (lacking a bolt hold open device) does not have. In reality, the bolt hold open device and automatic nature of the feature would not be added to the weapon system until the Ak 5C became finalized and adopted in the mid-2000s.]]&lt;br /&gt;
[[File:Ak5idle BOCW.jpg|thumb|none|600px|The Ak 5 enjoying a snow map, as its heritage demands.]]&lt;br /&gt;
[[File:Ak5ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Ak5inspect BOCW.jpg|thumb|none|600px|Holding up the gun for an inspect.]]&lt;br /&gt;
[[File:Ak5inspect2 BOCW.jpg|thumb|none|600px|Checking the other side. Note how the weapon also has an FNC-style charging handle.]]&lt;br /&gt;
[[File:Ak5reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Ak5reload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:Ak5reload3 BOCW.jpg|thumb|none|600px|Racking the charging handle to chamber a round. The fictional bolt release paddle is slapped instead in the reloads of some of the magazine options.]]&lt;br /&gt;
[[File:BOCW-Ak5-1.jpg|thumb|none|600px|Woods wields an Ak 5 with an upper rail in a trailer. Note the picatinny rail which is of the anachronistic modern style.]]&lt;br /&gt;
[[File:BOCW-Ak5-2.jpg|thumb|none|600px|The Ak 5 going down in a Michael Bay style sequence. For some reason, the flash hider is missing in this sequence, and the stock is clipping through the ground.]]&lt;br /&gt;
[[File:BOCW AK5 Trailer.jpeg|thumb|none|600px|Sims with an Ak 5 in the multiplayer reveal trailer.]]&lt;br /&gt;
[[File:FNC REM Sporter.jpg|thumb|450px|none|FN FNC - 5.56x45mm]]&lt;br /&gt;
[[File:BOCW Ak5-FNC.jpg|thumb|none|600px|The Ak 5 can be configured with an FNC-like or Daewoo K2-like handguard with the “19.7&amp;quot; Ranger” barrel configuration.]]&lt;br /&gt;
&lt;br /&gt;
==AK-47/AKM Hybrid==&lt;br /&gt;
An &amp;quot;[[AK-47]]&amp;quot; is featured in the game. During the alpha and beta stages, it was mostly modeled correctly after an AK-47, albeit with an [[AKM]]-style pistol grip and slant compensator. However, the model of the base gun was changed in the final game: now it also has an AKM's stamped receiver and ribbed top cover, while retaining the AK-47's gas block, gas tube, front sight block, handguard, and stock. &lt;br /&gt;
&lt;br /&gt;
It can be fitted with an [[RPK]]-style barrel and stock via the “20&amp;quot; Liberator” barrel and the &amp;quot;Tactical Stock&amp;quot; respectively. Other notable Eastern Bloc customizations include a Romanian/East German style coat-hanger stock with the added cheek strut piece as the &amp;quot;Wire Stock&amp;quot;. The &amp;quot;Foregrip&amp;quot; is a Romanian type wooden foregrip and the &amp;quot;Patrol Grip&amp;quot; is a Hungarian FEG-style foregrip. It uses a fictionalized Dragunov optics mount modified into a rail mount when equipping optics.&lt;br /&gt;
&lt;br /&gt;
The AK can also take an extended 40-round steel magazine or a 50-round orange Bakelite resin mag.&lt;br /&gt;
&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:AKpreview BOCW.jpg|thumb|none|600px|The launch version model of the &amp;quot;AK-47&amp;quot;, featuring the ribbed dust cover and stamped receiver.]]&lt;br /&gt;
[[File:AK47idle BOCW.jpg|thumb|none|600px|The AK hybrid in an East German training facility.]]&lt;br /&gt;
[[File:AK47ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:AK47inspect BOCW.jpg|thumb|none|600px|Adler removes the magazine during the weapon inspect.]]&lt;br /&gt;
[[File:AK47inspect2 BOCW.jpg|thumb|none|600px|Then does a chamber check. There will always be a round in the chamber, regardless of whether you have ammunition or not.]]&lt;br /&gt;
[[File:AK47reload BOCW.jpg|thumb|none|600px|Reloading from empty involves flinging the old magazine out by hitting the mag release with the feed lip of a new magazine.]]&lt;br /&gt;
[[File:AK47reload2 BOCW.jpg|thumb|none|600px|Then after rocking in the fresh magazine, racking the bolt with an anachronistic underhand charge. The underhand charge is a modern technique that appears to have developed after the 2000s. Interestingly, a more conventional reload was used in the beta but was changed to the underhand method in the final game presumably due to the community's dissatisfaction with the game's reload animations compared to ''Modern Warfare''.]]&lt;br /&gt;
&lt;br /&gt;
===AK-47===&lt;br /&gt;
Many blueprints, such as the &amp;quot;Iron Curtain&amp;quot; and &amp;quot;Soviet Standard&amp;quot;, retain the AK-47's appearance seen in earlier builds of the game. Additionally, some unusable AK-47s can be seen in the CIA Safehouse.&lt;br /&gt;
&lt;br /&gt;
The Season 1 &amp;quot;Prototype&amp;quot; blueprint gives the weapon a green M16-style stock and a modern barrel, and the &amp;quot;Lethal Damage&amp;quot; blueprint has a sporterized stock.&lt;br /&gt;
&lt;br /&gt;
[[File:PolyTechLegendAK47.jpg|thumb|none|450px|Poly Technologies Legend AK with original Russian style front sight, AKM muzzle brake, and bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:BOCW-AK-2.jpeg|thumb|none|600px|The older AK-47 model during the alpha. Note the presence of an AKM-type pistol grip, the opposite of the AKS-74U as seen below.]]&lt;br /&gt;
[[File:BOCW RPK.jpg|thumb|none|600px|A pseudo-RPK build on the loadout wall in the beta.]]&lt;br /&gt;
[[File:BOCW AK Proto.jpg|thumb|none|600px|The odd-looking &amp;quot;Prototype&amp;quot; blueprint.]]&lt;br /&gt;
[[Image:Radom Hunter.jpg|thumb|450px|none|Radom Hunter - 7.62x39mm. Image used to show the sporterized stock.]]&lt;br /&gt;
[[File:BOCW AK sport.jpg|thumb|none|600px|The sporterized stock on the &amp;quot;Lethal Damage&amp;quot; blueprint.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-47===&lt;br /&gt;
Equipping the &amp;quot;Duster Stock&amp;quot; on some blueprints turns the gun into an [[AKS-47]].&lt;br /&gt;
&lt;br /&gt;
[[File:DeactivatedAKS(1954-59).jpg|thumb|none|450px|AKS-47 - 7.62x39mm]]&lt;br /&gt;
[[File:BOCW AKS-47.jpg|thumb|none|600px|An AKS-47 build in the beta. The &amp;quot;Taped Mags&amp;quot; change the reload animations to be all done with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===Type 56===&lt;br /&gt;
The &amp;quot;AK-47&amp;quot; wielded by NVA and VC soldiers in the Vietnam flashback missions is modeled after the Chinese [[Type 56 assault rifle#Type 56 (7.62x39mm)|Type 56]].&lt;br /&gt;
&lt;br /&gt;
[[File:Early type 56.jpg|thumb|none|450px|Type 56, early milled receiver model with bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:Type56-2.jpg|thumb|none|450px|Type 56-2 - 7.62x39mm]]&lt;br /&gt;
[[File:Type56 BOCW.jpg|thumb|none|600px|Bell admiring her newly acquired Type 56.]]&lt;br /&gt;
[[File:Type56 BOCWsights.jpg|thumb|none|600px|Looking down the fully enclosed hood of the front sight post, also note the milled dust cover.]]&lt;br /&gt;
[[File:Type56 BOCWreload.jpg|thumb|none|600px|Reloading shows the early slab sided AK-47 magazine unique to the Type 56 weapon model in game, as well as the folded (and sadly unusable) spike bayonet.]]&lt;br /&gt;
[[File:Type56 BOCWreload2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Type56wm BOCW.jpg|thumb|none|600px|The world model of the Type 56 shows the Type 56-2 style folding stock, which is anachronistic to those (false) flashback missions, because the Type 56-2 was released after the war in 1980. Note how it also has an Type 56/AK-47 style pistol grip rather than the AKM one used on the base AK.]]&lt;br /&gt;
&lt;br /&gt;
===AMD-65===&lt;br /&gt;
The ''[[Rambo III]]'' inspired &amp;quot;Bloodstained&amp;quot; blueprint gives the gun a similar appearance to the [[AMD-65]], except that it retains the AK-47's front sight and gas system.&lt;br /&gt;
&lt;br /&gt;
[[File:AMD65Short.jpg‎|thumb|none|450px|Hungarian AMD-65 as seen in the film - 7.62x39mm. This one has an American copy of an Israeli blank fire adapter (which is slightly longer and thinner than most commonly seen external BFAs. This is the version seen in the movie.)]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is one of the weapons in ''Black Ops Cold War''. In classic ''Call of Duty'' tradition, it is incorrectly classified as a submachine gun and referred to as the &amp;quot;AK-74u&amp;quot;. While not anachronistic for the 80s segments, it's quite overrepresented even with Woods having one in his trunk at a time when the Soviets were just introducing it to service in Afghanistan. It also appears anachronistically in Bell's false flashbacks to the Vietnam War, where it's inaccurately used by the Vietcong.&lt;br /&gt;
&lt;br /&gt;
It has attachment configurations that approximate members of the [[AS Val]] family. The &amp;quot;Duster Stock&amp;quot; is similar the Val stock, the &amp;quot;Commando Assembly&amp;quot; stock is from the [[VSS Vintorez]], and the “10.3&amp;quot; Ranger” barrel configuration uses the SR-3M's handguard. The &amp;quot;40 Rd Speed Mag&amp;quot; is also a 20-round 6L25 9x39mm magazine.&lt;br /&gt;
&lt;br /&gt;
In addition, the drum magazine attachments are straighter-style 7.62x39mm drum magazines.&lt;br /&gt;
[[File:AKS74U.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:AKS-74upreview BOCW.jpg|thumb|none|600px|While this AKS-74U is more accurately modeled than in most previous ''Call of Duty'' titles, it is shown with an AK-47 style pistol grip, apparently having traded grips with the Beta AK-47.]]&lt;br /&gt;
[[File:AKS-74uIdle BOCW.jpg|thumb|none|600px|Sims holds an AKS-74U while looking at some sand dunes.]]&lt;br /&gt;
[[File:AKS-74uADS BOCW.jpg|thumb|none|600px|Aiming down the distinctive rear notch of the AKS-74U.]]&lt;br /&gt;
[[File:AKS-74uInspect BOCW.jpg|thumb|none|600px|Inspecting the AKS-74U.]]&lt;br /&gt;
[[File:AKS-74uInspect2 BOCW.jpg|thumb|none|600px|Checking out the ejection port and correctly positioned safety lever.]]&lt;br /&gt;
[[File:AKS-74uReload BOCW.jpg|thumb|none|600px|Swapping magazines during a reload.]]&lt;br /&gt;
[[File:BOCW AKS-74U 9x39.jpg|thumb|none|600px|The AKS-74U with various 9x39mm components. Either of the suppressor attachments convert into a Val/VSS style suppressor with the &amp;quot;Ranger&amp;quot; and two of the other barrel mods.]]&lt;br /&gt;
[[File:Aks74uEscapeplanblackopscw.jpg|thumb|none|600px|The &amp;quot;Escape Plan&amp;quot; blueprint of the AKS-74U - as with the &amp;quot;Battleworn&amp;quot; AKM from ''Modern Warfare Remastered'', the dust cover is gone and reveals fully modeled internals. Note that the &amp;quot;Spetsnaz PKM Stock&amp;quot; attachment is just a regular AK-type stock in this blueprint. Also note that this game does not contain a PKM, which is odd, as many Warsaw Pact weapons feature stocks with &amp;quot;Spetsnaz PKM stock&amp;quot; as their name.]]&lt;br /&gt;
&lt;br /&gt;
==APS Underwater Rifle==&lt;br /&gt;
The [[APS Underwater Assault Rifle]] was added in an update on May 6, 2022. It is referred to as the &amp;quot;UGR&amp;quot;, and is incorrectly classified as a submachine gun (a fact even its own description seems to acknowledge, given that it is described as an &amp;quot;underwater rifle modified for improved land performance&amp;quot;; these &amp;quot;improvements&amp;quot; are presumably what stops the weapon from physically destroying itself within 180 rounds fired above water).&lt;br /&gt;
&lt;br /&gt;
Like many of the game's weapons, it features several visual alterations compared to its real-world counterpart; most notably, it feeds from a flat-bottomed magazine reminiscent of the QBS-06 (a Chinese derivative of the APS). This holds an incorrect 27 rounds (compared to the QBS's 25 and the APS's 26), presumably to prevent an incomplete burst at the end of a magazine when the unique &amp;quot;Burst Fire Repeater&amp;quot; muzzle device (which somehow makes the weapon fire in three-round bursts, despite being little more than an [[MG81]]-style flash hider) is used. A more appropriate staggered-bottomed magazine (albeit with an even more incorrect 30-round capacity) is the weapon's only alternate ammo option; this is full of explosive-tipped darts, presumably to help drive home the idea of this weapon as an in-universe predecessor to ''[[Call of Duty: Black Ops 4|BO4]]'''s &amp;quot;S6 Stingray&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Interestingly, this is the only weapon that is actually appropriate for the game's otherwise implausible underwater ballistic physics.&lt;br /&gt;
[[File:APS underwater rifle.jpg|thumb|none|450px|APS underwater assault rifle - 5.66x39mm MPS]]&lt;br /&gt;
[[File:QBS-06.jpg|thumb|none|450px|QBS-06 - 5.8x42mm DBS-06]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;CARV.2&amp;quot;==&lt;br /&gt;
The &amp;quot;CARV.2&amp;quot; added during Season 3 is a fictional burst-firing bullpup &amp;quot;tactical rifle&amp;quot; manufactured by the same (in-universe) company that manufactures the &amp;quot;KSP 45&amp;quot;. It appears to be based on the [[Heckler &amp;amp; Koch G11|Heckler &amp;amp; Koch G11 K2]], even using the latter's 4.73mm caseless ammunition in Warzone. It is anachronistic either way, though firing prototypes do exist during the game's time period.&lt;br /&gt;
&lt;br /&gt;
Compared to the real G11, the &amp;quot;CARV.2&amp;quot; is a bullpup rifle with a a conventional bullpup configuration, with the magazine placed in the stock instead of above the barrel. It also features a typical charging handle, instead of the wind-up handle on the real G11. It appears shorter and slightly taller than the G11, with a carrying handle instead of the G11's integrated optic, and a rail where the real G11's magazine resides. The handguard is moulded, and the barrel is vented, presumably a way of alleviating the problems the G11 had with its barrel heating up during operation, as there are no brass shells to take the heat out of the rifle. The fire selector is further forward than the real G11, but still features semi-auto, 3-round burst and full-auto, although the rifle is not able to fire in semi-auto or full-auto in gameplay. A more true to the real thing handguard is available as the ''22.5&amp;quot; Task Force'' barrel attachment. &lt;br /&gt;
&lt;br /&gt;
The magazine holds 45 rounds by default, and bizarrely has &amp;quot;.437mm×33&amp;quot; written on it. Oddly, the magazine is also curved, despite the caseless 4.73mm round not being tapered (which is the reason for curved magazines, to allow for the round to feed properly); the in-game weapon apparently uses [https://www.artstation.com/artwork/zO2Qb6 a different, fictional type] of 4.73mm ammo with rounded (though still not tapered) propellant charges and exposed bullets, seemingly based on [https://militarycartridges.com/2018/04/12/5-56mm-x-24mm-caseless/ Frankford Arsenal's experimental 5.56x24mm caseless rounds.] Caseless 4.73mm ammunition would be anachronistic in the 80s maps, as it was not developed at the time.&lt;br /&gt;
&lt;br /&gt;
[[File:G11K2 left.jpg|thumb|none|450px|Heckler &amp;amp; Koch G11 K2 - 4.73x33mm]]&lt;br /&gt;
[[File:CARV2preview BOCW.jpg|thumb|none|600px|The &amp;quot;CARV.2&amp;quot; in the weapon model preview screen. Another fictional rifle inspired by the G11 but using the same feed layout is the [[Metal Gear Solid V: The Phantom Pain#&amp;quot;G44&amp;quot;|G44]] from ''[[Metal Gear Solid V: The Phantom Pain]]''.]]&lt;br /&gt;
[[File:CARV2idle BOCW.jpg|thumb|none|600px|The &amp;quot;CARV.2&amp;quot; in New Mexico.]]&lt;br /&gt;
[[File:CARV2ADS BOCW.jpg|thumb|none|600px|Aiming down the sights at a suspicious step van.]]&lt;br /&gt;
[[File:CARV2inspect1 BOCW.jpg|thumb|none|600px|Inspecting the pseudo-G11.]]&lt;br /&gt;
[[File:CARV2inspect2 BOCW.jpg|thumb|none|600px|Note the absence of an ejection port due to the caseless nature of 4.73mm; the real G11 actually does feature an ejection port, to allow removal of a live round from the chamber (either to get rid of a dud, or simply to clear the weapon).]]&lt;br /&gt;
[[File:CARV2reload1 BOCW.jpg|thumb|none|600px|Swapping out magazines...]]&lt;br /&gt;
[[File:CARV2reload2 BOCW.jpg|thumb|none|600px|...and pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==CETME Model C==&lt;br /&gt;
The [[CETME Model C]] was added in Season 4 as the &amp;quot;C58&amp;quot;, noted due to its slightly curved magazine.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;SASR Jungle Grip&amp;quot; gives it a similar pistol grip to the [[Heckler &amp;amp; Koch PSG-1]], and the &amp;quot;Raider Stock&amp;quot; also resembles a PSG-1 stock. The &amp;quot;CQB Stock&amp;quot; is a sliding design similar to the [[G3A4]].&lt;br /&gt;
&lt;br /&gt;
Interestingly, one of the magazine options is a caliber conversion (the first such attachment in the game), using 5.56x45mm NATO ammunition in a fictional 60-round drum; oddly, the only thing this does is decrease the damage in exchange for a larger-than-normal magazine, with no impact on fire rate, recoil, muzzle velocity, etc. This is not the case for the Warzone counterpart, as that one instead has a 55-round drum option that retains the base 7.62x51mm ammunition.&lt;br /&gt;
&lt;br /&gt;
The curved &amp;quot;25 Rnd Speed&amp;quot; and &amp;quot;Salvo 30 Rnd Fast Mag&amp;quot; resemble HK32 style magazines. The &amp;quot;18.7&amp;quot; Reinforced Heavy Barrel&amp;quot; will give it a handguard resembling that of an [[IMI Romat]]'s while the &amp;quot;18.2&amp;quot; Takedown&amp;quot; to its predecessor the Model B. &amp;quot;15.6&amp;quot; Ultralight&amp;quot; and &amp;quot;18.7&amp;quot; Ranger&amp;quot; will give it a handguard resembling that of a Model E.&lt;br /&gt;
&lt;br /&gt;
[[File:Cetme.jpg|thumb|none|450px|CETME Model C - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CETMEmodelCpreview BOCW.jpg|thumb|none|600px|The CETME Model C in the battlepass preview screen.]]&lt;br /&gt;
[[File:CETMEmodelCidle BOCW.jpg|thumb|none|600px|The CETME Model C in service in Algeria.]]&lt;br /&gt;
[[File:CETMEmodelCADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CETMEmodelCinspect1 BOCW.jpg|thumb|none|600px|Inspecting the Model C.]]&lt;br /&gt;
[[File:CETMEmodelCinspect2 BOCW.jpg|thumb|none|600px|Checking out the other side.]]&lt;br /&gt;
[[File:CETMEmodelCinspect3 BOCW.jpg|thumb|none|600px|Performing a chamber check.]]&lt;br /&gt;
[[File:CETMEmodelCreload1 BOCW.jpg|thumb|none|600px|Locking the bolt back on the reload. Note that it is not completely locked upwards into the locking recess in the cocking tube.]]&lt;br /&gt;
[[File:CETMEmodelCreload2 BOCW.jpg|thumb|none|600px|The empty magazine is removed.]]&lt;br /&gt;
[[File:CETMEmodelCreload3 BOCW.jpg|thumb|none|600px|A fresh magazine is inserted.]]&lt;br /&gt;
[[File:CETMEmodelCreload4 BOCW.jpg|thumb|none|600px|The operator then performs an aggressive &amp;quot;HK Slap&amp;quot; on the charging handle, sending the bolt into battery.]]&lt;br /&gt;
[[File:H&amp;amp;KPSG01LongMag.jpg|thumb|none|450px|Heckler &amp;amp; Koch PSG-1 with 20-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Cetme modelo E.jpg|thumb|none|450px|CETME Model E with Non-genuine translucent magazine. - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-CETME-PSGParts.jpg|thumb|none|600px|The &amp;quot;C58&amp;quot; combined with the &amp;quot;Raider Stock&amp;quot; and &amp;quot;SASR Jungle Grip&amp;quot;.]]&lt;br /&gt;
[[File:Fal13-1-.jpg|thumb|none|450px|IMI Romat - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-CETME-187HeavyBarrel.jpg|thumb|none|600px|The &amp;quot;18.7&amp;quot; Reinforced Heavy Barrel&amp;quot; attached to the &amp;quot;C58&amp;quot;.]]&lt;br /&gt;
[[File:Cetme b30.jpg|thumb|none|450px|CETME Model B - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-CETME-182TakedownBarrel.jpg|thumb|none|600px|The &amp;quot;18.2&amp;quot; Takedown&amp;quot; attached to the &amp;quot;C58&amp;quot; alongside the more curved 25-round speed mag which makes it almost identical to the reference image of the Model B.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield EM-2==&lt;br /&gt;
A stylised arctic model [[Enfield EM-2]] was added in season five. It features its built in scope by default. When equipped for the first time, the character properly presses the fire selector button to switch the weapon to full-auto mode. It is correctly referred as firing .280 British in Warzone and in the names of some of the muzzle attachments. While not anachronistic, its usage by anyone in the 80s is extremely unlikely due to only 59 examples being ever produced.&lt;br /&gt;
&lt;br /&gt;
[[File:EM-2.jpg|thumb|none|450px|Enfield EM-2 - .280 British]]&lt;br /&gt;
[[File:EM-2 arctic model.jpg|thumb|none|450px|Enfield EM-2 arctic model with enlarged trigger guard for use with heavy cold weather gloves - .280 British]]&lt;br /&gt;
[[File:EM2preview BOCW.jpg|thumb|none|600px|The EM-2 in the preview menu for the season 5 battlepass; note the AR-style long birdcage flash hider, fictional checkered pistol grip, and curious setup of a trigger guard within another trigger guard. According to the markings above the magazine well, its full name in the Black Ops universe is &amp;quot;NIGHTFIELD EM280&amp;quot;, referencing the .280 British round the weapon fires.]]&lt;br /&gt;
[[File:EM2idle BOCW.jpg|thumb|none|600px|The EM-2 being used to defend an NSA facility in West Germany.]]&lt;br /&gt;
[[File:EM2ADS BOCW.jpg|thumb|none|600px|The EM-2's integral scope. Note the reticle which is essentially a turned upside down version of the original thing with the addition of a central dot.]]&lt;br /&gt;
[[File:EM2inspect1 BOCW.jpg|thumb|none|600px|Inspecting the EM-2. Note the stylized carry handle reminiscent of the AR pattern. The fire selector above the thumb is properly set to &amp;quot;full-auto&amp;quot; mode.]]&lt;br /&gt;
[[File:EM2inspect2 BOCW.jpg|thumb|none|600px|Admiring the tasteful woodgrain.]]&lt;br /&gt;
[[File:EM2reload1 BOCW.jpg|thumb|none|600px|Reloading from empty; empty reloads are done with the right hand, while non-empty ones are done with the left.]]&lt;br /&gt;
[[File:EM2reload2 BOCW.jpg|thumb|none|600px|As NATO operator Hunter inserts the fresh magazine, the bolt drops and chambers a new round.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Hybrid==&lt;br /&gt;
The &amp;quot;FFAR 1&amp;quot; is a weapon based on the [[FAMAS Valorisé]] combined with a trigger guard and magazine well from FAMAS G2 (both of which would be anachronistic to the game), with some visual features similar to the &amp;quot;FFAR&amp;quot; from ''[[Call of Duty: Black Ops III]]''. The default magazine correctly holds 25 rounds instead of 30 like in past ''Call of Duty'' games.&lt;br /&gt;
&lt;br /&gt;
In the game's lore it appears that this weapon is the successor of the FAMAS from the first ''Black Ops'' game and predecessor to the &amp;quot;FFAR&amp;quot; from ''Black Ops III''.&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|450px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Famas g2.jpg|thumb|none|450px|FAMAS G2 with proprietary bipod deployed - 5.56x45mm]]&lt;br /&gt;
[[File:FFARpreview BOCW.jpg|thumb|none|600px|The &amp;quot;FFAR 1&amp;quot; in Gunsmith. Note the front sight similar to the FAMAS Valorisé but the overall shape reminiscent of the prototype and the G2 trigger guard imposed over the now redundant standard one. Also note the return of the adjustable gas piston block, something that does not exist on the actual FAMAS.]]&lt;br /&gt;
[[File:FFARidle BOCW.jpg|thumb|none|600px|The heavily stylised FAMAS in East Germany.]]&lt;br /&gt;
[[File:FFARADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:FFARinspect BOCW.jpg|thumb|none|600px|Inspecting the bullpup rifle.]]&lt;br /&gt;
[[File:FFARinspect2 BOCW.jpg|thumb|none|600px|The player character giving it a loving caress.]]&lt;br /&gt;
[[File:FFARreload BOCW.jpg|thumb|none|600px|Removing the old magazine.]]&lt;br /&gt;
[[File:FFARreload2 BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FARA 83==&lt;br /&gt;
The [[FARA 83]] was added in Season 2 with the metal stock, marking its first appearance in a video game. The flash hider is of a different design to the real weapon and some sort of gas block is mounted underneath the front sight, which is absent on the real weapon. It is anachronistic for pre-1984 multiplayer maps.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tactical Stock&amp;quot; uses the real fixed stock of the FARA. Oddly, the weapon features some AK stock, with the East German coat hangar AK stock as the &amp;quot;Wire Stock&amp;quot; and a [[Type 56-2]] stock as the &amp;quot;Duster Stock&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:FARA83 2.jpg|thumb|none|450px|FARA 83 with metal stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FARA83loadoutpreview BOCW.jpg|thumb|none|600px|The FARA 83 in base form.]]&lt;br /&gt;
[[File:FARA83idle BOCW.jpg|thumb|none|600px|NATO operator Hunter wields a FARA 83 in a Laotian village.]]&lt;br /&gt;
[[File:FARA83ADS BOCW.jpg|thumb|none|600px|Aiming down the sights of the Argentinian rifle.]]&lt;br /&gt;
[[File:FARA83inspect1 BOCW.jpg|thumb|none|600px|Inspecting the rifle. The weapon features accurate marking and bears a serial number of [[Call of Duty: Modern Warfare 2|00141]]. The fire selector is also set to auto.]]&lt;br /&gt;
[[File:FARA83inspect2 BOCW.jpg|thumb|none|600px|Checking out the other side.]]&lt;br /&gt;
[[File:FARA83reload1 BOCW.jpg|thumb|none|600px|Ejecting the empty mag.]]&lt;br /&gt;
[[File:FARA83reload2 BOCW.jpg|thumb|none|600px|Rocking in a new mag.]]&lt;br /&gt;
[[File:FARA83reload3 BOCW.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:Fara 83.jpg|thumb|none|450px|FARA 83 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[IMI Galil ARM]] was added in Season 6, and is called the &amp;quot;Grav&amp;quot; like in ''[[Call of Duty: Black Ops 4|BO4]]''. It has an [[AS Val]] stock and a slightly shorter barrel by default, but can be fitted with a longer barrel in Gunsmith. What’s interesting is that the weapon could have the FN FAL pistol grip, which was used on the prototype Balashinkov (Galil Prototype).&lt;br /&gt;
&lt;br /&gt;
[[File:GalilARM-2.jpg|thumb|none|450px|IMI Galil ARM - 5.56x45mm NATO]]&lt;br /&gt;
[[File:GalilBPpreview BOCW.jpg|thumb|none|600px|The Galil ARM in the battlepass preview menu.]]&lt;br /&gt;
[[File:GalilIdle BOCW.jpg|thumb|none|600px|The Galil ARM used on a field trip to the Moscow Zoo.]]&lt;br /&gt;
[[File:GalilADS BOCW.jpg|thumb|none|600px|The iron sights of the Galil. For some reason, the Galil doesn't have its rear sights in ''Warzone''.]]&lt;br /&gt;
[[File:GalilInspect BOCW.jpg|thumb|none|600px|Inspecting the Galil; note the wooden handguard lacking the grooves and screws of the real deal. Also note the &amp;quot;F-S&amp;quot; selector markings, indicating that it is based on a civilian model.]]&lt;br /&gt;
[[File:GalilInspect2 BOCW.jpg|thumb|none|600px|Checking to see if the safety is disengaged.]]&lt;br /&gt;
[[File:GalilReload BOCW.jpg|thumb|none|600px|Reloading from an empty magazine.]]&lt;br /&gt;
[[File:GalilReload2 BOCW.jpg|thumb|none|600px|Rocking in the new magazine.]]&lt;br /&gt;
[[File:GalilReload3 BOCW.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:Galilarm-05.jpg|thumb|none|450px|IMI Galil ARM chambered in 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==K31==&lt;br /&gt;
The [[K31 Rifle]] was added to the sniper rifles category in Season 3, under the name &amp;quot;Swiss K31&amp;quot;. It has a shortened barrel by default, though the “24.9&amp;quot; Extended” barrel attachment gives it the correct barrel length.&lt;br /&gt;
&lt;br /&gt;
The Warzone incarnation of the K31 is correctly chambered in 7.5x55mm. Despite this, some barrel attachment make it seem like the weapon fires .308 Winchester/7.62x51mm NATO, which would be incorrect.&lt;br /&gt;
&lt;br /&gt;
[[File:SchmidtRubinK31.jpg|thumb|none|450px|Karabiner K31 Rifle - 7.5x55mm Schmidt Rubin GP-11]]&lt;br /&gt;
[[File:K31battlepasspreview BOCW.jpg|thumb|none|600px|The K31 in the battlepass preview.]]&lt;br /&gt;
[[File:K31idle BOCW.jpg|thumb|none|600px|The K31 on Mount Yamantau, equipped with the aforementioned &amp;quot;24.9 Extended&amp;quot; barrel, along with its original iron sights.]]&lt;br /&gt;
[[File:K31ADS BOCW.jpg|thumb|none|600px|The K31's iron sights.]]&lt;br /&gt;
[[File:K31inspect1 BOCW.jpg|thumb|none|600px|Inspecting the K31.]]&lt;br /&gt;
[[File:K31inspect2 BOCW.jpg|thumb|none|600px|Hunter pulling the bolt back for a chamber check.]]&lt;br /&gt;
[[File:K31reload1 BOCW.jpg|thumb|none|600px|Reloading the K31 involves opening the action and removing the magazine.]]&lt;br /&gt;
[[File:K31reload2 BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:K31reload3 BOCW.jpg|thumb|none|600px|And closing the bolt, chambering a new round.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] appears in the game as the &amp;quot;DMR 14&amp;quot;. It is modeled after an airsoft G&amp;amp;G Armament GR14 and as such it sports a synthetic stock (though equipping the Duster Pad stock gives it a chequered wooden stock), fires semi-automatically, and is classified as a &amp;quot;tactical rifle&amp;quot; in multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[File:M14 rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Springfield Armory M1A Black.jpg|thumb|none|450px|Springfield Armory M1A with synthetic stock, for comparison - 7.62x51mm]]&lt;br /&gt;
[[File:M14preview BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:M14Idle BOCW.jpg|thumb|none|601px|The M14 on a bright Miami day.]]&lt;br /&gt;
[[File:M14ADS BOCW.jpg|thumb|none|601px|Looking down the iron sights.]]&lt;br /&gt;
[[File:M14ChamberCheck BOCW.jpg|thumb|none|601px|NATO operator Hunter holds the rifle up to inspect.]]&lt;br /&gt;
[[File:M14Inspect2 BOCW.jpg|thumb|none|600px|Checking the other side of the rifle. Note the circular cutout with two holes and the presence of selector switch complete with a cutout in the stock for it, confirming it as an airsoft G&amp;amp;G Armament GR14.]]&lt;br /&gt;
[[File:M14Inspect3 BOCW.jpg|thumb|none|600px|Performing a chamber check.]]&lt;br /&gt;
[[File:M14Reload BOCW.jpg|thumb|none|601px|Swapping out magazines.]]&lt;br /&gt;
[[File:M14Reload2 BOCW.jpg|thumb|none|601px|Hunter inserting a fresh magazine.]]&lt;br /&gt;
[[File:M14Reload3 BOCW.jpg|thumb|none|600px|Tugging on the charging handle to chamber a round.]]&lt;br /&gt;
[[File:BOCWM14Wood.jpg|thumb|none|600px|The wooden M14 stock when equipping the Duster Pad. It seems to be inspired by [https://salem-poor-squadron-75.tumblr.com/post/179129731667/springfield-armory-m1a-socom-16-the-shorter-and/amp this] particular M1A SOCOM 16 custom stock made by LAW483 Enterprises and an ATI Fiberforce Recoil Pad. It should be noted that such custom made or synthetic stocks are most likely anachronistic for the 80s and a basic wooden one would have sufficed instead.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] appears under the &amp;quot;tactical rifles&amp;quot; class. It is simply referred to as the &amp;quot;M16&amp;quot; in the HUD, but actually has &amp;quot;M16.A2&amp;quot; markings on the magwell. It incorrectly holds 30 rounds in a 20-round magazine, and the pin for the auto sear on the lower receiver is absent, which in reality would prevent the rifle from firing in bursts. It is anachronistic to the campaign's 1981 time period, as the M16A2 was not adopted for service yet, first being adopted in 1983 by the USMC and in 1986 by the Army. Rather than removing the carry handle as in previous Black Ops games, it uses an anachronistic carry handle rail when equipping optics. Said carry handle rail appears to be a modern 1913 rail attached using a clamp and screw system from a Colt 3x or 4x AR-15 scope somehow mated together. The weapon boasts surprisingly high damage, able to kill enemies in a single burst at some range compared to the fully-automatic rifles.&lt;br /&gt;
&lt;br /&gt;
The M16's alternate barrel options include “16.3&amp;quot; Rapid Fire”, “20.5&amp;quot; Cavalry Lancer”, “16.3&amp;quot; Titanium”, “20.2&amp;quot; Takedown”, and “15.9&amp;quot; Strike Team”; of these, the 20.5&amp;quot; barrel options are visually just the default barrel but fluted (&amp;quot;Cavalry Lancer&amp;quot;) or dimpled (&amp;quot;Takedown&amp;quot;). For the short barrel options, the &amp;quot;Rapid Fire&amp;quot; and &amp;quot;Strike Team&amp;quot; both give the gun a short triangular handguard (the difference is that &amp;quot;Rapid Fire&amp;quot; has a smooth barrel while &amp;quot;Strike Team&amp;quot;'s is fluted), while &amp;quot;Titanium&amp;quot; gives the gun a short round handguard, the end result somewhat resembling a Colt Model 723 14.5&amp;quot; A1 barrel.&lt;br /&gt;
&lt;br /&gt;
The M16's stock options include &amp;quot;Tactical Stock&amp;quot;, the normal M16A2 stock with a cheek pad, &amp;quot;Wire Stock&amp;quot;, an M231 FPW-like wire stock, &amp;quot;Duster Stock&amp;quot;, a Doublestar Ace skeleton stock (which might be anachronistic), &amp;quot;Commando Assembly&amp;quot;, a 2nd generation collapsible stock, and &amp;quot;Buffer Tube&amp;quot;, an exposed buffer tube with a rubber pad.&lt;br /&gt;
&lt;br /&gt;
Magazine options include the classic ''Black Ops'' jungle-style fast mags made with either duct tape or clamps, a 30-round STANAG magazine depicted as a 45-rounder, a 20-round STANAG magazine with an improvised duct tape magazine assists somehow also depicted as a 45-rounder, and a severely underloaded MAG5-100 100-round magazine holding 54 rounds (which also appears on the in-game &amp;quot;XM4&amp;quot;, where it holds 50 rounds).&lt;br /&gt;
[[File:M16A2.jpg|thumb|none|450px|Colt M16A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A2preview BOCW.jpg|thumb|none|600px|The M16A2 in Gunsmith.]]&lt;br /&gt;
[[File:M16A2Idle BOCW.jpg|thumb|none|600px|The M16A2 in service inside a Nevadan nuclear weapons test site.]]&lt;br /&gt;
[[File:M16A2ADS BOCW.jpg|thumb|none|600px|Aiming down the carry handle sights.]]&lt;br /&gt;
[[File:M16A2inspect BOCW.jpg|thumb|none|600px|Inspecting the rifle. Note that the in-universe stand in for Colt appears to be the fictional &amp;quot;Arrow Armory&amp;quot; (the same manufacturer stamped on the ''BOCW'' M1911A1) based in Hartford, Connecticut, standing in for Colt, the real life manufacturer of both weapons, which is also based in Hartford, CT.]]&lt;br /&gt;
[[File:M16A2inspect2 BOCW.jpg|thumb|none|600px|Performing a rather enthusiastic chamber check; pulling the bolt this far back would likely eject the currently-chambered round.]]&lt;br /&gt;
[[File:M16A2Reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:M16A2Reload2 BOCW.jpg|thumb|none|600px|Inserting a fresh 20 round steel GI mag.]]&lt;br /&gt;
[[File:BOCW M16A2 Constable.jpg|thumb|none|600px|The &amp;quot;Constable&amp;quot; blueprint, which has an anachronistic Aim Sports AR free float rifle length quad rail/V3 or Monstrum Tactical 12 inch free float quad rail.]]&lt;br /&gt;
&lt;br /&gt;
===Colt XM4 Carbine===&lt;br /&gt;
The combination of the “16.3&amp;quot; Titanium” barrel attachment with the &amp;quot;Commando Assembly&amp;quot; stock attachment approximates the [[M4 Carbine|XM4 Carbine]], sans the proper stepped barrel used for early models. The exact same configuration can be made by removing all attachments from the &amp;quot;SOG Commando&amp;quot; blueprints for the gun referred to as the &amp;quot;XM4&amp;quot; in game and then reattaching the longest barrel option. The handguard seems to be inspired from the later models of the XM4 (as well as early M4s and M4A1s, which consider it’s fully-automatic with a fix carry handle makes it a M4E1). It’s however anachronism, as this model is the 1986 model, consider the early XM4 used the A1 receiver when it was revealed in 1983.&lt;br /&gt;
[[File:XM4 1986 model.jpg|thumb|none|450px|XM4 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BOCW M16-XM4.jpg|thumb|none|600px|The XM4 on the loadout workbench.]]&lt;br /&gt;
[[File:XM4Idle BOCW.jpg|thumb|none|600px|The XM4 being used in Moscow.]]&lt;br /&gt;
[[File:XM4ADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:XM4Inspect BOCW.jpg|thumb|none|600px|Inspecting the XM4 build.]]&lt;br /&gt;
[[File:XM4Inspect2 BOCW.jpg|thumb|none|600px|Looking at the other side of the gun.]]&lt;br /&gt;
[[File:XM4Inspect3 BOCW.jpg|thumb|none|600px|The final part of the inspect animation involves tugging back on the charging handle for a chamber check.]]&lt;br /&gt;
[[File:XM4Reload BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:COD CWBO Beta Key Art.jpg|thumb|none|600px|A nearly identical build is seen in the key art for the beta, which is horizontally flipped. Some parts are missing from the gun's model, including the case deflector, the magazine release button, and a portion of the fence around it.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14 Groza==&lt;br /&gt;
A stylized [[OTs-14 Groza]] with a shortened receiver was added to the game in Season 1. It is anachronistic, as the real weapon was produced in 1992. It feeds from 5.45x39mm style magazines, something which is not confirmed to have existed on a real Groza, but is actually used on a Groza-inspired bullpup AK pistol developed in the late 2010s by US-based Bad Element Co. In contrast, its Warzone incarnation is stated to be chambered in &amp;quot;7.62 Soviet&amp;quot; (i.e. 7.62x39mm), and some of its muzzle attachments have &amp;quot;7.62&amp;quot; as part of their name.&lt;br /&gt;
&lt;br /&gt;
[[File:OTS-14.jpg|thumb|none|450px|OTs-14-4A-01 Groza - 9x39mm]]&lt;br /&gt;
[[File:Grozapreview BOCW.jpg|thumb|none|600px|The Groza in the battlepass preview screen. It isn't entirely clear why the weapon has been so heavily stylized, especially considering that one of the perks of adding a Groza to a game with other AKs is that you can re-use parts of their models (including more or less the entire receiver sans optic rail).]]&lt;br /&gt;
[[File:GrozaIdle BOCW.jpg|thumb|none|600px|The Groza in the hands of NATO operator Baker.]]&lt;br /&gt;
[[File:GrozaADS BOCW.jpg|thumb|none|600px|Looking through the Groza's iron sights. The rear sight notch is missing and the sights are misaligned.]]&lt;br /&gt;
[[File:GrozaInspect BOCW.jpg|thumb|none|600px|Inspecting the stylized Groza.]]&lt;br /&gt;
[[File:GrozaInspect2 BOCW.jpg|thumb|none|600px|Performing a chamber check, note the piston rod.]]&lt;br /&gt;
[[File:GrozaReload BOCW.jpg|thumb|none|600px|Removing the entirely fictional magazine.]]&lt;br /&gt;
[[File:GrozaReload2 BOCW.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:GrozaReload3 BOCW.jpg|thumb|none|600px|Performing an underhand charge. This would be impractical in reality, given the location of the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-95-1==&lt;br /&gt;
An anachronistic [[QBZ-95-1]] rifle appears in the game, featuring several retro-styled cosmetic alterations. It was briefly seen in the Gunsmith trailer, labeled the &amp;quot;Type 15&amp;quot;, but the name was changed to &amp;quot;QBZ-83&amp;quot; in the Beta and retained in the current version of the game. The Type 95's development began in 1989, with the first prototypes being made in 1990. The in-game weapon bears some cosmetic resemblances to [http://www.163.com/dy/article/EK33QH8D05355H7O.html some of the Type 95's early prototypes], but is still clearly based on the QBZ-95-1, which began its development in 2004 and was adopted in 2010. The Type 86S (a Chinese AK-platform weapon in the bullpup form) would be more appropriate, but it would be anachronistic and inappropriate on early maps as well as the campaign.&lt;br /&gt;
&lt;br /&gt;
The weapon's trigger and trigger guard shape come from the [[HS Produkt VHS|HS Produkt VHS-2]], with the latter being made from stamped metal rather like the FAMAS. Its magazines appear to be loosely based on Chinese steel AK magazines. It also has three vents on the upper handguard and a birdcage-like muzzle device, both elements of the QBZ-97. The fire selector also only has safe/fire positions like a civilian model.&lt;br /&gt;
&lt;br /&gt;
The side of the gun is marked with &amp;quot;T97NSR-PWC-CAL 5.56 mm&amp;quot;; T97NSR refers to a semi-auto only civilian variant of the 5.56mm QBZ-97A sold in Canada named Type 97 NSR. This likely suggests that Treyarch modeled the gun after a Type 97 NSR then modified it to make it resemble a Chinese QBZ-95 (with its distinct magazine shape and paddle magazine release) and &amp;quot;retro-ified&amp;quot; it. Some of its muzzle attachments also have &amp;quot;5.56&amp;quot; as part of their names, though it is unclear if this is an intentional reference to the QBZ-97 connections or a result of the generally confused state of attachment name/descriptions in ''BOCW''; its Warzone incarnation is also supposedly chambered in 5.56 NATO.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;QBZ-83&amp;quot; name would suggest that it was adopted in 1983 in the ''Black Ops'' universe which would still be anachronistic to the pre-83 maps.&lt;br /&gt;
[[File:Norinco QBZ95-1.jpg|thumb|none|450px|QBZ-95-1 - 5.8x42mm]]&lt;br /&gt;
[[File:Norinco QBZ-97.jpg|thumb|none|450px|QBZ-97 - 5.56x45mm]]&lt;br /&gt;
[[file:BOCW QBZ-83.jpg|thumb|none|600px|The QBZ on the Beta loadout wall. The indent behind the pistol grip is marked with a bizarre and grammatically broken string of Chinese text: &amp;quot;名字叫常 梦想&amp;quot; (Pinyin: míng zì jiào cháng / mèng xiǎng; more clearly seen [[:File:BOCW_QBZ-83_Beta.jpg|here]]); literally, it means &amp;quot;name is called Chang / Dream&amp;quot;. Considering that the QBZ-83 is modelled by Treyarch weapon artist [https://www.artstation.com/artwork/bKQ34r Pawin Changkiendee], it is possible that the broken Chinese was an attempt at inserting an oblique dev signature on the gun model. The artist's ArtStation images also show that the same text is marked on the bolt carrier on the release model.]]&lt;br /&gt;
[[File:QBZ95-1preview BOCW.jpg|thumb|none|600px|The QBZ in Gunsmith the released game, showing the Type 97 NSR markings more clearly. Note that the receiver marking has been changed to &amp;quot;83式自动步枪&amp;quot; (Pinyin: 83 shì zì dòng bù qiāng), meaning &amp;quot;Type 83 automatic rifle&amp;quot;. The word &amp;quot;中国&amp;quot; (Pinyin: zhōng guó), meaning &amp;quot;China&amp;quot;, is also faintly marked on the magazine well, and the rear of the stock is ''very'' faintly marked with &amp;quot;梦想&amp;quot; (Pinyin: mèng xiǎng), or &amp;quot;dream&amp;quot;.]]&lt;br /&gt;
[[File:QBZ95idle BOCW.jpg|thumb|none|600px|The &amp;quot;QBZ-83&amp;quot; in Nuketown.]]&lt;br /&gt;
[[File:QBZ95ADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:QBZ95inspect BOCW.jpg|thumb|none|600px|Inspecting the gun. Note Adler's jacket sleeve clipping through the magazine, a phenomenon also seen in ''[[Battlefield 4]]'''s depiction of the rifle.]]&lt;br /&gt;
[[File:QBZ95inspect2 BOCW.jpg|thumb|none|600px|Performing a chamber check.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;RAI K-84&amp;quot;==&lt;br /&gt;
The &amp;quot;RAI K-84&amp;quot; (standing for &amp;quot;Reactorniy Avtomat-Izluchatel Kuhlklay-84&amp;quot;, translated &amp;quot;Reactor Automatic Radiator Kuhlklay-84&amp;quot;) is a &amp;quot;Wonder Weapon&amp;quot; in the Zombies map Firebase Z released during Season 1. It is based on an [[AK-74]] with the depiction of a milled receiver; such a configuration exists on the Waffen Werks WW-74M, a US-made semi-automatic rifle, though the in-game weapon has two rivets at the rear like the stamped receiver of a standard AK-74. It is fitted with an underbarrel &amp;quot;Vortex&amp;quot; grenade launcher called the &amp;quot;GP-6K2&amp;quot; and modeled after a [[GP-25]].&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:BOCW RAI K-84 1.jpg|thumb|none|600px|The &amp;quot;RAI K-84&amp;quot; as seen in the Firebase Z trailer.]]&lt;br /&gt;
[[File:BOCWRAIKHold.jpg|thumb|none|600px|Grumbling at the fact that Primis and Ultimis were replaced by literal nobodies, of which he is one of them, the Requiem Operator in Firebase Z consoles himself by looking at his shiny space AK. The jumbled mess of parts and components welded to a traditional assault rifle base at least backs up its designation as a prototype.]]&lt;br /&gt;
[[File:BOCWRAIKInspect.jpg|thumb|none|600px|Inspecting the magazine-shaped cell holder used to power the rifle, vaguely resembling the Kalash magazines in the ''Metro'' games. It would probably not be wise to place one's fingers anywhere near the cells in the magazine, considering they are actively and visually ''sparking''.]]&lt;br /&gt;
[[File:BOCWRAIKReload.jpg|thumb|none|600px|At least reloading the weapon shows more careful finger placement. As a bit of trivia, intel in the map notes that the RAI K-84 was based off of a &amp;quot;Generator Khaosa Zavoyski-45&amp;quot; weapon that was developed in-universe in WWII. This is a reference to the otherwise completely fictional &amp;quot;GKZ-45 Mark3&amp;quot; Wonder Weapon from the ''[[Call of Duty: Black Ops III]]'' map Gorod Krovi, implying the RAI K is a successor to it. This is backed up by it operating like a more powerful version of the GKZ; a powerful laser bolt firing weapon with a secondary, grenade-type fire that explodes when shot at with the former.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1==&lt;br /&gt;
A [[Steyr AUG A1]] with the bayonet lug from the F88 Austeyr appears in the game as the &amp;quot;AUG&amp;quot; and is classified as a &amp;quot;tactical rifle&amp;quot; in multiplayer. It incorrectly fires in three-round bursts, a feature of the much later (2005) AUG A3 (as well as the similar-looking &amp;quot;ABR 223&amp;quot; from ''BO4'', which its weapon properties are likely based out of). Its foregrip is folded by default, but it can be unfolded via the &amp;quot;Field Agent foregrip&amp;quot;; it also has some rail-mounted foregrip options. Like the M16A2, the weapon boasts surprisingly high damage, able to kill enemies in a single burst at some range compared to the fully-automatic rifles. Originally the weapon was going to have an A2 sight, but it was replaced by the A1 sight by default.&lt;br /&gt;
&lt;br /&gt;
For some reason, Soviet troops use this weapon in the side-mission &amp;quot;Operation Red Circus,&amp;quot; which is incorrect.&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|450px|Steyr AUG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Austeyr.jpg|thumb|none|450px|F88 Austeyr - 5.56x45mm. Note bayonet lug halfway down the projecting part of the barrel and visible ALO tab at the bottom of the trigger]]&lt;br /&gt;
[[File:AUGidle BOCW.jpg|thumb|none|600px|The AUG A1 in service on an estate in the Hollywood Hills.]]&lt;br /&gt;
[[File:AUGADS BOCW.jpg|thumb|none|600px|Looking through the integral Swarovski scope. The offset backup iron sights are modelled correctly, but the reticle is incorrect.]]&lt;br /&gt;
[[File:AUGinspect1 BOCW.jpg|thumb|none|600px|Inspecting the rifle. The F88's bayonet lug is more visible here.]]&lt;br /&gt;
[[File:AUGinspect2 BOCW.jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:AUGEmpty BOCW.jpg|thumb|none|600px|The AUG is one of the few weapons in game to correctly track how many rounds are available in each mag, as can be seen with this empty magazine with follower visibly modeled. Unfortunately, ''Cold War'' does not model the last round bolt hold open mechanism that the IRL AUG A1 has.]]&lt;br /&gt;
[[File:AUGinspect3 BOCW.jpg|thumb|none|600px|Checking the ejection port.]]&lt;br /&gt;
[[File:AUGreload1 BOCW.jpg|thumb|none|600px|Removing the magazine during a reload.]]&lt;br /&gt;
[[File:AUGreload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:AUGreload3 BOCW.jpg|thumb|none|600px|Slapping the charging handle home.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A2===&lt;br /&gt;
Equipping any optical attachments turns the weapon into an anachronistic [[Steyr AUG A2|AUG A2]].&lt;br /&gt;
[[File:SteyrAUGSR.jpg|thumb|none|450px|Steyr AUG Special Receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[File:AUGA2gunsmithpreview BOCW.jpg|thumb|none|600px|The AUG A2 build.]]&lt;br /&gt;
&lt;br /&gt;
==Type 63==&lt;br /&gt;
The [[Type 63 rifle]] is available in the game, classified as a &amp;quot;tactical rifle&amp;quot;. Despite being select-fire in reality, it is restricted to semi-automatic mode in-game; the spike bayonet is also unusable. It uses what appears to be an anachronistic M14 rifle style rail mount when equipping optics. The default magazine initially held a correct 20 rounds in the closed alpha, but this was increased to an incorrect 25 in the beta and final game.&lt;br /&gt;
&lt;br /&gt;
Player character Bell and Woods use this rifle in &amp;quot;Redlight, Greenlight&amp;quot; instead of a more appropriate American M14.&lt;br /&gt;
[[File:Type63.jpg|thumb|none|450px|Type 63 - 7.62x39mm]]&lt;br /&gt;
[[File:Type63preview BOCW.jpg|thumb|none|600px|The Type 63 in Gunsmith.]]&lt;br /&gt;
[[File:Type63idle BOCW.jpg|thumb|none|600px|The Type 63 in Uzbekistan.]]&lt;br /&gt;
[[File:Type63ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Type63inspect BOCW.jpg|thumb|none|600px|Inspecting the Type 63.]]&lt;br /&gt;
[[File:Type63inspect2 BOCW.jpg|thumb|none|600px|Turning it over.]]&lt;br /&gt;
[[File:Type63inspect3 BOCW.jpg|thumb|none|600px|Brass check time.]]&lt;br /&gt;
[[File:Type63reload BOCW.jpg|thumb|none|600px|Reloading by flicking the old magazine out with a fresh one, much like the AK-47 reload.]]&lt;br /&gt;
[[File:Type63reload2 BOCW.jpg|thumb|none|600px|Then chambering the gun with a tug of the bolt handle.]]&lt;br /&gt;
&lt;br /&gt;
==VAHAN==&lt;br /&gt;
The [[VAHAN]], a somewhat obscure prototype Armenian assault rifle, was added in the 1.29 update; this makes ''BOCW'' the weapon's first known media appearance. The in-game version is somewhat stylized, and goes by the name &amp;quot;Vargo 52&amp;quot;; this presumably references the fact that design work on the project began in 1952 (with an earlier rifle called the &amp;quot;MBC-2&amp;quot;), though the VAHAN itself wasn't designed or built until 1992, making its in-game appearance anachronistic.&lt;br /&gt;
&lt;br /&gt;
[[File:VAHAN.jpg|thumb|none|450px|VAHAN with Bushnell scope - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==XM16E1==&lt;br /&gt;
The fully-automatic [[XM16E1]] appears exclusively in the campaign. It is labeled &amp;quot;M16A1&amp;quot; in the HUD and on the magwell (though the pick-up text spells it with a lowercase &amp;quot;a&amp;quot;, for some reason), but it actually has the appearance of a 'faux' XM16E1, as seen in some movies where the guns are built from M16A1s. This is firstly evidenced by the combination of an XM16E1's 3-prong flash hider with an M16A1's full fence lower. The weapon also appears to have a chrome bolt carrier, which was present on the XM16E1, but not on the M16A1. For some reason, the XM16E1 has an anachronistic A2 pistol grip, while the XM4 has a A1 pistol grip.&lt;br /&gt;
&lt;br /&gt;
In a small though somewhat confusing detail, the receiver bears a forge code mark, C H. This would indicate a rifle with an upper receiver built from Harvey Aluminum billets, but this code would have been in use from the mid 1970s to the early 1980s, well after Vietnam and never on an actual XM16E1 (though M16A1s were made with this code). Due to the nature of the game's storyline, this could be justified as intentional anachronism, however. &lt;br /&gt;
&lt;br /&gt;
It appears in the two Vietnam flashback levels, as well as a few other missions where it is available alongside the M16A2. It is incredibly powerful, as the weapon's damage was balanced for occasional bursts rather than consistent fully-auto firing, made even easier with the game's rather controllable muzzle climb. It uses the same reloading animations as the M16A2, but has a different firing sound. It is also seen in the &amp;quot;Good Enough&amp;quot; calling card.&lt;br /&gt;
[[File:XM16E1.jpg|thumb|none|450px|Mockup of an XM16E1 rifle with 20-round magazine - 5.56x45mm NATO. This can be identified as a mockup by its full magazine fence and strengthened front pivot point, neither of which appeared on the XM16E1.]]&lt;br /&gt;
[[File:XM16E1 BOCW.jpg|thumb|none|600px|Bell holds an XM16E1 in a Vietnamese village.]]&lt;br /&gt;
[[File:BOCW-M16-2.jpg|thumb|none|600px|Note the full fence lower, indicating that this is not a true XM16E1.]]&lt;br /&gt;
&lt;br /&gt;
==XM177E1==&lt;br /&gt;
The [[XM177E1]], specifically the later model with a full fence lower, appears under the name &amp;quot;XM4&amp;quot;. It is depicted with a flat top, seeming to be the result of a chopped off carry handle with a bolted rail (which was done in the 1980s by Olympic Arms and some other manufacturers). It has an anachronistic rear sight which is a hybrid between the Troy Battle Sight and Midway Industries Flip Up Sight, and the flash hider has been altered to resemble an A1. It also appears to have been based on a civilian model, as it has semi-auto only selector markings (Fire/Safe).&lt;br /&gt;
&lt;br /&gt;
The weapon is wrapped in slings with a portion tucked behind the bolt catch like the &amp;quot;Commando&amp;quot; from the first ''[[Call of Duty: Black Ops|Black Ops]]'', although the default empty reload animation in this case correctly uses the charging handle instead of trying to hit the bolt release, which couldn't possibly work with a cloth strap tucked behind it (that said, some reload animations, like the jungle mags reload animation, still involve hitting the sling-padded bolt catch). Equipping any stock customization removes the sling wrap. Mounting optics removes the front sight but keeps the gas block.&lt;br /&gt;
&lt;br /&gt;
The XM4 designation is anachronistic for the time period of 1981, as the XM177 wouldn't be designated as &amp;quot;XM4&amp;quot; until 1983, and even then would be attached to an [[:File:XM4 Carbine &amp;amp; M16A2 (1982).jpg|improved model of the XM177E2]]. However, the “11.8&amp;quot; Ranger” give the weapon an 11.5 inch barrel making it the XM177E2. The A1 pistol grip is inaccurately depicted as being solid instead of hollow.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Black Tide&amp;quot; blueprint replaces the regular handguard with a carbine-length [[M203]] grenade launcher heat shield; it also has a yellow tiger stripe camouflage paint similar to the [[M79 grenade launcher|M79]] used by &amp;quot;The Roach&amp;quot; in ''[[Apocalypse Now]]''. The &amp;quot;Giantsbane&amp;quot; variant uses an anachronistic [[Z-M LR 300]] handguard and front sight (the LR 300 having been introduced in 2000). It is also seen in the &amp;quot;Reaper Of The Dead&amp;quot; calling card.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Inconspicuous&amp;quot; blueprint uses the M16A2's upper receiver, while retaining the XM177E1's earlier teardrop forward assist, however. It has an [[Olympic Arms OA-93]] style handguard with vents patterned after the Advanced Armament Corporation OMNI suppressor, an Israeli style elastic handguard band, what appears to be a faux suppressor, a tactical light, a stock cheek pad and a [[Talk:Call of Duty: Black Ops Cold War#SureFire MAG5-60|SureFire MAG5-60]] magazine. The &amp;quot;Fly Trap&amp;quot; blueprint has an A2 handguard, an A2 pistol grip, and an A2 forward assist. The &amp;quot;Ultimate Hunter&amp;quot; has an anachronistic quad rail handguard, a muzzle brake with a breach face, a scope with some cosmetic similarities to a Trijicon ACOG, and a collapsible stock modelled after various offerings from the late 2000's onwards. The 13.7&amp;quot; Takedown, and original SOCOM will make the weapon resembles to the current M4A1 Carbine, which is anachronistic.&lt;br /&gt;
&lt;br /&gt;
[[File:Colt 609-XM1771E1 Late.jpg|thumb|none|451px|Colt Model 609 / XM177E1 - 5.56x45mm NATO. This is a late model with a full fence lower.]]&lt;br /&gt;
[[File:Muzzle A1.jpg|thumb|none|350px|A1 &amp;quot;Birdcage&amp;quot; flash hider]]&lt;br /&gt;
[[File:XM177E1preview BOCW.jpg|thumb|none|600px|The XM177E1 in Gunsmith.]]&lt;br /&gt;
[[File:XM177E1Idle BOCW.jpg|thumb|none|600px|The XM177E1 wielded by CIA agent Russel Adler. Note the MACV-SOG patch on the sling, yet another throwback to the iconic ''Black Ops 1'' &amp;quot;Commando&amp;quot;.]]&lt;br /&gt;
[[File:XM177E1ADS BOCW.jpg|thumb|none|600px|Aiming down the sights at some communist concrete.]]&lt;br /&gt;
[[File:BOCW new XM4 sights.jpg|thumb|none|600px|The updated sights, which now block less of the screen. This was changed in Season 4 for a few other weapons too, including the QBZ and the Ak 5.]]&lt;br /&gt;
[[File:XM177E1Inspect BOCW.jpg|thumb|none|600px|Inspecting involves checking the magazine.]]&lt;br /&gt;
[[File:XM177E1Inspect2 BOCW.jpg|thumb|none|600px|Then tapping it against the magwell, reinserting the magazine, and performing a chamber check. The phrase &amp;quot;This is my rifle&amp;quot; can be seen marked on the ejection port's cover, a reference to the USMC's Rifleman's Creed.]]&lt;br /&gt;
[[File:XM177E1reload BOCW.jpg|thumb|none|600px|Note the animated bolt release catch, as well as an animated magazine release tab actuating as the player character ejects and inserts magazines.]]&lt;br /&gt;
[[File:XM177reload2 BOCW.jpg|thumb|none|600px|The last step for default reloads is a firm jerk of the charging handle.]]&lt;br /&gt;
[[File:BOCW Inconspicuous.jpg|thumb|none|600px|The &amp;quot;Inconspicuous&amp;quot; variant as seen the Warzone preview.]]&lt;br /&gt;
[[File:Pseudo-M4A1.jpg|thumb|none|600px|The &amp;quot;Ultimate Hunter&amp;quot; variant with some attachments to become a psuedo-M4A1 Carbine as seen the Black Ops Cold War preview.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International PM/AW Hybrid==&lt;br /&gt;
The &amp;quot;LW3 - Tundra&amp;quot; is a hybrid of the [[Accuracy International Precision Marksman]] and the [[Accuracy International Arctic Warfare|Arctic Warfare]], along with some fictional elements. It has a Precision Marksman-style stock, and lacks a finger cutout in the magwell like this model, but has the safety of an Arctic Warfare (incorrectly set to the rear position, which would lock the bolt and the trigger), as well as an adjustable cheek pad and a flash hider like the latter. Curiously enough, it also uses Picatinny rails like the AW, but with a PM-like scope mount and backup rear sight used on it. The rifle is mildly anachronistic, as the Precision Marksman wasn't developed until 1982 and the Arctic Warfare wasn't developed until 1988, while the campaign takes place in 1981 and multiplayer takes place between 1981-1985. The name Tundra suggests it was intended to be based off of the Arctic Warfare, but they went with PM elements to keep it to the multiplayer's time period.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it is inaccurately and anachronistically used by Soviet snipers (which would likely use a SVD or a M1891 Mosin Nagant instead).&lt;br /&gt;
&lt;br /&gt;
[[File:L96A1G.jpg|thumb|none|450px|Accuracy International PM - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International AW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:AccuracyInternationalAW-PMpreview BOCW.jpg|thumb|none|600px|The hybrid Accuracy International rifle in Gunsmith.]]&lt;br /&gt;
[[File:AW-PMidle BOCW.jpg|thumb|none|600px|The hybrid Accuracy International rifle on a Miami Beach boardwalk.]]&lt;br /&gt;
[[File:AW-PMinspect BOCW.jpg|thumb|none|600px|Initiating the inspect animation.]]&lt;br /&gt;
[[File:AW-PMreload BOCW.jpg|thumb|none|600px|Good view of the other side.]]&lt;br /&gt;
[[File:AW-PMreload2 BOCW.jpg|thumb|none|600px|Taking out the magazine.]]&lt;br /&gt;
[[File:AW-PMreload3 BOCW.jpg|thumb|none|600px|Chambering new 7.62x51mm round.]]&lt;br /&gt;
[[File:AW-PMreload4 BOCW.jpg|thumb|none|600px|Ready to go.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M82A1M==&lt;br /&gt;
The [[Barrett M82A1M]] appears in the game as the &amp;quot;M82&amp;quot;. It is anachronistic to the game, since it was developed in the 1990s; the original M82 would be more accurate for some multiplayer maps. To balance out its semiautomatic firing mode, the M82A1M is comically the ''weakest'' sniper rifle in terms of per-shot damage, not even able to break the bulletproof armor scorestreak or even Soviet armored units in the campaign in one shot. Due to the lack of a Soviet sniper rifle, the Soviet forces use the Barrett as their sniper (instead of the aforementioned SVD), which is incorrect.&lt;br /&gt;
&lt;br /&gt;
[[File:Barrett M82A1M.jpg|thumb|none|450px|Barrett M82A1M - .50 BMG]]&lt;br /&gt;
[[File:M82preview BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:M82idle BOCW.jpg|thumb|none|600px|The M82A1M in Miami.]]&lt;br /&gt;
[[File:M82inspect BOCW.jpg|thumb|none|600px|Inspecting the M82A1M.]]&lt;br /&gt;
[[File:M82inspect2 BOCW.jpg|thumb|none|600px|Brass check.]]&lt;br /&gt;
[[File:M82inspect3.jpg|thumb|none|600px|Note the &amp;quot;MOD 82A1&amp;quot; stamped on the magwell.]]&lt;br /&gt;
&lt;br /&gt;
==Mechem NTW-20==&lt;br /&gt;
The [[Mechem NTW-20]] was added in the Season 2 Reloaded update as the &amp;quot;ZRG 20mm&amp;quot;. It is heavily stylized and fitted with a PSO-1 scope with incorrect reticle by default. It is also far shorter than the real weapon, making the weapon shorter then the in-game Barrett M82A1M, despite the NTW-20 being roughly twice the length of the Barrett. It is anachronistic by more than a decade (1998) and is set up for left-handed use, with the magazine and bolt handle on the right and left side respectively, opposite what it should be.&lt;br /&gt;
&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Mechem NTW-20 - 20x82mm MG151]]&lt;br /&gt;
[[File:Svu.jpg|thumb|none|450px|SVU Dragunov - 7.62x54mmR, image used to show PSO-1 scope.]]&lt;br /&gt;
[[File:NTW20gunsmithpreview BOCW.jpg|thumb|none|600px|The &amp;quot;ZRG 20mm&amp;quot; in Gunsmith preview. Note the oversized PSO-1 and short appearance.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 700PSS==&lt;br /&gt;
The [[Remington 700PSS]] appears as the &amp;quot;Pelington 703&amp;quot;, complete with a permanently attached Harris bipod (which can be deployed by equipping the &amp;quot;Front Grip&amp;quot; or &amp;quot;Bipod&amp;quot; underbarrel attachments). Like the M40 and R700 rifles in ''[[Call of Duty 4: Modern Warfare]]'', it is reloaded with individual rounds. It is anachronistic for the game as it was designed in 1986 while the 80s segments of ''Black Ops Cold War'' take place in 1981-1985; the scope also mounts on an anachronistic rail. It is also inaccurately used by Spetsnaz and Cuban snipers and also appears in Bell's Vietnam War false flashbacks, fitted with a wooden stock and is depicted as being used by the US troops, though it is likely standing in for a standard Remington 700 in this case. Its Warzone incarnation is stated to use .308 ammunition (most likely Winchester).&lt;br /&gt;
&lt;br /&gt;
[[File:RemingtonPSS700.jpg|thumb|none|450px|Remington 700PSS with Leupold Mark 4 scope and Harris bipod - .300 Win Mag]]&lt;br /&gt;
[[File:R700PSSpreview BOCW.jpg|thumb|none|600px|The Remington 700 in Gunsmith.]]&lt;br /&gt;
[[File:R700idle BOCW.jpg|thumb|none|600px|The Remington 700PSS in service in Soviet Uzbekistan.]]&lt;br /&gt;
[[File:R700inspect BOCW.jpg|thumb|none|600px|Turning the gun over to read the engraved &amp;quot;Pelington&amp;quot; manufacturer branding, which is very clearly meant to evoke the Remington trade dress on the real Remington 700.]]&lt;br /&gt;
[[File:R700inspect2 BOCW.jpg|thumb|none|600px|Inspecting the Remington 700 involves a very elaborate animation, where the player character will eject a live round...]]&lt;br /&gt;
[[File:R700inspect3 BOCW.jpg|thumb|none|600px|Catching it in their right hand...]]&lt;br /&gt;
[[File:R700inspect4 BOCW.jpg|thumb|none|600px|Then slipping it back into the chamber and sending the bolt into battery.]]&lt;br /&gt;
[[File:R700reload BOCW.jpg|thumb|none|600px|Reloading is done with individual rounds.]]&lt;br /&gt;
[[File:CODBOCWWoodsSniper1.jpeg|thumb|none|600px|Woods holding the sniper rifle in a promotional image.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==CETME Ameli==&lt;br /&gt;
The late NB model [[CETME Ameli]] was added in Season 4. It is inaccurately fitted with an early NA variant flash hider. It appears under the Spanish Army's designation &amp;quot;MG 82&amp;quot;. It is borderline anachronistic for pre-1982 maps, as it was recently unveiled and put into Spanish service at the time.&lt;br /&gt;
&lt;br /&gt;
[[File:CetmeAmeli556.jpg|thumb|none|450px|CETME Ameli (late NB model) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Amelipreview BOCW.jpg|thumb|none|600px|The CETME Ameli in the battlepass preview screen. Note the MG42 like conical muzzle from the early NA variant. Fitting this one to an NB model is dubious as the NA muzzle is part of the barrel shroud while the NB straight flash hider is part of the barrel.]]&lt;br /&gt;
[[File:AmeliIdle BOCW.jpg|thumb|none|600px|The CETME Ameli in the hands of NATO operator Baker, onboard a luxury yacht.]]&lt;br /&gt;
[[File:AmeliADS BOCW.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AmeliInspect1 BOCW.jpg|thumb|none|600px|Inspecting the Spanish LMG.]]&lt;br /&gt;
[[File:AmeliInspect2 BOCW.jpg|thumb|none|600px|The other side.]]&lt;br /&gt;
[[File:AmeliReload1 BOCW.jpg|thumb|none|600px|Reloading by racking the charging handle.]]&lt;br /&gt;
[[File:AmeliReload2 BOCW.jpg|thumb|none|600px|Opening the top cover.]]&lt;br /&gt;
[[File:AmeliReload3 BOCW.jpg|thumb|none|600px|Replacing the ammo box.]]&lt;br /&gt;
[[File:AmeliReload4 BOCW.jpg|thumb|none|600px|And inserting a fresh belt into the feed tray.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
A handheld [[M134 Minigun]] is featured in the game. It is shown with a 4-flange barrel clamp (like an original General Electric M134) combined with a Dillon Aero flash hider. It is obtainable in the campaign mission &amp;quot;The Final Countdown&amp;quot;, under the name &amp;quot;M134 Minigun&amp;quot;. It was later added to multiplayer and Zombies in Season 2 as the &amp;quot;Death Machine&amp;quot;, with a slightly altered model.&lt;br /&gt;
&lt;br /&gt;
It also appears mounted on helicopters, including the &amp;quot;Chopper Gunner&amp;quot; scorestreak in multiplayer, and as part of the &amp;quot;Sentry Turret&amp;quot; scorestreak. A helicopter-mounted version can be used by Bell during a setpiece in &amp;quot;Fracture Jaw&amp;quot;, though when the helicopter was shot down during the aforementioned mission, it somehow still manages to operate without the assistance of a power supply.&lt;br /&gt;
&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|450px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M134deathmachine BOCW.jpg|thumb|none|600px|The &amp;quot;Death Machine&amp;quot; in the scorestreak selection menu. This configuration resembles the airsoft Classic Army M134-A2 CO2/HPA.]]&lt;br /&gt;
[[File:BOCW-Minigun-1.jpg|thumb|none|600px|The M134 at the far right, in both door and subsystem mounts. Note that ''Black Ops Cold War'' continues the ''Modern Warfare'' trend of fictionalizing its vehicles, evident by the addition of backwards Pave Low style air intakes and overall stylized appearance of the faux Huey.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Death Machine&amp;quot; (Dead Ops Arcade 3)===&lt;br /&gt;
The &amp;quot;Death Machine&amp;quot; model from ''[[Call of Duty: Black Ops III]]'', a futuristic man-portable rotary gun based on the [[General Dynamics GAU-19/A]], appears exclusively as a power-up in the Zombies map Dead Ops Arcade 3: Rise of the Mamaback.&lt;br /&gt;
&lt;br /&gt;
[[File:GAU19.jpg|thumb|none|450px|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The [[M60 machine gun|M60]] is one of the machine guns in ''BOCW''; it is the original model, as opposed to the M60E3 featured in past games.&lt;br /&gt;
&lt;br /&gt;
A mounted version can also be found in &amp;quot;End of the Line&amp;quot;, which somehow ended up to the Cuban forces. It is also seen in the &amp;quot;Harvest Time&amp;quot; calling card.&lt;br /&gt;
&lt;br /&gt;
[[File:M60GPMG.jpg|thumb|none|450px|M60 gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M60preview BOCW.jpg|thumb|none|600px|The M60 in Gunsmith. The belt box only holds 75 rounds by default instead of 100, though it has a correct capacity in Warzone.]]&lt;br /&gt;
[[File:M60idle BOCW.jpg|thumb|none|600px|The M60 in the lobby of a fancy Miami Beach hotel.]]&lt;br /&gt;
[[File:M60ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:M60inspect BOCW.jpg|thumb|none|600px|Woods holds the M60 up in the inspect animation.]]&lt;br /&gt;
[[File:M60inspect2 BOCW.jpg|thumb|none|600px|Getting a good look at the ammo box, note the rounds in the belt appear to have struck primers.]]&lt;br /&gt;
[[File:M60inspect3 BOCW.jpg|thumb|none|600px|Checking out the charging handle and link ejection port.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-1-Pull.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-2-Push.jpg|thumb|none|600px|Pushing it back into position.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-3-ThrowCasings.jpg|thumb|none|600px|After the cover is opened, the remaining M13 belt link is swiped away. This is the only difference between an empty and partially-empty reload.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-4-BoxRemove.jpg|thumb|none|600px|Removing the ammo box.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-5-BoxNew.jpg|thumb|none|600px|Inserting a full ammo box into its hang slit.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-6-AlignBullets.jpg|thumb|none|600px|Aligning the belt.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-7-LidClose.jpg|thumb|none|600px|Closing the M60's cover lid. In reality, the original M60 (and not later versions depicted in previous games) requires the charging handle to be locked back in order to properly close the top-cover, as reloading with the handle forward would not allow the top-cover to be fully closed. Using fast mags produces a different reloading animation where the cover isn't flipped up, and the belt is instead pushed into the gun, which is then charged twice to put the round in place.]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
The [[RPD]] appears under its real name, with an incorrect disintegrating ammunition belt. The &amp;quot;Fast Mag&amp;quot; reload animation shows the RPD reload in a unique manner by having the new belt pulled through the closed top cover, whereas the default reload involves using the feed tray cover.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it is used by Soviet forces in 1981, at a time when it had already been phased out in favor of the [[PKM]] and the [[RPK-74]].&lt;br /&gt;
&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:RPDpreview BOCW.jpg|thumb|none|600px|The RPD in Gunsmith. It only holds 50 rounds (formerly 75) by default instead of 100 in its belt container.]]&lt;br /&gt;
[[File:RPDidle BOCW.jpg|thumb|none|600px|The RPD in use on a Nicaraguan cartel plantation.]]&lt;br /&gt;
[[File:RPDADS BOCW.jpg|thumb|none|600px|Looking through the iron sights.]]&lt;br /&gt;
[[File:RPDinspect BOCW.jpg|thumb|none|600px|Inspecting the RPD.]]&lt;br /&gt;
[[File:RPDinspect2 BOCW.jpg|thumb|none|600px|Turning the RPD over.]]&lt;br /&gt;
[[File:RPDreload BOCW.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:RPDreload2 BOCW.jpg|thumb|none|600px|Lifting the dust cover.]]&lt;br /&gt;
[[File:RPDreload3 BOCW.jpg|thumb|none|600px|Feeding the new ammo belt in.]]&lt;br /&gt;
[[File:BOCW-RPD-1.jpg|thumb|none|600px|Adler and Belikov brandish RPDs as they prepare to shoot their way out of KGB headquarters.]]&lt;br /&gt;
&lt;br /&gt;
==Stoner 63A==&lt;br /&gt;
The [[Stoner 63A]] is available in-game. Its in-game configuration primarily matches the Commando configuration, feeding from the right and featuring a bottom cocking handle. By default, it has a long barrel generally associated with the LMG configuration, though it can be modified with a Commando barrel via the “16&amp;quot; SOR Cut Down” attachment; this is a rather strange name, given that the Commando-length barrel was a factory option. A few Soviet heavies in the campaign are seen using these instead of the more faction-appropriate RPD.&lt;br /&gt;
&lt;br /&gt;
The gun can use a 100-round drum modeled after the real gun's left-feeding 100-round drum, mirrored to feed from the right instead of the left (and also featuring some cosmetic differences). The gun also has a fictional 125-round box option.&lt;br /&gt;
[[File:Stoner 63A Commando Right Feed.jpg|thumb|none|450px|Stoner 63A, Commando configuration (Mark 23 Mod 0) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Stoner 63 LMG.jpg|thumb|none|450px|Stoner 63, light machine gun configuration (XM207) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Stoner63preview BOCW.jpg|thumb|none|600px|The Stoner 63 in Gunsmith. Like the M60, it only holds 75 rounds by default instead of 100 in its belt box.]]&lt;br /&gt;
[[File:Stoner63idle BOCW.jpg|thumb|none|600px|The Stoner 63 in Nuketown.]]&lt;br /&gt;
[[File:Stoner63ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Stoner63inspect BOCW.jpg|thumb|none|600px|Initiating inspect animation.]]&lt;br /&gt;
[[File:Stoner63inspect2 BOCW.jpg|thumb|none|600px|Checking the right hand side.]]&lt;br /&gt;
[[File:Stoner63reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Stoner63reload2 BOCW.jpg|thumb|none|600px|Taking out the ammo box.]]&lt;br /&gt;
[[File:Stoner63reload3 BOCW.jpg|thumb|none|600px|Inserting a fresh ammo box.]]&lt;br /&gt;
[[File:Stoner63reload4 BOCW.jpg|thumb|none|600px|Taking the new belt of 5.56x45mm. Like the RPD and the M60, the Fast Mags reload animation shows the belt being pulled through the gun rather than put into the gun after flipping up the feed tray cover.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==FIM-43 Redeye==&lt;br /&gt;
The [[FIM-43 Redeye]] appears under the name &amp;quot;Cigma 2&amp;quot;. Despite being a dedicated MANPADS in reality, the weapon can still be fired even without a lock-on and against ground targets. It somehow appears in a secret Soviet training facility in &amp;quot;Redlight, Greenlight&amp;quot;, though it may be possible that Soviet forces somewhat stole a few Redeyes from the Afghan mujahideen during the Soviet–Afghan War or otherwise, it would likely be fired ones for research use. Cuban forces in &amp;quot;End of the Line&amp;quot; also somehow ended up with Redeye launchers, where the RPG-7 already featured in the game would be a better choice.&lt;br /&gt;
&lt;br /&gt;
[[File:FIM-43 Redeye display.jpg|thumb|none|450px|Dummy FIM-43 Redeye Block I/II with sling - 70mm]]&lt;br /&gt;
[[File:FIM43preview BOCW.jpg|thumb|none|600px|The Redeye in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
The &amp;quot;RAI K-84&amp;quot; wonder weapon in Zombies is fitted with an underbarrel &amp;quot;Vortex&amp;quot; grenade launcher, called the &amp;quot;GP-6K2&amp;quot; and taking the form of a [[GP-25]].&lt;br /&gt;
&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:BOCWGP6K2.jpg|thumb|none|600px|The Requiem Operator readies his Vortex launcher. Rather than relying on its own source of ammunition, the launcher instead takes ten shots from the magazine every time it is fired.]]&lt;br /&gt;
[[File:BOCWRAIKReload.jpg|thumb|none|600px|Wires between the launcher and the main body of the gun can be better seen while reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Hawk MM1 grenade launcher==&lt;br /&gt;
The [[Hawk MM1 grenade launcher]] appears as the &amp;quot;War Machine&amp;quot; scorestreak. Bell wields one that somehow manages to hold 36 rounds in one of the final missions of the campaign. It appropriately holds 12 in multiplayer and Zombies mode.&lt;br /&gt;
[[File:MM1.jpg|thumb|none|400px|Hawk MM1 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:HawkMM1scorestreakmenu BOCW.jpg|thumb|none|600px|The Hawk MM1 in the scorestreak selection menu.]]&lt;br /&gt;
[[File:BOCW MM-1 Beta.jpg|thumb|none|600px|The MM1 as seen in the beta. Lacking sights of any sort, the MM1's &amp;quot;aiming&amp;quot; animation consists of simply zooming in the user's view slightly.]]&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
The [[M79 grenade launcher]] is one of the launchers in the game. It appears in the missions &amp;quot;End of the Line&amp;quot; and the false Vietnam flashback mission &amp;quot;Desperate Measures,&amp;quot; as well as &amp;quot;Redlight, Greenlight&amp;quot; as part of an easter egg.&lt;br /&gt;
&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|400px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:M79preview BOCW.jpg|thumb|none|600px|The M79.]]&lt;br /&gt;
[[File:M79idle BOCW.jpg|thumb|none|600px|The M79 in Nuketown.]]&lt;br /&gt;
[[File:M79ADS BOCW.jpg|thumb|none|600px|Looking down the ladder sight.]]&lt;br /&gt;
[[File:M79inspect BOCW.jpg|thumb|none|600px|The inspect animation for the M79 is very simple, with the player character turning it over from left to right.]]&lt;br /&gt;
[[File:M79inspect2 BOCW.jpg|thumb|none|600px|The other side.]]&lt;br /&gt;
[[File:M79reload BOCW.jpg|thumb|none|600px|Ejecting the spent 40mm casing.]]&lt;br /&gt;
[[File:M79reload2 BOCW.jpg|thumb|none|600px|Reloading with another round.]]&lt;br /&gt;
[[File:M79reload3 BOCW.jpg|thumb|none|600px|Flipping the breech shut.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is one of the launchers in ''BOCW''.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RPG7preview BOCW.jpg|thumb|none|600px|The RPG-7 in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==F-1 Hand Grenade==&lt;br /&gt;
Several multiplayer character skins have unusable [[F-1 Hand Grenade]]s attached to the belt.&lt;br /&gt;
[[Image:deactivated f1.jpg|thumb|none|350px|F-1 High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[File:BOCW-ArtistF1Grenade.jpg|thumb|none|600px|The &amp;quot;[[Léon: The Professional|Artist]]&amp;quot; skin for the operator Portnova from season 2 in-game.]]&lt;br /&gt;
[[File:BOCW-F1Grenade1.jpg|thumb|none|600px|The &amp;quot;Violent Nature&amp;quot; skin in-game.]]&lt;br /&gt;
[[File:BOCW-F1Grenade2.jpg|thumb|none|600px|The &amp;quot;Meltdown&amp;quot; skin in-game.]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is carried by US soldiers in Vietnam in the campaign. M18s with inverted color scheme are also carried by Naga. On the 2021 released map &amp;quot;Apocalypse&amp;quot;, several M18s with purple smoke lying around the ruins.&lt;br /&gt;
[[File:M18yellow actual.jpg|thumb|none|150px|M18 smoke grenade, yellow]]&lt;br /&gt;
[[File:BOCW-M18-Smoke-1.jpg|thumb|none|600px|An M18 with an incorrect &amp;quot;WHITE&amp;quot; marking on a soldier.]]&lt;br /&gt;
[[File:BOCW-M18-Smoke-2.jpg|thumb|none|600px|An unusable unprimed M18 releasing endless, incorrectly-colored smoke.]]&lt;br /&gt;
[[File:AmericanSniperANM8.jpg|thumb|none|250px|Screen-used stunt AN/M8 smoke grenade (Marc Lee's; with a foam magazine) from ''[[American Sniper]]''. Image used to illustrate Naga's inverted color M18 grenades.]]&lt;br /&gt;
&lt;br /&gt;
==M26 hand grenade==&lt;br /&gt;
What appears to be an [[M26 hand grenade]] is carried by Woods in promotional media. The &amp;quot;Wrecking Ball&amp;quot; skin has an unusable M26 hanging from his belt.&lt;br /&gt;
[[File:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW-M26Grenade1.jpg|thumb|none|600px|The &amp;quot;Wrecking Ball&amp;quot; skin in-game.]]&lt;br /&gt;
&lt;br /&gt;
==M34 White Phosphorous grenade==&lt;br /&gt;
The [[M34 White Phosphorous grenade]] appears as the &amp;quot;Smoke Grenade&amp;quot;.&lt;br /&gt;
[[File:M34 2-1-.jpg|thumb|none|150px|M34 White Phosphorous grenade.]]&lt;br /&gt;
[[File:BOCW M34 WP.jpg|thumb|none|600px|The &amp;quot;Smoke Grenade&amp;quot; in the loadout.]]&lt;br /&gt;
&lt;br /&gt;
==M67 hand grenade==&lt;br /&gt;
The [[M67 hand grenade]] appears as the &amp;quot;Frag&amp;quot;. It is also depicted on the &amp;quot;Quartermaster&amp;quot; perk.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 fragmentation grenade.]]&lt;br /&gt;
[[File:BOCW M67.jpg|thumb|none|600px|A M67 frag grenade in the &amp;quot;Lethal&amp;quot; equipment section.]]&lt;br /&gt;
&lt;br /&gt;
==M83 smoke grenade==&lt;br /&gt;
An anachronistic M83 instead of the period-appropriate AN/M8 HC smoke grenades are carried by Sims and US troops in &amp;quot;Fracture Jaw&amp;quot;.&lt;br /&gt;
[[File:M87.JPG|thumb|none|200px|M83 TA smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
An [[M84 stun grenade]] is carried by Woods in the campaign and is seen in cinematics. The same fictionalized M84 from ''Modern Warfare'' is also carried by multiplayer operator Zeyna. It is anachronistic as it was used from 1995 in reality.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:BOCW M1911 trailer silencer.jpg|thumb|none|600px|M84 stun grenades seen in the arsenal of a Perseus team in the multiplayer reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 hand grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is seen in the key art for the game's beta.&lt;br /&gt;
[[file:MK2 grenade DoD.jpg|thumb|150px|none|Mk 2 hand grenade]]&lt;br /&gt;
[[File:COD CWBO Beta Key Art.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MK3A2 offensive hand grenade==&lt;br /&gt;
The [[MK3 offensive hand grenade|MK3A2]] concussion grenade appears as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
[[File:MK3A2.jpg|thumb|none|150px|MK3A2 offensive hand grenade]]&lt;br /&gt;
[[File:BOCW Mk3A2.jpg|thumb|none|600px|The MK3A2 as seen in the loadout section.]]&lt;br /&gt;
&lt;br /&gt;
==Rheinmetall MK13 Mod 0 BTV-EL flash grenade==&lt;br /&gt;
MK 13 flashbang grenades are carried by US troops in cutscenes and are seen on the default skins for multiplayer operators Adler and Song and Naga's &amp;quot;Warlord&amp;quot; skin. Most likely anachronistic.&lt;br /&gt;
[[File:MK13 Mod 0 BTV-EL.jpg|thumb|none|200px|Rheinmetall MK13 Mod 0 BTV-EL flash grenade]]&lt;br /&gt;
[[File:BOCW Adler M18.jpg|thumb|none|600px|Adler with an MK 13 flashbang on his belt.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgrante==&lt;br /&gt;
Seven unusable [[Model 24 Stielhandgranate]]s can be seen on the &amp;quot;Die Maschine&amp;quot; Zombies map, right behind the Kingtiger tank.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|350px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW-Stielhandgrante1.jpg|thumb|none|600px|Looking at &amp;quot;potato mashers&amp;quot;.]]&lt;br /&gt;
[[File:BOCW-Stielhandgrante2.jpg|thumb|none|600px|Closer view of three stick grenades, it appears that the model is reused from ''Black Ops III'' and ''Black Ops 4''.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5==&lt;br /&gt;
Unusable [[RGD-5]] grenades are visible on the harness of multiplayer operators Portnova and Garcia and on Naga's &amp;quot;Warlord&amp;quot; skin.&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|160px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW Garcia grenades.jpg|thumb|none|600px|Garcia's character model on the beta's main multiplayer screen.]]&lt;br /&gt;
&lt;br /&gt;
==RG-42==&lt;br /&gt;
Also seen hanging on Garcia's belt is an [[RG-42 hand grenade]].&lt;br /&gt;
[[File:RG-42 HG.jpg|thumb|none|160px|RG-42 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW Garcia grenades.jpg|thumb|none|600px|The RG-42 is just barely visible on Garcia's belt, by his left hip.]]&lt;br /&gt;
&lt;br /&gt;
==Simulator Hand Grenade M116A1==&lt;br /&gt;
The [[M116A1 training grenade|Simulator Hand Grenade M116A1]] appears as the &amp;quot;Flashbang&amp;quot;. In reality, this is a training grenade and not an actual combat device.&lt;br /&gt;
[[File:M116a1pullcord.jpg|thumb|none|300px|Simulator Hand Grenade M116A1 with pullcord fuse]]&lt;br /&gt;
[[File:M116A1Flashbang BOCW.jpg|thumb|none|600px|The M116A1 in the operator loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==TM-46 anti-tank mine==&lt;br /&gt;
A cosmetically modified [[TM-46 anti-tank mine]] appears as the &amp;quot;Proximity Mine&amp;quot; field upgrade.&lt;br /&gt;
[[File:Tm-46.jpg|thumb|none|450px|TM-46 anti-tank mine]]&lt;br /&gt;
[[File:BOCW Prox Mine.jpg|thumb|none|600px|The Proximity Mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Type 67 Stick Grenade==&lt;br /&gt;
Several unusable Chinese [[Type 67 stick grenade|Type 67 Grenades]] are seen on the Vietcong guerillas found in the campaign. In the multiplayer, an operator skin for Baker can be purchased with Season 2, which also has two Type 67 Stick Grenades attached to the belt.&lt;br /&gt;
[[File:Type67Grenade.jpg|thumb|none|350px|Type 67 High-Explosive Fragmentation stick grenade]]&lt;br /&gt;
[[File:BOCW-Type67grenade.jpg|thumb|none|600px|Bell looks at a dead Vietcong fighter.]]&lt;br /&gt;
[[File:BOCW-Type67grenade2.jpg|thumb|none|600px|The &amp;quot;Last One Standing&amp;quot; skin in-game.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==8.8 cm Flak 37==&lt;br /&gt;
Bell destroys several Flak 37s in &amp;quot;The Final Countdown&amp;quot;. It is inaccurately depicted as being mounted on Czechoslovakian type carriage and mount.&lt;br /&gt;
[[Image:FlaK37.jpg|thumb|none|400px|8.8 cm FlaK 37 (note the pointer dials, the rectangular boxes on the side of the gun cradle with two circles) - 88x571mm R]]&lt;br /&gt;
[[File:BOCW-Flak1.jpg|thumb|none|600px|In a truly Bond villain fashion, &amp;quot;Perseus&amp;quot; have mated the poor Flak 37 to a [http://www.frajasw.cz/gallery/lizard/pldvk_vz_53/pldvk_vz_53.html Czechoslovakian towed 30-mm anti-aircraft installation ZK.453].]]&lt;br /&gt;
[[File:BOCW-Flak2.jpg|thumb|none|600px|As evident from this image, the combination of a much larger Flak 37 with the ZK.453 carriage is dubious to work in reality as the latter is obviously designed for a smaller weapon. As for why would a rogue Soviet element use a WWII German flak, that's probably due to asset recycling from a previous game.]]&lt;br /&gt;
&lt;br /&gt;
==30mm ZK.453==&lt;br /&gt;
In &amp;quot;Red Light, Green Light&amp;quot;, some 30mm ZK.453 anti-aircraft guns can be seen.&lt;br /&gt;
[[File:BOCW-AAZK1.jpg|thumb|none|600px|The ZK.453 which unlike the aforementioned mutant flak, actually fits the carriage it was meant for.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
Five bent [[Browning M2 Aircraft]] Machine Guns in fixed and flexible mount are seen on a crashed Boeing B17 &amp;quot;Flying Fortress&amp;quot; on the Zombies map &amp;quot;Die Maschine&amp;quot;. This bomber is first seen during the &amp;quot;Nacht der Untoten&amp;quot; cutscene from ''[[Call of Duty: World at War|World at War]]''.&lt;br /&gt;
[[File:M2aircraft.jpg|thumb|none|450px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, flexible - .50 BMG]]&lt;br /&gt;
[[File:BOCW-BM2Air.jpg|thumb|none|600px|Looking at the top turret with two mounted Brownings.]]&lt;br /&gt;
[[File:BOCW-BM2Air1.jpg|thumb|none|600px|The barrel of a waist gunner position.]]&lt;br /&gt;
[[File:BOCW-BM2Air2.jpg|thumb|none|600px|A rear view of the same MG inside the bomber shows the spade grips of the flexible Browning variant. The last two MGs of the tail gunner position can be seen outside the map.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
[[Browning M2HB]]s are mounted on M1 Abrams tanks.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:M242 25mm gun.jpg|thumb|none|450px|M242 Bushmaster chaingun - 25mm]]&lt;br /&gt;
[[File:BOCW-M2HB1.jpg|thumb|none|600px|It appears that the M2HB has also been fictionalized somewhat, because &amp;quot;legal reasons&amp;quot;. Among these fictionalizations are reinforcing ribs added at the front of the receiver, an extension to the receiver that separates the receiver and the barrel shroud and also mounts the front sight, the barrel shroud only having 3 vent holes instead of 4 (none of which are actually modeled, but textured onto the gun) and also being bottlenecked similar to an [[M242 Bushmaster chaingun]], and lightening cuts added to the top cover. The Abrams tank it is mounted to is the M1A1 variant, easily identified by the different profile of the bore evacuator on the M256 120mm cannon and the lack of the M1A2's thermal viewer for the commander; the M1A1 Abrams is anachronistic to this level, set in 1983, as the M1A1 was only accepted into service some time between 1985 and 1986.]]&lt;br /&gt;
[[File:BOCW-M2HB2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==DShKM Heavy Machine Gun==&lt;br /&gt;
A [[DShK Heavy Machine Gun|DShKM Heavy Machine Gun]] appears to be mounted gunboats, tanks and bunkers in multiplayer and also on the ''Slava''-class, and inappropriately, the ''Ticonderoga''-class cruisers on the map Armada. It can be used in the campaign mission &amp;quot;Redlight, Greenlight&amp;quot;, mounted on a (anachronistic) BTR-80 APC.&lt;br /&gt;
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
==General Electric M61 Vulcan==&lt;br /&gt;
F-14A Tomcats, armed with [[M61 Vulcan]] cannons, are seen taking off from a ''Nimitz''-class carrier in the reveal trailer. The carrier also sports Vulcan cannons in CIWS installations.&lt;br /&gt;
[[File:M61vulcan.jpg|thumb|none|450px|GE M61 Vulcan Cannon - 20x102mm]]&lt;br /&gt;
[[File:Phalanx.jpg|thumb|none|400px|Phalanx Block 1 CIWS - 20x102mm]]&lt;br /&gt;
[[File:BOCW Nimitz Carrier.jpg|thumb|none|600px|A Tomcat launching into the danger zone from the supercarrier, with CIWS visible on both sides of the bow.]]&lt;br /&gt;
&lt;br /&gt;
==M40 Recoilless Rifle==&lt;br /&gt;
The [[M40 Recoilless Rifle]] is seen on jeeps inside Camp Haskins.&lt;br /&gt;
[[File:M40 Type 73 jeep mount.jpg|thumb|none|400px|M40 Recoilless Rifle (Licensed in Japan as the Type 60) mounted on Type 73 Kyu jeep - 106mm Rocket]]&lt;br /&gt;
[[File:BOCW-M40Recoilless.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The Panzerkampfwagen VI Ausf. B Tiger II &amp;quot;Königstiger&amp;quot; heavy tank on the &amp;quot;Die Maschine&amp;quot; Zombies map has a hull-mounted [[MG34]].&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BOCW-MG34Panzerlauf.jpg|thumb|none|600px|The hull-mounted MG34. It appears that the weapon plus the entire tank model are reused from ''Black Ops III''.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
An [[MG42]] with a drum magazine appears only as an emplaced weapon in the Vietnam War flashback mission &amp;quot;Fracture Jaw&amp;quot;. It is confirmed that the MG34 was used in Vietnam as military aid from the Soviet Union which had captured stockpiles from WWII thus the appearance of the MG42 in this context is also plausible.&lt;br /&gt;
[[File:mg42drummag.jpg|thumb|none|450px|MG42 with drum magazine - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BOCW-MG42-1.jpg|thumb|none|600px|An MG42 in Vietnam. It appears that the model is lifted from ''Black Ops III''.]]&lt;br /&gt;
[[File:BOCW-MG42-2.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
&lt;br /&gt;
==Yakushev-Borzov Yak-B==&lt;br /&gt;
A [[Yakushev-Borzov Yak-B]] is mounted on in-game Hind-D attack helicopters.&lt;br /&gt;
[[File:Mil Mi-24D Yak-B closeup.jpg|thumb|none|400px|Closeup of Yakushev-Borzov Yak-B mounted on Mi-24 Hind-D - 12.7x108mm]]&lt;br /&gt;
[[File:YakB Hind BOCW.jpg|thumb|none|600px|The chin-mounted Yak-B as seen in the vehicle customization menu in Cold War.]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-23==&lt;br /&gt;
The &amp;quot;VTOL Escort&amp;quot; (Modeled after the Yak-38) has two [[Gryazev-Shipunov GSh-23]] autocannons mounted in underwing UPK-23 gunpods. While the pod itself is correctly modeled, it is incorrectly depicted as a flexible aiming system (independent from the Yak's nose direction) due to gameplay reasons and controls. It is also seen mounted with an NPPU-23 helicopter turret inaccurately onto a Mi-8 helicopter piloted by Kravchenko in &amp;quot;Mauer Der Toten&amp;quot;.&lt;br /&gt;
[[File:GSh-23-2.jpg|thumb|none|400px|Grayzev-Shipunov GSh-23 with ammo belt - 23x115mm]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-2==&lt;br /&gt;
[[Gryazev-Shipunov GSh-30-2]] cannons are used by the Sukhoi Su-25 &amp;quot;Frogfoot&amp;quot; jets against ground targets when conducting the &amp;quot;Strafe Run&amp;quot; scorestreak.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==150 lb Crossbow==&lt;br /&gt;
A 150 lb crossbow similar to those by Velocity Archery and Wizard Archery appears as the &amp;quot;R1 Shadowhunter&amp;quot;. Those designs are most likely anachronistic.&lt;br /&gt;
[[File:R1crossbowpreview BOCW.jpg|thumb|none|600px|The &amp;quot;R1 Shadowhunter&amp;quot; in the gunsmith preview menu.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower (modified)==&lt;br /&gt;
A modified [[M2 Flamethrower]] was added as a scorestreak with Season 5. It consists of the gun group with added custom smaller fuel tanks, modified muzzle and a stock. Its icon shows it consisting of a normal M2 wand paired with M9 fuel tanks.&lt;br /&gt;
[[File:M9 with M2 wand.jpg|thumb|none|450px|M9 Flamethrower with M2 wand]]&lt;br /&gt;
&lt;br /&gt;
==Recurve Bow==&lt;br /&gt;
A recurve bow which appears to be based on [[Rambo]]'s bows appears in the campaign and as a scorestreak in multiplayer. It is inaccurately depicted as being usable underwater which doesn't hinder in any way the arrow's movement nor the flame of the fire arrows.&lt;br /&gt;
&lt;br /&gt;
==Beretta 92F==&lt;br /&gt;
A [[Beretta 92F]] is seen on a movie poster in the map &amp;quot;Amerika&amp;quot;.&lt;br /&gt;
[[File:Beretta92F EarlyModel.jpg|thumb|none|300px|Beretta 92F - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Beretta92Fmovieposter BOCW.jpg|thumb|none|600px|The movie &amp;quot;Hot 'Nuff&amp;quot; with the Beretta 92F.]]&lt;br /&gt;
&lt;br /&gt;
==China Lake Grenade Launcher==&lt;br /&gt;
The [[M79 grenade launcher|M79]]'s master calling card shows a [[China Lake Launcher]] instead of a proper M79.&lt;br /&gt;
[[File:China Lake.jpg|thumb|none|450px|China Lake Launcher - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
Two [[Colt SAA]] revolvers are seen in the &amp;quot;Dead Still&amp;quot; calling card.&lt;br /&gt;
[[File:ColtSAALongBarrel.jpg|thumb|none|300px|Colt Single Action Army with 7.5&amp;quot; barrel known as the &amp;quot;Cavalry&amp;quot; model - .45 Long Colt]]&lt;br /&gt;
[[File:BOCW-SAACard.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
[[Enfield L85A2]] rifles are seen in the &amp;quot;Hardcore Kill Collector&amp;quot; calling card.&lt;br /&gt;
[[File:L85A2Iron.jpg|thumb|none|450px|L85A2 with iron sights - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BOCW CC L85.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Sci-Fi Rifle==&lt;br /&gt;
A fictional sci-fi rifle inspired by the [[M41A Pulse Rifle]] from the ''Alien'' franchise is featured in posters for the fictional movie &amp;quot;Two Days On The Moon&amp;quot; in the map Express.&lt;br /&gt;
[[File:M41a02.jpg|thumb|none|450px|Opposite side view of an M41A Pulse Rifle from ''Aliens''.]]&lt;br /&gt;
[[File:BOCW alien rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Sniper Rifle==&lt;br /&gt;
A fictional sniper rifle seemingly based on the &amp;quot;Sniper Rifle&amp;quot; from ''[[Fallout 3]]'' appears in the &amp;quot;Saving PhD Ryan&amp;quot; campaign calling card.&lt;br /&gt;
[[File:FNV_Sniper_Rifle.jpg|thumb|none|450px|The &amp;quot;Sniper Rifle&amp;quot; from ''Fallout 3''.]]&lt;br /&gt;
[[File:BOCW CC F3SR.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Handflammpatrone DM34==&lt;br /&gt;
Handflammpatrone DM34 single-shot incendiary pistols are used in two executions - Woods' &amp;quot;Spare A Light&amp;quot; and Kitsune's &amp;quot;Tortured&amp;quot;.&lt;br /&gt;
[[File:Handflammpatrone.jpg|thumb|none|350px|Handflammpatrone DM34]]&lt;br /&gt;
&lt;br /&gt;
==IWI Galil ACE 21==&lt;br /&gt;
A soldier wields two [[Galil ACE 21]]s in the &amp;quot;Armed To The Teeth&amp;quot; calling card.&lt;br /&gt;
[[File:Galil ACE 21.jpg|thumb|none|450px|IWI Galil ACE 21 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
What appears to be [[M1 Garand]]s are seen on the &amp;quot;Down Range&amp;quot; bundle picture.&lt;br /&gt;
[[File:M1 Garand.jpg|thumb|none|450px|M1 Garand - .30-06.]]&lt;br /&gt;
[[File:BOCW-DownRange.jpg|thumb|none|600px|The last WWII-style American soldier on the right carries the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==M114 155 mm howitzer==&lt;br /&gt;
M114 155 mm howitzers are seen in firebase Ripcord in the mission &amp;quot;Fracture Jaw&amp;quot;. The &amp;quot;Artillery&amp;quot; scorestreak also consists of a barrage from M114 155 mm howitzers.&lt;br /&gt;
[[File:M114 155m howitzer.jpg|thumb|none|450px|M114 Howitzer - 155mm]]&lt;br /&gt;
[[File:M114Scorestreak BOCW.jpg|thumb|none|600px|The selection menu artwork for the &amp;quot;Artillery&amp;quot; scorestreak shows an M114 battery. This reflects their usage in the context of the Vietnam War through the game's Southeast Asian multiplayer maps are set in the 80s.]]&lt;br /&gt;
[[File:BOCW-M114Howitzer.jpg|thumb|none|600px|The barrels of the howitzers can be seen in the distance.]]&lt;br /&gt;
&lt;br /&gt;
==M20 &amp;quot;Super Bazooka&amp;quot;==&lt;br /&gt;
An [[M20 &amp;quot;Super Bazooka&amp;quot;]] is seen in Vietnam War archival footage in the intro of &amp;quot;Fracture Jaw&amp;quot;.&lt;br /&gt;
[[File:M20 Super Bazooka.jpg|thumb|none|450px|M20 &amp;quot;Super Bazooka&amp;quot; - 3.5&amp;quot; rocket]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Marshal 16&amp;quot;==&lt;br /&gt;
The fictional [[Talk:Call of Duty: Black Ops III#&amp;quot;Marshal 16&amp;quot;|&amp;quot;Marshal 16&amp;quot;]] from ''Black Ops III'' appears as the &amp;quot;Classic Marshal&amp;quot; charm.&lt;br /&gt;
[[File:Marshal16 BO3.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Matchlock Musket==&lt;br /&gt;
A Spanish conquistador firing a [[Matchlock Musket]] is seen in the &amp;quot;Iron Sight Assassin&amp;quot; calling card that could be earned during season 2 at level 180.&lt;br /&gt;
[[file:MatchlockMusket.jpg|thumb|none|450px|European Matchlock musket.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M91/30==&lt;br /&gt;
A scoped [[Mosin-Nagant M91/30]] is seen in the &amp;quot;Power Killer&amp;quot; calling card. A Mosin is also depicted on a huge banner showing the Tiergarten Soviet War Memorial statue in he map Moscow.&lt;br /&gt;
[[file:M9130-Sniper-PE.jpg|thumb|none|450px|Mosin Nagant M1891/30 Sniper Rifle with PE scope - 7.62x54mm R]]&lt;br /&gt;
[[File:BOCW-MosinCard.jpg|thumb|none|600px|The rifle is equipped with a PEM sniper scope instead of the better-known PU scope.]]&lt;br /&gt;
&lt;br /&gt;
==Tippman 98 Custom==&lt;br /&gt;
In Season 4 Reloaded, the map &amp;quot;Rush&amp;quot; from ''Black Ops II'' was added. As with the original map, [[Air Guns#Tippmann 98 Custom|Tippmann 98 Customs]] appear in a store display of paintball guns, despite being anachronistic for the new setting of the 1980s (as opposed to ''BO2'''s 2025 setting).&lt;br /&gt;
[[Image:Tippmann 98 Custom.jpg|thumb|none|400px|Tippmann 98 Custom Paintball Marker - .62 caliber]]&lt;br /&gt;
&lt;br /&gt;
==Tippmann X7 G36==&lt;br /&gt;
In Season 4 Reloaded, the map &amp;quot;Rush&amp;quot; from ''Black Ops II'' was added. As with the original map, Tippmann X7 G36s appear in a store display of paintball guns, despite being anachronistic for the new setting of the 1980s (as opposed to ''BO2'''s 2025 setting).&lt;br /&gt;
[[File:Tippmann X7 G36.jpg|thumb|450px|none|A Tippmann X7 G36 paintball gun.]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified Repeating Rifle==&lt;br /&gt;
A scoped repeating rifle (possibly a [[Marlin Firearms|Marlin]]) is seen briefly in archival footage during the intro of &amp;quot;Brick in the Wall&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Valmet M76F==&lt;br /&gt;
A [[Valmet M76F]] is seen in the City Ripper bundle picture.&lt;br /&gt;
[[File:ValmetM76F.jpg|thumb|none|450px|Valmet M76F with side folding tubular stock - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK==&lt;br /&gt;
A suppressed [[Walther PPK]] is seen held by Adler in the &amp;quot;Action Packed&amp;quot; calling card.&lt;br /&gt;
[[File:WaltherPPkSilenced.jpg|thumb|none|350px|Walther PPK with a sound suppressor - .380 ACP (Brown factory grips).]]&lt;br /&gt;
[[File:BOCW-PPK1Card.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873==&lt;br /&gt;
What appears to be a [[Winchester Model 1873]] is seen in the &amp;quot;One Shot Kill&amp;quot; calling card.&lt;br /&gt;
[[File:Winchester1873.jpg‎|thumb|none|450px|Winchester Model 1873 carbine - 1st generation rifle - 44-40 Winchester]]&lt;br /&gt;
[[File:BOCW CC repeater.jpg‎|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified Selfloading Rifle==&lt;br /&gt;
An unknown self loading rifle of Soviet type is seen on a soldier statue in the multiplayer map Moscow. The statue is based on the Tiergarten Soviet War Memorial in Berlin which actually depicts a Mosin. Curiously, a proper depiction of the soldier complete with the Mosin can be seen on a huge banner in the same map.&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
Three unusable [[Glock 18C]] pistols can be seen hanging on a wall on the multiplayer map &amp;quot;Checkmate&amp;quot;. Their appearance is anachronistic as the map takes place in January 1985, while the Glock 18 was produced in 1986 - the 3rd Generation variants were introduced after 1998. A Glock pistol is also seen in the &amp;quot;Grizzled Veteran Master&amp;quot; calling card.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|300px|Glock 18C (3rd Generation) - 9x19mm. This model has compensator cuts on the slide and barrel to reduce muzzle climb while firing.]]&lt;br /&gt;
[[File:BOCW-Glock.jpg|thumb|none|600px|The pistol in a highly unlikely place to be found, an East German training facility. Despite having the 18C's compensator cuts, the slide markings label it as a standard Glock 18.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Two [[Makarov PM]]s appear on Helen Park's &amp;quot;Scorched&amp;quot;, &amp;quot;Bad Blood&amp;quot;, &amp;quot;Hellion&amp;quot;, and &amp;quot;Commando&amp;quot; outfits, as well as on Samantha Maxis' &amp;quot;Dark Aether&amp;quot; outfit and Portnova's &amp;quot;Handler&amp;quot; outfit. Aleksandra Valentina also carries a holstered one in the Zombies mode cutscenes.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|300px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:BOCW Park Makarovs.jpg|thumb|none|600px|The grips of both Makarovs can be seen in weird waist holsters on her vest.]]&lt;br /&gt;
&lt;br /&gt;
==Sedgley Fist Gun==&lt;br /&gt;
Scattered throughout the CIA Safehouse used as the in-game mission hub are various unusable [[Sedgley Fist Gun|Sedgley Fist Guns]].&lt;br /&gt;
[[File:OPG Glove device.jpg|thumb|none|325px|Sedgley Fist Gun - .38]]&lt;br /&gt;
[[File:SedgleyFistGun BOCW.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:SedgleyFistGun2 BOCW.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Strife&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;Strife&amp;quot; pistol from ''[[Call of Duty: Black Ops 4|Black Ops 4]]'' can be seen on a table in the side mission &amp;quot;Operation Red Circus&amp;quot;. Unusable and completely anachronistic to the game's setting, the gun was likely originally used as a placeholder during the mapping process that went overlooked and wasn't removed.&lt;br /&gt;
[[File:S&amp;amp;WSigma9F.jpg|thumb|none|300px|Smith &amp;amp; Wesson Sigma SW9F - 9x19mm Parabellum]]&lt;br /&gt;
[[File:S&amp;amp;W SD40.jpg‎|thumb|none|300px|Smith &amp;amp; Wesson Sigma SD40 - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:S&amp;amp;W M&amp;amp;P 2.0.jpg|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P 2.0 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BOCWStrife.jpg|thumb|none|600px|Mason takes the time out of chasing a known enemy of the state to admire a time-traveling literal space pistol. While one could chalk it up to THE NUMBERS making him hallucinate guns that wouldn't exist for at least five (and at most seven) decades more, its appearance in the multiplayer map based off of this mission (Crossroads, taking place in 1983) marks it as a placeholder that never got removed.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33==&lt;br /&gt;
The [[Tokarev TT-33]] is used by some Red Army soldiers in the intro cutscene of the Zombies map Die Maschine.&lt;br /&gt;
[[File:TT-33-Wartime.jpg|thumb|none|300px|Tokarev TT-33 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:BOCWMaschine-TT1.jpg|thumb|none|600px|One soldier points his Tokarev at a suspicious German.]]&lt;br /&gt;
[[File:BOCWMaschine-TT2.jpg|thumb|none|600px|The cameraman defends himself with a TT-33.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
Unusable [[AKM]] rifles can be seen next to the Glock 18 pistols in the multiplayer map &amp;quot;Checkmate&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
The [[SVT-40]] is used by some Red Army soldiers in the intro cinematic of the Zombies map Die Maschine.&lt;br /&gt;
[[File:SVT-40.jpg|thumb|none|450px|Tokarev SVT-40 - 7.62x54mmR]]&lt;br /&gt;
[[File:BOCWMaschine-PPShSVT.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BOCWMaschine-SVT.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1591382</id>
		<title>Call of Duty: Black Ops Cold War</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1591382"/>
		<updated>2023-07-16T15:08:24Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: /* Colt XM4 Carbine */ I removed some of the blueprints because then it would be the Colt 727, developed in 1988.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: Black Ops Cold War&lt;br /&gt;
|picture=CODBOCWCover1.jpeg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=November 13, 2020&lt;br /&gt;
|developer=Treyarch, Raven Software&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: Black Ops Cold War''''' is a first-person shooter developed by Treyarch and Raven Software and published by Activision. It is the sixth game in the ''Black Ops'' series and the seventeenth in the ''Call of Duty'' series. It is also a direct sequel to ''[[Call of Duty: Black Ops]]''. Like previous games in the series, it is composed of three main modes of play, a single-player campaign, a player-vs-player multiplayer mode, and a 1-4 player cooperative zombies mode. &lt;br /&gt;
&lt;br /&gt;
The campaign's setting takes place primarily in 1981 with several flashbacks dating to 1968 during the Vietnam War, and the zombies and multiplayer mode take place simultaneously in 1984, hence, certain weapons are available in these modes that aren't present in the campaign because of the time difference. The player character is a new, customizable operative codenamed &amp;quot;Bell&amp;quot;, who is part of a CIA task force, including Alex Mason, Frank Woods, and Jason Hudson, out to stop a Soviet agent codenamed &amp;quot;Perseus&amp;quot; (based on the real-life conspiracy) from carrying out a decades-long plan that could radically alter the balance of power of the Cold War.&lt;br /&gt;
&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;
=Overview=&lt;br /&gt;
''Black Ops Cold War'' maintains several weapon features from the 2019 ''Modern Warfare'', including Gunsmith and the ability to reload while aiming down sights.&lt;br /&gt;
&lt;br /&gt;
The game features an extensive swimming and underwater mechanic which inaccurately depicts weapons as being able to be fired underwater, something which would lead to malfunctions and possible complete weapon failures (i.e. exploded barrels) in reality, not to mention projectiles can't travel more than a few feet in such environment. Also, bullet velocities for most of the weapon are much slower in-game than in real life, and some weapons unrealistically share the same velocities despite their different calibers and designs.&lt;br /&gt;
&lt;br /&gt;
While Gunsmith offers a wide variety of attachments to equip, it lacks several features from ''Modern Warfare''. It also features some ''staggeringly'' poor attachment descriptions filled with inaccuracies and misused terms. For example, STANAG is used as a catch-all term for extended magazines, despite the real usage being almost the exact opposite of such an idea.&lt;br /&gt;
&lt;br /&gt;
Many of the cosmetic blueprints feature cerakoted designs which is anachronistic for the 80s as cerakoted weapons started appearing at some point in the 2000s or 2010s. In addition to this, heavily altered &amp;quot;Mastercraft&amp;quot; variants feature altered inspection animations.&lt;br /&gt;
&lt;br /&gt;
Weapons from ''Black Ops Cold War'' also make appearances in ''Call of Duty: Warzone'', a standalone battle royale game mode originally released for (and developed on) ''[[Call of Duty: Modern Warfare (2019)]]''. While most weapons are identical between BOCW and ''Warzone'', a number of weapons, especially the ones added post-release, have more detailed animations in ''Warzone''. More rarely, some BOCW weapons have different weapon models when implemented in ''Warzone''.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] appears under the name &amp;quot;Diamatti&amp;quot;. It holds 15 rounds by default, despite having a visibly extended magazine. It also has a slightly shorter barrel by default; the “7.2&amp;quot; Reinforced Heavy” barrel attachment gives it a more correct barrel length, though this one is shown as fluted. Soviet forces use it in the campaign (which is incorrect, as they would use the [[Stechkin APS]] or the APB instead, though it fires in automatic mode), along with Alex Mason in &amp;quot;Echoes of a Cold War&amp;quot;; nevertheless, its scarce appearance would not be suitable for any sort of military during the game's time period.&lt;br /&gt;
&lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm]]&lt;br /&gt;
[[File:M93Rpreview BOCW.jpg|thumb|none|600px|The Beretta 93R in Gunsmith.]]&lt;br /&gt;
[[File:Beretta93rIdle BOCW.jpg|thumb|none|600px|Sims wielding a &amp;quot;Diamatti&amp;quot; in Angola.]]&lt;br /&gt;
[[File:Beretta93rADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:Beretta93rInspect BOCW.jpg|thumb|none|600px|Sims admires what is possibly the most accurate Beretta 93R weapon model in a Call of Duty game to date.]]&lt;br /&gt;
[[File:Beretta93rInspect2 BOCW.jpg|thumb|none|600px|Pulling back the slide for a brass check.]]&lt;br /&gt;
[[File:Beretta93rReload BOCW.jpg|thumb|none|600px|Swapping magazines during a reload.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] is featured in the game, simply referred to as &amp;quot;1911&amp;quot; and featuring a nickel finish similar to the multiplayer 1911 weapon model from ''[[Call of Duty: Black Ops|Black Ops]]''. In the campaign, it is the main sidearm of almost everyone, including the Soviet and North Vietnamese forces, who would much more likely use the [[Makarov PM]] or [[Tokarev TT-33]] as their sidearms. It incorrectly holds 8 rounds in a standard 7-round magazine. Performing takedowns in loud combat also involve the use of the M1911A1 regardless of faction.&lt;br /&gt;
&lt;br /&gt;
In alpha, beta, and pre-release materials, the M1911 appears with a parkerized finish and brown grips. The &amp;quot;Wingman&amp;quot; skin from the &amp;quot;Air Sea Land Pack&amp;quot; for the Ultimate Edition is also an M1911A1, featuring a paint-job similar to that of the P-51 Mustang fighters during WWII. The M1911A1 is also used in the Overpower finishing move.&lt;br /&gt;
&lt;br /&gt;
[[File:NickelPlatedM1911A1.jpg|thumb|none|300px|Nickel Plated Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:1911preview BOCW.jpg|thumb|none|600px|The M1911A1 in Gunsmith.]]&lt;br /&gt;
[[File:1911Idle BOCW.jpg|thumb|none|600px|The M1911A1 in Angola.]]&lt;br /&gt;
[[File:1911ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:1911Inspect BOCW.jpg|thumb|none|600px|Inspecting the M1911.]]&lt;br /&gt;
[[File:1911Inspect2 BOCW.jpg|thumb|none|600px|Inspecting its other side.]]&lt;br /&gt;
[[File:1911reload BOCW.jpg|thumb|none|600px|Much like the 1911 in [[Call of Duty: Modern Warfare (2019)]], the 1911 in Black Ops Cold War features a nice detail in the slide stop engaging the slide after the last round is fired from a magazine.]]&lt;br /&gt;
[[File:1911reload2 BOCW.jpg|thumb|none|600px|The standard reload involves power slinging the slide, there are magazine options that change that to an animation where the player character hits the slide stop.]]&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:BOCW-M1911-2.jpeg|thumb|none|600px|The M1911A1 with a parkerized finish in the alpha multiplayer loadout menu.]]&lt;br /&gt;
[[File:BOCW-1911-1.jpg|thumb|none|600px|The M1911 tucked in Adler's pants in a pre-release trailer. In the final game, the player grabs the pistol to take down a guard - even though they have their own suppressed 1911 at this point with no way to replace it.]]&lt;br /&gt;
[[File:BOCW M1911 trailer silencer.jpg|thumb|none|600px|A suppressed M1911A1 is racked in the multiplayer reveal trailer. Note the Ak 5 with what appears to be Advanced Armament Corporation OMNI 5.56mm suppressor which doesn't appear in actual multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle==&lt;br /&gt;
An anachronistic and visually altered [[Desert Eagle]] fitted with a Laser Products Corporation LPC Model 7 laser sight and an enormous muzzle brake appears as the &amp;quot;Hand Cannon&amp;quot; in the campaign mission &amp;quot;Desperate Measures&amp;quot;. Inspiration for the weapon appears to come from the laser sighted [[AMT Hardballer]] from ''[[The Terminator]]''. Perhaps taking its moniker a little too literally, it fires explosive rounds. The campaign version feeds from an 8-round magazine (which could or could not be correct, its caliber never being stated) and cannot be reloaded; once all eight rounds have been fired, it is discarded. While still inappropriate because of its extreme rarity, the [[AMC Auto Mag Pistol]] (1969) could've been a better fit for the game's time period.&lt;br /&gt;
&lt;br /&gt;
It was added as the &amp;quot;Hand Cannon&amp;quot; streak in Season 4 (with an updated model and animations, which was retroactively applied to the campaign version), with 10 extremely powerful explosive rounds that can take out any streak you can shoot in one to four shots. It is the primary weapon of choice for the &amp;quot;One in the Chamber&amp;quot; gamemode. Its scorestreak icon shows a more accurate rendition of a Desert Eagle, though this one is an even more anachronistic picatinny railed Mark XIX than the Mark VII on which the actual weapon is based. The laser is now green, and aiming uses ironsights mounted on top of the laser. Its role is similar to the &amp;quot;Annihilator&amp;quot; revolver from ''[[Call of Duty: Black Ops III|BO3]]'' and ''[[Call of Duty: Black Ops 4|BO4]]'', even reusing the sounds of that gun from those games.&lt;br /&gt;
&lt;br /&gt;
[[File:DesertEagleMarkVIInickel.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark VII with nickel finish - .44 Magnum]]&lt;br /&gt;
[[Image:Longslide2.jpg|thumb|none|600px|The AMT Hardballer Longslide/LPC Model 7 laser sight combo from ''The Terminator'' which appears to have been the inspiration for the &amp;quot;Hand Cannon&amp;quot;. The in-game laser is incorrectly depicted as being switched on by pressing a fictional button at the rear, while the real thing has a separate switch connected via cables.]]&lt;br /&gt;
[[File:Desert eagle picatinny.JPG|thumb|none|350px|Magnum Research Desert Eagle Mark XIX, current production model with Picatinny railed barrel - .44 Magnum]]&lt;br /&gt;
[[File:COD CW Deagle Menu.jpg|thumb|none|600px|The &amp;quot;Hand Cannon&amp;quot; in the multiplayer menu. The description incorrectly calling it a &amp;quot;revolver&amp;quot; was reused from Black Ops 3/4, though the word has been changed to &amp;quot;handgun&amp;quot; after an update. A round can be seen in the spare magazine.]]&lt;br /&gt;
[[File:BOCWDeagle3rd.jpg|thumb|none|600px|Bell stops admiring his nice shoes to look upon the mutant Deagle in the middle of the KGB headquarters, of all places. This is the only place in the campaign it can be found.]]&lt;br /&gt;
[[File:BOCWDeagle.jpg|thumb|none|600px|Bell holds the Hand Cannon as he awaits enemy forces about to barge into the room. Here the laser sight can be seen more clearly.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Magnum&amp;quot;==&lt;br /&gt;
The &amp;quot;Magnum&amp;quot; is a fictional hybrid revolver that appears to have some influence from a variety of revolvers such as [[Smith &amp;amp; Wesson#Revolvers|Smith &amp;amp; Wesson]], [[Ruger#Revolvers|Ruger]], [[Arminius HW Revolver Series|Arminius]], Alfa, [[Astra#Revolvers|Astra]] and the [[Colt Trooper]]. The rear of the frame and the angle of the grip give it a strong resemblance to the G&amp;amp;G G733 airsoft revolver. The names of some of its muzzle attachments suggest that it is chambered in .45 ACP (misnamed &amp;quot;.45 APC&amp;quot;); this would contradict both the &amp;quot;Magnum&amp;quot; name, and its Warzone incarnation's stated chambering (.357 Magnum). Like other revolvers in previous ''Black Ops'' games, it is reloaded with single rounds by default, and still has the reload logic errors of the player character reloading only the rounds needed to refill the cylinder in gameplay despite the reload animation showing the entire cylinder being ejected.&lt;br /&gt;
&lt;br /&gt;
The Magnum can also accept a suppressor, even though it almost certainly wouldn't work on the revolver in reality due to the gap between the cylinder, which would leak enough propellant gases to render the suppressor useless. The Magnum also has nonsensical 9-round and 12-round cylinders as attachment options; these cylinders are completely identical to the base cylinder dimensionally, with the amount of rounds held in them ''visibly'' remaining 6 rounds. They're only different in their shapes, being an unfluted cylinder and a [[Mateba]]-like hexagonal cylinder respectively. These cylinder options are also very incorrectly referred to as magazines in their attachment names.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Minted&amp;quot; blueprint gives the revolver a barrel that appears similar to the anachronistic [[Smith &amp;amp; Wesson Model 986]], while others give it a [[Dan Wesson]]-style heavy barrel.&lt;br /&gt;
[[File:G&amp;amp;G G733.jpg|thumb|none|350px|'''Airsoft''' G&amp;amp;G G733 airsoft revolver]]&lt;br /&gt;
[[File:ColtPython6In.jpg|thumb|none|350px|Colt Python with 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:TrooperMKV.jpg|thumb|none|350px|Colt Trooper MK V with straight wood grips and a 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:S&amp;amp;WModel17A.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 17-6 - .22LR]]&lt;br /&gt;
[[File:Ruger Speed 6.jpg|thumb|none|350px|Ruger Speed Six with blued finish and 2.75-inch barrel - .357 Magnum]]&lt;br /&gt;
[[File:Astra357-01.jpg|thumb|none|350px|Astra 357, 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:Revolverpreview BOCW.jpg|thumb|none|600px|A close up look of the &amp;quot;Magnum&amp;quot; in Gunsmith, showing its many design inspirations - the sights come from Smith &amp;amp; Wesson revolvers, the cylinder, hammer, trigger &amp;amp; trigger guard from a Colt Python, the barrel seems to be a mix between that of a Python and a Colt Trooper (complete with a partial underlug rather awkwardly merged into a full one), and a Ruger-style recoil shield; the latter is supposed to have the cylinder release mounted on it, but the designer instead decided to put a conventional Astra-esque cylinder release behind it, forcing them to rather awkwardly stretch the frame forward to fit both.]]&lt;br /&gt;
[[File:Revolveridle BOCW.jpg|thumb|none|600px|The mutant &amp;quot;Magnum&amp;quot;, an amalgamation of the leading revolver brands.]]&lt;br /&gt;
[[File:RevolverADS BOCW.jpg|thumb|none|600px|Aiming down the Smith &amp;amp; Wesson sights.]]&lt;br /&gt;
[[File:Revolverinspect BOCW.jpg|thumb|none|600px|Inspecting the revolver involves flipping the Colt cylinder out.]]&lt;br /&gt;
[[File:Revolverinspect2 BOCW.jpg|thumb|none|600px|Inspecting the Colt-esque barrel.]]&lt;br /&gt;
[[File:Revolverreload BOCW.jpg|thumb|none|600px|Reloading by dumping all rounds in the cylinder.]]&lt;br /&gt;
[[File:Revolverreload2 BOCW.jpg|thumb|none|600px|The default reload animation has the player character individually insert rounds off screen; depending on the cylinder you choose in Gunsmith, a speed loader may be used instead (though dual-wielding will always reload both at once). The animation finishes with a wince-inducing flick of the wrist to shut the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Tranquilizer Gun&amp;quot;==&lt;br /&gt;
A hybrid of a [[Ruger Mk II]] and a [[Welrod]] mocked up to be a tranquilizer pistol is used by Bell in the campaign. The detachable magazine holds 8 rounds, and the animations are reused from the M1911 listed above. The bolt from the Welrod is used as a slide when it locks back on an empty magazine, however, the weapon does not eject casings of any kind, which begs the question of what the slide actually does. Some sort of air canister is seen under the barrel, and the weapon makes noises comparable to compressed air being released, which makes sense.&lt;br /&gt;
[[File:Ruger Mark II MK512.jpg|thumb|none|300px|Ruger Mark II - .22 LR]]&lt;br /&gt;
[[File:HPIM0965.jpg|thumb|none|300px|Welrod Mark II - .32 ACP.]]&lt;br /&gt;
[[File:TranqPistolEvidence BOCW.jpg|thumb|none|600px|From this angle, the grip is very clearly inspired by the Ruger Mk II.]]&lt;br /&gt;
[[File:TranqPistol BOCW.jpg|thumb|none|600px|But the ejection port and large knurled breech charging handle is very much Welrod-like.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
A [[Heckler &amp;amp; Koch MP5K]] with a collapsible stock and a threaded barrel is available as the &amp;quot;MP5&amp;quot;. It has an aftermarket and anachronistic Vector Arms MP5K style handstop handguard with perforations instead of a vertical foregrip by default. It uses an HK claw mount with an anachronistic rail when equipping optics. It can be customized into a number of MP5 variants as seen below, having a wide latitude of barrel and stock configurations akin to ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''.&lt;br /&gt;
&lt;br /&gt;
While not anachronistic for the 80s segments, the MP5K is used by US troops in Bell's Vietnam War flashbacks, which is both inaccurate and anachronistic (the MP5K was developed in 1976, and while the standard MP5 was first developed in 1966, it didn't see any form of service in Vietnam until 1975 as the MP5SD with the Green Berets). In this case (along with certain other weapons in the Vietnam missions), it can somewhat be excused by the fact that these are false flashbacks mixed with hallucinations. It is inaccurate for the East German police to be wielding MP5Ks during &amp;quot;Brick in the Wall&amp;quot;, where they would be using Soviet-manufactured rifles, carbines or submachine guns; the same goes with the Spetsnaz forces in other missions as well as the Cuban Revolutionary Armed Forces in &amp;quot;End of the Line&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
All blueprint variants of the MP5 have the same lower receiver as those of ''Modern Warfare'' (being based on the receiver of a [[PTR 9KT]], which is incredibly anachronistic to ''Cold War''), with the triangular parts still facing the opposite direction compared to real S-E-F lowers.&lt;br /&gt;
[[File:Heckler &amp;amp; Koch MP5K fitted with a A3 stock.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K &amp;quot;Reverse Stretch&amp;quot; with A3 stock - 9x19mm]]&lt;br /&gt;
[[File:MP5Kpreview BOCW.jpg|thumb|none|600px|The MP5K in Gunsmith. Note the gripless handguard resembling modern [https://hkparts.net/product/hk-mp5k-sp89-sp5k-forearm-with-handstop-usa-p16466.htm American examples] with added vent holes for creativity points.]]&lt;br /&gt;
[[File:MP5KIdle BOCW.jpg|thumb|none|600px|The MP5K used on board a Soviet salvage ship.]]&lt;br /&gt;
[[File:MP5KInspect BOCW.jpg|thumb|none|600px|Inspecting the default 30 round magazine of the MP5K.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A3===&lt;br /&gt;
The weapon has some barrel attachments that turn it into a full-sized [[MP5A3]]. The “9.5&amp;quot; Extended” barrel has an original slimline handguard, while the “9.5&amp;quot; Ranger” has a &amp;quot;tropical&amp;quot; wide handguard.&lt;br /&gt;
[[File:H&amp;amp;KMP5A3slimforearm.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; handguard - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5A3.jpg|thumb|none|600px|The MP5A3 with a &amp;quot;[[Talk:Call_of_Duty:_Black_Ops_Cold_War#X-Products_9mm_50_round_drum|STANAG 50 Rnd Drum]]&amp;quot; and &amp;quot;Collapsed Stock&amp;quot;.]]&lt;br /&gt;
[[File:MP5A3Idle BOCW.jpg|thumb|none|600px|An MP5A3 in Moscow.]]&lt;br /&gt;
[[File:MP5A3Inspect BOCW.jpg|thumb|none|600px|Turning it over to look at the ejection port and the &amp;quot;40 Rnd Speed Mag&amp;quot;, which is a slightly longer version of the early straight &amp;quot;waffle&amp;quot;-style magazine.]]&lt;br /&gt;
[[File:MP5A3Inspect2 BOCW.jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:MP5A3ADS BOCW.jpg|thumb|none|600px|Looking through the iron sights.]]&lt;br /&gt;
[[File:MP5A3.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with &amp;quot;tropical&amp;quot; wide handguard - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2===&lt;br /&gt;
The combination of the aforementioned barrel with the &amp;quot;Tactical Stock&amp;quot; turns the gun into an [[MP5A2]].&lt;br /&gt;
[[File:HK MP-5 A3.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with original &amp;quot;slimline&amp;quot; handguard and straight &amp;quot;waffle&amp;quot;-style magazine - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5A2.jpg|thumb|none|600px|The MP5A2 from the public beta with a &amp;quot;40 Rnd Speed Mag&amp;quot;. The &amp;quot;Salvo 50 Rnd Fast Mag&amp;quot; uses the same magazine model for some reason, albeit with a different tape and pull loop.]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A2WideForearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with &amp;quot;tropical&amp;quot; wide handguard - 9x19mm]]&lt;br /&gt;
[[File:MP5A2gunsmith BOCW.jpg|thumb|none|600px|The post launch MP5A2, with the &amp;quot;tropical&amp;quot; handguard.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
Combining either of the sound suppressors with the “9.5&amp;quot; Ranger” barrel configurations produces a [[Heckler &amp;amp; Koch MP5SD]] configuration. The “9.5&amp;quot; Extended” and “9.5&amp;quot; Reinforced Heavy” barrels also create an MP5SD with the handguard missing.&lt;br /&gt;
[[File:MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 with S-E-F trigger group - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5SD2.jpg|thumb|none|600px|An MP5SD2 configuration from the public beta with the &amp;quot;Agency Suppressor&amp;quot;.]]&lt;br /&gt;
[[File:MP5SD2gunsmith BOCW.jpg|thumb|none|600px|The post launch MP5SD2 in gunsmith preview.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
Ditto to the above configuration but with the default or one of the collapsible stock variants produces an MP5SD3.&lt;br /&gt;
[[File:MP5SD3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5SD3.jpg|thumb|none|600px|The MP5SD3 with the &amp;quot;Sound Suppressor&amp;quot; and &amp;quot;Jungle-Style Mag&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9 Hybrid==&lt;br /&gt;
A mildly fictionalized [[Intratec TEC-9]] was added with season five. It is depicted with the bolt assembly and charging handle of an [[Interdynamic KG-9]], although it is shown firing from a closed bolt like an actual TEC-9. It also has the front sight of a [[PPSh-41]] and the stock of an Interdynamic MP-9, though the latter can be removed with the &amp;quot;No Stock&amp;quot; attachment. When equipping grip attachments, it uses the base of the factory grip with the actual grip chopped off and replaced with the grip attachment of choice.&lt;br /&gt;
&lt;br /&gt;
It fires in semi-auto by default, but there are attachments that convert it into full-auto (the fire rate of which appears to be slower than in real life) and an inaccurate burst fire mode. It incorrectly holds 21 and 24 rounds (in multiplayer and Warzone respectively) in the actual 32-round magazine, presumably to prevent a burst from having less than 3 rounds.&lt;br /&gt;
&lt;br /&gt;
In terms of chronology, while the earlier MP-9/KG-9 was produced from 1981 (thus being borderline period appropriate for the 1981-1985 multiplayer maps), the TEC-9 has the post-1987 rear sight, rendering it anachronistic for the game.&lt;br /&gt;
&lt;br /&gt;
Dual TEC-9s are used by Perseus operative Kitsune in the season five cinematic trailer. The weapon is also seen in the &amp;quot;Harbinger Of Doom&amp;quot; calling card.&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 (post-1987 version) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:InterDynamicKG99.jpg|thumb|none|300px|Interdynamic KG-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Interdynamic MP-9.jpg|thumb|none|450px|Interdynamic MP-9 with foregrip and telescoping stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Tec9preview BOCW.jpg|thumb|none|600px|The mutant TEC-9 in the preview screen for the season 5 battlepass.]]&lt;br /&gt;
[[File:Tec9idle BOCW.jpg|thumb|none|600px|The TEC-9 in action in the slums of Panama City.]]&lt;br /&gt;
[[File:Tec9ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Tec9inspect BOCW.jpg|thumb|none|600px|Inspecting the gun. Note how, in addition to having the KG-9's bolt and charging handle, it also has its safety notch; the TEC-9 instead used the charging handle itself as a safety, pushing it into the bolt instead of using it to lock the bolt back.]]&lt;br /&gt;
[[File:Tec9inspect2 BOCW.jpg|thumb|none|600px|Checking out the closed bolt on a stock TEC-9]]&lt;br /&gt;
[[File:Tec9reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Tec9reload2 BOCW.jpg|thumb|none|600px|Note the various markings and warnings stamped into the polymer lower.]]&lt;br /&gt;
[[File:Tec9reload3 BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Tec9reload4 BOCW.jpg|thumb|none|600px|Charging the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;KSP 45&amp;quot;==&lt;br /&gt;
The &amp;quot;KSP 45&amp;quot; is a fictional 3-round burst submachine gun, only appearing in multiplayer. The overall shape is similar to the [[T2 MK5|Australian Automatic Arms 9mm SAC]], but takes other cues from submachine guns such as the [[Heckler &amp;amp; Koch UMP45]] with its boxy design, selector switch style, and charging handle with lock open feature (though it is depicted on the right side rather than the left). It has an AR-like bolt release and an AK trigger guard with paddle magazine release. Notably, it also resembles the &amp;quot;MACHT 37&amp;quot; frankengun from ''[[Metal Gear Solid V: The Phantom Pain]]''. Its buttstock seems to combine the socket of a solid MP5 stock, the shape of one from the the AAA SAC or the Wieger StG-940, H&amp;amp;K G3 style sling attachment point and the foldability of the UMP stock; the &amp;quot;Tactical Stock&amp;quot; and &amp;quot;SAS Combat Stock&amp;quot; attachments swap this out for a [[PSG-1]]-style stock (without or with a cheek rest, respectively), while the &amp;quot;Wire Stock&amp;quot; attachment gives it a shortened Romanian AK wire stock and the &amp;quot;Duster Stock&amp;quot; gives it a UMP-style stock. Curiously, the &amp;quot;42 Rnd&amp;quot; and &amp;quot;48 Rnd STANAG&amp;quot; magazine attachments, while referred to as drums, are actually shrunken-down HK21 machine gun belt boxes with feed towers instead of belt feed openings; the &amp;quot;42 Rnd Speed Mag&amp;quot; and &amp;quot;SALVO 48 Rnd Fast Mag&amp;quot; are [[Spectre M4]]-esque quad stack mags (of the exact same size, with the only difference being the latter's cloth shroud). &lt;br /&gt;
&lt;br /&gt;
Although it isn't normally written in all caps, &amp;quot;Ksp&amp;quot; is the Swedish abbreviation for &amp;quot;machine gun&amp;quot; (short for ''Kulspruta''); however, the trademarks on the right side of the &amp;quot;KSP 45&amp;quot; identify it as a &amp;quot;Kühn &amp;amp; Schmidt MP-U&amp;quot; and state that it is of West German origin. There is also a &amp;quot;WARNING REFER TO OWNER'S MANUAL&amp;quot; stamp above the fire selector, which is similar to the markings on nonmilitary UMPs and USCs.&lt;br /&gt;
&lt;br /&gt;
It is also depicted as being used by a Vietcong guerilla in the &amp;quot;Brap Brap&amp;quot; calling card implying that it was used in Vietnam in the ''Black Ops'' universe.&lt;br /&gt;
[[File:AAA SAC 9mm.jpg|thumb|none|450px|Australian Automatic Arms 9mm SAC - 9x19mm]]&lt;br /&gt;
[[File:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:HKMP2000Prototype.jpg|thumb|none|450px|Experimental H&amp;amp;K MP2000 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:KSP45preview BOCW.jpg|thumb|none|600px|The &amp;quot;KSP 45&amp;quot; up close. At full size, the fire selector's 3 positions - &amp;quot;SAFE&amp;quot;, &amp;quot;BURST&amp;quot;, and &amp;quot;AUTO&amp;quot; - can be seen; ignoring the rather obvious fact that the weapon can't be set to full-auto in-game, the lack of a semi-auto position on a select-fire weapon is rather bizarre. Somewhat amusingly, the former is accompanied by a single large white block, while the latter features three small ones, and the three-round-burst position only features two.]]&lt;br /&gt;
[[File:KSP45Idle BOCW.jpg|thumb|none|600px|Holding the KSP 45.]]&lt;br /&gt;
[[File:KSP45ADS BOCW.jpg|thumb|none|600px|Aiming down the sights - here, the folding stock hinge is easily visible.]]&lt;br /&gt;
[[File:KSP45Inspect BOCW.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:KSP45Inspect2 BOCW.jpg|thumb|none|600px|Inspecting the right side. Note the UMP charging handle present over the ejection port and the small AR like brass deflector.]]&lt;br /&gt;
[[File:KSP45reload BOCW.jpg|thumb|none|600px|Reloading the KSP. Note the UMP like handguard covered with checkered texture like the early MP5 slimline forearm.]]&lt;br /&gt;
&lt;br /&gt;
==LAPA SM Modelo 3==&lt;br /&gt;
The [[LAPA SM Modelo 3]] was added during Season 6, under the name &amp;quot;LAPA&amp;quot; (an odd name, as LAPA is the manufacturer of the weapon). The SM Modelo 3 was a prototype weapon with only one example ever made rendering it virtually impossible to be used in any meaningful combat capacity. Appropriate submachine guns of Brazilian origin would either be the INA Model 953 (1950), a modification of the [[Madsen M50]] chambered in .45 ACP or the extremely simple-to-manufacture Mekanika Uru (1977).&lt;br /&gt;
[[File:LAPA SM MOD 3.jpg|thumb|none|450px|LAPA SM Modelo 3 - 9x19mm]]&lt;br /&gt;
[[File:LAPABPpreview BOCW.jpg|thumb|none|600px|The &amp;quot;LAPA&amp;quot; in the preview menu screen.]]&lt;br /&gt;
[[File:LAPAidle BOCW.jpg|thumb|none|600px|The &amp;quot;LAPA&amp;quot; and its owner checking out a parking garage in Miami Beach.]]&lt;br /&gt;
[[File:LAPAADS BOCW.jpg|thumb|none|600px|Aiming down the sights at a shifty looking garage door.]]&lt;br /&gt;
[[File:LAPAinspect1 BOCW.jpg|thumb|none|600px|Inspecting the firearm.]]&lt;br /&gt;
[[File:LAPAinspect2 BOCW.jpg|thumb|none|600px|Checking out the other side.]]&lt;br /&gt;
[[File:LAPAreload1 BOCW.jpg|thumb|none|600px|Reloading after dumping an entire magazine of 9mm into said garage door.]]&lt;br /&gt;
[[File:LAPAreload2 BOCW.jpg|thumb|none|600px|Giving the charging handle a good pull, cocking the gun.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;LC10&amp;quot;==&lt;br /&gt;
The &amp;quot;LC10&amp;quot; is a fictional submachine gun that was added in Season 2. It appears to be based on the [[Walther MPK]], with stylistic elements from (of all things) an [[Accuracy International Arctic Warfare]] sniper rifle ([https://youtu.be/0krEGBnWEag?t=903%20 the developers having stated that in-universe it was made by the same manufacturer as the game's Accuracy International-inspired &amp;quot;LW3 Tundra&amp;quot;]). Its Warzone incarnation was previously stated to be chambered in .45 ACP, but this was later changed to 9mm Parabellum. The muzzle brake and flash guard attachments still have the .45 caliber shown as part of their names (in which case it is mislabeled &amp;quot;.45 APC&amp;quot;). An actual MPK or MPL would be appropriate choices.&lt;br /&gt;
&lt;br /&gt;
[[File:Walther mpk unfolded.jpg|thumb|none|450px|Walther MPK with stock unfolded - 9x19mm]]&lt;br /&gt;
[[File:Arctic Warfare Folding Stock.jpg|thumb|none|450px|Accuracy International AW-F - 7.62x51mm NATO]]&lt;br /&gt;
[[File:LC10loadoutpreview BOCW.jpg|thumb|none|600px|The &amp;quot;LC10&amp;quot; in the loadout menu weapon preview screen. Peculiarly, the wire stock features a cheek pad.]]&lt;br /&gt;
[[File:LC10idle BOCW.jpg|thumb|none|600px|The &amp;quot;LC10&amp;quot; in the rather anachronistic Los Angeles high speed bullet train station ported from ''Black Ops 2''.]]&lt;br /&gt;
[[File:LC10ads BOCW.jpg|thumb|none|600px|Looking through the adjustable rear sight.]]&lt;br /&gt;
[[File:LC10reload1 BOCW.jpg|thumb|none|600px|Reloading from empty involves taking the fresh magazine and flicking the empty mag out by hitting the release paddle with the feed lip.]]&lt;br /&gt;
[[File:LC10reload2 BOCW.jpg|thumb|none|600px|Inserting the new magazine, then charging the bolt.]]&lt;br /&gt;
[[File:LC10inspect1 BOCW.jpg|thumb|none|600px|Much like the AUG, the LC10's transparent polymer magazine models the proper amount of ammunition in each magazine. Despite being depicted as a closed bolt gun, there is no round visible in the breech during the brass check section of the inspect animation.]]&lt;br /&gt;
[[File:LC10inspect2 BOCW.jpg|thumb|none|600px|Note the empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
The [[MAC-10]] was added in Season 1. It is depicted with a custom side cocking charging handle similar to low profile Uzi cocking levers and uses anachronistic front grip adapter and top rail when attaching grip and sight attachments respectively. The side is marked with &amp;quot;Cal .45 Auto&amp;quot;, which is contradicted by the use of a 32-round default magazine, the number &amp;quot;9&amp;quot; as part of some muzzle attachments names, and the use of 9mm Parabellum ammunition in Warzone. The weapon fires correctly from an open bolt in ''Cold War'', but incorrectly from a closed bolt in ''Warzone''.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Quick Judgement&amp;quot; blueprint is based on the Lawgiver MK II pistol from the ''Judge Dredd'' franchise.&lt;br /&gt;
[[File:IngramMAC10.jpg|thumb|none|300px|Ingram MAC-10 - 9x19mm]]&lt;br /&gt;
[[File:MAC10preview BOCW.jpg|thumb|none|600px|The MAC-10 in the battlepass preview screen.]]&lt;br /&gt;
[[File:MAC10idle BOCW.jpg|thumb|none|600px|The MAC-10 being used in a [[Back to the Future|New Jersey mall]].]]&lt;br /&gt;
[[File:MAC10ADS BOCW.jpg|thumb|none|600px|Looking through the basic notch sights. Note the misaligned front and rear sights.]]&lt;br /&gt;
[[File:MAC10inspect1 BOCW.jpg|thumb|none|600px|Inspecting the MAC-10.]]&lt;br /&gt;
[[File:MAC10inspect2 BOCW.jpg|thumb|none|600px|Checking the ejection port.]]&lt;br /&gt;
[[File:MAC10inspect3 BOCW.jpg|thumb|none|600px|Tugging on the charging handle.]]&lt;br /&gt;
[[File:MAC10reload BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:MAC10reload2 BOCW.jpg|thumb|none|600px|And then racking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-02 Kiparis==&lt;br /&gt;
The [[OTs-02 Kiparis]] was added in in the mid-season update for Season 4, under the name &amp;quot;OTs 9&amp;quot;. It is technically anachronistic to the 80s time period of the game, as while it was designed in the seventies, it was first serially produced in 1991. The Sa vz. 82 Skorpion, the aforementioned APS, or the TKB-486 would be better choices for the time period. the It uses 20-round magazines by default, though 25, 30, 32 and 40 round magazines are available as attachments, with the 30 rounder being the only real option. The 30 and 40 rounders are regular magazine extensions, while the 25 and 32 rounders are curved &amp;quot;speed mags&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Kiparis is one of the few weapons to have a distinctly different set of animations in ''Warzone'' compared to ''Cold War''.&lt;br /&gt;
[[File:Kiparis.jpg|thumb|none|450px|KBP OTs-02 &amp;quot;Kiparis&amp;quot; - 9x18mm Makarov]]&lt;br /&gt;
[[File:KiparisPreview BOCW.jpg|thumb|none|600px|The Kiparis in the gunsmith preview screen.]]&lt;br /&gt;
[[File:CW OTs9 idle.jpg|thumb|none|600px|Cpt. Price holds the OTs-02 Kiparis in the middle of a paintball arena.]]&lt;br /&gt;
[[File:CW OTs9 inspectleft.jpg|thumb|none|600px|Inspecting the Russian SMG; note that the selector is incorrectly pointing towards &amp;quot;ОД&amp;quot;, which is for semi-auto.]]&lt;br /&gt;
[[File:CW OTs9 inspectright.jpg|thumb|none|600px|Checking the SMG for any stray flecks of paint, here the bolt handle is clearly visible. It apparently moves independently of the rest of the gun during this animation; at the end (and after firing a shot), the bolt visibly drops down a couple of millimeters, suggesting that the animation doesn't quite loop like it's supposed to.]]&lt;br /&gt;
[[File:CW OTs9 irons.jpg|thumb|none|600px|Aiming down the clear ironsights.]]&lt;br /&gt;
[[File:CW OTs9 tacreload1.jpg|thumb|none|600px|Quickly using the magazine release before an employee notices the time-travelling SAS soldier in the middle of the arena.]]&lt;br /&gt;
[[File:CW OTs9 tacreload2.jpg|thumb|none|600px|Inserting a fresh magazine of 9x18mm Makarov.]]&lt;br /&gt;
[[File:CW OTs9 emptyreload beginflick.jpg|thumb|none|600px|The empty reload procedure involves flicking the magazine out, AK style...]]&lt;br /&gt;
[[File:CW OTs9 emptyreload flick.jpg|thumb|none|600px|...which results in the old magazine being knocked to the floor.]]&lt;br /&gt;
[[File:CW OTs9 emptyreload insert.jpg|thumb|none|600px|The penultimate step - loading a new stick mag.]]&lt;br /&gt;
[[File:CW OTs9 emptyreload bolt.jpg|thumb|none|600px|With an overarm tug on the bolt handle, Price is now free to travel back to [[Call of Duty: Modern Warfare (2019)|his own timeline]], taking his anachronistic SMG with him.]]&lt;br /&gt;
[[File:CW OTs9 melee.jpg|thumb|none|600px|But not before he waves the Kiparis around in the air, showing off the future of Russian SMG design to the bewildered paintball arena employees.]]&lt;br /&gt;
&lt;br /&gt;
==PM-63 RAK==&lt;br /&gt;
The [[PM-63 RAK]] was added during Season 3 as the &amp;quot;AMP63&amp;quot;; unlike its incarnation in ''[[Call of Duty: Black Ops|BO1]]'', it is classified as a pistol. Also unlike that incarnation, it has a correct 15-round capacity by default (with 20-, 22-, and 25-round optional magazines available, the latter being the only real one), as well as a more correct rate of fire. Its foregrip and stock are now permanently folded, and it fires from a closed bolt like the PM-63C variant from the Polish firm &amp;quot;Pioneer Arms Corp&amp;quot;. Additionally, its Warzone incarnation is incorrectly chambered in 9mm Parabellum (a feature of the PM-70 prototype) rather than 9x18mm Makarov.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lawgiver&amp;quot; blueprint is based on the Lawgiver MK II pistol from the ''Judge Dredd'' franchise.&lt;br /&gt;
[[File:PM63.JPG|thumb|none|350px|PM-63 RAK - 9x18mm Makarov]]&lt;br /&gt;
[[File:PM63preview BOCW.jpg|thumb|none|600px|The PM-63 in a loadout menu.]]&lt;br /&gt;
[[File:PM63idle BOCW.jpg|thumb|none|600px|The PM-63 wielded by MI6 operative Park in New Mexico.]]&lt;br /&gt;
[[File:PM63ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:PM63inspect1 BOCW.jpg|thumb|none|600px|Inspecting the Polish submachine gun.]]&lt;br /&gt;
[[File:PM63inspect2 BOCW.jpg|thumb|none|600px|Checking the other side.]]&lt;br /&gt;
[[File:PM63reload1 BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:PM63reload2 BOCW.jpg|thumb|none|600px|Sliding in a new magazine.]]&lt;br /&gt;
[[File:PM63reload3 BOCW.jpg|thumb|none|600px|Racking the slide.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
An anachronistic and heavily stylized [[PP-19 Bizon-2]] (developed in the 1990s) appears under the name &amp;quot;Bullfrog&amp;quot;. It is depicted with a ribbed dust cover resembling that of an [[AS Val]], and the rear sight relocated to the rear of the receiver, along many other cosmetic changes. The default helical magazine only holds 50 rounds instead of 64 or 53 like its real-world counterpart (in 9x18mm Makarov and 9x19mm Parabellum, respectively), and its front attachment point is below the front sight (like the earlier Bizon-1). It has a top-folding stock by default, but can be fitted with a side-folding stock similar to that of other Bizon variants, via the &amp;quot;Duster Stock&amp;quot; or the &amp;quot;KGB Skeletal Stock&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:PP-19 Bizon top-folding stock.jpg|thumb|none|450px|PP-19 Bizon-2-01 with top-folding stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Bizonpreview BOCW.jpg|thumb|none|600px|The &amp;quot;Bullfrog&amp;quot; in Gunsmith. The stock is similar to the Dragunov MA prototype (a trials competitor to the AKS-74U) and the grip is shaped similar to the PP-71, another one of Dragunov's prototypes.]]&lt;br /&gt;
[[File:BizonIdle BOCW.jpg|thumb|none|600px|The &amp;quot;Bullfrog&amp;quot; in-game.]]&lt;br /&gt;
[[File:BizonADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:BizonInspect BOCW.jpg|thumb|none|600px|Inspecting involves popping out the helical magazine for a quick glance.]]&lt;br /&gt;
[[File:BizonInspect2 BOCW.jpg|thumb|none|600px|Then turning it over to look at the ejection port.]]&lt;br /&gt;
[[File:BizonReload BOCW.jpg|thumb|none|600px|Dropping an empty magazine.]]&lt;br /&gt;
[[File:BizonReload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine. Note the conspicuous lack of ammunition, made all the more conspicuous by its presence in the inspection animation.]]&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:BOCW Bizon stock.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] was added in Season 3. It is carried by some Red Army soldiers in the intro cutscene of the Zombies map Die Maschine and inaccurately by Soviet troops in the Season 3 cutscene, which is set in 1984. It is also seen in the &amp;quot;Combat Hardened&amp;quot; achievement icon which is based on the &amp;quot;Stand to Death&amp;quot; statue in Volgograd.&lt;br /&gt;
&lt;br /&gt;
By default, it holds 32 rounds; this is a characteristic of the MP41(r), a German 9x19mm conversion of the PPSh-41 from WWII, even though the in-game weapon is modeled with a standard PPSh-41's 35-round magazine. Interestingly, the &amp;quot;VDV 50 Round Fast Mag&amp;quot; attachment gives the weapon a straight magazine looking similar to that of the MP41(r). To confuse matters further, its muzzle attachments imply that it's chambered in .45 ACP (or rather, .45 &amp;quot;APC&amp;quot;), a feature of absolutely no version of the PPSh.&lt;br /&gt;
&lt;br /&gt;
The weapon has a variety of rather strange barrel options - the &amp;quot;15.7&amp;quot; Task Force&amp;quot; barrel, as well as the &amp;quot;Loud Pipe&amp;quot; variant, have a front forend and heat shield styled after the [[SVT-40]] (a setup extremely similar to the &amp;quot;Thrive&amp;quot; and &amp;quot;Snake&amp;quot; variations from ''[[Call of Duty: WWII]]''); the &amp;quot;14.9&amp;quot; Rifled&amp;quot; barrel gives it an [[Erma EMP-35]]'s barrel shroud and the small wooden forend of a [[PPD-40]]; the &amp;quot;14.9&amp;quot; Ranger&amp;quot; barrel has what appears to be a [[Browning M1919]] barrel shroud with a [[Karabiner 98k]] front sight; the &amp;quot;14.9&amp;quot; Reinforced Heavy&amp;quot; barrel is taken from the [[K-50M]] (albeit also fitted with a Kar98k's front sight); the &amp;quot;12.7&amp;quot; Cavalry Lancer&amp;quot; barrel is seemingly inspired by the PPD-40's (albeit shorter, with larger vents and no handguard); and the &amp;quot;14.3&amp;quot; Extended&amp;quot; barrel is taken from the [[PPS-43]]. Stock options include the &amp;quot;Tactical Stock&amp;quot; (an [[MP28]]-style stock with a leather cheekrest), the &amp;quot;Spetznaz Stock&amp;quot; (a regular-looking stock with a cheekrest and two seemingly-random bolts driven directly through the receiver), and the &amp;quot;Marathon&amp;quot;, &amp;quot;Duster&amp;quot;, and &amp;quot;CQB&amp;quot; stocks (all sawn off, with the former having the original wooden side panels, the latter having K-50M-esque metal side panels, and the Duster having the metal side panels of the experimental folding-stocked PPSh-45; these panels are also used by the &amp;quot;Raider Stock&amp;quot;, seemingly a grafted-on rifle stock).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Night Raid&amp;quot; blueprint (a promotional pre-order reward in ''BOCW'' for ''[[Call of Duty: Vanguard]]'') is stylized after WWII planes like the P-40 Warhawk with the addition of a red dot sight stylized after WWII aircraft reflector gunsights like the Mk 20 Mod 4 sight.&lt;br /&gt;
[[File:Ppsh41.jpg‎|thumb|none|450px|PPSh-41 with 35-round box magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:PPSH41battlepasspreview BOCW.jpg|thumb|none|600px|The PPSh-41 in the battlepass preview. Note the 35-round box magazine inaccurately holding only 32 rounds.]]&lt;br /&gt;
[[File:PPSH41idle BOCW.jpg|thumb|none|600px|NATO operator Hunter wields a PPSh-41.]]&lt;br /&gt;
[[File:PPSH41ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:PPSH41inspect1 BOCW.jpg|thumb|none|600px|Inspecting the submachine gun.]]&lt;br /&gt;
[[File:PPSH41inspect2 BOCW.jpg|thumb|none|600px|Flipping it over.]]&lt;br /&gt;
[[File:PPSH41reload1 BOCW.jpg|thumb|none|600px|Taking out an empty magazine.]]&lt;br /&gt;
[[File:PPSH41reload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PPSH41reload3 BOCW.jpg|thumb|none|600px|Cocking the gun.]]&lt;br /&gt;
[[File:PPSH-01-SMG.jpg‎|thumb|none|450px|PPSh-41 with 71 round drum - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:BOCW PPSh drum.jpg|thumb|none|600px|The weapon loaded with a drum magazine, which only holds 55 rounds. A version of this drum with some canvas wrapped around the bottom holds 85, somehow.]]&lt;br /&gt;
[[File:BOCW PPSh SVT barrel.jpg|thumb|none|600px|The &amp;quot;Task Force&amp;quot; barrel makes the front end of the PPSh resemble the [[SVT-40]].]]&lt;br /&gt;
[[File:BOCWMaschine-PPShSVT.jpg|thumb|none|600px|Soviet soldiers with PPSh-41s in the &amp;quot;Die Maschine&amp;quot; intro.]]&lt;br /&gt;
[[File:PPSH 9MM.JPG|thumb|none|450px|PPSh-41 with 9mm conversion - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BOCW PPSh 9m.jpg|thumb|none|600px|The &amp;quot;VDV 50 round fast mag&amp;quot; resembles a 9x19mm converted PPSh.]]&lt;br /&gt;
&lt;br /&gt;
==SOCIMI Type 821==&lt;br /&gt;
The [[SOCIMI Type 821]] appears in-game. It was referred to as the &amp;quot;Type 821&amp;quot; during the alpha, but the name was changed to &amp;quot;Milano 821&amp;quot; in the Beta (with Milano being Italian for Milan, the city where this gun was made) and kept through the final game. It has an anachronistic Masterpiece Arms side cocking charging handle instead of the proper top mounted one like the [[Uzi]] it was based on. It is anachronistic to the campaign's 1981 time period, as it was designed in 1983 and produced in 1984 (the earlier Uzi for American forces and the PPS-42/43 or the later-added PPSh-41 for Communist-state forces would have been a better choice).&lt;br /&gt;
&lt;br /&gt;
[[File:Socimi821.jpg|thumb|none|450px|Socimi Type 821 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Mpa10sst.jpg|thumb|none|300px|MasterPiece Arms MPA10SST - .45 ACP]]&lt;br /&gt;
[[File:Type821preview BOCW.jpg|thumb|none|600px|The Type 821 in Gunsmith. It lacks a stock by default.]]&lt;br /&gt;
[[File:Type821idle BOCW.jpg|thumb|none|600px|The Type 821 in a Nicaraguan cartel plantation, now fitted with a folding stock. Note that the weapon has been modified with a side cocking charging handle from modern Masterpiece Arms MAC 10/11 clones.]]&lt;br /&gt;
[[File:Type821ADS BOCW.jpg|thumb|none|600px|Looking down the notch sights.]]&lt;br /&gt;
[[File:Type821inspect BOCW.jpg|thumb|none|600px|Inspecting the Type 821.]]&lt;br /&gt;
[[File:Type821inspect2 BOCW.jpg|thumb|none|600px|Inspecting the other side. Unfortunately, like the Uzi from the previous [[Call of Duty: Modern Warfare (2019)|Call of Duty]], the open bolt design of the Type 821 is not reflected in the third person model.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] appears as the &amp;quot;Gallo SA12&amp;quot; (''gallo'' means &amp;quot;rooster&amp;quot; or &amp;quot;cock&amp;quot; in Italian). It is used in semi-automatic mode, and the stock is folded by default, but it can be modified with some unfolded stock options, as well as a fixed stock or no stock at all. Attaching optics will automatically unfold the stock as well. It is weirdly used by Soviet forces in the campaign, and also appears anachronistically in the false flashbacks to the Vietnam War. While the [[KS-23]] from ''BO1'' would be a preferable option as it was adopted by Soviet forces (though it is being serial produced at 1981, the year of most of the campaign's events), semi-automatic designs such as the [[MTs 21-12|MTs 21]] or the [[Baikal Semi Auto Shotgun Series|IZh-20]] would be more suitable to a semi-automatic role.&lt;br /&gt;
&lt;br /&gt;
In a rare bit of realism, the carrier latch button is depressed during reloads to allow the user to load shells (unless an optical attachment is used, in which case the player character will grasp the shotgun from the heat shield instead). When not aiming, the weapon will be upended during reloads (as previously seen in ''[[Call of Duty: Modern Warfare 2|Modern Warfare 2 Campaign Remastered]]''), while the weapon will be held right-side up if reloading while aiming. However, the gun is never rechambered after an empty reload. It holds 7 shells, which is possible with 6 round tubes and a 7th shell in the chamber (or with an underloaded 8-round tube), but as this is never depicted, the tube length is fictional. The magazine tube itself looks more like a 5 or 6 shell tube rather than the 7 shells the weapon actually holds.&lt;br /&gt;
&lt;br /&gt;
The extended 9 and 12 round tubes are modeled incorrectly; while the tube does get longer, it only grows by about 0.5 shells length each time to avoid a comically large magazine tube sticking out of the front of the shotgun.&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 with stock folded - 12 gauge]]&lt;br /&gt;
[[File:SPAS12preview BOCW.jpg|thumb|none|600px|The SPAS-12 in Gunsmith.]]&lt;br /&gt;
[[File:SPAS12Idle BOCW.jpg|thumb|none|600px|The SPAS-12 in use on a CIA raid of an East German aircraft hangar.]]&lt;br /&gt;
[[File:SPAS12ADS BOCW.jpg|thumb|none|600px|Aiming down the sights with the stock folded up. This is inaccurate to the real SPAS-12; the end of the stock is solid and you cannot aim down the sights with the stock folded.]]&lt;br /&gt;
[[File:SPAS12Inspect BOCW.jpg|thumb|none|600px|Inspecting the SPAS-12.]]&lt;br /&gt;
[[File:SPAS12Inspect2 BOCW.jpg|thumb|none|600px|Checking the other side.]]&lt;br /&gt;
[[File:SPAS12Reload BOCW.jpg|thumb|none|600px|Loading up the magazine tube.]]&lt;br /&gt;
[[File:ADS SPAS-12 BLOPS CW.jpg|thumb|none|600px|When reloading while aiming, the shotgun is held right-side up with the support hand holding down the carrier latch button.]]&lt;br /&gt;
&lt;br /&gt;
==Henry .410 Lever Action Shotgun==&lt;br /&gt;
A stylized [[Henry USA rifle series#Henry .410 Lever Action Shotgun|Henry .410 Lever Action Shotgun]] was added with Season 6 as the &amp;quot;.410 Ironhide&amp;quot;. It is extremely anachronistic; not only were Henry lever action shotguns not produced until 2017, but the side loading gate version featured in-game was introduced in 2019. It is fitted with a Williams sight. Compared to the game's other shotguns, it is more precision-oriented, with the tightest spread, lowest fire rate, and worst hipfire spread (the weapon's barrel somehow spreading pellets differently based on how the user looks at it); somewhat bafflingly, it also does the most damage out of all the game's shotguns, despite firing the smallest shells by a substantial margin. The only other lever-action shotgun that is appropriate to the game's setting would be a reproduction version of the fullsize [[Winchester Model 1887]]. It is not in .410 gauge, however, but it is at least appropriate for the damage it deals (though it isn't of the same capacity). Another exotic manually-operated shotgun would be the TOZ [[MTs 20 shotgun series]] in 32 gauge and with an extended magazine.&lt;br /&gt;
&lt;br /&gt;
In a reverse of the SPAS-12's errors, the Henry .410 is ''always'' cocked after every reload in ''Cold War''’s multiplayer. However, this is corrected in Warzone, where it is only cocked when empty.&lt;br /&gt;
[[File:H018G-410R.jpg|thumb|none|450px|Henry H018G-410R - .410 bore]]&lt;br /&gt;
[[File:Henry410BPpreview BOCW.jpg|thumb|none|600px|The Henry Lever Action Shotgun in the battlepass preview menu.]]&lt;br /&gt;
[[File:Henry410idle BOCW.jpg|thumb|none|600px|The Henry .410 wielded by NATO operator Park, in a Soviet live fire training compound,]]&lt;br /&gt;
[[File:Henry410ADS BOCW.jpg|thumb|none|600px|Aiming down Main Street, USA.]]&lt;br /&gt;
[[File:Henry410inspect1 BOCW.jpg|thumb|none|600px|Inspecting the time travelling lever action shotgun. Note the top of the receiver is drilled and tapped for an optic mount.]]&lt;br /&gt;
[[File:Henry410inspect2 BOCW.jpg|thumb|none|600px|Flipping the shotgun over and examining the loading gate and ejection port.]]&lt;br /&gt;
[[File:Henry410reload BOCW.jpg|thumb|none|600px|Inserting fresh shells into the loading gate.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
The [[Ithaca 37]] appears in-game as the &amp;quot;Hauer 77&amp;quot;, likely a reference to [[Rutger Hauer]], the late star of the film ''[[Hobo with a Shotgun]]''. The weapon is pumped after every single reload (in both Cold War and Warzone). A unique variant of the shotgun, known as the &amp;quot;Firestarter&amp;quot;, appears in &amp;quot;End of the Line&amp;quot;, firing incendiary shells exclusive to this mission.&lt;br /&gt;
&lt;br /&gt;
A shortened version called the &amp;quot;Sucker Punch&amp;quot; is available as a skin via the &amp;quot;Air Sea Land&amp;quot; pack for the Ultimate Edition. The base weapon can also be shortened by equipping the “19.3&amp;quot; Hammer Forged” barrel and the &amp;quot;No Stock&amp;quot; attachment.&lt;br /&gt;
[[File:IthacaBayo.jpg|thumb|none|450px|Ithaca 37 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:Ithaca37preview BOCW.jpg|thumb|none|600px|The Ithaca 37 in Gunsmith. It is fitted with a heat shield by default, the bayonet lug is removed and the sling loop is attached to the magazine tube.]]&lt;br /&gt;
[[File:Ithaca37idle BOCW.jpg|thumb|none|600px|The Ithaca 37 used on board a Soviet salvage ship.]]&lt;br /&gt;
[[File:Ithaca37ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Ithaca37Inspect BOCW.jpg|thumb|none|600px|Inspecting the Ithaca 37.]]&lt;br /&gt;
[[File:Ithaca37Inspect2 BOCW.jpg|thumb|none|600px|Every weapon inspect for the Ithaca 37 involves the player character working the pump.]]&lt;br /&gt;
[[File:Ithaca37Reload BOCW.jpg|thumb|none|600px|Loading the magazine tube up.]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The [[Penn Arms Striker-12]] was added to the game during Season 1. It has the auto-ejection mechanism (and therefore the shell deflector) of late models, but lacks a rear drum advance lever like early models. The design is anachronistic, as the auto-ejection feature on Striker shotguns (developed in 1989) wasn't yet in existence during game's time period (when the company was called Sentinel Arms), and the original model wouldn't fit in the pre-1983 multiplayer maps either.&lt;br /&gt;
&lt;br /&gt;
It is referred to as the &amp;quot;Streetsweeper&amp;quot;, and incorrectly fires in fully-automatic mode. Unlike its counterpart from previous games, the winding key is correctly used to rotate the cylinder while reloading, although there is a missing step in which the player character is supposed to manually eject the last shell with the ejector rod.&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|400px|Penn Arms Striker-12 - 12 gauge]]&lt;br /&gt;
[[File:Striker12FullLength.jpg|thumb|none|400px|Sentinel Arms Striker-12 with civilian-legal 18&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:Striker12preview BOCW.jpg|thumb|none|600px|The Striker-12.]]&lt;br /&gt;
[[File:Striker12Idle BOCW.jpg|thumb|none|600px|The Striker-12 in service inside a West German US Army base.]]&lt;br /&gt;
[[File:Striker12ADS BOCW.jpg|thumb|none|600px|The Striker-12's iron sights.]]&lt;br /&gt;
[[File:Striker12Inspect BOCW.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:Striker12Inspect2 BOCW.jpg|thumb|none|600px|Carefully reading the warning label on the side of the receiver.]]&lt;br /&gt;
[[File:Striker12Reload BOCW.jpg|thumb|none|600px|Reloading by twisting the winding key for each new shell.]]&lt;br /&gt;
[[File:Striker12Reload2 BOCW.jpg|thumb|none|600px|Inserting a new shell.]]&lt;br /&gt;
&lt;br /&gt;
==TP-82==&lt;br /&gt;
A stylized [[TP-82]] was added in season five as the &amp;quot;Marshal&amp;quot;, an in-universe predecessor to ''BO3''’s [[Talk:Call of Duty: Black Ops III#&amp;quot;Marshal 16&amp;quot;|&amp;quot;Marshal 16&amp;quot;]]. It is used by Woods as a backup sidearm in the season five cinematic trailer. It is classed as a pistol instead of a shotgun.&lt;br /&gt;
&lt;br /&gt;
The weapon lacks the 5.45mm barrel that the actual weapon has, meaning it functions as a regular double-barrel shotgun. Furthermore, it has been rechambered for 12 gauge instead of the 12.5x70mm shells it actually uses. Owing to its pistol classification, it can be dual-wielded. The weapon only has 6 attachments, which include two optics (mounted on an anachronistic Picatinny rail), a cut-down barrel, a longer barrel and dual-wield. The final attachment is &amp;quot;Dragon's Breath&amp;quot; shells, which do not set enemies on fire, instead they just have a flat damage increase and a cosmetic fire effect, but they are still countered by Flak Jacket.&lt;br /&gt;
&lt;br /&gt;
The two hammers on the gun are not dynamically animated in BOCW, but are in ''Warzone''. In BOCW, the right hammer doesn't drop after firing the first shot (from the right barrel), and both hammers will only drop (simultaneously) after firing both shots; the ''Warzone'' animation correctly shows the right hammer dropping after the first shot. This also extends to the reload animations: the BOCW animation only shows the operator cocking both hammers when reloading both both barrels, while the ''Warzone'' animation has an additional animation showing the operator cocking the one dropped hammer when reloading a single barrel.&lt;br /&gt;
&lt;br /&gt;
Markings on the weapon read &amp;quot;Manufactured in the USA&amp;quot; and &amp;quot;Marshal 82&amp;quot;. In a nice bit of attention-to-detail, struck primers can be seen on the fired shells when reloading. &lt;br /&gt;
[[File:TP-82.jpg|thumb|none|400px|TP-82 - 5.45x39mm &amp;amp; 12.5x70mm (roughly 40 gauge)]]&lt;br /&gt;
[[File:TP82preview BOCW.jpg|thumb|none|600px|Gunsmith preview.]]&lt;br /&gt;
[[File:TP82idle BOCW.jpg|thumb|none|600px|The &amp;quot;Marshal&amp;quot; on the map &amp;quot;Diesel&amp;quot;.]]&lt;br /&gt;
[[File:TP82empty BOCW.jpg|thumb|none|600px|After depleting your ammo pool, the hammers will be correctly shown as uncocked.]]&lt;br /&gt;
[[File:TP82ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:TP82inspect1 BOCW.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:TP82inspect2 BOCW.jpg|thumb|none|600px|Flipping it over.]]&lt;br /&gt;
[[File:TP82inspect3 BOCW.jpg|thumb|none|600px|Checking the breech, note the unstruck primers on the shotgun shells.]]&lt;br /&gt;
[[File:TP82reload BOCW.jpg|thumb|none|600px|Reloading the &amp;quot;Marshal&amp;quot;, note the now struck primer on the right.]]&lt;br /&gt;
[[File:TP82reload2 BOCW.jpg|thumb|none|600px|Spent hulls ejected.]]&lt;br /&gt;
[[File:TP82reload3 BOCW.jpg|thumb|none|600px|Fresh shells inserted.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles / Carbines=&lt;br /&gt;
==Ak 5==&lt;br /&gt;
A stylized [[Ak 5]] is featured in the game as the &amp;quot;Krig 6&amp;quot; (''krig'' means &amp;quot;war&amp;quot; in Swedish). It anachronistically appears in the campaign's 1981 period and in the false flashbacks to Vietnam, as it was first produced in 1986 (the [[FN FNC]], from which the Ak 5 was derived, would have been a more appropriate choice for the 80s segments, and it’s predecessor, the [[FN CAL]], was developed in 1966, and it was used by Thai Forces during the Vietnam War). It also uses an anachronistic upper rail when equipping optics. It is used inaccurately by the East German police and Soviet as well as American troops in the campaign, who would much more likely use the [[AKS-74|MPi-AKS-74N]] and [[M16]] respectively. While it may be possible that the Iranian terrorists in &amp;quot;Nowhere Left to Run&amp;quot; stole a few AK 5 rifles, it is highly unlikely, considering it is exclusively used by the Swedish Armed Forces and the Norwegian Police Service.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tactical Stock&amp;quot; gives it a synthetic fixed [[FN FAL]] stock (similar to some FNC configurations), and the &amp;quot;Commando Assembly&amp;quot; stock is taken from a [[SIG SG 550]] series rifle.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|450px|Bofors Ak 5 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Ak5preview BOCW.jpg|thumb|none|600px|The Ak 5 in Gunsmith. Note the stylistically fictionalized handguard, the early FN FNC-style trigger guard, the lack of reinforcement on the wire stock, as well as the addition of a bolt release paddle, something that the actual Ak 5 (lacking a bolt hold open device) does not have. In reality, the bolt hold open device and automatic nature of the feature would not be added to the weapon system until the Ak 5C became finalized and adopted in the mid-2000s.]]&lt;br /&gt;
[[File:Ak5idle BOCW.jpg|thumb|none|600px|The Ak 5 enjoying a snow map, as its heritage demands.]]&lt;br /&gt;
[[File:Ak5ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Ak5inspect BOCW.jpg|thumb|none|600px|Holding up the gun for an inspect.]]&lt;br /&gt;
[[File:Ak5inspect2 BOCW.jpg|thumb|none|600px|Checking the other side. Note how the weapon also has an FNC-style charging handle.]]&lt;br /&gt;
[[File:Ak5reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Ak5reload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:Ak5reload3 BOCW.jpg|thumb|none|600px|Racking the charging handle to chamber a round. The fictional bolt release paddle is slapped instead in the reloads of some of the magazine options.]]&lt;br /&gt;
[[File:BOCW-Ak5-1.jpg|thumb|none|600px|Woods wields an Ak 5 with an upper rail in a trailer. Note the picatinny rail which is of the anachronistic modern style.]]&lt;br /&gt;
[[File:BOCW-Ak5-2.jpg|thumb|none|600px|The Ak 5 going down in a Michael Bay style sequence. For some reason, the flash hider is missing in this sequence, and the stock is clipping through the ground.]]&lt;br /&gt;
[[File:BOCW AK5 Trailer.jpeg|thumb|none|600px|Sims with an Ak 5 in the multiplayer reveal trailer.]]&lt;br /&gt;
[[File:FNC REM Sporter.jpg|thumb|450px|none|FN FNC - 5.56x45mm]]&lt;br /&gt;
[[File:BOCW Ak5-FNC.jpg|thumb|none|600px|The Ak 5 can be configured with an FNC-like or Daewoo K2-like handguard with the “19.7&amp;quot; Ranger” barrel configuration.]]&lt;br /&gt;
&lt;br /&gt;
==AK-47/AKM Hybrid==&lt;br /&gt;
An &amp;quot;[[AK-47]]&amp;quot; is featured in the game. During the alpha and beta stages, it was mostly modeled correctly after an AK-47, albeit with an [[AKM]]-style pistol grip and slant compensator. However, the model of the base gun was changed in the final game: now it also has an AKM's stamped receiver and ribbed top cover, while retaining the AK-47's gas block, gas tube, front sight block, handguard, and stock. &lt;br /&gt;
&lt;br /&gt;
It can be fitted with an [[RPK]]-style barrel and stock via the “20&amp;quot; Liberator” barrel and the &amp;quot;Tactical Stock&amp;quot; respectively. Other notable Eastern Bloc customizations include a Romanian/East German style coat-hanger stock with the added cheek strut piece as the &amp;quot;Wire Stock&amp;quot;. The &amp;quot;Foregrip&amp;quot; is a Romanian type wooden foregrip and the &amp;quot;Patrol Grip&amp;quot; is a Hungarian FEG-style foregrip. It uses a fictionalized Dragunov optics mount modified into a rail mount when equipping optics.&lt;br /&gt;
&lt;br /&gt;
The AK can also take an extended 40-round steel magazine or a 50-round orange Bakelite resin mag.&lt;br /&gt;
&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:AKpreview BOCW.jpg|thumb|none|600px|The launch version model of the &amp;quot;AK-47&amp;quot;, featuring the ribbed dust cover and stamped receiver.]]&lt;br /&gt;
[[File:AK47idle BOCW.jpg|thumb|none|600px|The AK hybrid in an East German training facility.]]&lt;br /&gt;
[[File:AK47ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:AK47inspect BOCW.jpg|thumb|none|600px|Adler removes the magazine during the weapon inspect.]]&lt;br /&gt;
[[File:AK47inspect2 BOCW.jpg|thumb|none|600px|Then does a chamber check. There will always be a round in the chamber, regardless of whether you have ammunition or not.]]&lt;br /&gt;
[[File:AK47reload BOCW.jpg|thumb|none|600px|Reloading from empty involves flinging the old magazine out by hitting the mag release with the feed lip of a new magazine.]]&lt;br /&gt;
[[File:AK47reload2 BOCW.jpg|thumb|none|600px|Then after rocking in the fresh magazine, racking the bolt with an anachronistic underhand charge. The underhand charge is a modern technique that appears to have developed after the 2000s. Interestingly, a more conventional reload was used in the beta but was changed to the underhand method in the final game presumably due to the community's dissatisfaction with the game's reload animations compared to ''Modern Warfare''.]]&lt;br /&gt;
&lt;br /&gt;
===AK-47===&lt;br /&gt;
Many blueprints, such as the &amp;quot;Iron Curtain&amp;quot; and &amp;quot;Soviet Standard&amp;quot;, retain the AK-47's appearance seen in earlier builds of the game. Additionally, some unusable AK-47s can be seen in the CIA Safehouse.&lt;br /&gt;
&lt;br /&gt;
The Season 1 &amp;quot;Prototype&amp;quot; blueprint gives the weapon a green M16-style stock and a modern barrel, and the &amp;quot;Lethal Damage&amp;quot; blueprint has a sporterized stock.&lt;br /&gt;
&lt;br /&gt;
[[File:PolyTechLegendAK47.jpg|thumb|none|450px|Poly Technologies Legend AK with original Russian style front sight, AKM muzzle brake, and bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:BOCW-AK-2.jpeg|thumb|none|600px|The older AK-47 model during the alpha. Note the presence of an AKM-type pistol grip, the opposite of the AKS-74U as seen below.]]&lt;br /&gt;
[[File:BOCW RPK.jpg|thumb|none|600px|A pseudo-RPK build on the loadout wall in the beta.]]&lt;br /&gt;
[[File:BOCW AK Proto.jpg|thumb|none|600px|The odd-looking &amp;quot;Prototype&amp;quot; blueprint.]]&lt;br /&gt;
[[Image:Radom Hunter.jpg|thumb|450px|none|Radom Hunter - 7.62x39mm. Image used to show the sporterized stock.]]&lt;br /&gt;
[[File:BOCW AK sport.jpg|thumb|none|600px|The sporterized stock on the &amp;quot;Lethal Damage&amp;quot; blueprint.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-47===&lt;br /&gt;
Equipping the &amp;quot;Duster Stock&amp;quot; on some blueprints turns the gun into an [[AKS-47]].&lt;br /&gt;
&lt;br /&gt;
[[File:DeactivatedAKS(1954-59).jpg|thumb|none|450px|AKS-47 - 7.62x39mm]]&lt;br /&gt;
[[File:BOCW AKS-47.jpg|thumb|none|600px|An AKS-47 build in the beta. The &amp;quot;Taped Mags&amp;quot; change the reload animations to be all done with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===Type 56===&lt;br /&gt;
The &amp;quot;AK-47&amp;quot; wielded by NVA and VC soldiers in the Vietnam flashback missions is modeled after the Chinese [[Type 56 assault rifle#Type 56 (7.62x39mm)|Type 56]].&lt;br /&gt;
&lt;br /&gt;
[[File:Early type 56.jpg|thumb|none|450px|Type 56, early milled receiver model with bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:Type56-2.jpg|thumb|none|450px|Type 56-2 - 7.62x39mm]]&lt;br /&gt;
[[File:Type56 BOCW.jpg|thumb|none|600px|Bell admiring her newly acquired Type 56.]]&lt;br /&gt;
[[File:Type56 BOCWsights.jpg|thumb|none|600px|Looking down the fully enclosed hood of the front sight post, also note the milled dust cover.]]&lt;br /&gt;
[[File:Type56 BOCWreload.jpg|thumb|none|600px|Reloading shows the early slab sided AK-47 magazine unique to the Type 56 weapon model in game, as well as the folded (and sadly unusable) spike bayonet.]]&lt;br /&gt;
[[File:Type56 BOCWreload2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Type56wm BOCW.jpg|thumb|none|600px|The world model of the Type 56 shows the Type 56-2 style folding stock, which is anachronistic to those (false) flashback missions, because the Type 56-2 was released after the war in 1980. Note how it also has an Type 56/AK-47 style pistol grip rather than the AKM one used on the base AK.]]&lt;br /&gt;
&lt;br /&gt;
===AMD-65===&lt;br /&gt;
The ''[[Rambo III]]'' inspired &amp;quot;Bloodstained&amp;quot; blueprint gives the gun a similar appearance to the [[AMD-65]], except that it retains the AK-47's front sight and gas system.&lt;br /&gt;
&lt;br /&gt;
[[File:AMD65Short.jpg‎|thumb|none|450px|Hungarian AMD-65 as seen in the film - 7.62x39mm. This one has an American copy of an Israeli blank fire adapter (which is slightly longer and thinner than most commonly seen external BFAs. This is the version seen in the movie.)]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is one of the weapons in ''Black Ops Cold War''. In classic ''Call of Duty'' tradition, it is incorrectly classified as a submachine gun and referred to as the &amp;quot;AK-74u&amp;quot;. While not anachronistic for the 80s segments, it's quite overrepresented even with Woods having one in his trunk at a time when the Soviets were just introducing it to service in Afghanistan. It also appears anachronistically in Bell's false flashbacks to the Vietnam War, where it's inaccurately used by the Vietcong.&lt;br /&gt;
&lt;br /&gt;
It has attachment configurations that approximate members of the [[AS Val]] family. The &amp;quot;Duster Stock&amp;quot; is similar the Val stock, the &amp;quot;Commando Assembly&amp;quot; stock is from the [[VSS Vintorez]], and the “10.3&amp;quot; Ranger” barrel configuration uses the SR-3M's handguard. The &amp;quot;40 Rd Speed Mag&amp;quot; is also a 20-round 6L25 9x39mm magazine.&lt;br /&gt;
&lt;br /&gt;
In addition, the drum magazine attachments are straighter-style 7.62x39mm drum magazines.&lt;br /&gt;
[[File:AKS74U.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:AKS-74upreview BOCW.jpg|thumb|none|600px|While this AKS-74U is more accurately modeled than in most previous ''Call of Duty'' titles, it is shown with an AK-47 style pistol grip, apparently having traded grips with the Beta AK-47.]]&lt;br /&gt;
[[File:AKS-74uIdle BOCW.jpg|thumb|none|600px|Sims holds an AKS-74U while looking at some sand dunes.]]&lt;br /&gt;
[[File:AKS-74uADS BOCW.jpg|thumb|none|600px|Aiming down the distinctive rear notch of the AKS-74U.]]&lt;br /&gt;
[[File:AKS-74uInspect BOCW.jpg|thumb|none|600px|Inspecting the AKS-74U.]]&lt;br /&gt;
[[File:AKS-74uInspect2 BOCW.jpg|thumb|none|600px|Checking out the ejection port and correctly positioned safety lever.]]&lt;br /&gt;
[[File:AKS-74uReload BOCW.jpg|thumb|none|600px|Swapping magazines during a reload.]]&lt;br /&gt;
[[File:BOCW AKS-74U 9x39.jpg|thumb|none|600px|The AKS-74U with various 9x39mm components. Either of the suppressor attachments convert into a Val/VSS style suppressor with the &amp;quot;Ranger&amp;quot; and two of the other barrel mods.]]&lt;br /&gt;
[[File:Aks74uEscapeplanblackopscw.jpg|thumb|none|600px|The &amp;quot;Escape Plan&amp;quot; blueprint of the AKS-74U - as with the &amp;quot;Battleworn&amp;quot; AKM from ''Modern Warfare Remastered'', the dust cover is gone and reveals fully modeled internals. Note that the &amp;quot;Spetsnaz PKM Stock&amp;quot; attachment is just a regular AK-type stock in this blueprint. Also note that this game does not contain a PKM, which is odd, as many Warsaw Pact weapons feature stocks with &amp;quot;Spetsnaz PKM stock&amp;quot; as their name.]]&lt;br /&gt;
&lt;br /&gt;
==APS Underwater Rifle==&lt;br /&gt;
The [[APS Underwater Assault Rifle]] was added in an update on May 6, 2022. It is referred to as the &amp;quot;UGR&amp;quot;, and is incorrectly classified as a submachine gun (a fact even its own description seems to acknowledge, given that it is described as an &amp;quot;underwater rifle modified for improved land performance&amp;quot;; these &amp;quot;improvements&amp;quot; are presumably what stops the weapon from physically destroying itself within 180 rounds fired above water).&lt;br /&gt;
&lt;br /&gt;
Like many of the game's weapons, it features several visual alterations compared to its real-world counterpart; most notably, it feeds from a flat-bottomed magazine reminiscent of the QBS-06 (a Chinese derivative of the APS). This holds an incorrect 27 rounds (compared to the QBS's 25 and the APS's 26), presumably to prevent an incomplete burst at the end of a magazine when the unique &amp;quot;Burst Fire Repeater&amp;quot; muzzle device (which somehow makes the weapon fire in three-round bursts, despite being little more than an [[MG81]]-style flash hider) is used. A more appropriate staggered-bottomed magazine (albeit with an even more incorrect 30-round capacity) is the weapon's only alternate ammo option; this is full of explosive-tipped darts, presumably to help drive home the idea of this weapon as an in-universe predecessor to ''[[Call of Duty: Black Ops 4|BO4]]'''s &amp;quot;S6 Stingray&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Interestingly, this is the only weapon that is actually appropriate for the game's otherwise implausible underwater ballistic physics.&lt;br /&gt;
[[File:APS underwater rifle.jpg|thumb|none|450px|APS underwater assault rifle - 5.66x39mm MPS]]&lt;br /&gt;
[[File:QBS-06.jpg|thumb|none|450px|QBS-06 - 5.8x42mm DBS-06]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;CARV.2&amp;quot;==&lt;br /&gt;
The &amp;quot;CARV.2&amp;quot; added during Season 3 is a fictional burst-firing bullpup &amp;quot;tactical rifle&amp;quot; manufactured by the same (in-universe) company that manufactures the &amp;quot;KSP 45&amp;quot;. It appears to be based on the [[Heckler &amp;amp; Koch G11|Heckler &amp;amp; Koch G11 K2]], even using the latter's 4.73mm caseless ammunition in Warzone. It is anachronistic either way, though firing prototypes do exist during the game's time period.&lt;br /&gt;
&lt;br /&gt;
Compared to the real G11, the &amp;quot;CARV.2&amp;quot; is a bullpup rifle with a a conventional bullpup configuration, with the magazine placed in the stock instead of above the barrel. It also features a typical charging handle, instead of the wind-up handle on the real G11. It appears shorter and slightly taller than the G11, with a carrying handle instead of the G11's integrated optic, and a rail where the real G11's magazine resides. The handguard is moulded, and the barrel is vented, presumably a way of alleviating the problems the G11 had with its barrel heating up during operation, as there are no brass shells to take the heat out of the rifle. The fire selector is further forward than the real G11, but still features semi-auto, 3-round burst and full-auto, although the rifle is not able to fire in semi-auto or full-auto in gameplay. A more true to the real thing handguard is available as the ''22.5&amp;quot; Task Force'' barrel attachment. &lt;br /&gt;
&lt;br /&gt;
The magazine holds 45 rounds by default, and bizarrely has &amp;quot;.437mm×33&amp;quot; written on it. Oddly, the magazine is also curved, despite the caseless 4.73mm round not being tapered (which is the reason for curved magazines, to allow for the round to feed properly); the in-game weapon apparently uses [https://www.artstation.com/artwork/zO2Qb6 a different, fictional type] of 4.73mm ammo with rounded (though still not tapered) propellant charges and exposed bullets, seemingly based on [https://militarycartridges.com/2018/04/12/5-56mm-x-24mm-caseless/ Frankford Arsenal's experimental 5.56x24mm caseless rounds.] Caseless 4.73mm ammunition would be anachronistic in the 80s maps, as it was not developed at the time.&lt;br /&gt;
&lt;br /&gt;
[[File:G11K2 left.jpg|thumb|none|450px|Heckler &amp;amp; Koch G11 K2 - 4.73x33mm]]&lt;br /&gt;
[[File:CARV2preview BOCW.jpg|thumb|none|600px|The &amp;quot;CARV.2&amp;quot; in the weapon model preview screen. Another fictional rifle inspired by the G11 but using the same feed layout is the [[Metal Gear Solid V: The Phantom Pain#&amp;quot;G44&amp;quot;|G44]] from ''[[Metal Gear Solid V: The Phantom Pain]]''.]]&lt;br /&gt;
[[File:CARV2idle BOCW.jpg|thumb|none|600px|The &amp;quot;CARV.2&amp;quot; in New Mexico.]]&lt;br /&gt;
[[File:CARV2ADS BOCW.jpg|thumb|none|600px|Aiming down the sights at a suspicious step van.]]&lt;br /&gt;
[[File:CARV2inspect1 BOCW.jpg|thumb|none|600px|Inspecting the pseudo-G11.]]&lt;br /&gt;
[[File:CARV2inspect2 BOCW.jpg|thumb|none|600px|Note the absence of an ejection port due to the caseless nature of 4.73mm; the real G11 actually does feature an ejection port, to allow removal of a live round from the chamber (either to get rid of a dud, or simply to clear the weapon).]]&lt;br /&gt;
[[File:CARV2reload1 BOCW.jpg|thumb|none|600px|Swapping out magazines...]]&lt;br /&gt;
[[File:CARV2reload2 BOCW.jpg|thumb|none|600px|...and pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==CETME Model C==&lt;br /&gt;
The [[CETME Model C]] was added in Season 4 as the &amp;quot;C58&amp;quot;, noted due to its slightly curved magazine.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;SASR Jungle Grip&amp;quot; gives it a similar pistol grip to the [[Heckler &amp;amp; Koch PSG-1]], and the &amp;quot;Raider Stock&amp;quot; also resembles a PSG-1 stock. The &amp;quot;CQB Stock&amp;quot; is a sliding design similar to the [[G3A4]].&lt;br /&gt;
&lt;br /&gt;
Interestingly, one of the magazine options is a caliber conversion (the first such attachment in the game), using 5.56x45mm NATO ammunition in a fictional 60-round drum; oddly, the only thing this does is decrease the damage in exchange for a larger-than-normal magazine, with no impact on fire rate, recoil, muzzle velocity, etc. This is not the case for the Warzone counterpart, as that one instead has a 55-round drum option that retains the base 7.62x51mm ammunition.&lt;br /&gt;
&lt;br /&gt;
The curved &amp;quot;25 Rnd Speed&amp;quot; and &amp;quot;Salvo 30 Rnd Fast Mag&amp;quot; resemble HK32 style magazines. The &amp;quot;18.7&amp;quot; Reinforced Heavy Barrel&amp;quot; will give it a handguard resembling that of an [[IMI Romat]]'s while the &amp;quot;18.2&amp;quot; Takedown&amp;quot; to its predecessor the Model B. &amp;quot;15.6&amp;quot; Ultralight&amp;quot; and &amp;quot;18.7&amp;quot; Ranger&amp;quot; will give it a handguard resembling that of a Model E.&lt;br /&gt;
&lt;br /&gt;
[[File:Cetme.jpg|thumb|none|450px|CETME Model C - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CETMEmodelCpreview BOCW.jpg|thumb|none|600px|The CETME Model C in the battlepass preview screen.]]&lt;br /&gt;
[[File:CETMEmodelCidle BOCW.jpg|thumb|none|600px|The CETME Model C in service in Algeria.]]&lt;br /&gt;
[[File:CETMEmodelCADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CETMEmodelCinspect1 BOCW.jpg|thumb|none|600px|Inspecting the Model C.]]&lt;br /&gt;
[[File:CETMEmodelCinspect2 BOCW.jpg|thumb|none|600px|Checking out the other side.]]&lt;br /&gt;
[[File:CETMEmodelCinspect3 BOCW.jpg|thumb|none|600px|Performing a chamber check.]]&lt;br /&gt;
[[File:CETMEmodelCreload1 BOCW.jpg|thumb|none|600px|Locking the bolt back on the reload. Note that it is not completely locked upwards into the locking recess in the cocking tube.]]&lt;br /&gt;
[[File:CETMEmodelCreload2 BOCW.jpg|thumb|none|600px|The empty magazine is removed.]]&lt;br /&gt;
[[File:CETMEmodelCreload3 BOCW.jpg|thumb|none|600px|A fresh magazine is inserted.]]&lt;br /&gt;
[[File:CETMEmodelCreload4 BOCW.jpg|thumb|none|600px|The operator then performs an aggressive &amp;quot;HK Slap&amp;quot; on the charging handle, sending the bolt into battery.]]&lt;br /&gt;
[[File:H&amp;amp;KPSG01LongMag.jpg|thumb|none|450px|Heckler &amp;amp; Koch PSG-1 with 20-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Cetme modelo E.jpg|thumb|none|450px|CETME Model E with Non-genuine translucent magazine. - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-CETME-PSGParts.jpg|thumb|none|600px|The &amp;quot;C58&amp;quot; combined with the &amp;quot;Raider Stock&amp;quot; and &amp;quot;SASR Jungle Grip&amp;quot;.]]&lt;br /&gt;
[[File:Fal13-1-.jpg|thumb|none|450px|IMI Romat - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-CETME-187HeavyBarrel.jpg|thumb|none|600px|The &amp;quot;18.7&amp;quot; Reinforced Heavy Barrel&amp;quot; attached to the &amp;quot;C58&amp;quot;.]]&lt;br /&gt;
[[File:Cetme b30.jpg|thumb|none|450px|CETME Model B - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-CETME-182TakedownBarrel.jpg|thumb|none|600px|The &amp;quot;18.2&amp;quot; Takedown&amp;quot; attached to the &amp;quot;C58&amp;quot; alongside the more curved 25-round speed mag which makes it almost identical to the reference image of the Model B.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield EM-2==&lt;br /&gt;
A stylised arctic model [[Enfield EM-2]] was added in season five. It features its built in scope by default. When equipped for the first time, the character properly presses the fire selector button to switch the weapon to full-auto mode. It is correctly referred as firing .280 British in Warzone and in the names of some of the muzzle attachments. While not anachronistic, its usage by anyone in the 80s is extremely unlikely due to only 59 examples being ever produced.&lt;br /&gt;
&lt;br /&gt;
[[File:EM-2.jpg|thumb|none|450px|Enfield EM-2 - .280 British]]&lt;br /&gt;
[[File:EM-2 arctic model.jpg|thumb|none|450px|Enfield EM-2 arctic model with enlarged trigger guard for use with heavy cold weather gloves - .280 British]]&lt;br /&gt;
[[File:EM2preview BOCW.jpg|thumb|none|600px|The EM-2 in the preview menu for the season 5 battlepass; note the AR-style long birdcage flash hider, fictional checkered pistol grip, and curious setup of a trigger guard within another trigger guard. According to the markings above the magazine well, its full name in the Black Ops universe is &amp;quot;NIGHTFIELD EM280&amp;quot;, referencing the .280 British round the weapon fires.]]&lt;br /&gt;
[[File:EM2idle BOCW.jpg|thumb|none|600px|The EM-2 being used to defend an NSA facility in West Germany.]]&lt;br /&gt;
[[File:EM2ADS BOCW.jpg|thumb|none|600px|The EM-2's integral scope. Note the reticle which is essentially a turned upside down version of the original thing with the addition of a central dot.]]&lt;br /&gt;
[[File:EM2inspect1 BOCW.jpg|thumb|none|600px|Inspecting the EM-2. Note the stylized carry handle reminiscent of the AR pattern. The fire selector above the thumb is properly set to &amp;quot;full-auto&amp;quot; mode.]]&lt;br /&gt;
[[File:EM2inspect2 BOCW.jpg|thumb|none|600px|Admiring the tasteful woodgrain.]]&lt;br /&gt;
[[File:EM2reload1 BOCW.jpg|thumb|none|600px|Reloading from empty; empty reloads are done with the right hand, while non-empty ones are done with the left.]]&lt;br /&gt;
[[File:EM2reload2 BOCW.jpg|thumb|none|600px|As NATO operator Hunter inserts the fresh magazine, the bolt drops and chambers a new round.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Hybrid==&lt;br /&gt;
The &amp;quot;FFAR 1&amp;quot; is a weapon based on the [[FAMAS Valorisé]] combined with a trigger guard and magazine well from FAMAS G2 (both of which would be anachronistic to the game), with some visual features similar to the &amp;quot;FFAR&amp;quot; from ''[[Call of Duty: Black Ops III]]''. The default magazine correctly holds 25 rounds instead of 30 like in past ''Call of Duty'' games.&lt;br /&gt;
&lt;br /&gt;
In the game's lore it appears that this weapon is the successor of the FAMAS from the first ''Black Ops'' game and predecessor to the &amp;quot;FFAR&amp;quot; from ''Black Ops III''.&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|450px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Famas g2.jpg|thumb|none|450px|FAMAS G2 with proprietary bipod deployed - 5.56x45mm]]&lt;br /&gt;
[[File:FFARpreview BOCW.jpg|thumb|none|600px|The &amp;quot;FFAR 1&amp;quot; in Gunsmith. Note the front sight similar to the FAMAS Valorisé but the overall shape reminiscent of the prototype and the G2 trigger guard imposed over the now redundant standard one. Also note the return of the adjustable gas piston block, something that does not exist on the actual FAMAS.]]&lt;br /&gt;
[[File:FFARidle BOCW.jpg|thumb|none|600px|The heavily stylised FAMAS in East Germany.]]&lt;br /&gt;
[[File:FFARADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:FFARinspect BOCW.jpg|thumb|none|600px|Inspecting the bullpup rifle.]]&lt;br /&gt;
[[File:FFARinspect2 BOCW.jpg|thumb|none|600px|The player character giving it a loving caress.]]&lt;br /&gt;
[[File:FFARreload BOCW.jpg|thumb|none|600px|Removing the old magazine.]]&lt;br /&gt;
[[File:FFARreload2 BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FARA 83==&lt;br /&gt;
The [[FARA 83]] was added in Season 2 with the metal stock, marking its first appearance in a video game. The flash hider is of a different design to the real weapon and some sort of gas block is mounted underneath the front sight, which is absent on the real weapon. It is anachronistic for pre-1984 multiplayer maps.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tactical Stock&amp;quot; uses the real fixed stock of the FARA. Oddly, the weapon features some AK stock, with the East German coat hangar AK stock as the &amp;quot;Wire Stock&amp;quot; and a [[Type 56-2]] stock as the &amp;quot;Duster Stock&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:FARA83 2.jpg|thumb|none|450px|FARA 83 with metal stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FARA83loadoutpreview BOCW.jpg|thumb|none|600px|The FARA 83 in base form.]]&lt;br /&gt;
[[File:FARA83idle BOCW.jpg|thumb|none|600px|NATO operator Hunter wields a FARA 83 in a Laotian village.]]&lt;br /&gt;
[[File:FARA83ADS BOCW.jpg|thumb|none|600px|Aiming down the sights of the Argentinian rifle.]]&lt;br /&gt;
[[File:FARA83inspect1 BOCW.jpg|thumb|none|600px|Inspecting the rifle. The weapon features accurate marking and bears a serial number of [[Call of Duty: Modern Warfare 2|00141]]. The fire selector is also set to auto.]]&lt;br /&gt;
[[File:FARA83inspect2 BOCW.jpg|thumb|none|600px|Checking out the other side.]]&lt;br /&gt;
[[File:FARA83reload1 BOCW.jpg|thumb|none|600px|Ejecting the empty mag.]]&lt;br /&gt;
[[File:FARA83reload2 BOCW.jpg|thumb|none|600px|Rocking in a new mag.]]&lt;br /&gt;
[[File:FARA83reload3 BOCW.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:Fara 83.jpg|thumb|none|450px|FARA 83 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[IMI Galil ARM]] was added in Season 6, and is called the &amp;quot;Grav&amp;quot; like in ''[[Call of Duty: Black Ops 4|BO4]]''. It has an [[AS Val]] stock and a slightly shorter barrel by default, but can be fitted with a longer barrel in Gunsmith. What’s interesting is that the weapon could have the FN FAL pistol grip, which was used on the prototype Balashinkov (Galil Prototype).&lt;br /&gt;
&lt;br /&gt;
[[File:GalilARM-2.jpg|thumb|none|450px|IMI Galil ARM - 5.56x45mm NATO]]&lt;br /&gt;
[[File:GalilBPpreview BOCW.jpg|thumb|none|600px|The Galil ARM in the battlepass preview menu.]]&lt;br /&gt;
[[File:GalilIdle BOCW.jpg|thumb|none|600px|The Galil ARM used on a field trip to the Moscow Zoo.]]&lt;br /&gt;
[[File:GalilADS BOCW.jpg|thumb|none|600px|The iron sights of the Galil. For some reason, the Galil doesn't have its rear sights in ''Warzone''.]]&lt;br /&gt;
[[File:GalilInspect BOCW.jpg|thumb|none|600px|Inspecting the Galil; note the wooden handguard lacking the grooves and screws of the real deal. Also note the &amp;quot;F-S&amp;quot; selector markings, indicating that it is based on a civilian model.]]&lt;br /&gt;
[[File:GalilInspect2 BOCW.jpg|thumb|none|600px|Checking to see if the safety is disengaged.]]&lt;br /&gt;
[[File:GalilReload BOCW.jpg|thumb|none|600px|Reloading from an empty magazine.]]&lt;br /&gt;
[[File:GalilReload2 BOCW.jpg|thumb|none|600px|Rocking in the new magazine.]]&lt;br /&gt;
[[File:GalilReload3 BOCW.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:Galilarm-05.jpg|thumb|none|450px|IMI Galil ARM chambered in 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==K31==&lt;br /&gt;
The [[K31 Rifle]] was added to the sniper rifles category in Season 3, under the name &amp;quot;Swiss K31&amp;quot;. It has a shortened barrel by default, though the “24.9&amp;quot; Extended” barrel attachment gives it the correct barrel length.&lt;br /&gt;
&lt;br /&gt;
The Warzone incarnation of the K31 is correctly chambered in 7.5x55mm. Despite this, some barrel attachment make it seem like the weapon fires .308 Winchester/7.62x51mm NATO, which would be incorrect.&lt;br /&gt;
&lt;br /&gt;
[[File:SchmidtRubinK31.jpg|thumb|none|450px|Karabiner K31 Rifle - 7.5x55mm Schmidt Rubin GP-11]]&lt;br /&gt;
[[File:K31battlepasspreview BOCW.jpg|thumb|none|600px|The K31 in the battlepass preview.]]&lt;br /&gt;
[[File:K31idle BOCW.jpg|thumb|none|600px|The K31 on Mount Yamantau, equipped with the aforementioned &amp;quot;24.9 Extended&amp;quot; barrel, along with its original iron sights.]]&lt;br /&gt;
[[File:K31ADS BOCW.jpg|thumb|none|600px|The K31's iron sights.]]&lt;br /&gt;
[[File:K31inspect1 BOCW.jpg|thumb|none|600px|Inspecting the K31.]]&lt;br /&gt;
[[File:K31inspect2 BOCW.jpg|thumb|none|600px|Hunter pulling the bolt back for a chamber check.]]&lt;br /&gt;
[[File:K31reload1 BOCW.jpg|thumb|none|600px|Reloading the K31 involves opening the action and removing the magazine.]]&lt;br /&gt;
[[File:K31reload2 BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:K31reload3 BOCW.jpg|thumb|none|600px|And closing the bolt, chambering a new round.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] appears in the game as the &amp;quot;DMR 14&amp;quot;. It is modeled after an airsoft G&amp;amp;G Armament GR14 and as such it sports a synthetic stock (though equipping the Duster Pad stock gives it a chequered wooden stock), fires semi-automatically, and is classified as a &amp;quot;tactical rifle&amp;quot; in multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[File:M14 rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Springfield Armory M1A Black.jpg|thumb|none|450px|Springfield Armory M1A with synthetic stock, for comparison - 7.62x51mm]]&lt;br /&gt;
[[File:M14preview BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:M14Idle BOCW.jpg|thumb|none|601px|The M14 on a bright Miami day.]]&lt;br /&gt;
[[File:M14ADS BOCW.jpg|thumb|none|601px|Looking down the iron sights.]]&lt;br /&gt;
[[File:M14ChamberCheck BOCW.jpg|thumb|none|601px|NATO operator Hunter holds the rifle up to inspect.]]&lt;br /&gt;
[[File:M14Inspect2 BOCW.jpg|thumb|none|600px|Checking the other side of the rifle. Note the circular cutout with two holes and the presence of selector switch complete with a cutout in the stock for it, confirming it as an airsoft G&amp;amp;G Armament GR14.]]&lt;br /&gt;
[[File:M14Inspect3 BOCW.jpg|thumb|none|600px|Performing a chamber check.]]&lt;br /&gt;
[[File:M14Reload BOCW.jpg|thumb|none|601px|Swapping out magazines.]]&lt;br /&gt;
[[File:M14Reload2 BOCW.jpg|thumb|none|601px|Hunter inserting a fresh magazine.]]&lt;br /&gt;
[[File:M14Reload3 BOCW.jpg|thumb|none|600px|Tugging on the charging handle to chamber a round.]]&lt;br /&gt;
[[File:BOCWM14Wood.jpg|thumb|none|600px|The wooden M14 stock when equipping the Duster Pad. It seems to be inspired by [https://salem-poor-squadron-75.tumblr.com/post/179129731667/springfield-armory-m1a-socom-16-the-shorter-and/amp this] particular M1A SOCOM 16 custom stock made by LAW483 Enterprises and an ATI Fiberforce Recoil Pad. It should be noted that such custom made or synthetic stocks are most likely anachronistic for the 80s and a basic wooden one would have sufficed instead.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] appears under the &amp;quot;tactical rifles&amp;quot; class. It is simply referred to as the &amp;quot;M16&amp;quot; in the HUD, but actually has &amp;quot;M16.A2&amp;quot; markings on the magwell. It incorrectly holds 30 rounds in a 20-round magazine, and the pin for the auto sear on the lower receiver is absent, which in reality would prevent the rifle from firing in bursts. It is anachronistic to the campaign's 1981 time period, as the M16A2 was not adopted for service yet, first being adopted in 1983 by the USMC and in 1986 by the Army. Rather than removing the carry handle as in previous Black Ops games, it uses an anachronistic carry handle rail when equipping optics. Said carry handle rail appears to be a modern 1913 rail attached using a clamp and screw system from a Colt 3x or 4x AR-15 scope somehow mated together. The weapon boasts surprisingly high damage, able to kill enemies in a single burst at some range compared to the fully-automatic rifles.&lt;br /&gt;
&lt;br /&gt;
The M16's alternate barrel options include “16.3&amp;quot; Rapid Fire”, “20.5&amp;quot; Cavalry Lancer”, “16.3&amp;quot; Titanium”, “20.2&amp;quot; Takedown”, and “15.9&amp;quot; Strike Team”; of these, the 20.5&amp;quot; barrel options are visually just the default barrel but fluted (&amp;quot;Cavalry Lancer&amp;quot;) or dimpled (&amp;quot;Takedown&amp;quot;). For the short barrel options, the &amp;quot;Rapid Fire&amp;quot; and &amp;quot;Strike Team&amp;quot; both give the gun a short triangular handguard (the difference is that &amp;quot;Rapid Fire&amp;quot; has a smooth barrel while &amp;quot;Strike Team&amp;quot;'s is fluted), while &amp;quot;Titanium&amp;quot; gives the gun a short round handguard, the end result somewhat resembling a Colt Model 723 14.5&amp;quot; A1 barrel.&lt;br /&gt;
&lt;br /&gt;
The M16's stock options include &amp;quot;Tactical Stock&amp;quot;, the normal M16A2 stock with a cheek pad, &amp;quot;Wire Stock&amp;quot;, an M231 FPW-like wire stock, &amp;quot;Duster Stock&amp;quot;, a Doublestar Ace skeleton stock (which might be anachronistic), &amp;quot;Commando Assembly&amp;quot;, a 2nd generation collapsible stock, and &amp;quot;Buffer Tube&amp;quot;, an exposed buffer tube with a rubber pad.&lt;br /&gt;
&lt;br /&gt;
Magazine options include the classic ''Black Ops'' jungle-style fast mags made with either duct tape or clamps, a 30-round STANAG magazine depicted as a 45-rounder, a 20-round STANAG magazine with an improvised duct tape magazine assists somehow also depicted as a 45-rounder, and a severely underloaded MAG5-100 100-round magazine holding 54 rounds (which also appears on the in-game &amp;quot;XM4&amp;quot;, where it holds 50 rounds).&lt;br /&gt;
[[File:M16A2.jpg|thumb|none|450px|Colt M16A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A2preview BOCW.jpg|thumb|none|600px|The M16A2 in Gunsmith.]]&lt;br /&gt;
[[File:M16A2Idle BOCW.jpg|thumb|none|600px|The M16A2 in service inside a Nevadan nuclear weapons test site.]]&lt;br /&gt;
[[File:M16A2ADS BOCW.jpg|thumb|none|600px|Aiming down the carry handle sights.]]&lt;br /&gt;
[[File:M16A2inspect BOCW.jpg|thumb|none|600px|Inspecting the rifle. Note that the in-universe stand in for Colt appears to be the fictional &amp;quot;Arrow Armory&amp;quot; (the same manufacturer stamped on the ''BOCW'' M1911A1) based in Hartford, Connecticut, standing in for Colt, the real life manufacturer of both weapons, which is also based in Hartford, CT.]]&lt;br /&gt;
[[File:M16A2inspect2 BOCW.jpg|thumb|none|600px|Performing a rather enthusiastic chamber check; pulling the bolt this far back would likely eject the currently-chambered round.]]&lt;br /&gt;
[[File:M16A2Reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:M16A2Reload2 BOCW.jpg|thumb|none|600px|Inserting a fresh 20 round steel GI mag.]]&lt;br /&gt;
[[File:BOCW M16A2 Constable.jpg|thumb|none|600px|The &amp;quot;Constable&amp;quot; blueprint, which has an anachronistic Aim Sports AR free float rifle length quad rail/V3 or Monstrum Tactical 12 inch free float quad rail.]]&lt;br /&gt;
&lt;br /&gt;
===Colt XM4 Carbine===&lt;br /&gt;
The combination of the “16.3&amp;quot; Titanium” barrel attachment with the &amp;quot;Commando Assembly&amp;quot; stock attachment approximates the [[M4 Carbine|XM4 Carbine]], sans the proper stepped barrel used for early models. The exact same configuration can be made by removing all attachments from the &amp;quot;SOG Commando&amp;quot; blueprints for the gun referred to as the &amp;quot;XM4&amp;quot; in game and then reattaching the longest barrel option. The handguard seems to be inspired from the later models of the XM4 (as well as early M4s and M4A1s, which consider it’s fully-automatic with a fix carry handle makes it a M4E1). It’s however anachronism, as this model is the 1986 model, consider the early XM4 used the A1 receiver when it was revealed in 1983.&lt;br /&gt;
[[File:XM4 1986 model.jpg|thumb|none|450px|XM4 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BOCW M16-XM4.jpg|thumb|none|600px|The XM4 on the loadout workbench.]]&lt;br /&gt;
[[File:XM4Idle BOCW.jpg|thumb|none|600px|The XM4 being used in Moscow.]]&lt;br /&gt;
[[File:XM4ADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:XM4Inspect BOCW.jpg|thumb|none|600px|Inspecting the XM4 build.]]&lt;br /&gt;
[[File:XM4Inspect2 BOCW.jpg|thumb|none|600px|Looking at the other side of the gun.]]&lt;br /&gt;
[[File:XM4Inspect3 BOCW.jpg|thumb|none|600px|The final part of the inspect animation involves tugging back on the charging handle for a chamber check.]]&lt;br /&gt;
[[File:XM4Reload BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:COD CWBO Beta Key Art.jpg|thumb|none|600px|A nearly identical build is seen in the key art for the beta, which is horizontally flipped. Some parts are missing from the gun's model, including the case deflector, the magazine release button, and a portion of the fence around it.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14 Groza==&lt;br /&gt;
A stylized [[OTs-14 Groza]] with a shortened receiver was added to the game in Season 1. It is anachronistic, as the real weapon was produced in 1992. It feeds from 5.45x39mm style magazines, something which is not confirmed to have existed on a real Groza, but is actually used on a Groza-inspired bullpup AK pistol developed in the late 2010s by US-based Bad Element Co. In contrast, its Warzone incarnation is stated to be chambered in &amp;quot;7.62 Soviet&amp;quot; (i.e. 7.62x39mm), and some of its muzzle attachments have &amp;quot;7.62&amp;quot; as part of their name.&lt;br /&gt;
&lt;br /&gt;
[[File:OTS-14.jpg|thumb|none|450px|OTs-14-4A-01 Groza - 9x39mm]]&lt;br /&gt;
[[File:Grozapreview BOCW.jpg|thumb|none|600px|The Groza in the battlepass preview screen. It isn't entirely clear why the weapon has been so heavily stylized, especially considering that one of the perks of adding a Groza to a game with other AKs is that you can re-use parts of their models (including more or less the entire receiver sans optic rail).]]&lt;br /&gt;
[[File:GrozaIdle BOCW.jpg|thumb|none|600px|The Groza in the hands of NATO operator Baker.]]&lt;br /&gt;
[[File:GrozaADS BOCW.jpg|thumb|none|600px|Looking through the Groza's iron sights. The rear sight notch is missing and the sights are misaligned.]]&lt;br /&gt;
[[File:GrozaInspect BOCW.jpg|thumb|none|600px|Inspecting the stylized Groza.]]&lt;br /&gt;
[[File:GrozaInspect2 BOCW.jpg|thumb|none|600px|Performing a chamber check, note the piston rod.]]&lt;br /&gt;
[[File:GrozaReload BOCW.jpg|thumb|none|600px|Removing the entirely fictional magazine.]]&lt;br /&gt;
[[File:GrozaReload2 BOCW.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:GrozaReload3 BOCW.jpg|thumb|none|600px|Performing an underhand charge. This would be impractical in reality, given the location of the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-95-1==&lt;br /&gt;
An anachronistic [[QBZ-95-1]] rifle appears in the game, featuring several retro-styled cosmetic alterations. It was briefly seen in the Gunsmith trailer, labeled the &amp;quot;Type 15&amp;quot;, but the name was changed to &amp;quot;QBZ-83&amp;quot; in the Beta and retained in the current version of the game. The Type 95's development began in 1989, with the first prototypes being made in 1990. The in-game weapon bears some cosmetic resemblances to [http://www.163.com/dy/article/EK33QH8D05355H7O.html some of the Type 95's early prototypes], but is still clearly based on the QBZ-95-1, which began its development in 2004 and was adopted in 2010. The Type 86S (a Chinese AK-platform weapon in the bullpup form) would be more appropriate, but it would be anachronistic and inappropriate on early maps as well as the campaign.&lt;br /&gt;
&lt;br /&gt;
The weapon's trigger and trigger guard shape come from the [[HS Produkt VHS|HS Produkt VHS-2]], with the latter being made from stamped metal rather like the FAMAS. Its magazines appear to be loosely based on Chinese steel AK magazines. It also has three vents on the upper handguard and a birdcage-like muzzle device, both elements of the QBZ-97. The fire selector also only has safe/fire positions like a civilian model.&lt;br /&gt;
&lt;br /&gt;
The side of the gun is marked with &amp;quot;T97NSR-PWC-CAL 5.56 mm&amp;quot;; T97NSR refers to a semi-auto only civilian variant of the 5.56mm QBZ-97A sold in Canada named Type 97 NSR. This likely suggests that Treyarch modeled the gun after a Type 97 NSR then modified it to make it resemble a Chinese QBZ-95 (with its distinct magazine shape and paddle magazine release) and &amp;quot;retro-ified&amp;quot; it. Some of its muzzle attachments also have &amp;quot;5.56&amp;quot; as part of their names, though it is unclear if this is an intentional reference to the QBZ-97 connections or a result of the generally confused state of attachment name/descriptions in ''BOCW''; its Warzone incarnation is also supposedly chambered in 5.56 NATO.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;QBZ-83&amp;quot; name would suggest that it was adopted in 1983 in the ''Black Ops'' universe which would still be anachronistic to the pre-83 maps.&lt;br /&gt;
[[File:Norinco QBZ95-1.jpg|thumb|none|450px|QBZ-95-1 - 5.8x42mm]]&lt;br /&gt;
[[File:Norinco QBZ-97.jpg|thumb|none|450px|QBZ-97 - 5.56x45mm]]&lt;br /&gt;
[[file:BOCW QBZ-83.jpg|thumb|none|600px|The QBZ on the Beta loadout wall. The indent behind the pistol grip is marked with a bizarre and grammatically broken string of Chinese text: &amp;quot;名字叫常 梦想&amp;quot; (Pinyin: míng zì jiào cháng / mèng xiǎng; more clearly seen [[:File:BOCW_QBZ-83_Beta.jpg|here]]); literally, it means &amp;quot;name is called Chang / Dream&amp;quot;. Considering that the QBZ-83 is modelled by Treyarch weapon artist [https://www.artstation.com/artwork/bKQ34r Pawin Changkiendee], it is possible that the broken Chinese was an attempt at inserting an oblique dev signature on the gun model. The artist's ArtStation images also show that the same text is marked on the bolt carrier on the release model.]]&lt;br /&gt;
[[File:QBZ95-1preview BOCW.jpg|thumb|none|600px|The QBZ in Gunsmith the released game, showing the Type 97 NSR markings more clearly. Note that the receiver marking has been changed to &amp;quot;83式自动步枪&amp;quot; (Pinyin: 83 shì zì dòng bù qiāng), meaning &amp;quot;Type 83 automatic rifle&amp;quot;. The word &amp;quot;中国&amp;quot; (Pinyin: zhōng guó), meaning &amp;quot;China&amp;quot;, is also faintly marked on the magazine well, and the rear of the stock is ''very'' faintly marked with &amp;quot;梦想&amp;quot; (Pinyin: mèng xiǎng), or &amp;quot;dream&amp;quot;.]]&lt;br /&gt;
[[File:QBZ95idle BOCW.jpg|thumb|none|600px|The &amp;quot;QBZ-83&amp;quot; in Nuketown.]]&lt;br /&gt;
[[File:QBZ95ADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:QBZ95inspect BOCW.jpg|thumb|none|600px|Inspecting the gun. Note Adler's jacket sleeve clipping through the magazine, a phenomenon also seen in ''[[Battlefield 4]]'''s depiction of the rifle.]]&lt;br /&gt;
[[File:QBZ95inspect2 BOCW.jpg|thumb|none|600px|Performing a chamber check.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;RAI K-84&amp;quot;==&lt;br /&gt;
The &amp;quot;RAI K-84&amp;quot; (standing for &amp;quot;Reactorniy Avtomat-Izluchatel Kuhlklay-84&amp;quot;, translated &amp;quot;Reactor Automatic Radiator Kuhlklay-84&amp;quot;) is a &amp;quot;Wonder Weapon&amp;quot; in the Zombies map Firebase Z released during Season 1. It is based on an [[AK-74]] with the depiction of a milled receiver; such a configuration exists on the Waffen Werks WW-74M, a US-made semi-automatic rifle, though the in-game weapon has two rivets at the rear like the stamped receiver of a standard AK-74. It is fitted with an underbarrel &amp;quot;Vortex&amp;quot; grenade launcher called the &amp;quot;GP-6K2&amp;quot; and modeled after a [[GP-25]].&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:BOCW RAI K-84 1.jpg|thumb|none|600px|The &amp;quot;RAI K-84&amp;quot; as seen in the Firebase Z trailer.]]&lt;br /&gt;
[[File:BOCWRAIKHold.jpg|thumb|none|600px|Grumbling at the fact that Primis and Ultimis were replaced by literal nobodies, of which he is one of them, the Requiem Operator in Firebase Z consoles himself by looking at his shiny space AK. The jumbled mess of parts and components welded to a traditional assault rifle base at least backs up its designation as a prototype.]]&lt;br /&gt;
[[File:BOCWRAIKInspect.jpg|thumb|none|600px|Inspecting the magazine-shaped cell holder used to power the rifle, vaguely resembling the Kalash magazines in the ''Metro'' games. It would probably not be wise to place one's fingers anywhere near the cells in the magazine, considering they are actively and visually ''sparking''.]]&lt;br /&gt;
[[File:BOCWRAIKReload.jpg|thumb|none|600px|At least reloading the weapon shows more careful finger placement. As a bit of trivia, intel in the map notes that the RAI K-84 was based off of a &amp;quot;Generator Khaosa Zavoyski-45&amp;quot; weapon that was developed in-universe in WWII. This is a reference to the otherwise completely fictional &amp;quot;GKZ-45 Mark3&amp;quot; Wonder Weapon from the ''[[Call of Duty: Black Ops III]]'' map Gorod Krovi, implying the RAI K is a successor to it. This is backed up by it operating like a more powerful version of the GKZ; a powerful laser bolt firing weapon with a secondary, grenade-type fire that explodes when shot at with the former.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1==&lt;br /&gt;
A [[Steyr AUG A1]] with the bayonet lug from the F88 Austeyr appears in the game as the &amp;quot;AUG&amp;quot; and is classified as a &amp;quot;tactical rifle&amp;quot; in multiplayer. It incorrectly fires in three-round bursts, a feature of the much later (2005) AUG A3 (as well as the similar-looking &amp;quot;ABR 223&amp;quot; from ''BO4'', which its weapon properties are likely based out of). Its foregrip is folded by default, but it can be unfolded via the &amp;quot;Field Agent foregrip&amp;quot;; it also has some rail-mounted foregrip options. Like the M16A2, the weapon boasts surprisingly high damage, able to kill enemies in a single burst at some range compared to the fully-automatic rifles.&lt;br /&gt;
&lt;br /&gt;
For some reason, Soviet troops use this weapon in the side-mission &amp;quot;Operation Red Circus,&amp;quot; which is incorrect.&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|450px|Steyr AUG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Austeyr.jpg|thumb|none|450px|F88 Austeyr - 5.56x45mm. Note bayonet lug halfway down the projecting part of the barrel and visible ALO tab at the bottom of the trigger]]&lt;br /&gt;
[[File:AUGidle BOCW.jpg|thumb|none|600px|The AUG A1 in service on an estate in the Hollywood Hills.]]&lt;br /&gt;
[[File:AUGADS BOCW.jpg|thumb|none|600px|Looking through the integral Swarovski scope. The offset backup iron sights are modelled correctly, but the reticle is incorrect.]]&lt;br /&gt;
[[File:AUGinspect1 BOCW.jpg|thumb|none|600px|Inspecting the rifle. The F88's bayonet lug is more visible here.]]&lt;br /&gt;
[[File:AUGinspect2 BOCW.jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:AUGEmpty BOCW.jpg|thumb|none|600px|The AUG is one of the few weapons in game to correctly track how many rounds are available in each mag, as can be seen with this empty magazine with follower visibly modeled. Unfortunately, ''Cold War'' does not model the last round bolt hold open mechanism that the IRL AUG A1 has.]]&lt;br /&gt;
[[File:AUGinspect3 BOCW.jpg|thumb|none|600px|Checking the ejection port.]]&lt;br /&gt;
[[File:AUGreload1 BOCW.jpg|thumb|none|600px|Removing the magazine during a reload.]]&lt;br /&gt;
[[File:AUGreload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:AUGreload3 BOCW.jpg|thumb|none|600px|Slapping the charging handle home.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A2===&lt;br /&gt;
Equipping any optical attachments turns the weapon into an anachronistic [[Steyr AUG A2|AUG A2]].&lt;br /&gt;
[[File:SteyrAUGSR.jpg|thumb|none|450px|Steyr AUG Special Receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[File:AUGA2gunsmithpreview BOCW.jpg|thumb|none|600px|The AUG A2 build.]]&lt;br /&gt;
&lt;br /&gt;
==Type 63==&lt;br /&gt;
The [[Type 63 rifle]] is available in the game, classified as a &amp;quot;tactical rifle&amp;quot;. Despite being select-fire in reality, it is restricted to semi-automatic mode in-game; the spike bayonet is also unusable. It uses what appears to be an anachronistic M14 rifle style rail mount when equipping optics. The default magazine initially held a correct 20 rounds in the closed alpha, but this was increased to an incorrect 25 in the beta and final game.&lt;br /&gt;
&lt;br /&gt;
Player character Bell and Woods use this rifle in &amp;quot;Redlight, Greenlight&amp;quot; instead of a more appropriate American M14.&lt;br /&gt;
[[File:Type63.jpg|thumb|none|450px|Type 63 - 7.62x39mm]]&lt;br /&gt;
[[File:Type63preview BOCW.jpg|thumb|none|600px|The Type 63 in Gunsmith.]]&lt;br /&gt;
[[File:Type63idle BOCW.jpg|thumb|none|600px|The Type 63 in Uzbekistan.]]&lt;br /&gt;
[[File:Type63ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Type63inspect BOCW.jpg|thumb|none|600px|Inspecting the Type 63.]]&lt;br /&gt;
[[File:Type63inspect2 BOCW.jpg|thumb|none|600px|Turning it over.]]&lt;br /&gt;
[[File:Type63inspect3 BOCW.jpg|thumb|none|600px|Brass check time.]]&lt;br /&gt;
[[File:Type63reload BOCW.jpg|thumb|none|600px|Reloading by flicking the old magazine out with a fresh one, much like the AK-47 reload.]]&lt;br /&gt;
[[File:Type63reload2 BOCW.jpg|thumb|none|600px|Then chambering the gun with a tug of the bolt handle.]]&lt;br /&gt;
&lt;br /&gt;
==VAHAN==&lt;br /&gt;
The [[VAHAN]], a somewhat obscure prototype Armenian assault rifle, was added in the 1.29 update; this makes ''BOCW'' the weapon's first known media appearance. The in-game version is somewhat stylized, and goes by the name &amp;quot;Vargo 52&amp;quot;; this presumably references the fact that design work on the project began in 1952 (with an earlier rifle called the &amp;quot;MBC-2&amp;quot;), though the VAHAN itself wasn't designed or built until 1992, making its in-game appearance anachronistic.&lt;br /&gt;
&lt;br /&gt;
[[File:VAHAN.jpg|thumb|none|450px|VAHAN with Bushnell scope - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==XM16E1==&lt;br /&gt;
The fully-automatic [[XM16E1]] appears exclusively in the campaign. It is labeled &amp;quot;M16A1&amp;quot; in the HUD and on the magwell (though the pick-up text spells it with a lowercase &amp;quot;a&amp;quot;, for some reason), but it actually has the appearance of a 'faux' XM16E1, as seen in some movies where the guns are built from M16A1s. This is firstly evidenced by the combination of an XM16E1's 3-prong flash hider with an M16A1's full fence lower. The weapon also appears to have a chrome bolt carrier, which was present on the XM16E1, but not on the M16A1. For some reason, the XM16E1 has an anachronistic A2 pistol grip, while the XM4 has a A1 pistol grip.&lt;br /&gt;
&lt;br /&gt;
In a small though somewhat confusing detail, the receiver bears a forge code mark, C H. This would indicate a rifle with an upper receiver built from Harvey Aluminum billets, but this code would have been in use from the mid 1970s to the early 1980s, well after Vietnam and never on an actual XM16E1 (though M16A1s were made with this code). Due to the nature of the game's storyline, this could be justified as intentional anachronism, however. &lt;br /&gt;
&lt;br /&gt;
It appears in the two Vietnam flashback levels, as well as a few other missions where it is available alongside the M16A2. It is incredibly powerful, as the weapon's damage was balanced for occasional bursts rather than consistent fully-auto firing, made even easier with the game's rather controllable muzzle climb. It uses the same reloading animations as the M16A2, but has a different firing sound. It is also seen in the &amp;quot;Good Enough&amp;quot; calling card.&lt;br /&gt;
[[File:XM16E1.jpg|thumb|none|450px|Mockup of an XM16E1 rifle with 20-round magazine - 5.56x45mm NATO. This can be identified as a mockup by its full magazine fence and strengthened front pivot point, neither of which appeared on the XM16E1.]]&lt;br /&gt;
[[File:XM16E1 BOCW.jpg|thumb|none|600px|Bell holds an XM16E1 in a Vietnamese village.]]&lt;br /&gt;
[[File:BOCW-M16-2.jpg|thumb|none|600px|Note the full fence lower, indicating that this is not a true XM16E1.]]&lt;br /&gt;
&lt;br /&gt;
==XM177E1==&lt;br /&gt;
The [[XM177E1]], specifically the later model with a full fence lower, appears under the name &amp;quot;XM4&amp;quot;. It is depicted with a flat top, seeming to be the result of a chopped off carry handle with a bolted rail (which was done in the 1980s by Olympic Arms and some other manufacturers). It has an anachronistic rear sight which is a hybrid between the Troy Battle Sight and Midway Industries Flip Up Sight, and the flash hider has been altered to resemble an A1. It also appears to have been based on a civilian model, as it has semi-auto only selector markings (Fire/Safe).&lt;br /&gt;
&lt;br /&gt;
The weapon is wrapped in slings with a portion tucked behind the bolt catch like the &amp;quot;Commando&amp;quot; from the first ''[[Call of Duty: Black Ops|Black Ops]]'', although the default empty reload animation in this case correctly uses the charging handle instead of trying to hit the bolt release, which couldn't possibly work with a cloth strap tucked behind it (that said, some reload animations, like the jungle mags reload animation, still involve hitting the sling-padded bolt catch). Equipping any stock customization removes the sling wrap. Mounting optics removes the front sight but keeps the gas block.&lt;br /&gt;
&lt;br /&gt;
The XM4 designation is anachronistic for the time period of 1981, as the XM177 wouldn't be designated as &amp;quot;XM4&amp;quot; until 1983, and even then would be attached to an [[:File:XM4 Carbine &amp;amp; M16A2 (1982).jpg|improved model of the XM177E2]]. However, the “11.8&amp;quot; Ranger” give the weapon an 11.5 inch barrel making it the XM177E2. The A1 pistol grip is inaccurately depicted as being solid instead of hollow.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Black Tide&amp;quot; blueprint replaces the regular handguard with a carbine-length [[M203]] grenade launcher heat shield; it also has a yellow tiger stripe camouflage paint similar to the [[M79 grenade launcher|M79]] used by &amp;quot;The Roach&amp;quot; in ''[[Apocalypse Now]]''. The &amp;quot;Giantsbane&amp;quot; variant uses an anachronistic [[Z-M LR 300]] handguard and front sight (the LR 300 having been introduced in 2000). It is also seen in the &amp;quot;Reaper Of The Dead&amp;quot; calling card.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Inconspicuous&amp;quot; blueprint uses the M16A2's upper receiver, while retaining the XM177E1's earlier teardrop forward assist, however. It has an [[Olympic Arms OA-93]] style handguard with vents patterned after the Advanced Armament Corporation OMNI suppressor, an Israeli style elastic handguard band, what appears to be a faux suppressor, a tactical light, a stock cheek pad and a [[Talk:Call of Duty: Black Ops Cold War#SureFire MAG5-60|SureFire MAG5-60]] magazine. The &amp;quot;Fly Trap&amp;quot; blueprint has an A2 handguard, an A2 pistol grip, and an A2 forward assist. The &amp;quot;Ultimate Hunter&amp;quot; has an anachronistic quad rail handguard, a muzzle brake with a breach face, a scope with some cosmetic similarities to a Trijicon ACOG, and a collapsible stock modelled after various offerings from the late 2000's onwards. The 13.7&amp;quot; Takedown, and original SOCOM will make the weapon resembles to the current M4A1 Carbine, which is anachronistic.&lt;br /&gt;
&lt;br /&gt;
[[File:Colt 609-XM1771E1 Late.jpg|thumb|none|451px|Colt Model 609 / XM177E1 - 5.56x45mm NATO. This is a late model with a full fence lower.]]&lt;br /&gt;
[[File:Muzzle A1.jpg|thumb|none|350px|A1 &amp;quot;Birdcage&amp;quot; flash hider]]&lt;br /&gt;
[[File:XM177E1preview BOCW.jpg|thumb|none|600px|The XM177E1 in Gunsmith.]]&lt;br /&gt;
[[File:XM177E1Idle BOCW.jpg|thumb|none|600px|The XM177E1 wielded by CIA agent Russel Adler. Note the MACV-SOG patch on the sling, yet another throwback to the iconic ''Black Ops 1'' &amp;quot;Commando&amp;quot;.]]&lt;br /&gt;
[[File:XM177E1ADS BOCW.jpg|thumb|none|600px|Aiming down the sights at some communist concrete.]]&lt;br /&gt;
[[File:BOCW new XM4 sights.jpg|thumb|none|600px|The updated sights, which now block less of the screen. This was changed in Season 4 for a few other weapons too, including the QBZ and the Ak 5.]]&lt;br /&gt;
[[File:XM177E1Inspect BOCW.jpg|thumb|none|600px|Inspecting involves checking the magazine.]]&lt;br /&gt;
[[File:XM177E1Inspect2 BOCW.jpg|thumb|none|600px|Then tapping it against the magwell, reinserting the magazine, and performing a chamber check. The phrase &amp;quot;This is my rifle&amp;quot; can be seen marked on the ejection port's cover, a reference to the USMC's Rifleman's Creed.]]&lt;br /&gt;
[[File:XM177E1reload BOCW.jpg|thumb|none|600px|Note the animated bolt release catch, as well as an animated magazine release tab actuating as the player character ejects and inserts magazines.]]&lt;br /&gt;
[[File:XM177reload2 BOCW.jpg|thumb|none|600px|The last step for default reloads is a firm jerk of the charging handle.]]&lt;br /&gt;
[[File:BOCW Inconspicuous.jpg|thumb|none|600px|The &amp;quot;Inconspicuous&amp;quot; variant as seen the Warzone preview.]]&lt;br /&gt;
[[File:Pseudo-M4A1.jpg|thumb|none|600px|The &amp;quot;Ultimate Hunter&amp;quot; variant with some attachments to become a psuedo-M4A1 Carbine as seen the Black Ops Cold War preview.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International PM/AW Hybrid==&lt;br /&gt;
The &amp;quot;LW3 - Tundra&amp;quot; is a hybrid of the [[Accuracy International Precision Marksman]] and the [[Accuracy International Arctic Warfare|Arctic Warfare]], along with some fictional elements. It has a Precision Marksman-style stock, and lacks a finger cutout in the magwell like this model, but has the safety of an Arctic Warfare (incorrectly set to the rear position, which would lock the bolt and the trigger), as well as an adjustable cheek pad and a flash hider like the latter. Curiously enough, it also uses Picatinny rails like the AW, but with a PM-like scope mount and backup rear sight used on it. The rifle is mildly anachronistic, as the Precision Marksman wasn't developed until 1982 and the Arctic Warfare wasn't developed until 1988, while the campaign takes place in 1981 and multiplayer takes place between 1981-1985. The name Tundra suggests it was intended to be based off of the Arctic Warfare, but they went with PM elements to keep it to the multiplayer's time period.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it is inaccurately and anachronistically used by Soviet snipers (which would likely use a SVD or a M1891 Mosin Nagant instead).&lt;br /&gt;
&lt;br /&gt;
[[File:L96A1G.jpg|thumb|none|450px|Accuracy International PM - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International AW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:AccuracyInternationalAW-PMpreview BOCW.jpg|thumb|none|600px|The hybrid Accuracy International rifle in Gunsmith.]]&lt;br /&gt;
[[File:AW-PMidle BOCW.jpg|thumb|none|600px|The hybrid Accuracy International rifle on a Miami Beach boardwalk.]]&lt;br /&gt;
[[File:AW-PMinspect BOCW.jpg|thumb|none|600px|Initiating the inspect animation.]]&lt;br /&gt;
[[File:AW-PMreload BOCW.jpg|thumb|none|600px|Good view of the other side.]]&lt;br /&gt;
[[File:AW-PMreload2 BOCW.jpg|thumb|none|600px|Taking out the magazine.]]&lt;br /&gt;
[[File:AW-PMreload3 BOCW.jpg|thumb|none|600px|Chambering new 7.62x51mm round.]]&lt;br /&gt;
[[File:AW-PMreload4 BOCW.jpg|thumb|none|600px|Ready to go.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M82A1M==&lt;br /&gt;
The [[Barrett M82A1M]] appears in the game as the &amp;quot;M82&amp;quot;. It is anachronistic to the game, since it was developed in the 1990s; the original M82 would be more accurate for some multiplayer maps. To balance out its semiautomatic firing mode, the M82A1M is comically the ''weakest'' sniper rifle in terms of per-shot damage, not even able to break the bulletproof armor scorestreak or even Soviet armored units in the campaign in one shot. Due to the lack of a Soviet sniper rifle, the Soviet forces use the Barrett as their sniper (instead of the aforementioned SVD), which is incorrect.&lt;br /&gt;
&lt;br /&gt;
[[File:Barrett M82A1M.jpg|thumb|none|450px|Barrett M82A1M - .50 BMG]]&lt;br /&gt;
[[File:M82preview BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:M82idle BOCW.jpg|thumb|none|600px|The M82A1M in Miami.]]&lt;br /&gt;
[[File:M82inspect BOCW.jpg|thumb|none|600px|Inspecting the M82A1M.]]&lt;br /&gt;
[[File:M82inspect2 BOCW.jpg|thumb|none|600px|Brass check.]]&lt;br /&gt;
[[File:M82inspect3.jpg|thumb|none|600px|Note the &amp;quot;MOD 82A1&amp;quot; stamped on the magwell.]]&lt;br /&gt;
&lt;br /&gt;
==Mechem NTW-20==&lt;br /&gt;
The [[Mechem NTW-20]] was added in the Season 2 Reloaded update as the &amp;quot;ZRG 20mm&amp;quot;. It is heavily stylized and fitted with a PSO-1 scope with incorrect reticle by default. It is also far shorter than the real weapon, making the weapon shorter then the in-game Barrett M82A1M, despite the NTW-20 being roughly twice the length of the Barrett. It is anachronistic by more than a decade (1998) and is set up for left-handed use, with the magazine and bolt handle on the right and left side respectively, opposite what it should be.&lt;br /&gt;
&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Mechem NTW-20 - 20x82mm MG151]]&lt;br /&gt;
[[File:Svu.jpg|thumb|none|450px|SVU Dragunov - 7.62x54mmR, image used to show PSO-1 scope.]]&lt;br /&gt;
[[File:NTW20gunsmithpreview BOCW.jpg|thumb|none|600px|The &amp;quot;ZRG 20mm&amp;quot; in Gunsmith preview. Note the oversized PSO-1 and short appearance.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 700PSS==&lt;br /&gt;
The [[Remington 700PSS]] appears as the &amp;quot;Pelington 703&amp;quot;, complete with a permanently attached Harris bipod (which can be deployed by equipping the &amp;quot;Front Grip&amp;quot; or &amp;quot;Bipod&amp;quot; underbarrel attachments). Like the M40 and R700 rifles in ''[[Call of Duty 4: Modern Warfare]]'', it is reloaded with individual rounds. It is anachronistic for the game as it was designed in 1986 while the 80s segments of ''Black Ops Cold War'' take place in 1981-1985; the scope also mounts on an anachronistic rail. It is also inaccurately used by Spetsnaz and Cuban snipers and also appears in Bell's Vietnam War false flashbacks, fitted with a wooden stock and is depicted as being used by the US troops, though it is likely standing in for a standard Remington 700 in this case. Its Warzone incarnation is stated to use .308 ammunition (most likely Winchester).&lt;br /&gt;
&lt;br /&gt;
[[File:RemingtonPSS700.jpg|thumb|none|450px|Remington 700PSS with Leupold Mark 4 scope and Harris bipod - .300 Win Mag]]&lt;br /&gt;
[[File:R700PSSpreview BOCW.jpg|thumb|none|600px|The Remington 700 in Gunsmith.]]&lt;br /&gt;
[[File:R700idle BOCW.jpg|thumb|none|600px|The Remington 700PSS in service in Soviet Uzbekistan.]]&lt;br /&gt;
[[File:R700inspect BOCW.jpg|thumb|none|600px|Turning the gun over to read the engraved &amp;quot;Pelington&amp;quot; manufacturer branding, which is very clearly meant to evoke the Remington trade dress on the real Remington 700.]]&lt;br /&gt;
[[File:R700inspect2 BOCW.jpg|thumb|none|600px|Inspecting the Remington 700 involves a very elaborate animation, where the player character will eject a live round...]]&lt;br /&gt;
[[File:R700inspect3 BOCW.jpg|thumb|none|600px|Catching it in their right hand...]]&lt;br /&gt;
[[File:R700inspect4 BOCW.jpg|thumb|none|600px|Then slipping it back into the chamber and sending the bolt into battery.]]&lt;br /&gt;
[[File:R700reload BOCW.jpg|thumb|none|600px|Reloading is done with individual rounds.]]&lt;br /&gt;
[[File:CODBOCWWoodsSniper1.jpeg|thumb|none|600px|Woods holding the sniper rifle in a promotional image.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==CETME Ameli==&lt;br /&gt;
The late NB model [[CETME Ameli]] was added in Season 4. It is inaccurately fitted with an early NA variant flash hider. It appears under the Spanish Army's designation &amp;quot;MG 82&amp;quot;. It is borderline anachronistic for pre-1982 maps, as it was recently unveiled and put into Spanish service at the time.&lt;br /&gt;
&lt;br /&gt;
[[File:CetmeAmeli556.jpg|thumb|none|450px|CETME Ameli (late NB model) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Amelipreview BOCW.jpg|thumb|none|600px|The CETME Ameli in the battlepass preview screen. Note the MG42 like conical muzzle from the early NA variant. Fitting this one to an NB model is dubious as the NA muzzle is part of the barrel shroud while the NB straight flash hider is part of the barrel.]]&lt;br /&gt;
[[File:AmeliIdle BOCW.jpg|thumb|none|600px|The CETME Ameli in the hands of NATO operator Baker, onboard a luxury yacht.]]&lt;br /&gt;
[[File:AmeliADS BOCW.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AmeliInspect1 BOCW.jpg|thumb|none|600px|Inspecting the Spanish LMG.]]&lt;br /&gt;
[[File:AmeliInspect2 BOCW.jpg|thumb|none|600px|The other side.]]&lt;br /&gt;
[[File:AmeliReload1 BOCW.jpg|thumb|none|600px|Reloading by racking the charging handle.]]&lt;br /&gt;
[[File:AmeliReload2 BOCW.jpg|thumb|none|600px|Opening the top cover.]]&lt;br /&gt;
[[File:AmeliReload3 BOCW.jpg|thumb|none|600px|Replacing the ammo box.]]&lt;br /&gt;
[[File:AmeliReload4 BOCW.jpg|thumb|none|600px|And inserting a fresh belt into the feed tray.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
A handheld [[M134 Minigun]] is featured in the game. It is shown with a 4-flange barrel clamp (like an original General Electric M134) combined with a Dillon Aero flash hider. It is obtainable in the campaign mission &amp;quot;The Final Countdown&amp;quot;, under the name &amp;quot;M134 Minigun&amp;quot;. It was later added to multiplayer and Zombies in Season 2 as the &amp;quot;Death Machine&amp;quot;, with a slightly altered model.&lt;br /&gt;
&lt;br /&gt;
It also appears mounted on helicopters, including the &amp;quot;Chopper Gunner&amp;quot; scorestreak in multiplayer, and as part of the &amp;quot;Sentry Turret&amp;quot; scorestreak. A helicopter-mounted version can be used by Bell during a setpiece in &amp;quot;Fracture Jaw&amp;quot;, though when the helicopter was shot down during the aforementioned mission, it somehow still manages to operate without the assistance of a power supply.&lt;br /&gt;
&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|450px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M134deathmachine BOCW.jpg|thumb|none|600px|The &amp;quot;Death Machine&amp;quot; in the scorestreak selection menu. This configuration resembles the airsoft Classic Army M134-A2 CO2/HPA.]]&lt;br /&gt;
[[File:BOCW-Minigun-1.jpg|thumb|none|600px|The M134 at the far right, in both door and subsystem mounts. Note that ''Black Ops Cold War'' continues the ''Modern Warfare'' trend of fictionalizing its vehicles, evident by the addition of backwards Pave Low style air intakes and overall stylized appearance of the faux Huey.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Death Machine&amp;quot; (Dead Ops Arcade 3)===&lt;br /&gt;
The &amp;quot;Death Machine&amp;quot; model from ''[[Call of Duty: Black Ops III]]'', a futuristic man-portable rotary gun based on the [[General Dynamics GAU-19/A]], appears exclusively as a power-up in the Zombies map Dead Ops Arcade 3: Rise of the Mamaback.&lt;br /&gt;
&lt;br /&gt;
[[File:GAU19.jpg|thumb|none|450px|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The [[M60 machine gun|M60]] is one of the machine guns in ''BOCW''; it is the original model, as opposed to the M60E3 featured in past games.&lt;br /&gt;
&lt;br /&gt;
A mounted version can also be found in &amp;quot;End of the Line&amp;quot;, which somehow ended up to the Cuban forces. It is also seen in the &amp;quot;Harvest Time&amp;quot; calling card.&lt;br /&gt;
&lt;br /&gt;
[[File:M60GPMG.jpg|thumb|none|450px|M60 gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M60preview BOCW.jpg|thumb|none|600px|The M60 in Gunsmith. The belt box only holds 75 rounds by default instead of 100, though it has a correct capacity in Warzone.]]&lt;br /&gt;
[[File:M60idle BOCW.jpg|thumb|none|600px|The M60 in the lobby of a fancy Miami Beach hotel.]]&lt;br /&gt;
[[File:M60ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:M60inspect BOCW.jpg|thumb|none|600px|Woods holds the M60 up in the inspect animation.]]&lt;br /&gt;
[[File:M60inspect2 BOCW.jpg|thumb|none|600px|Getting a good look at the ammo box, note the rounds in the belt appear to have struck primers.]]&lt;br /&gt;
[[File:M60inspect3 BOCW.jpg|thumb|none|600px|Checking out the charging handle and link ejection port.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-1-Pull.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-2-Push.jpg|thumb|none|600px|Pushing it back into position.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-3-ThrowCasings.jpg|thumb|none|600px|After the cover is opened, the remaining M13 belt link is swiped away. This is the only difference between an empty and partially-empty reload.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-4-BoxRemove.jpg|thumb|none|600px|Removing the ammo box.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-5-BoxNew.jpg|thumb|none|600px|Inserting a full ammo box into its hang slit.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-6-AlignBullets.jpg|thumb|none|600px|Aligning the belt.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-7-LidClose.jpg|thumb|none|600px|Closing the M60's cover lid. In reality, the original M60 (and not later versions depicted in previous games) requires the charging handle to be locked back in order to properly close the top-cover, as reloading with the handle forward would not allow the top-cover to be fully closed. Using fast mags produces a different reloading animation where the cover isn't flipped up, and the belt is instead pushed into the gun, which is then charged twice to put the round in place.]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
The [[RPD]] appears under its real name, with an incorrect disintegrating ammunition belt. The &amp;quot;Fast Mag&amp;quot; reload animation shows the RPD reload in a unique manner by having the new belt pulled through the closed top cover, whereas the default reload involves using the feed tray cover.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it is used by Soviet forces in 1981, at a time when it had already been phased out in favor of the [[PKM]] and the [[RPK-74]].&lt;br /&gt;
&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:RPDpreview BOCW.jpg|thumb|none|600px|The RPD in Gunsmith. It only holds 50 rounds (formerly 75) by default instead of 100 in its belt container.]]&lt;br /&gt;
[[File:RPDidle BOCW.jpg|thumb|none|600px|The RPD in use on a Nicaraguan cartel plantation.]]&lt;br /&gt;
[[File:RPDADS BOCW.jpg|thumb|none|600px|Looking through the iron sights.]]&lt;br /&gt;
[[File:RPDinspect BOCW.jpg|thumb|none|600px|Inspecting the RPD.]]&lt;br /&gt;
[[File:RPDinspect2 BOCW.jpg|thumb|none|600px|Turning the RPD over.]]&lt;br /&gt;
[[File:RPDreload BOCW.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:RPDreload2 BOCW.jpg|thumb|none|600px|Lifting the dust cover.]]&lt;br /&gt;
[[File:RPDreload3 BOCW.jpg|thumb|none|600px|Feeding the new ammo belt in.]]&lt;br /&gt;
[[File:BOCW-RPD-1.jpg|thumb|none|600px|Adler and Belikov brandish RPDs as they prepare to shoot their way out of KGB headquarters.]]&lt;br /&gt;
&lt;br /&gt;
==Stoner 63A==&lt;br /&gt;
The [[Stoner 63A]] is available in-game. Its in-game configuration primarily matches the Commando configuration, feeding from the right and featuring a bottom cocking handle. By default, it has a long barrel generally associated with the LMG configuration, though it can be modified with a Commando barrel via the “16&amp;quot; SOR Cut Down” attachment; this is a rather strange name, given that the Commando-length barrel was a factory option. A few Soviet heavies in the campaign are seen using these instead of the more faction-appropriate RPD.&lt;br /&gt;
&lt;br /&gt;
The gun can use a 100-round drum modeled after the real gun's left-feeding 100-round drum, mirrored to feed from the right instead of the left (and also featuring some cosmetic differences). The gun also has a fictional 125-round box option.&lt;br /&gt;
[[File:Stoner 63A Commando Right Feed.jpg|thumb|none|450px|Stoner 63A, Commando configuration (Mark 23 Mod 0) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Stoner 63 LMG.jpg|thumb|none|450px|Stoner 63, light machine gun configuration (XM207) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Stoner63preview BOCW.jpg|thumb|none|600px|The Stoner 63 in Gunsmith. Like the M60, it only holds 75 rounds by default instead of 100 in its belt box.]]&lt;br /&gt;
[[File:Stoner63idle BOCW.jpg|thumb|none|600px|The Stoner 63 in Nuketown.]]&lt;br /&gt;
[[File:Stoner63ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Stoner63inspect BOCW.jpg|thumb|none|600px|Initiating inspect animation.]]&lt;br /&gt;
[[File:Stoner63inspect2 BOCW.jpg|thumb|none|600px|Checking the right hand side.]]&lt;br /&gt;
[[File:Stoner63reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Stoner63reload2 BOCW.jpg|thumb|none|600px|Taking out the ammo box.]]&lt;br /&gt;
[[File:Stoner63reload3 BOCW.jpg|thumb|none|600px|Inserting a fresh ammo box.]]&lt;br /&gt;
[[File:Stoner63reload4 BOCW.jpg|thumb|none|600px|Taking the new belt of 5.56x45mm. Like the RPD and the M60, the Fast Mags reload animation shows the belt being pulled through the gun rather than put into the gun after flipping up the feed tray cover.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==FIM-43 Redeye==&lt;br /&gt;
The [[FIM-43 Redeye]] appears under the name &amp;quot;Cigma 2&amp;quot;. Despite being a dedicated MANPADS in reality, the weapon can still be fired even without a lock-on and against ground targets. It somehow appears in a secret Soviet training facility in &amp;quot;Redlight, Greenlight&amp;quot;, though it may be possible that Soviet forces somewhat stole a few Redeyes from the Afghan mujahideen during the Soviet–Afghan War or otherwise, it would likely be fired ones for research use. Cuban forces in &amp;quot;End of the Line&amp;quot; also somehow ended up with Redeye launchers, where the RPG-7 already featured in the game would be a better choice.&lt;br /&gt;
&lt;br /&gt;
[[File:FIM-43 Redeye display.jpg|thumb|none|450px|Dummy FIM-43 Redeye Block I/II with sling - 70mm]]&lt;br /&gt;
[[File:FIM43preview BOCW.jpg|thumb|none|600px|The Redeye in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
The &amp;quot;RAI K-84&amp;quot; wonder weapon in Zombies is fitted with an underbarrel &amp;quot;Vortex&amp;quot; grenade launcher, called the &amp;quot;GP-6K2&amp;quot; and taking the form of a [[GP-25]].&lt;br /&gt;
&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:BOCWGP6K2.jpg|thumb|none|600px|The Requiem Operator readies his Vortex launcher. Rather than relying on its own source of ammunition, the launcher instead takes ten shots from the magazine every time it is fired.]]&lt;br /&gt;
[[File:BOCWRAIKReload.jpg|thumb|none|600px|Wires between the launcher and the main body of the gun can be better seen while reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Hawk MM1 grenade launcher==&lt;br /&gt;
The [[Hawk MM1 grenade launcher]] appears as the &amp;quot;War Machine&amp;quot; scorestreak. Bell wields one that somehow manages to hold 36 rounds in one of the final missions of the campaign. It appropriately holds 12 in multiplayer and Zombies mode.&lt;br /&gt;
[[File:MM1.jpg|thumb|none|400px|Hawk MM1 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:HawkMM1scorestreakmenu BOCW.jpg|thumb|none|600px|The Hawk MM1 in the scorestreak selection menu.]]&lt;br /&gt;
[[File:BOCW MM-1 Beta.jpg|thumb|none|600px|The MM1 as seen in the beta. Lacking sights of any sort, the MM1's &amp;quot;aiming&amp;quot; animation consists of simply zooming in the user's view slightly.]]&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
The [[M79 grenade launcher]] is one of the launchers in the game. It appears in the missions &amp;quot;End of the Line&amp;quot; and the false Vietnam flashback mission &amp;quot;Desperate Measures,&amp;quot; as well as &amp;quot;Redlight, Greenlight&amp;quot; as part of an easter egg.&lt;br /&gt;
&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|400px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:M79preview BOCW.jpg|thumb|none|600px|The M79.]]&lt;br /&gt;
[[File:M79idle BOCW.jpg|thumb|none|600px|The M79 in Nuketown.]]&lt;br /&gt;
[[File:M79ADS BOCW.jpg|thumb|none|600px|Looking down the ladder sight.]]&lt;br /&gt;
[[File:M79inspect BOCW.jpg|thumb|none|600px|The inspect animation for the M79 is very simple, with the player character turning it over from left to right.]]&lt;br /&gt;
[[File:M79inspect2 BOCW.jpg|thumb|none|600px|The other side.]]&lt;br /&gt;
[[File:M79reload BOCW.jpg|thumb|none|600px|Ejecting the spent 40mm casing.]]&lt;br /&gt;
[[File:M79reload2 BOCW.jpg|thumb|none|600px|Reloading with another round.]]&lt;br /&gt;
[[File:M79reload3 BOCW.jpg|thumb|none|600px|Flipping the breech shut.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is one of the launchers in ''BOCW''.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RPG7preview BOCW.jpg|thumb|none|600px|The RPG-7 in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==F-1 Hand Grenade==&lt;br /&gt;
Several multiplayer character skins have unusable [[F-1 Hand Grenade]]s attached to the belt.&lt;br /&gt;
[[Image:deactivated f1.jpg|thumb|none|350px|F-1 High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[File:BOCW-ArtistF1Grenade.jpg|thumb|none|600px|The &amp;quot;[[Léon: The Professional|Artist]]&amp;quot; skin for the operator Portnova from season 2 in-game.]]&lt;br /&gt;
[[File:BOCW-F1Grenade1.jpg|thumb|none|600px|The &amp;quot;Violent Nature&amp;quot; skin in-game.]]&lt;br /&gt;
[[File:BOCW-F1Grenade2.jpg|thumb|none|600px|The &amp;quot;Meltdown&amp;quot; skin in-game.]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is carried by US soldiers in Vietnam in the campaign. M18s with inverted color scheme are also carried by Naga. On the 2021 released map &amp;quot;Apocalypse&amp;quot;, several M18s with purple smoke lying around the ruins.&lt;br /&gt;
[[File:M18yellow actual.jpg|thumb|none|150px|M18 smoke grenade, yellow]]&lt;br /&gt;
[[File:BOCW-M18-Smoke-1.jpg|thumb|none|600px|An M18 with an incorrect &amp;quot;WHITE&amp;quot; marking on a soldier.]]&lt;br /&gt;
[[File:BOCW-M18-Smoke-2.jpg|thumb|none|600px|An unusable unprimed M18 releasing endless, incorrectly-colored smoke.]]&lt;br /&gt;
[[File:AmericanSniperANM8.jpg|thumb|none|250px|Screen-used stunt AN/M8 smoke grenade (Marc Lee's; with a foam magazine) from ''[[American Sniper]]''. Image used to illustrate Naga's inverted color M18 grenades.]]&lt;br /&gt;
&lt;br /&gt;
==M26 hand grenade==&lt;br /&gt;
What appears to be an [[M26 hand grenade]] is carried by Woods in promotional media. The &amp;quot;Wrecking Ball&amp;quot; skin has an unusable M26 hanging from his belt.&lt;br /&gt;
[[File:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW-M26Grenade1.jpg|thumb|none|600px|The &amp;quot;Wrecking Ball&amp;quot; skin in-game.]]&lt;br /&gt;
&lt;br /&gt;
==M34 White Phosphorous grenade==&lt;br /&gt;
The [[M34 White Phosphorous grenade]] appears as the &amp;quot;Smoke Grenade&amp;quot;.&lt;br /&gt;
[[File:M34 2-1-.jpg|thumb|none|150px|M34 White Phosphorous grenade.]]&lt;br /&gt;
[[File:BOCW M34 WP.jpg|thumb|none|600px|The &amp;quot;Smoke Grenade&amp;quot; in the loadout.]]&lt;br /&gt;
&lt;br /&gt;
==M67 hand grenade==&lt;br /&gt;
The [[M67 hand grenade]] appears as the &amp;quot;Frag&amp;quot;. It is also depicted on the &amp;quot;Quartermaster&amp;quot; perk.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 fragmentation grenade.]]&lt;br /&gt;
[[File:BOCW M67.jpg|thumb|none|600px|A M67 frag grenade in the &amp;quot;Lethal&amp;quot; equipment section.]]&lt;br /&gt;
&lt;br /&gt;
==M83 smoke grenade==&lt;br /&gt;
An anachronistic M83 instead of the period-appropriate AN/M8 HC smoke grenades are carried by Sims and US troops in &amp;quot;Fracture Jaw&amp;quot;.&lt;br /&gt;
[[File:M87.JPG|thumb|none|200px|M83 TA smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
An [[M84 stun grenade]] is carried by Woods in the campaign and is seen in cinematics. The same fictionalized M84 from ''Modern Warfare'' is also carried by multiplayer operator Zeyna. It is anachronistic as it was used from 1995 in reality.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:BOCW M1911 trailer silencer.jpg|thumb|none|600px|M84 stun grenades seen in the arsenal of a Perseus team in the multiplayer reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 hand grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is seen in the key art for the game's beta.&lt;br /&gt;
[[file:MK2 grenade DoD.jpg|thumb|150px|none|Mk 2 hand grenade]]&lt;br /&gt;
[[File:COD CWBO Beta Key Art.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MK3A2 offensive hand grenade==&lt;br /&gt;
The [[MK3 offensive hand grenade|MK3A2]] concussion grenade appears as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
[[File:MK3A2.jpg|thumb|none|150px|MK3A2 offensive hand grenade]]&lt;br /&gt;
[[File:BOCW Mk3A2.jpg|thumb|none|600px|The MK3A2 as seen in the loadout section.]]&lt;br /&gt;
&lt;br /&gt;
==Rheinmetall MK13 Mod 0 BTV-EL flash grenade==&lt;br /&gt;
MK 13 flashbang grenades are carried by US troops in cutscenes and are seen on the default skins for multiplayer operators Adler and Song and Naga's &amp;quot;Warlord&amp;quot; skin. Most likely anachronistic.&lt;br /&gt;
[[File:MK13 Mod 0 BTV-EL.jpg|thumb|none|200px|Rheinmetall MK13 Mod 0 BTV-EL flash grenade]]&lt;br /&gt;
[[File:BOCW Adler M18.jpg|thumb|none|600px|Adler with an MK 13 flashbang on his belt.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgrante==&lt;br /&gt;
Seven unusable [[Model 24 Stielhandgranate]]s can be seen on the &amp;quot;Die Maschine&amp;quot; Zombies map, right behind the Kingtiger tank.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|350px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW-Stielhandgrante1.jpg|thumb|none|600px|Looking at &amp;quot;potato mashers&amp;quot;.]]&lt;br /&gt;
[[File:BOCW-Stielhandgrante2.jpg|thumb|none|600px|Closer view of three stick grenades, it appears that the model is reused from ''Black Ops III'' and ''Black Ops 4''.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5==&lt;br /&gt;
Unusable [[RGD-5]] grenades are visible on the harness of multiplayer operators Portnova and Garcia and on Naga's &amp;quot;Warlord&amp;quot; skin.&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|160px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW Garcia grenades.jpg|thumb|none|600px|Garcia's character model on the beta's main multiplayer screen.]]&lt;br /&gt;
&lt;br /&gt;
==RG-42==&lt;br /&gt;
Also seen hanging on Garcia's belt is an [[RG-42 hand grenade]].&lt;br /&gt;
[[File:RG-42 HG.jpg|thumb|none|160px|RG-42 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW Garcia grenades.jpg|thumb|none|600px|The RG-42 is just barely visible on Garcia's belt, by his left hip.]]&lt;br /&gt;
&lt;br /&gt;
==Simulator Hand Grenade M116A1==&lt;br /&gt;
The [[M116A1 training grenade|Simulator Hand Grenade M116A1]] appears as the &amp;quot;Flashbang&amp;quot;. In reality, this is a training grenade and not an actual combat device.&lt;br /&gt;
[[File:M116a1pullcord.jpg|thumb|none|300px|Simulator Hand Grenade M116A1 with pullcord fuse]]&lt;br /&gt;
[[File:M116A1Flashbang BOCW.jpg|thumb|none|600px|The M116A1 in the operator loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==TM-46 anti-tank mine==&lt;br /&gt;
A cosmetically modified [[TM-46 anti-tank mine]] appears as the &amp;quot;Proximity Mine&amp;quot; field upgrade.&lt;br /&gt;
[[File:Tm-46.jpg|thumb|none|450px|TM-46 anti-tank mine]]&lt;br /&gt;
[[File:BOCW Prox Mine.jpg|thumb|none|600px|The Proximity Mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Type 67 Stick Grenade==&lt;br /&gt;
Several unusable Chinese [[Type 67 stick grenade|Type 67 Grenades]] are seen on the Vietcong guerillas found in the campaign. In the multiplayer, an operator skin for Baker can be purchased with Season 2, which also has two Type 67 Stick Grenades attached to the belt.&lt;br /&gt;
[[File:Type67Grenade.jpg|thumb|none|350px|Type 67 High-Explosive Fragmentation stick grenade]]&lt;br /&gt;
[[File:BOCW-Type67grenade.jpg|thumb|none|600px|Bell looks at a dead Vietcong fighter.]]&lt;br /&gt;
[[File:BOCW-Type67grenade2.jpg|thumb|none|600px|The &amp;quot;Last One Standing&amp;quot; skin in-game.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==8.8 cm Flak 37==&lt;br /&gt;
Bell destroys several Flak 37s in &amp;quot;The Final Countdown&amp;quot;. It is inaccurately depicted as being mounted on Czechoslovakian type carriage and mount.&lt;br /&gt;
[[Image:FlaK37.jpg|thumb|none|400px|8.8 cm FlaK 37 (note the pointer dials, the rectangular boxes on the side of the gun cradle with two circles) - 88x571mm R]]&lt;br /&gt;
[[File:BOCW-Flak1.jpg|thumb|none|600px|In a truly Bond villain fashion, &amp;quot;Perseus&amp;quot; have mated the poor Flak 37 to a [http://www.frajasw.cz/gallery/lizard/pldvk_vz_53/pldvk_vz_53.html Czechoslovakian towed 30-mm anti-aircraft installation ZK.453].]]&lt;br /&gt;
[[File:BOCW-Flak2.jpg|thumb|none|600px|As evident from this image, the combination of a much larger Flak 37 with the ZK.453 carriage is dubious to work in reality as the latter is obviously designed for a smaller weapon. As for why would a rogue Soviet element use a WWII German flak, that's probably due to asset recycling from a previous game.]]&lt;br /&gt;
&lt;br /&gt;
==30mm ZK.453==&lt;br /&gt;
In &amp;quot;Red Light, Green Light&amp;quot;, some 30mm ZK.453 anti-aircraft guns can be seen.&lt;br /&gt;
[[File:BOCW-AAZK1.jpg|thumb|none|600px|The ZK.453 which unlike the aforementioned mutant flak, actually fits the carriage it was meant for.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
Five bent [[Browning M2 Aircraft]] Machine Guns in fixed and flexible mount are seen on a crashed Boeing B17 &amp;quot;Flying Fortress&amp;quot; on the Zombies map &amp;quot;Die Maschine&amp;quot;. This bomber is first seen during the &amp;quot;Nacht der Untoten&amp;quot; cutscene from ''[[Call of Duty: World at War|World at War]]''.&lt;br /&gt;
[[File:M2aircraft.jpg|thumb|none|450px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, flexible - .50 BMG]]&lt;br /&gt;
[[File:BOCW-BM2Air.jpg|thumb|none|600px|Looking at the top turret with two mounted Brownings.]]&lt;br /&gt;
[[File:BOCW-BM2Air1.jpg|thumb|none|600px|The barrel of a waist gunner position.]]&lt;br /&gt;
[[File:BOCW-BM2Air2.jpg|thumb|none|600px|A rear view of the same MG inside the bomber shows the spade grips of the flexible Browning variant. The last two MGs of the tail gunner position can be seen outside the map.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
[[Browning M2HB]]s are mounted on M1 Abrams tanks.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:M242 25mm gun.jpg|thumb|none|450px|M242 Bushmaster chaingun - 25mm]]&lt;br /&gt;
[[File:BOCW-M2HB1.jpg|thumb|none|600px|It appears that the M2HB has also been fictionalized somewhat, because &amp;quot;legal reasons&amp;quot;. Among these fictionalizations are reinforcing ribs added at the front of the receiver, an extension to the receiver that separates the receiver and the barrel shroud and also mounts the front sight, the barrel shroud only having 3 vent holes instead of 4 (none of which are actually modeled, but textured onto the gun) and also being bottlenecked similar to an [[M242 Bushmaster chaingun]], and lightening cuts added to the top cover. The Abrams tank it is mounted to is the M1A1 variant, easily identified by the different profile of the bore evacuator on the M256 120mm cannon and the lack of the M1A2's thermal viewer for the commander; the M1A1 Abrams is anachronistic to this level, set in 1983, as the M1A1 was only accepted into service some time between 1985 and 1986.]]&lt;br /&gt;
[[File:BOCW-M2HB2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==DShKM Heavy Machine Gun==&lt;br /&gt;
A [[DShK Heavy Machine Gun|DShKM Heavy Machine Gun]] appears to be mounted gunboats, tanks and bunkers in multiplayer and also on the ''Slava''-class, and inappropriately, the ''Ticonderoga''-class cruisers on the map Armada. It can be used in the campaign mission &amp;quot;Redlight, Greenlight&amp;quot;, mounted on a (anachronistic) BTR-80 APC.&lt;br /&gt;
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
==General Electric M61 Vulcan==&lt;br /&gt;
F-14A Tomcats, armed with [[M61 Vulcan]] cannons, are seen taking off from a ''Nimitz''-class carrier in the reveal trailer. The carrier also sports Vulcan cannons in CIWS installations.&lt;br /&gt;
[[File:M61vulcan.jpg|thumb|none|450px|GE M61 Vulcan Cannon - 20x102mm]]&lt;br /&gt;
[[File:Phalanx.jpg|thumb|none|400px|Phalanx Block 1 CIWS - 20x102mm]]&lt;br /&gt;
[[File:BOCW Nimitz Carrier.jpg|thumb|none|600px|A Tomcat launching into the danger zone from the supercarrier, with CIWS visible on both sides of the bow.]]&lt;br /&gt;
&lt;br /&gt;
==M40 Recoilless Rifle==&lt;br /&gt;
The [[M40 Recoilless Rifle]] is seen on jeeps inside Camp Haskins.&lt;br /&gt;
[[File:M40 Type 73 jeep mount.jpg|thumb|none|400px|M40 Recoilless Rifle (Licensed in Japan as the Type 60) mounted on Type 73 Kyu jeep - 106mm Rocket]]&lt;br /&gt;
[[File:BOCW-M40Recoilless.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The Panzerkampfwagen VI Ausf. B Tiger II &amp;quot;Königstiger&amp;quot; heavy tank on the &amp;quot;Die Maschine&amp;quot; Zombies map has a hull-mounted [[MG34]].&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BOCW-MG34Panzerlauf.jpg|thumb|none|600px|The hull-mounted MG34. It appears that the weapon plus the entire tank model are reused from ''Black Ops III''.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
An [[MG42]] with a drum magazine appears only as an emplaced weapon in the Vietnam War flashback mission &amp;quot;Fracture Jaw&amp;quot;. It is confirmed that the MG34 was used in Vietnam as military aid from the Soviet Union which had captured stockpiles from WWII thus the appearance of the MG42 in this context is also plausible.&lt;br /&gt;
[[File:mg42drummag.jpg|thumb|none|450px|MG42 with drum magazine - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BOCW-MG42-1.jpg|thumb|none|600px|An MG42 in Vietnam. It appears that the model is lifted from ''Black Ops III''.]]&lt;br /&gt;
[[File:BOCW-MG42-2.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
&lt;br /&gt;
==Yakushev-Borzov Yak-B==&lt;br /&gt;
A [[Yakushev-Borzov Yak-B]] is mounted on in-game Hind-D attack helicopters.&lt;br /&gt;
[[File:Mil Mi-24D Yak-B closeup.jpg|thumb|none|400px|Closeup of Yakushev-Borzov Yak-B mounted on Mi-24 Hind-D - 12.7x108mm]]&lt;br /&gt;
[[File:YakB Hind BOCW.jpg|thumb|none|600px|The chin-mounted Yak-B as seen in the vehicle customization menu in Cold War.]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-23==&lt;br /&gt;
The &amp;quot;VTOL Escort&amp;quot; (Modeled after the Yak-38) has two [[Gryazev-Shipunov GSh-23]] autocannons mounted in underwing UPK-23 gunpods. While the pod itself is correctly modeled, it is incorrectly depicted as a flexible aiming system (independent from the Yak's nose direction) due to gameplay reasons and controls. It is also seen mounted with an NPPU-23 helicopter turret inaccurately onto a Mi-8 helicopter piloted by Kravchenko in &amp;quot;Mauer Der Toten&amp;quot;.&lt;br /&gt;
[[File:GSh-23-2.jpg|thumb|none|400px|Grayzev-Shipunov GSh-23 with ammo belt - 23x115mm]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-2==&lt;br /&gt;
[[Gryazev-Shipunov GSh-30-2]] cannons are used by the Sukhoi Su-25 &amp;quot;Frogfoot&amp;quot; jets against ground targets when conducting the &amp;quot;Strafe Run&amp;quot; scorestreak.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==150 lb Crossbow==&lt;br /&gt;
A 150 lb crossbow similar to those by Velocity Archery and Wizard Archery appears as the &amp;quot;R1 Shadowhunter&amp;quot;. Those designs are most likely anachronistic.&lt;br /&gt;
[[File:R1crossbowpreview BOCW.jpg|thumb|none|600px|The &amp;quot;R1 Shadowhunter&amp;quot; in the gunsmith preview menu.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower (modified)==&lt;br /&gt;
A modified [[M2 Flamethrower]] was added as a scorestreak with Season 5. It consists of the gun group with added custom smaller fuel tanks, modified muzzle and a stock. Its icon shows it consisting of a normal M2 wand paired with M9 fuel tanks.&lt;br /&gt;
[[File:M9 with M2 wand.jpg|thumb|none|450px|M9 Flamethrower with M2 wand]]&lt;br /&gt;
&lt;br /&gt;
==Recurve Bow==&lt;br /&gt;
A recurve bow which appears to be based on [[Rambo]]'s bows appears in the campaign and as a scorestreak in multiplayer. It is inaccurately depicted as being usable underwater which doesn't hinder in any way the arrow's movement nor the flame of the fire arrows.&lt;br /&gt;
&lt;br /&gt;
==Beretta 92F==&lt;br /&gt;
A [[Beretta 92F]] is seen on a movie poster in the map &amp;quot;Amerika&amp;quot;.&lt;br /&gt;
[[File:Beretta92F EarlyModel.jpg|thumb|none|300px|Beretta 92F - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Beretta92Fmovieposter BOCW.jpg|thumb|none|600px|The movie &amp;quot;Hot 'Nuff&amp;quot; with the Beretta 92F.]]&lt;br /&gt;
&lt;br /&gt;
==China Lake Grenade Launcher==&lt;br /&gt;
The [[M79 grenade launcher|M79]]'s master calling card shows a [[China Lake Launcher]] instead of a proper M79.&lt;br /&gt;
[[File:China Lake.jpg|thumb|none|450px|China Lake Launcher - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
Two [[Colt SAA]] revolvers are seen in the &amp;quot;Dead Still&amp;quot; calling card.&lt;br /&gt;
[[File:ColtSAALongBarrel.jpg|thumb|none|300px|Colt Single Action Army with 7.5&amp;quot; barrel known as the &amp;quot;Cavalry&amp;quot; model - .45 Long Colt]]&lt;br /&gt;
[[File:BOCW-SAACard.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
[[Enfield L85A2]] rifles are seen in the &amp;quot;Hardcore Kill Collector&amp;quot; calling card.&lt;br /&gt;
[[File:L85A2Iron.jpg|thumb|none|450px|L85A2 with iron sights - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BOCW CC L85.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Sci-Fi Rifle==&lt;br /&gt;
A fictional sci-fi rifle inspired by the [[M41A Pulse Rifle]] from the ''Alien'' franchise is featured in posters for the fictional movie &amp;quot;Two Days On The Moon&amp;quot; in the map Express.&lt;br /&gt;
[[File:M41a02.jpg|thumb|none|450px|Opposite side view of an M41A Pulse Rifle from ''Aliens''.]]&lt;br /&gt;
[[File:BOCW alien rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Sniper Rifle==&lt;br /&gt;
A fictional sniper rifle seemingly based on the &amp;quot;Sniper Rifle&amp;quot; from ''[[Fallout 3]]'' appears in the &amp;quot;Saving PhD Ryan&amp;quot; campaign calling card.&lt;br /&gt;
[[File:FNV_Sniper_Rifle.jpg|thumb|none|450px|The &amp;quot;Sniper Rifle&amp;quot; from ''Fallout 3''.]]&lt;br /&gt;
[[File:BOCW CC F3SR.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Handflammpatrone DM34==&lt;br /&gt;
Handflammpatrone DM34 single-shot incendiary pistols are used in two executions - Woods' &amp;quot;Spare A Light&amp;quot; and Kitsune's &amp;quot;Tortured&amp;quot;.&lt;br /&gt;
[[File:Handflammpatrone.jpg|thumb|none|350px|Handflammpatrone DM34]]&lt;br /&gt;
&lt;br /&gt;
==IWI Galil ACE 21==&lt;br /&gt;
A soldier wields two [[Galil ACE 21]]s in the &amp;quot;Armed To The Teeth&amp;quot; calling card.&lt;br /&gt;
[[File:Galil ACE 21.jpg|thumb|none|450px|IWI Galil ACE 21 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
What appears to be [[M1 Garand]]s are seen on the &amp;quot;Down Range&amp;quot; bundle picture.&lt;br /&gt;
[[File:M1 Garand.jpg|thumb|none|450px|M1 Garand - .30-06.]]&lt;br /&gt;
[[File:BOCW-DownRange.jpg|thumb|none|600px|The last WWII-style American soldier on the right carries the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==M114 155 mm howitzer==&lt;br /&gt;
M114 155 mm howitzers are seen in firebase Ripcord in the mission &amp;quot;Fracture Jaw&amp;quot;. The &amp;quot;Artillery&amp;quot; scorestreak also consists of a barrage from M114 155 mm howitzers.&lt;br /&gt;
[[File:M114 155m howitzer.jpg|thumb|none|450px|M114 Howitzer - 155mm]]&lt;br /&gt;
[[File:M114Scorestreak BOCW.jpg|thumb|none|600px|The selection menu artwork for the &amp;quot;Artillery&amp;quot; scorestreak shows an M114 battery. This reflects their usage in the context of the Vietnam War through the game's Southeast Asian multiplayer maps are set in the 80s.]]&lt;br /&gt;
[[File:BOCW-M114Howitzer.jpg|thumb|none|600px|The barrels of the howitzers can be seen in the distance.]]&lt;br /&gt;
&lt;br /&gt;
==M20 &amp;quot;Super Bazooka&amp;quot;==&lt;br /&gt;
An [[M20 &amp;quot;Super Bazooka&amp;quot;]] is seen in Vietnam War archival footage in the intro of &amp;quot;Fracture Jaw&amp;quot;.&lt;br /&gt;
[[File:M20 Super Bazooka.jpg|thumb|none|450px|M20 &amp;quot;Super Bazooka&amp;quot; - 3.5&amp;quot; rocket]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Marshal 16&amp;quot;==&lt;br /&gt;
The fictional [[Talk:Call of Duty: Black Ops III#&amp;quot;Marshal 16&amp;quot;|&amp;quot;Marshal 16&amp;quot;]] from ''Black Ops III'' appears as the &amp;quot;Classic Marshal&amp;quot; charm.&lt;br /&gt;
[[File:Marshal16 BO3.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Matchlock Musket==&lt;br /&gt;
A Spanish conquistador firing a [[Matchlock Musket]] is seen in the &amp;quot;Iron Sight Assassin&amp;quot; calling card that could be earned during season 2 at level 180.&lt;br /&gt;
[[file:MatchlockMusket.jpg|thumb|none|450px|European Matchlock musket.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M91/30==&lt;br /&gt;
A scoped [[Mosin-Nagant M91/30]] is seen in the &amp;quot;Power Killer&amp;quot; calling card. A Mosin is also depicted on a huge banner showing the Tiergarten Soviet War Memorial statue in he map Moscow.&lt;br /&gt;
[[file:M9130-Sniper-PE.jpg|thumb|none|450px|Mosin Nagant M1891/30 Sniper Rifle with PE scope - 7.62x54mm R]]&lt;br /&gt;
[[File:BOCW-MosinCard.jpg|thumb|none|600px|The rifle is equipped with a PEM sniper scope instead of the better-known PU scope.]]&lt;br /&gt;
&lt;br /&gt;
==Tippman 98 Custom==&lt;br /&gt;
In Season 4 Reloaded, the map &amp;quot;Rush&amp;quot; from ''Black Ops II'' was added. As with the original map, [[Air Guns#Tippmann 98 Custom|Tippmann 98 Customs]] appear in a store display of paintball guns, despite being anachronistic for the new setting of the 1980s (as opposed to ''BO2'''s 2025 setting).&lt;br /&gt;
[[Image:Tippmann 98 Custom.jpg|thumb|none|400px|Tippmann 98 Custom Paintball Marker - .62 caliber]]&lt;br /&gt;
&lt;br /&gt;
==Tippmann X7 G36==&lt;br /&gt;
In Season 4 Reloaded, the map &amp;quot;Rush&amp;quot; from ''Black Ops II'' was added. As with the original map, Tippmann X7 G36s appear in a store display of paintball guns, despite being anachronistic for the new setting of the 1980s (as opposed to ''BO2'''s 2025 setting).&lt;br /&gt;
[[File:Tippmann X7 G36.jpg|thumb|450px|none|A Tippmann X7 G36 paintball gun.]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified Repeating Rifle==&lt;br /&gt;
A scoped repeating rifle (possibly a [[Marlin Firearms|Marlin]]) is seen briefly in archival footage during the intro of &amp;quot;Brick in the Wall&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Valmet M76F==&lt;br /&gt;
A [[Valmet M76F]] is seen in the City Ripper bundle picture.&lt;br /&gt;
[[File:ValmetM76F.jpg|thumb|none|450px|Valmet M76F with side folding tubular stock - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK==&lt;br /&gt;
A suppressed [[Walther PPK]] is seen held by Adler in the &amp;quot;Action Packed&amp;quot; calling card.&lt;br /&gt;
[[File:WaltherPPkSilenced.jpg|thumb|none|350px|Walther PPK with a sound suppressor - .380 ACP (Brown factory grips).]]&lt;br /&gt;
[[File:BOCW-PPK1Card.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873==&lt;br /&gt;
What appears to be a [[Winchester Model 1873]] is seen in the &amp;quot;One Shot Kill&amp;quot; calling card.&lt;br /&gt;
[[File:Winchester1873.jpg‎|thumb|none|450px|Winchester Model 1873 carbine - 1st generation rifle - 44-40 Winchester]]&lt;br /&gt;
[[File:BOCW CC repeater.jpg‎|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified Selfloading Rifle==&lt;br /&gt;
An unknown self loading rifle of Soviet type is seen on a soldier statue in the multiplayer map Moscow. The statue is based on the Tiergarten Soviet War Memorial in Berlin which actually depicts a Mosin. Curiously, a proper depiction of the soldier complete with the Mosin can be seen on a huge banner in the same map.&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
Three unusable [[Glock 18C]] pistols can be seen hanging on a wall on the multiplayer map &amp;quot;Checkmate&amp;quot;. Their appearance is anachronistic as the map takes place in January 1985, while the Glock 18 was produced in 1986 - the 3rd Generation variants were introduced after 1998. A Glock pistol is also seen in the &amp;quot;Grizzled Veteran Master&amp;quot; calling card.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|300px|Glock 18C (3rd Generation) - 9x19mm. This model has compensator cuts on the slide and barrel to reduce muzzle climb while firing.]]&lt;br /&gt;
[[File:BOCW-Glock.jpg|thumb|none|600px|The pistol in a highly unlikely place to be found, an East German training facility. Despite having the 18C's compensator cuts, the slide markings label it as a standard Glock 18.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Two [[Makarov PM]]s appear on Helen Park's &amp;quot;Scorched&amp;quot;, &amp;quot;Bad Blood&amp;quot;, &amp;quot;Hellion&amp;quot;, and &amp;quot;Commando&amp;quot; outfits, as well as on Samantha Maxis' &amp;quot;Dark Aether&amp;quot; outfit and Portnova's &amp;quot;Handler&amp;quot; outfit. Aleksandra Valentina also carries a holstered one in the Zombies mode cutscenes.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|300px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:BOCW Park Makarovs.jpg|thumb|none|600px|The grips of both Makarovs can be seen in weird waist holsters on her vest.]]&lt;br /&gt;
&lt;br /&gt;
==Sedgley Fist Gun==&lt;br /&gt;
Scattered throughout the CIA Safehouse used as the in-game mission hub are various unusable [[Sedgley Fist Gun|Sedgley Fist Guns]].&lt;br /&gt;
[[File:OPG Glove device.jpg|thumb|none|325px|Sedgley Fist Gun - .38]]&lt;br /&gt;
[[File:SedgleyFistGun BOCW.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:SedgleyFistGun2 BOCW.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Strife&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;Strife&amp;quot; pistol from ''[[Call of Duty: Black Ops 4|Black Ops 4]]'' can be seen on a table in the side mission &amp;quot;Operation Red Circus&amp;quot;. Unusable and completely anachronistic to the game's setting, the gun was likely originally used as a placeholder during the mapping process that went overlooked and wasn't removed.&lt;br /&gt;
[[File:S&amp;amp;WSigma9F.jpg|thumb|none|300px|Smith &amp;amp; Wesson Sigma SW9F - 9x19mm Parabellum]]&lt;br /&gt;
[[File:S&amp;amp;W SD40.jpg‎|thumb|none|300px|Smith &amp;amp; Wesson Sigma SD40 - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:S&amp;amp;W M&amp;amp;P 2.0.jpg|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P 2.0 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BOCWStrife.jpg|thumb|none|600px|Mason takes the time out of chasing a known enemy of the state to admire a time-traveling literal space pistol. While one could chalk it up to THE NUMBERS making him hallucinate guns that wouldn't exist for at least five (and at most seven) decades more, its appearance in the multiplayer map based off of this mission (Crossroads, taking place in 1983) marks it as a placeholder that never got removed.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33==&lt;br /&gt;
The [[Tokarev TT-33]] is used by some Red Army soldiers in the intro cutscene of the Zombies map Die Maschine.&lt;br /&gt;
[[File:TT-33-Wartime.jpg|thumb|none|300px|Tokarev TT-33 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:BOCWMaschine-TT1.jpg|thumb|none|600px|One soldier points his Tokarev at a suspicious German.]]&lt;br /&gt;
[[File:BOCWMaschine-TT2.jpg|thumb|none|600px|The cameraman defends himself with a TT-33.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
Unusable [[AKM]] rifles can be seen next to the Glock 18 pistols in the multiplayer map &amp;quot;Checkmate&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
The [[SVT-40]] is used by some Red Army soldiers in the intro cinematic of the Zombies map Die Maschine.&lt;br /&gt;
[[File:SVT-40.jpg|thumb|none|450px|Tokarev SVT-40 - 7.62x54mmR]]&lt;br /&gt;
[[File:BOCWMaschine-PPShSVT.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BOCWMaschine-SVT.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1591381</id>
		<title>Call of Duty: Black Ops Cold War</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1591381"/>
		<updated>2023-07-16T14:59:06Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: /* IMI Galil ARM */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: Black Ops Cold War&lt;br /&gt;
|picture=CODBOCWCover1.jpeg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=November 13, 2020&lt;br /&gt;
|developer=Treyarch, Raven Software&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: Black Ops Cold War''''' is a first-person shooter developed by Treyarch and Raven Software and published by Activision. It is the sixth game in the ''Black Ops'' series and the seventeenth in the ''Call of Duty'' series. It is also a direct sequel to ''[[Call of Duty: Black Ops]]''. Like previous games in the series, it is composed of three main modes of play, a single-player campaign, a player-vs-player multiplayer mode, and a 1-4 player cooperative zombies mode. &lt;br /&gt;
&lt;br /&gt;
The campaign's setting takes place primarily in 1981 with several flashbacks dating to 1968 during the Vietnam War, and the zombies and multiplayer mode take place simultaneously in 1984, hence, certain weapons are available in these modes that aren't present in the campaign because of the time difference. The player character is a new, customizable operative codenamed &amp;quot;Bell&amp;quot;, who is part of a CIA task force, including Alex Mason, Frank Woods, and Jason Hudson, out to stop a Soviet agent codenamed &amp;quot;Perseus&amp;quot; (based on the real-life conspiracy) from carrying out a decades-long plan that could radically alter the balance of power of the Cold War.&lt;br /&gt;
&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;
=Overview=&lt;br /&gt;
''Black Ops Cold War'' maintains several weapon features from the 2019 ''Modern Warfare'', including Gunsmith and the ability to reload while aiming down sights.&lt;br /&gt;
&lt;br /&gt;
The game features an extensive swimming and underwater mechanic which inaccurately depicts weapons as being able to be fired underwater, something which would lead to malfunctions and possible complete weapon failures (i.e. exploded barrels) in reality, not to mention projectiles can't travel more than a few feet in such environment. Also, bullet velocities for most of the weapon are much slower in-game than in real life, and some weapons unrealistically share the same velocities despite their different calibers and designs.&lt;br /&gt;
&lt;br /&gt;
While Gunsmith offers a wide variety of attachments to equip, it lacks several features from ''Modern Warfare''. It also features some ''staggeringly'' poor attachment descriptions filled with inaccuracies and misused terms. For example, STANAG is used as a catch-all term for extended magazines, despite the real usage being almost the exact opposite of such an idea.&lt;br /&gt;
&lt;br /&gt;
Many of the cosmetic blueprints feature cerakoted designs which is anachronistic for the 80s as cerakoted weapons started appearing at some point in the 2000s or 2010s. In addition to this, heavily altered &amp;quot;Mastercraft&amp;quot; variants feature altered inspection animations.&lt;br /&gt;
&lt;br /&gt;
Weapons from ''Black Ops Cold War'' also make appearances in ''Call of Duty: Warzone'', a standalone battle royale game mode originally released for (and developed on) ''[[Call of Duty: Modern Warfare (2019)]]''. While most weapons are identical between BOCW and ''Warzone'', a number of weapons, especially the ones added post-release, have more detailed animations in ''Warzone''. More rarely, some BOCW weapons have different weapon models when implemented in ''Warzone''.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] appears under the name &amp;quot;Diamatti&amp;quot;. It holds 15 rounds by default, despite having a visibly extended magazine. It also has a slightly shorter barrel by default; the “7.2&amp;quot; Reinforced Heavy” barrel attachment gives it a more correct barrel length, though this one is shown as fluted. Soviet forces use it in the campaign (which is incorrect, as they would use the [[Stechkin APS]] or the APB instead, though it fires in automatic mode), along with Alex Mason in &amp;quot;Echoes of a Cold War&amp;quot;; nevertheless, its scarce appearance would not be suitable for any sort of military during the game's time period.&lt;br /&gt;
&lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm]]&lt;br /&gt;
[[File:M93Rpreview BOCW.jpg|thumb|none|600px|The Beretta 93R in Gunsmith.]]&lt;br /&gt;
[[File:Beretta93rIdle BOCW.jpg|thumb|none|600px|Sims wielding a &amp;quot;Diamatti&amp;quot; in Angola.]]&lt;br /&gt;
[[File:Beretta93rADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:Beretta93rInspect BOCW.jpg|thumb|none|600px|Sims admires what is possibly the most accurate Beretta 93R weapon model in a Call of Duty game to date.]]&lt;br /&gt;
[[File:Beretta93rInspect2 BOCW.jpg|thumb|none|600px|Pulling back the slide for a brass check.]]&lt;br /&gt;
[[File:Beretta93rReload BOCW.jpg|thumb|none|600px|Swapping magazines during a reload.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] is featured in the game, simply referred to as &amp;quot;1911&amp;quot; and featuring a nickel finish similar to the multiplayer 1911 weapon model from ''[[Call of Duty: Black Ops|Black Ops]]''. In the campaign, it is the main sidearm of almost everyone, including the Soviet and North Vietnamese forces, who would much more likely use the [[Makarov PM]] or [[Tokarev TT-33]] as their sidearms. It incorrectly holds 8 rounds in a standard 7-round magazine. Performing takedowns in loud combat also involve the use of the M1911A1 regardless of faction.&lt;br /&gt;
&lt;br /&gt;
In alpha, beta, and pre-release materials, the M1911 appears with a parkerized finish and brown grips. The &amp;quot;Wingman&amp;quot; skin from the &amp;quot;Air Sea Land Pack&amp;quot; for the Ultimate Edition is also an M1911A1, featuring a paint-job similar to that of the P-51 Mustang fighters during WWII. The M1911A1 is also used in the Overpower finishing move.&lt;br /&gt;
&lt;br /&gt;
[[File:NickelPlatedM1911A1.jpg|thumb|none|300px|Nickel Plated Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:1911preview BOCW.jpg|thumb|none|600px|The M1911A1 in Gunsmith.]]&lt;br /&gt;
[[File:1911Idle BOCW.jpg|thumb|none|600px|The M1911A1 in Angola.]]&lt;br /&gt;
[[File:1911ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:1911Inspect BOCW.jpg|thumb|none|600px|Inspecting the M1911.]]&lt;br /&gt;
[[File:1911Inspect2 BOCW.jpg|thumb|none|600px|Inspecting its other side.]]&lt;br /&gt;
[[File:1911reload BOCW.jpg|thumb|none|600px|Much like the 1911 in [[Call of Duty: Modern Warfare (2019)]], the 1911 in Black Ops Cold War features a nice detail in the slide stop engaging the slide after the last round is fired from a magazine.]]&lt;br /&gt;
[[File:1911reload2 BOCW.jpg|thumb|none|600px|The standard reload involves power slinging the slide, there are magazine options that change that to an animation where the player character hits the slide stop.]]&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:BOCW-M1911-2.jpeg|thumb|none|600px|The M1911A1 with a parkerized finish in the alpha multiplayer loadout menu.]]&lt;br /&gt;
[[File:BOCW-1911-1.jpg|thumb|none|600px|The M1911 tucked in Adler's pants in a pre-release trailer. In the final game, the player grabs the pistol to take down a guard - even though they have their own suppressed 1911 at this point with no way to replace it.]]&lt;br /&gt;
[[File:BOCW M1911 trailer silencer.jpg|thumb|none|600px|A suppressed M1911A1 is racked in the multiplayer reveal trailer. Note the Ak 5 with what appears to be Advanced Armament Corporation OMNI 5.56mm suppressor which doesn't appear in actual multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle==&lt;br /&gt;
An anachronistic and visually altered [[Desert Eagle]] fitted with a Laser Products Corporation LPC Model 7 laser sight and an enormous muzzle brake appears as the &amp;quot;Hand Cannon&amp;quot; in the campaign mission &amp;quot;Desperate Measures&amp;quot;. Inspiration for the weapon appears to come from the laser sighted [[AMT Hardballer]] from ''[[The Terminator]]''. Perhaps taking its moniker a little too literally, it fires explosive rounds. The campaign version feeds from an 8-round magazine (which could or could not be correct, its caliber never being stated) and cannot be reloaded; once all eight rounds have been fired, it is discarded. While still inappropriate because of its extreme rarity, the [[AMC Auto Mag Pistol]] (1969) could've been a better fit for the game's time period.&lt;br /&gt;
&lt;br /&gt;
It was added as the &amp;quot;Hand Cannon&amp;quot; streak in Season 4 (with an updated model and animations, which was retroactively applied to the campaign version), with 10 extremely powerful explosive rounds that can take out any streak you can shoot in one to four shots. It is the primary weapon of choice for the &amp;quot;One in the Chamber&amp;quot; gamemode. Its scorestreak icon shows a more accurate rendition of a Desert Eagle, though this one is an even more anachronistic picatinny railed Mark XIX than the Mark VII on which the actual weapon is based. The laser is now green, and aiming uses ironsights mounted on top of the laser. Its role is similar to the &amp;quot;Annihilator&amp;quot; revolver from ''[[Call of Duty: Black Ops III|BO3]]'' and ''[[Call of Duty: Black Ops 4|BO4]]'', even reusing the sounds of that gun from those games.&lt;br /&gt;
&lt;br /&gt;
[[File:DesertEagleMarkVIInickel.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark VII with nickel finish - .44 Magnum]]&lt;br /&gt;
[[Image:Longslide2.jpg|thumb|none|600px|The AMT Hardballer Longslide/LPC Model 7 laser sight combo from ''The Terminator'' which appears to have been the inspiration for the &amp;quot;Hand Cannon&amp;quot;. The in-game laser is incorrectly depicted as being switched on by pressing a fictional button at the rear, while the real thing has a separate switch connected via cables.]]&lt;br /&gt;
[[File:Desert eagle picatinny.JPG|thumb|none|350px|Magnum Research Desert Eagle Mark XIX, current production model with Picatinny railed barrel - .44 Magnum]]&lt;br /&gt;
[[File:COD CW Deagle Menu.jpg|thumb|none|600px|The &amp;quot;Hand Cannon&amp;quot; in the multiplayer menu. The description incorrectly calling it a &amp;quot;revolver&amp;quot; was reused from Black Ops 3/4, though the word has been changed to &amp;quot;handgun&amp;quot; after an update. A round can be seen in the spare magazine.]]&lt;br /&gt;
[[File:BOCWDeagle3rd.jpg|thumb|none|600px|Bell stops admiring his nice shoes to look upon the mutant Deagle in the middle of the KGB headquarters, of all places. This is the only place in the campaign it can be found.]]&lt;br /&gt;
[[File:BOCWDeagle.jpg|thumb|none|600px|Bell holds the Hand Cannon as he awaits enemy forces about to barge into the room. Here the laser sight can be seen more clearly.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Magnum&amp;quot;==&lt;br /&gt;
The &amp;quot;Magnum&amp;quot; is a fictional hybrid revolver that appears to have some influence from a variety of revolvers such as [[Smith &amp;amp; Wesson#Revolvers|Smith &amp;amp; Wesson]], [[Ruger#Revolvers|Ruger]], [[Arminius HW Revolver Series|Arminius]], Alfa, [[Astra#Revolvers|Astra]] and the [[Colt Trooper]]. The rear of the frame and the angle of the grip give it a strong resemblance to the G&amp;amp;G G733 airsoft revolver. The names of some of its muzzle attachments suggest that it is chambered in .45 ACP (misnamed &amp;quot;.45 APC&amp;quot;); this would contradict both the &amp;quot;Magnum&amp;quot; name, and its Warzone incarnation's stated chambering (.357 Magnum). Like other revolvers in previous ''Black Ops'' games, it is reloaded with single rounds by default, and still has the reload logic errors of the player character reloading only the rounds needed to refill the cylinder in gameplay despite the reload animation showing the entire cylinder being ejected.&lt;br /&gt;
&lt;br /&gt;
The Magnum can also accept a suppressor, even though it almost certainly wouldn't work on the revolver in reality due to the gap between the cylinder, which would leak enough propellant gases to render the suppressor useless. The Magnum also has nonsensical 9-round and 12-round cylinders as attachment options; these cylinders are completely identical to the base cylinder dimensionally, with the amount of rounds held in them ''visibly'' remaining 6 rounds. They're only different in their shapes, being an unfluted cylinder and a [[Mateba]]-like hexagonal cylinder respectively. These cylinder options are also very incorrectly referred to as magazines in their attachment names.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Minted&amp;quot; blueprint gives the revolver a barrel that appears similar to the anachronistic [[Smith &amp;amp; Wesson Model 986]], while others give it a [[Dan Wesson]]-style heavy barrel.&lt;br /&gt;
[[File:G&amp;amp;G G733.jpg|thumb|none|350px|'''Airsoft''' G&amp;amp;G G733 airsoft revolver]]&lt;br /&gt;
[[File:ColtPython6In.jpg|thumb|none|350px|Colt Python with 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:TrooperMKV.jpg|thumb|none|350px|Colt Trooper MK V with straight wood grips and a 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:S&amp;amp;WModel17A.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 17-6 - .22LR]]&lt;br /&gt;
[[File:Ruger Speed 6.jpg|thumb|none|350px|Ruger Speed Six with blued finish and 2.75-inch barrel - .357 Magnum]]&lt;br /&gt;
[[File:Astra357-01.jpg|thumb|none|350px|Astra 357, 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:Revolverpreview BOCW.jpg|thumb|none|600px|A close up look of the &amp;quot;Magnum&amp;quot; in Gunsmith, showing its many design inspirations - the sights come from Smith &amp;amp; Wesson revolvers, the cylinder, hammer, trigger &amp;amp; trigger guard from a Colt Python, the barrel seems to be a mix between that of a Python and a Colt Trooper (complete with a partial underlug rather awkwardly merged into a full one), and a Ruger-style recoil shield; the latter is supposed to have the cylinder release mounted on it, but the designer instead decided to put a conventional Astra-esque cylinder release behind it, forcing them to rather awkwardly stretch the frame forward to fit both.]]&lt;br /&gt;
[[File:Revolveridle BOCW.jpg|thumb|none|600px|The mutant &amp;quot;Magnum&amp;quot;, an amalgamation of the leading revolver brands.]]&lt;br /&gt;
[[File:RevolverADS BOCW.jpg|thumb|none|600px|Aiming down the Smith &amp;amp; Wesson sights.]]&lt;br /&gt;
[[File:Revolverinspect BOCW.jpg|thumb|none|600px|Inspecting the revolver involves flipping the Colt cylinder out.]]&lt;br /&gt;
[[File:Revolverinspect2 BOCW.jpg|thumb|none|600px|Inspecting the Colt-esque barrel.]]&lt;br /&gt;
[[File:Revolverreload BOCW.jpg|thumb|none|600px|Reloading by dumping all rounds in the cylinder.]]&lt;br /&gt;
[[File:Revolverreload2 BOCW.jpg|thumb|none|600px|The default reload animation has the player character individually insert rounds off screen; depending on the cylinder you choose in Gunsmith, a speed loader may be used instead (though dual-wielding will always reload both at once). The animation finishes with a wince-inducing flick of the wrist to shut the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Tranquilizer Gun&amp;quot;==&lt;br /&gt;
A hybrid of a [[Ruger Mk II]] and a [[Welrod]] mocked up to be a tranquilizer pistol is used by Bell in the campaign. The detachable magazine holds 8 rounds, and the animations are reused from the M1911 listed above. The bolt from the Welrod is used as a slide when it locks back on an empty magazine, however, the weapon does not eject casings of any kind, which begs the question of what the slide actually does. Some sort of air canister is seen under the barrel, and the weapon makes noises comparable to compressed air being released, which makes sense.&lt;br /&gt;
[[File:Ruger Mark II MK512.jpg|thumb|none|300px|Ruger Mark II - .22 LR]]&lt;br /&gt;
[[File:HPIM0965.jpg|thumb|none|300px|Welrod Mark II - .32 ACP.]]&lt;br /&gt;
[[File:TranqPistolEvidence BOCW.jpg|thumb|none|600px|From this angle, the grip is very clearly inspired by the Ruger Mk II.]]&lt;br /&gt;
[[File:TranqPistol BOCW.jpg|thumb|none|600px|But the ejection port and large knurled breech charging handle is very much Welrod-like.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
A [[Heckler &amp;amp; Koch MP5K]] with a collapsible stock and a threaded barrel is available as the &amp;quot;MP5&amp;quot;. It has an aftermarket and anachronistic Vector Arms MP5K style handstop handguard with perforations instead of a vertical foregrip by default. It uses an HK claw mount with an anachronistic rail when equipping optics. It can be customized into a number of MP5 variants as seen below, having a wide latitude of barrel and stock configurations akin to ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''.&lt;br /&gt;
&lt;br /&gt;
While not anachronistic for the 80s segments, the MP5K is used by US troops in Bell's Vietnam War flashbacks, which is both inaccurate and anachronistic (the MP5K was developed in 1976, and while the standard MP5 was first developed in 1966, it didn't see any form of service in Vietnam until 1975 as the MP5SD with the Green Berets). In this case (along with certain other weapons in the Vietnam missions), it can somewhat be excused by the fact that these are false flashbacks mixed with hallucinations. It is inaccurate for the East German police to be wielding MP5Ks during &amp;quot;Brick in the Wall&amp;quot;, where they would be using Soviet-manufactured rifles, carbines or submachine guns; the same goes with the Spetsnaz forces in other missions as well as the Cuban Revolutionary Armed Forces in &amp;quot;End of the Line&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
All blueprint variants of the MP5 have the same lower receiver as those of ''Modern Warfare'' (being based on the receiver of a [[PTR 9KT]], which is incredibly anachronistic to ''Cold War''), with the triangular parts still facing the opposite direction compared to real S-E-F lowers.&lt;br /&gt;
[[File:Heckler &amp;amp; Koch MP5K fitted with a A3 stock.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K &amp;quot;Reverse Stretch&amp;quot; with A3 stock - 9x19mm]]&lt;br /&gt;
[[File:MP5Kpreview BOCW.jpg|thumb|none|600px|The MP5K in Gunsmith. Note the gripless handguard resembling modern [https://hkparts.net/product/hk-mp5k-sp89-sp5k-forearm-with-handstop-usa-p16466.htm American examples] with added vent holes for creativity points.]]&lt;br /&gt;
[[File:MP5KIdle BOCW.jpg|thumb|none|600px|The MP5K used on board a Soviet salvage ship.]]&lt;br /&gt;
[[File:MP5KInspect BOCW.jpg|thumb|none|600px|Inspecting the default 30 round magazine of the MP5K.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A3===&lt;br /&gt;
The weapon has some barrel attachments that turn it into a full-sized [[MP5A3]]. The “9.5&amp;quot; Extended” barrel has an original slimline handguard, while the “9.5&amp;quot; Ranger” has a &amp;quot;tropical&amp;quot; wide handguard.&lt;br /&gt;
[[File:H&amp;amp;KMP5A3slimforearm.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; handguard - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5A3.jpg|thumb|none|600px|The MP5A3 with a &amp;quot;[[Talk:Call_of_Duty:_Black_Ops_Cold_War#X-Products_9mm_50_round_drum|STANAG 50 Rnd Drum]]&amp;quot; and &amp;quot;Collapsed Stock&amp;quot;.]]&lt;br /&gt;
[[File:MP5A3Idle BOCW.jpg|thumb|none|600px|An MP5A3 in Moscow.]]&lt;br /&gt;
[[File:MP5A3Inspect BOCW.jpg|thumb|none|600px|Turning it over to look at the ejection port and the &amp;quot;40 Rnd Speed Mag&amp;quot;, which is a slightly longer version of the early straight &amp;quot;waffle&amp;quot;-style magazine.]]&lt;br /&gt;
[[File:MP5A3Inspect2 BOCW.jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:MP5A3ADS BOCW.jpg|thumb|none|600px|Looking through the iron sights.]]&lt;br /&gt;
[[File:MP5A3.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with &amp;quot;tropical&amp;quot; wide handguard - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2===&lt;br /&gt;
The combination of the aforementioned barrel with the &amp;quot;Tactical Stock&amp;quot; turns the gun into an [[MP5A2]].&lt;br /&gt;
[[File:HK MP-5 A3.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with original &amp;quot;slimline&amp;quot; handguard and straight &amp;quot;waffle&amp;quot;-style magazine - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5A2.jpg|thumb|none|600px|The MP5A2 from the public beta with a &amp;quot;40 Rnd Speed Mag&amp;quot;. The &amp;quot;Salvo 50 Rnd Fast Mag&amp;quot; uses the same magazine model for some reason, albeit with a different tape and pull loop.]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A2WideForearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with &amp;quot;tropical&amp;quot; wide handguard - 9x19mm]]&lt;br /&gt;
[[File:MP5A2gunsmith BOCW.jpg|thumb|none|600px|The post launch MP5A2, with the &amp;quot;tropical&amp;quot; handguard.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
Combining either of the sound suppressors with the “9.5&amp;quot; Ranger” barrel configurations produces a [[Heckler &amp;amp; Koch MP5SD]] configuration. The “9.5&amp;quot; Extended” and “9.5&amp;quot; Reinforced Heavy” barrels also create an MP5SD with the handguard missing.&lt;br /&gt;
[[File:MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 with S-E-F trigger group - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5SD2.jpg|thumb|none|600px|An MP5SD2 configuration from the public beta with the &amp;quot;Agency Suppressor&amp;quot;.]]&lt;br /&gt;
[[File:MP5SD2gunsmith BOCW.jpg|thumb|none|600px|The post launch MP5SD2 in gunsmith preview.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
Ditto to the above configuration but with the default or one of the collapsible stock variants produces an MP5SD3.&lt;br /&gt;
[[File:MP5SD3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5SD3.jpg|thumb|none|600px|The MP5SD3 with the &amp;quot;Sound Suppressor&amp;quot; and &amp;quot;Jungle-Style Mag&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9 Hybrid==&lt;br /&gt;
A mildly fictionalized [[Intratec TEC-9]] was added with season five. It is depicted with the bolt assembly and charging handle of an [[Interdynamic KG-9]], although it is shown firing from a closed bolt like an actual TEC-9. It also has the front sight of a [[PPSh-41]] and the stock of an Interdynamic MP-9, though the latter can be removed with the &amp;quot;No Stock&amp;quot; attachment. When equipping grip attachments, it uses the base of the factory grip with the actual grip chopped off and replaced with the grip attachment of choice.&lt;br /&gt;
&lt;br /&gt;
It fires in semi-auto by default, but there are attachments that convert it into full-auto (the fire rate of which appears to be slower than in real life) and an inaccurate burst fire mode. It incorrectly holds 21 and 24 rounds (in multiplayer and Warzone respectively) in the actual 32-round magazine, presumably to prevent a burst from having less than 3 rounds.&lt;br /&gt;
&lt;br /&gt;
In terms of chronology, while the earlier MP-9/KG-9 was produced from 1981 (thus being borderline period appropriate for the 1981-1985 multiplayer maps), the TEC-9 has the post-1987 rear sight, rendering it anachronistic for the game.&lt;br /&gt;
&lt;br /&gt;
Dual TEC-9s are used by Perseus operative Kitsune in the season five cinematic trailer. The weapon is also seen in the &amp;quot;Harbinger Of Doom&amp;quot; calling card.&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 (post-1987 version) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:InterDynamicKG99.jpg|thumb|none|300px|Interdynamic KG-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Interdynamic MP-9.jpg|thumb|none|450px|Interdynamic MP-9 with foregrip and telescoping stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Tec9preview BOCW.jpg|thumb|none|600px|The mutant TEC-9 in the preview screen for the season 5 battlepass.]]&lt;br /&gt;
[[File:Tec9idle BOCW.jpg|thumb|none|600px|The TEC-9 in action in the slums of Panama City.]]&lt;br /&gt;
[[File:Tec9ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Tec9inspect BOCW.jpg|thumb|none|600px|Inspecting the gun. Note how, in addition to having the KG-9's bolt and charging handle, it also has its safety notch; the TEC-9 instead used the charging handle itself as a safety, pushing it into the bolt instead of using it to lock the bolt back.]]&lt;br /&gt;
[[File:Tec9inspect2 BOCW.jpg|thumb|none|600px|Checking out the closed bolt on a stock TEC-9]]&lt;br /&gt;
[[File:Tec9reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Tec9reload2 BOCW.jpg|thumb|none|600px|Note the various markings and warnings stamped into the polymer lower.]]&lt;br /&gt;
[[File:Tec9reload3 BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Tec9reload4 BOCW.jpg|thumb|none|600px|Charging the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;KSP 45&amp;quot;==&lt;br /&gt;
The &amp;quot;KSP 45&amp;quot; is a fictional 3-round burst submachine gun, only appearing in multiplayer. The overall shape is similar to the [[T2 MK5|Australian Automatic Arms 9mm SAC]], but takes other cues from submachine guns such as the [[Heckler &amp;amp; Koch UMP45]] with its boxy design, selector switch style, and charging handle with lock open feature (though it is depicted on the right side rather than the left). It has an AR-like bolt release and an AK trigger guard with paddle magazine release. Notably, it also resembles the &amp;quot;MACHT 37&amp;quot; frankengun from ''[[Metal Gear Solid V: The Phantom Pain]]''. Its buttstock seems to combine the socket of a solid MP5 stock, the shape of one from the the AAA SAC or the Wieger StG-940, H&amp;amp;K G3 style sling attachment point and the foldability of the UMP stock; the &amp;quot;Tactical Stock&amp;quot; and &amp;quot;SAS Combat Stock&amp;quot; attachments swap this out for a [[PSG-1]]-style stock (without or with a cheek rest, respectively), while the &amp;quot;Wire Stock&amp;quot; attachment gives it a shortened Romanian AK wire stock and the &amp;quot;Duster Stock&amp;quot; gives it a UMP-style stock. Curiously, the &amp;quot;42 Rnd&amp;quot; and &amp;quot;48 Rnd STANAG&amp;quot; magazine attachments, while referred to as drums, are actually shrunken-down HK21 machine gun belt boxes with feed towers instead of belt feed openings; the &amp;quot;42 Rnd Speed Mag&amp;quot; and &amp;quot;SALVO 48 Rnd Fast Mag&amp;quot; are [[Spectre M4]]-esque quad stack mags (of the exact same size, with the only difference being the latter's cloth shroud). &lt;br /&gt;
&lt;br /&gt;
Although it isn't normally written in all caps, &amp;quot;Ksp&amp;quot; is the Swedish abbreviation for &amp;quot;machine gun&amp;quot; (short for ''Kulspruta''); however, the trademarks on the right side of the &amp;quot;KSP 45&amp;quot; identify it as a &amp;quot;Kühn &amp;amp; Schmidt MP-U&amp;quot; and state that it is of West German origin. There is also a &amp;quot;WARNING REFER TO OWNER'S MANUAL&amp;quot; stamp above the fire selector, which is similar to the markings on nonmilitary UMPs and USCs.&lt;br /&gt;
&lt;br /&gt;
It is also depicted as being used by a Vietcong guerilla in the &amp;quot;Brap Brap&amp;quot; calling card implying that it was used in Vietnam in the ''Black Ops'' universe.&lt;br /&gt;
[[File:AAA SAC 9mm.jpg|thumb|none|450px|Australian Automatic Arms 9mm SAC - 9x19mm]]&lt;br /&gt;
[[File:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:HKMP2000Prototype.jpg|thumb|none|450px|Experimental H&amp;amp;K MP2000 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:KSP45preview BOCW.jpg|thumb|none|600px|The &amp;quot;KSP 45&amp;quot; up close. At full size, the fire selector's 3 positions - &amp;quot;SAFE&amp;quot;, &amp;quot;BURST&amp;quot;, and &amp;quot;AUTO&amp;quot; - can be seen; ignoring the rather obvious fact that the weapon can't be set to full-auto in-game, the lack of a semi-auto position on a select-fire weapon is rather bizarre. Somewhat amusingly, the former is accompanied by a single large white block, while the latter features three small ones, and the three-round-burst position only features two.]]&lt;br /&gt;
[[File:KSP45Idle BOCW.jpg|thumb|none|600px|Holding the KSP 45.]]&lt;br /&gt;
[[File:KSP45ADS BOCW.jpg|thumb|none|600px|Aiming down the sights - here, the folding stock hinge is easily visible.]]&lt;br /&gt;
[[File:KSP45Inspect BOCW.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:KSP45Inspect2 BOCW.jpg|thumb|none|600px|Inspecting the right side. Note the UMP charging handle present over the ejection port and the small AR like brass deflector.]]&lt;br /&gt;
[[File:KSP45reload BOCW.jpg|thumb|none|600px|Reloading the KSP. Note the UMP like handguard covered with checkered texture like the early MP5 slimline forearm.]]&lt;br /&gt;
&lt;br /&gt;
==LAPA SM Modelo 3==&lt;br /&gt;
The [[LAPA SM Modelo 3]] was added during Season 6, under the name &amp;quot;LAPA&amp;quot; (an odd name, as LAPA is the manufacturer of the weapon). The SM Modelo 3 was a prototype weapon with only one example ever made rendering it virtually impossible to be used in any meaningful combat capacity. Appropriate submachine guns of Brazilian origin would either be the INA Model 953 (1950), a modification of the [[Madsen M50]] chambered in .45 ACP or the extremely simple-to-manufacture Mekanika Uru (1977).&lt;br /&gt;
[[File:LAPA SM MOD 3.jpg|thumb|none|450px|LAPA SM Modelo 3 - 9x19mm]]&lt;br /&gt;
[[File:LAPABPpreview BOCW.jpg|thumb|none|600px|The &amp;quot;LAPA&amp;quot; in the preview menu screen.]]&lt;br /&gt;
[[File:LAPAidle BOCW.jpg|thumb|none|600px|The &amp;quot;LAPA&amp;quot; and its owner checking out a parking garage in Miami Beach.]]&lt;br /&gt;
[[File:LAPAADS BOCW.jpg|thumb|none|600px|Aiming down the sights at a shifty looking garage door.]]&lt;br /&gt;
[[File:LAPAinspect1 BOCW.jpg|thumb|none|600px|Inspecting the firearm.]]&lt;br /&gt;
[[File:LAPAinspect2 BOCW.jpg|thumb|none|600px|Checking out the other side.]]&lt;br /&gt;
[[File:LAPAreload1 BOCW.jpg|thumb|none|600px|Reloading after dumping an entire magazine of 9mm into said garage door.]]&lt;br /&gt;
[[File:LAPAreload2 BOCW.jpg|thumb|none|600px|Giving the charging handle a good pull, cocking the gun.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;LC10&amp;quot;==&lt;br /&gt;
The &amp;quot;LC10&amp;quot; is a fictional submachine gun that was added in Season 2. It appears to be based on the [[Walther MPK]], with stylistic elements from (of all things) an [[Accuracy International Arctic Warfare]] sniper rifle ([https://youtu.be/0krEGBnWEag?t=903%20 the developers having stated that in-universe it was made by the same manufacturer as the game's Accuracy International-inspired &amp;quot;LW3 Tundra&amp;quot;]). Its Warzone incarnation was previously stated to be chambered in .45 ACP, but this was later changed to 9mm Parabellum. The muzzle brake and flash guard attachments still have the .45 caliber shown as part of their names (in which case it is mislabeled &amp;quot;.45 APC&amp;quot;). An actual MPK or MPL would be appropriate choices.&lt;br /&gt;
&lt;br /&gt;
[[File:Walther mpk unfolded.jpg|thumb|none|450px|Walther MPK with stock unfolded - 9x19mm]]&lt;br /&gt;
[[File:Arctic Warfare Folding Stock.jpg|thumb|none|450px|Accuracy International AW-F - 7.62x51mm NATO]]&lt;br /&gt;
[[File:LC10loadoutpreview BOCW.jpg|thumb|none|600px|The &amp;quot;LC10&amp;quot; in the loadout menu weapon preview screen. Peculiarly, the wire stock features a cheek pad.]]&lt;br /&gt;
[[File:LC10idle BOCW.jpg|thumb|none|600px|The &amp;quot;LC10&amp;quot; in the rather anachronistic Los Angeles high speed bullet train station ported from ''Black Ops 2''.]]&lt;br /&gt;
[[File:LC10ads BOCW.jpg|thumb|none|600px|Looking through the adjustable rear sight.]]&lt;br /&gt;
[[File:LC10reload1 BOCW.jpg|thumb|none|600px|Reloading from empty involves taking the fresh magazine and flicking the empty mag out by hitting the release paddle with the feed lip.]]&lt;br /&gt;
[[File:LC10reload2 BOCW.jpg|thumb|none|600px|Inserting the new magazine, then charging the bolt.]]&lt;br /&gt;
[[File:LC10inspect1 BOCW.jpg|thumb|none|600px|Much like the AUG, the LC10's transparent polymer magazine models the proper amount of ammunition in each magazine. Despite being depicted as a closed bolt gun, there is no round visible in the breech during the brass check section of the inspect animation.]]&lt;br /&gt;
[[File:LC10inspect2 BOCW.jpg|thumb|none|600px|Note the empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
The [[MAC-10]] was added in Season 1. It is depicted with a custom side cocking charging handle similar to low profile Uzi cocking levers and uses anachronistic front grip adapter and top rail when attaching grip and sight attachments respectively. The side is marked with &amp;quot;Cal .45 Auto&amp;quot;, which is contradicted by the use of a 32-round default magazine, the number &amp;quot;9&amp;quot; as part of some muzzle attachments names, and the use of 9mm Parabellum ammunition in Warzone. The weapon fires correctly from an open bolt in ''Cold War'', but incorrectly from a closed bolt in ''Warzone''.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Quick Judgement&amp;quot; blueprint is based on the Lawgiver MK II pistol from the ''Judge Dredd'' franchise.&lt;br /&gt;
[[File:IngramMAC10.jpg|thumb|none|300px|Ingram MAC-10 - 9x19mm]]&lt;br /&gt;
[[File:MAC10preview BOCW.jpg|thumb|none|600px|The MAC-10 in the battlepass preview screen.]]&lt;br /&gt;
[[File:MAC10idle BOCW.jpg|thumb|none|600px|The MAC-10 being used in a [[Back to the Future|New Jersey mall]].]]&lt;br /&gt;
[[File:MAC10ADS BOCW.jpg|thumb|none|600px|Looking through the basic notch sights. Note the misaligned front and rear sights.]]&lt;br /&gt;
[[File:MAC10inspect1 BOCW.jpg|thumb|none|600px|Inspecting the MAC-10.]]&lt;br /&gt;
[[File:MAC10inspect2 BOCW.jpg|thumb|none|600px|Checking the ejection port.]]&lt;br /&gt;
[[File:MAC10inspect3 BOCW.jpg|thumb|none|600px|Tugging on the charging handle.]]&lt;br /&gt;
[[File:MAC10reload BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:MAC10reload2 BOCW.jpg|thumb|none|600px|And then racking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-02 Kiparis==&lt;br /&gt;
The [[OTs-02 Kiparis]] was added in in the mid-season update for Season 4, under the name &amp;quot;OTs 9&amp;quot;. It is technically anachronistic to the 80s time period of the game, as while it was designed in the seventies, it was first serially produced in 1991. The Sa vz. 82 Skorpion, the aforementioned APS, or the TKB-486 would be better choices for the time period. the It uses 20-round magazines by default, though 25, 30, 32 and 40 round magazines are available as attachments, with the 30 rounder being the only real option. The 30 and 40 rounders are regular magazine extensions, while the 25 and 32 rounders are curved &amp;quot;speed mags&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Kiparis is one of the few weapons to have a distinctly different set of animations in ''Warzone'' compared to ''Cold War''.&lt;br /&gt;
[[File:Kiparis.jpg|thumb|none|450px|KBP OTs-02 &amp;quot;Kiparis&amp;quot; - 9x18mm Makarov]]&lt;br /&gt;
[[File:KiparisPreview BOCW.jpg|thumb|none|600px|The Kiparis in the gunsmith preview screen.]]&lt;br /&gt;
[[File:CW OTs9 idle.jpg|thumb|none|600px|Cpt. Price holds the OTs-02 Kiparis in the middle of a paintball arena.]]&lt;br /&gt;
[[File:CW OTs9 inspectleft.jpg|thumb|none|600px|Inspecting the Russian SMG; note that the selector is incorrectly pointing towards &amp;quot;ОД&amp;quot;, which is for semi-auto.]]&lt;br /&gt;
[[File:CW OTs9 inspectright.jpg|thumb|none|600px|Checking the SMG for any stray flecks of paint, here the bolt handle is clearly visible. It apparently moves independently of the rest of the gun during this animation; at the end (and after firing a shot), the bolt visibly drops down a couple of millimeters, suggesting that the animation doesn't quite loop like it's supposed to.]]&lt;br /&gt;
[[File:CW OTs9 irons.jpg|thumb|none|600px|Aiming down the clear ironsights.]]&lt;br /&gt;
[[File:CW OTs9 tacreload1.jpg|thumb|none|600px|Quickly using the magazine release before an employee notices the time-travelling SAS soldier in the middle of the arena.]]&lt;br /&gt;
[[File:CW OTs9 tacreload2.jpg|thumb|none|600px|Inserting a fresh magazine of 9x18mm Makarov.]]&lt;br /&gt;
[[File:CW OTs9 emptyreload beginflick.jpg|thumb|none|600px|The empty reload procedure involves flicking the magazine out, AK style...]]&lt;br /&gt;
[[File:CW OTs9 emptyreload flick.jpg|thumb|none|600px|...which results in the old magazine being knocked to the floor.]]&lt;br /&gt;
[[File:CW OTs9 emptyreload insert.jpg|thumb|none|600px|The penultimate step - loading a new stick mag.]]&lt;br /&gt;
[[File:CW OTs9 emptyreload bolt.jpg|thumb|none|600px|With an overarm tug on the bolt handle, Price is now free to travel back to [[Call of Duty: Modern Warfare (2019)|his own timeline]], taking his anachronistic SMG with him.]]&lt;br /&gt;
[[File:CW OTs9 melee.jpg|thumb|none|600px|But not before he waves the Kiparis around in the air, showing off the future of Russian SMG design to the bewildered paintball arena employees.]]&lt;br /&gt;
&lt;br /&gt;
==PM-63 RAK==&lt;br /&gt;
The [[PM-63 RAK]] was added during Season 3 as the &amp;quot;AMP63&amp;quot;; unlike its incarnation in ''[[Call of Duty: Black Ops|BO1]]'', it is classified as a pistol. Also unlike that incarnation, it has a correct 15-round capacity by default (with 20-, 22-, and 25-round optional magazines available, the latter being the only real one), as well as a more correct rate of fire. Its foregrip and stock are now permanently folded, and it fires from a closed bolt like the PM-63C variant from the Polish firm &amp;quot;Pioneer Arms Corp&amp;quot;. Additionally, its Warzone incarnation is incorrectly chambered in 9mm Parabellum (a feature of the PM-70 prototype) rather than 9x18mm Makarov.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lawgiver&amp;quot; blueprint is based on the Lawgiver MK II pistol from the ''Judge Dredd'' franchise.&lt;br /&gt;
[[File:PM63.JPG|thumb|none|350px|PM-63 RAK - 9x18mm Makarov]]&lt;br /&gt;
[[File:PM63preview BOCW.jpg|thumb|none|600px|The PM-63 in a loadout menu.]]&lt;br /&gt;
[[File:PM63idle BOCW.jpg|thumb|none|600px|The PM-63 wielded by MI6 operative Park in New Mexico.]]&lt;br /&gt;
[[File:PM63ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:PM63inspect1 BOCW.jpg|thumb|none|600px|Inspecting the Polish submachine gun.]]&lt;br /&gt;
[[File:PM63inspect2 BOCW.jpg|thumb|none|600px|Checking the other side.]]&lt;br /&gt;
[[File:PM63reload1 BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:PM63reload2 BOCW.jpg|thumb|none|600px|Sliding in a new magazine.]]&lt;br /&gt;
[[File:PM63reload3 BOCW.jpg|thumb|none|600px|Racking the slide.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
An anachronistic and heavily stylized [[PP-19 Bizon-2]] (developed in the 1990s) appears under the name &amp;quot;Bullfrog&amp;quot;. It is depicted with a ribbed dust cover resembling that of an [[AS Val]], and the rear sight relocated to the rear of the receiver, along many other cosmetic changes. The default helical magazine only holds 50 rounds instead of 64 or 53 like its real-world counterpart (in 9x18mm Makarov and 9x19mm Parabellum, respectively), and its front attachment point is below the front sight (like the earlier Bizon-1). It has a top-folding stock by default, but can be fitted with a side-folding stock similar to that of other Bizon variants, via the &amp;quot;Duster Stock&amp;quot; or the &amp;quot;KGB Skeletal Stock&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:PP-19 Bizon top-folding stock.jpg|thumb|none|450px|PP-19 Bizon-2-01 with top-folding stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Bizonpreview BOCW.jpg|thumb|none|600px|The &amp;quot;Bullfrog&amp;quot; in Gunsmith. The stock is similar to the Dragunov MA prototype (a trials competitor to the AKS-74U) and the grip is shaped similar to the PP-71, another one of Dragunov's prototypes.]]&lt;br /&gt;
[[File:BizonIdle BOCW.jpg|thumb|none|600px|The &amp;quot;Bullfrog&amp;quot; in-game.]]&lt;br /&gt;
[[File:BizonADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:BizonInspect BOCW.jpg|thumb|none|600px|Inspecting involves popping out the helical magazine for a quick glance.]]&lt;br /&gt;
[[File:BizonInspect2 BOCW.jpg|thumb|none|600px|Then turning it over to look at the ejection port.]]&lt;br /&gt;
[[File:BizonReload BOCW.jpg|thumb|none|600px|Dropping an empty magazine.]]&lt;br /&gt;
[[File:BizonReload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine. Note the conspicuous lack of ammunition, made all the more conspicuous by its presence in the inspection animation.]]&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:BOCW Bizon stock.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] was added in Season 3. It is carried by some Red Army soldiers in the intro cutscene of the Zombies map Die Maschine and inaccurately by Soviet troops in the Season 3 cutscene, which is set in 1984. It is also seen in the &amp;quot;Combat Hardened&amp;quot; achievement icon which is based on the &amp;quot;Stand to Death&amp;quot; statue in Volgograd.&lt;br /&gt;
&lt;br /&gt;
By default, it holds 32 rounds; this is a characteristic of the MP41(r), a German 9x19mm conversion of the PPSh-41 from WWII, even though the in-game weapon is modeled with a standard PPSh-41's 35-round magazine. Interestingly, the &amp;quot;VDV 50 Round Fast Mag&amp;quot; attachment gives the weapon a straight magazine looking similar to that of the MP41(r). To confuse matters further, its muzzle attachments imply that it's chambered in .45 ACP (or rather, .45 &amp;quot;APC&amp;quot;), a feature of absolutely no version of the PPSh.&lt;br /&gt;
&lt;br /&gt;
The weapon has a variety of rather strange barrel options - the &amp;quot;15.7&amp;quot; Task Force&amp;quot; barrel, as well as the &amp;quot;Loud Pipe&amp;quot; variant, have a front forend and heat shield styled after the [[SVT-40]] (a setup extremely similar to the &amp;quot;Thrive&amp;quot; and &amp;quot;Snake&amp;quot; variations from ''[[Call of Duty: WWII]]''); the &amp;quot;14.9&amp;quot; Rifled&amp;quot; barrel gives it an [[Erma EMP-35]]'s barrel shroud and the small wooden forend of a [[PPD-40]]; the &amp;quot;14.9&amp;quot; Ranger&amp;quot; barrel has what appears to be a [[Browning M1919]] barrel shroud with a [[Karabiner 98k]] front sight; the &amp;quot;14.9&amp;quot; Reinforced Heavy&amp;quot; barrel is taken from the [[K-50M]] (albeit also fitted with a Kar98k's front sight); the &amp;quot;12.7&amp;quot; Cavalry Lancer&amp;quot; barrel is seemingly inspired by the PPD-40's (albeit shorter, with larger vents and no handguard); and the &amp;quot;14.3&amp;quot; Extended&amp;quot; barrel is taken from the [[PPS-43]]. Stock options include the &amp;quot;Tactical Stock&amp;quot; (an [[MP28]]-style stock with a leather cheekrest), the &amp;quot;Spetznaz Stock&amp;quot; (a regular-looking stock with a cheekrest and two seemingly-random bolts driven directly through the receiver), and the &amp;quot;Marathon&amp;quot;, &amp;quot;Duster&amp;quot;, and &amp;quot;CQB&amp;quot; stocks (all sawn off, with the former having the original wooden side panels, the latter having K-50M-esque metal side panels, and the Duster having the metal side panels of the experimental folding-stocked PPSh-45; these panels are also used by the &amp;quot;Raider Stock&amp;quot;, seemingly a grafted-on rifle stock).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Night Raid&amp;quot; blueprint (a promotional pre-order reward in ''BOCW'' for ''[[Call of Duty: Vanguard]]'') is stylized after WWII planes like the P-40 Warhawk with the addition of a red dot sight stylized after WWII aircraft reflector gunsights like the Mk 20 Mod 4 sight.&lt;br /&gt;
[[File:Ppsh41.jpg‎|thumb|none|450px|PPSh-41 with 35-round box magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:PPSH41battlepasspreview BOCW.jpg|thumb|none|600px|The PPSh-41 in the battlepass preview. Note the 35-round box magazine inaccurately holding only 32 rounds.]]&lt;br /&gt;
[[File:PPSH41idle BOCW.jpg|thumb|none|600px|NATO operator Hunter wields a PPSh-41.]]&lt;br /&gt;
[[File:PPSH41ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:PPSH41inspect1 BOCW.jpg|thumb|none|600px|Inspecting the submachine gun.]]&lt;br /&gt;
[[File:PPSH41inspect2 BOCW.jpg|thumb|none|600px|Flipping it over.]]&lt;br /&gt;
[[File:PPSH41reload1 BOCW.jpg|thumb|none|600px|Taking out an empty magazine.]]&lt;br /&gt;
[[File:PPSH41reload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PPSH41reload3 BOCW.jpg|thumb|none|600px|Cocking the gun.]]&lt;br /&gt;
[[File:PPSH-01-SMG.jpg‎|thumb|none|450px|PPSh-41 with 71 round drum - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:BOCW PPSh drum.jpg|thumb|none|600px|The weapon loaded with a drum magazine, which only holds 55 rounds. A version of this drum with some canvas wrapped around the bottom holds 85, somehow.]]&lt;br /&gt;
[[File:BOCW PPSh SVT barrel.jpg|thumb|none|600px|The &amp;quot;Task Force&amp;quot; barrel makes the front end of the PPSh resemble the [[SVT-40]].]]&lt;br /&gt;
[[File:BOCWMaschine-PPShSVT.jpg|thumb|none|600px|Soviet soldiers with PPSh-41s in the &amp;quot;Die Maschine&amp;quot; intro.]]&lt;br /&gt;
[[File:PPSH 9MM.JPG|thumb|none|450px|PPSh-41 with 9mm conversion - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BOCW PPSh 9m.jpg|thumb|none|600px|The &amp;quot;VDV 50 round fast mag&amp;quot; resembles a 9x19mm converted PPSh.]]&lt;br /&gt;
&lt;br /&gt;
==SOCIMI Type 821==&lt;br /&gt;
The [[SOCIMI Type 821]] appears in-game. It was referred to as the &amp;quot;Type 821&amp;quot; during the alpha, but the name was changed to &amp;quot;Milano 821&amp;quot; in the Beta (with Milano being Italian for Milan, the city where this gun was made) and kept through the final game. It has an anachronistic Masterpiece Arms side cocking charging handle instead of the proper top mounted one like the [[Uzi]] it was based on. It is anachronistic to the campaign's 1981 time period, as it was designed in 1983 and produced in 1984 (the earlier Uzi for American forces and the PPS-42/43 or the later-added PPSh-41 for Communist-state forces would have been a better choice).&lt;br /&gt;
&lt;br /&gt;
[[File:Socimi821.jpg|thumb|none|450px|Socimi Type 821 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Mpa10sst.jpg|thumb|none|300px|MasterPiece Arms MPA10SST - .45 ACP]]&lt;br /&gt;
[[File:Type821preview BOCW.jpg|thumb|none|600px|The Type 821 in Gunsmith. It lacks a stock by default.]]&lt;br /&gt;
[[File:Type821idle BOCW.jpg|thumb|none|600px|The Type 821 in a Nicaraguan cartel plantation, now fitted with a folding stock. Note that the weapon has been modified with a side cocking charging handle from modern Masterpiece Arms MAC 10/11 clones.]]&lt;br /&gt;
[[File:Type821ADS BOCW.jpg|thumb|none|600px|Looking down the notch sights.]]&lt;br /&gt;
[[File:Type821inspect BOCW.jpg|thumb|none|600px|Inspecting the Type 821.]]&lt;br /&gt;
[[File:Type821inspect2 BOCW.jpg|thumb|none|600px|Inspecting the other side. Unfortunately, like the Uzi from the previous [[Call of Duty: Modern Warfare (2019)|Call of Duty]], the open bolt design of the Type 821 is not reflected in the third person model.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] appears as the &amp;quot;Gallo SA12&amp;quot; (''gallo'' means &amp;quot;rooster&amp;quot; or &amp;quot;cock&amp;quot; in Italian). It is used in semi-automatic mode, and the stock is folded by default, but it can be modified with some unfolded stock options, as well as a fixed stock or no stock at all. Attaching optics will automatically unfold the stock as well. It is weirdly used by Soviet forces in the campaign, and also appears anachronistically in the false flashbacks to the Vietnam War. While the [[KS-23]] from ''BO1'' would be a preferable option as it was adopted by Soviet forces (though it is being serial produced at 1981, the year of most of the campaign's events), semi-automatic designs such as the [[MTs 21-12|MTs 21]] or the [[Baikal Semi Auto Shotgun Series|IZh-20]] would be more suitable to a semi-automatic role.&lt;br /&gt;
&lt;br /&gt;
In a rare bit of realism, the carrier latch button is depressed during reloads to allow the user to load shells (unless an optical attachment is used, in which case the player character will grasp the shotgun from the heat shield instead). When not aiming, the weapon will be upended during reloads (as previously seen in ''[[Call of Duty: Modern Warfare 2|Modern Warfare 2 Campaign Remastered]]''), while the weapon will be held right-side up if reloading while aiming. However, the gun is never rechambered after an empty reload. It holds 7 shells, which is possible with 6 round tubes and a 7th shell in the chamber (or with an underloaded 8-round tube), but as this is never depicted, the tube length is fictional. The magazine tube itself looks more like a 5 or 6 shell tube rather than the 7 shells the weapon actually holds.&lt;br /&gt;
&lt;br /&gt;
The extended 9 and 12 round tubes are modeled incorrectly; while the tube does get longer, it only grows by about 0.5 shells length each time to avoid a comically large magazine tube sticking out of the front of the shotgun.&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 with stock folded - 12 gauge]]&lt;br /&gt;
[[File:SPAS12preview BOCW.jpg|thumb|none|600px|The SPAS-12 in Gunsmith.]]&lt;br /&gt;
[[File:SPAS12Idle BOCW.jpg|thumb|none|600px|The SPAS-12 in use on a CIA raid of an East German aircraft hangar.]]&lt;br /&gt;
[[File:SPAS12ADS BOCW.jpg|thumb|none|600px|Aiming down the sights with the stock folded up. This is inaccurate to the real SPAS-12; the end of the stock is solid and you cannot aim down the sights with the stock folded.]]&lt;br /&gt;
[[File:SPAS12Inspect BOCW.jpg|thumb|none|600px|Inspecting the SPAS-12.]]&lt;br /&gt;
[[File:SPAS12Inspect2 BOCW.jpg|thumb|none|600px|Checking the other side.]]&lt;br /&gt;
[[File:SPAS12Reload BOCW.jpg|thumb|none|600px|Loading up the magazine tube.]]&lt;br /&gt;
[[File:ADS SPAS-12 BLOPS CW.jpg|thumb|none|600px|When reloading while aiming, the shotgun is held right-side up with the support hand holding down the carrier latch button.]]&lt;br /&gt;
&lt;br /&gt;
==Henry .410 Lever Action Shotgun==&lt;br /&gt;
A stylized [[Henry USA rifle series#Henry .410 Lever Action Shotgun|Henry .410 Lever Action Shotgun]] was added with Season 6 as the &amp;quot;.410 Ironhide&amp;quot;. It is extremely anachronistic; not only were Henry lever action shotguns not produced until 2017, but the side loading gate version featured in-game was introduced in 2019. It is fitted with a Williams sight. Compared to the game's other shotguns, it is more precision-oriented, with the tightest spread, lowest fire rate, and worst hipfire spread (the weapon's barrel somehow spreading pellets differently based on how the user looks at it); somewhat bafflingly, it also does the most damage out of all the game's shotguns, despite firing the smallest shells by a substantial margin. The only other lever-action shotgun that is appropriate to the game's setting would be a reproduction version of the fullsize [[Winchester Model 1887]]. It is not in .410 gauge, however, but it is at least appropriate for the damage it deals (though it isn't of the same capacity). Another exotic manually-operated shotgun would be the TOZ [[MTs 20 shotgun series]] in 32 gauge and with an extended magazine.&lt;br /&gt;
&lt;br /&gt;
In a reverse of the SPAS-12's errors, the Henry .410 is ''always'' cocked after every reload in ''Cold War''’s multiplayer. However, this is corrected in Warzone, where it is only cocked when empty.&lt;br /&gt;
[[File:H018G-410R.jpg|thumb|none|450px|Henry H018G-410R - .410 bore]]&lt;br /&gt;
[[File:Henry410BPpreview BOCW.jpg|thumb|none|600px|The Henry Lever Action Shotgun in the battlepass preview menu.]]&lt;br /&gt;
[[File:Henry410idle BOCW.jpg|thumb|none|600px|The Henry .410 wielded by NATO operator Park, in a Soviet live fire training compound,]]&lt;br /&gt;
[[File:Henry410ADS BOCW.jpg|thumb|none|600px|Aiming down Main Street, USA.]]&lt;br /&gt;
[[File:Henry410inspect1 BOCW.jpg|thumb|none|600px|Inspecting the time travelling lever action shotgun. Note the top of the receiver is drilled and tapped for an optic mount.]]&lt;br /&gt;
[[File:Henry410inspect2 BOCW.jpg|thumb|none|600px|Flipping the shotgun over and examining the loading gate and ejection port.]]&lt;br /&gt;
[[File:Henry410reload BOCW.jpg|thumb|none|600px|Inserting fresh shells into the loading gate.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
The [[Ithaca 37]] appears in-game as the &amp;quot;Hauer 77&amp;quot;, likely a reference to [[Rutger Hauer]], the late star of the film ''[[Hobo with a Shotgun]]''. The weapon is pumped after every single reload (in both Cold War and Warzone). A unique variant of the shotgun, known as the &amp;quot;Firestarter&amp;quot;, appears in &amp;quot;End of the Line&amp;quot;, firing incendiary shells exclusive to this mission.&lt;br /&gt;
&lt;br /&gt;
A shortened version called the &amp;quot;Sucker Punch&amp;quot; is available as a skin via the &amp;quot;Air Sea Land&amp;quot; pack for the Ultimate Edition. The base weapon can also be shortened by equipping the “19.3&amp;quot; Hammer Forged” barrel and the &amp;quot;No Stock&amp;quot; attachment.&lt;br /&gt;
[[File:IthacaBayo.jpg|thumb|none|450px|Ithaca 37 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:Ithaca37preview BOCW.jpg|thumb|none|600px|The Ithaca 37 in Gunsmith. It is fitted with a heat shield by default, the bayonet lug is removed and the sling loop is attached to the magazine tube.]]&lt;br /&gt;
[[File:Ithaca37idle BOCW.jpg|thumb|none|600px|The Ithaca 37 used on board a Soviet salvage ship.]]&lt;br /&gt;
[[File:Ithaca37ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Ithaca37Inspect BOCW.jpg|thumb|none|600px|Inspecting the Ithaca 37.]]&lt;br /&gt;
[[File:Ithaca37Inspect2 BOCW.jpg|thumb|none|600px|Every weapon inspect for the Ithaca 37 involves the player character working the pump.]]&lt;br /&gt;
[[File:Ithaca37Reload BOCW.jpg|thumb|none|600px|Loading the magazine tube up.]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The [[Penn Arms Striker-12]] was added to the game during Season 1. It has the auto-ejection mechanism (and therefore the shell deflector) of late models, but lacks a rear drum advance lever like early models. The design is anachronistic, as the auto-ejection feature on Striker shotguns (developed in 1989) wasn't yet in existence during game's time period (when the company was called Sentinel Arms), and the original model wouldn't fit in the pre-1983 multiplayer maps either.&lt;br /&gt;
&lt;br /&gt;
It is referred to as the &amp;quot;Streetsweeper&amp;quot;, and incorrectly fires in fully-automatic mode. Unlike its counterpart from previous games, the winding key is correctly used to rotate the cylinder while reloading, although there is a missing step in which the player character is supposed to manually eject the last shell with the ejector rod.&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|400px|Penn Arms Striker-12 - 12 gauge]]&lt;br /&gt;
[[File:Striker12FullLength.jpg|thumb|none|400px|Sentinel Arms Striker-12 with civilian-legal 18&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:Striker12preview BOCW.jpg|thumb|none|600px|The Striker-12.]]&lt;br /&gt;
[[File:Striker12Idle BOCW.jpg|thumb|none|600px|The Striker-12 in service inside a West German US Army base.]]&lt;br /&gt;
[[File:Striker12ADS BOCW.jpg|thumb|none|600px|The Striker-12's iron sights.]]&lt;br /&gt;
[[File:Striker12Inspect BOCW.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:Striker12Inspect2 BOCW.jpg|thumb|none|600px|Carefully reading the warning label on the side of the receiver.]]&lt;br /&gt;
[[File:Striker12Reload BOCW.jpg|thumb|none|600px|Reloading by twisting the winding key for each new shell.]]&lt;br /&gt;
[[File:Striker12Reload2 BOCW.jpg|thumb|none|600px|Inserting a new shell.]]&lt;br /&gt;
&lt;br /&gt;
==TP-82==&lt;br /&gt;
A stylized [[TP-82]] was added in season five as the &amp;quot;Marshal&amp;quot;, an in-universe predecessor to ''BO3''’s [[Talk:Call of Duty: Black Ops III#&amp;quot;Marshal 16&amp;quot;|&amp;quot;Marshal 16&amp;quot;]]. It is used by Woods as a backup sidearm in the season five cinematic trailer. It is classed as a pistol instead of a shotgun.&lt;br /&gt;
&lt;br /&gt;
The weapon lacks the 5.45mm barrel that the actual weapon has, meaning it functions as a regular double-barrel shotgun. Furthermore, it has been rechambered for 12 gauge instead of the 12.5x70mm shells it actually uses. Owing to its pistol classification, it can be dual-wielded. The weapon only has 6 attachments, which include two optics (mounted on an anachronistic Picatinny rail), a cut-down barrel, a longer barrel and dual-wield. The final attachment is &amp;quot;Dragon's Breath&amp;quot; shells, which do not set enemies on fire, instead they just have a flat damage increase and a cosmetic fire effect, but they are still countered by Flak Jacket.&lt;br /&gt;
&lt;br /&gt;
The two hammers on the gun are not dynamically animated in BOCW, but are in ''Warzone''. In BOCW, the right hammer doesn't drop after firing the first shot (from the right barrel), and both hammers will only drop (simultaneously) after firing both shots; the ''Warzone'' animation correctly shows the right hammer dropping after the first shot. This also extends to the reload animations: the BOCW animation only shows the operator cocking both hammers when reloading both both barrels, while the ''Warzone'' animation has an additional animation showing the operator cocking the one dropped hammer when reloading a single barrel.&lt;br /&gt;
&lt;br /&gt;
Markings on the weapon read &amp;quot;Manufactured in the USA&amp;quot; and &amp;quot;Marshal 82&amp;quot;. In a nice bit of attention-to-detail, struck primers can be seen on the fired shells when reloading. &lt;br /&gt;
[[File:TP-82.jpg|thumb|none|400px|TP-82 - 5.45x39mm &amp;amp; 12.5x70mm (roughly 40 gauge)]]&lt;br /&gt;
[[File:TP82preview BOCW.jpg|thumb|none|600px|Gunsmith preview.]]&lt;br /&gt;
[[File:TP82idle BOCW.jpg|thumb|none|600px|The &amp;quot;Marshal&amp;quot; on the map &amp;quot;Diesel&amp;quot;.]]&lt;br /&gt;
[[File:TP82empty BOCW.jpg|thumb|none|600px|After depleting your ammo pool, the hammers will be correctly shown as uncocked.]]&lt;br /&gt;
[[File:TP82ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:TP82inspect1 BOCW.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:TP82inspect2 BOCW.jpg|thumb|none|600px|Flipping it over.]]&lt;br /&gt;
[[File:TP82inspect3 BOCW.jpg|thumb|none|600px|Checking the breech, note the unstruck primers on the shotgun shells.]]&lt;br /&gt;
[[File:TP82reload BOCW.jpg|thumb|none|600px|Reloading the &amp;quot;Marshal&amp;quot;, note the now struck primer on the right.]]&lt;br /&gt;
[[File:TP82reload2 BOCW.jpg|thumb|none|600px|Spent hulls ejected.]]&lt;br /&gt;
[[File:TP82reload3 BOCW.jpg|thumb|none|600px|Fresh shells inserted.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles / Carbines=&lt;br /&gt;
==Ak 5==&lt;br /&gt;
A stylized [[Ak 5]] is featured in the game as the &amp;quot;Krig 6&amp;quot; (''krig'' means &amp;quot;war&amp;quot; in Swedish). It anachronistically appears in the campaign's 1981 period and in the false flashbacks to Vietnam, as it was first produced in 1986 (the [[FN FNC]], from which the Ak 5 was derived, would have been a more appropriate choice for the 80s segments, and it’s predecessor, the [[FN CAL]], was developed in 1966, and it was used by Thai Forces during the Vietnam War). It also uses an anachronistic upper rail when equipping optics. It is used inaccurately by the East German police and Soviet as well as American troops in the campaign, who would much more likely use the [[AKS-74|MPi-AKS-74N]] and [[M16]] respectively. While it may be possible that the Iranian terrorists in &amp;quot;Nowhere Left to Run&amp;quot; stole a few AK 5 rifles, it is highly unlikely, considering it is exclusively used by the Swedish Armed Forces and the Norwegian Police Service.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tactical Stock&amp;quot; gives it a synthetic fixed [[FN FAL]] stock (similar to some FNC configurations), and the &amp;quot;Commando Assembly&amp;quot; stock is taken from a [[SIG SG 550]] series rifle.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|450px|Bofors Ak 5 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Ak5preview BOCW.jpg|thumb|none|600px|The Ak 5 in Gunsmith. Note the stylistically fictionalized handguard, the early FN FNC-style trigger guard, the lack of reinforcement on the wire stock, as well as the addition of a bolt release paddle, something that the actual Ak 5 (lacking a bolt hold open device) does not have. In reality, the bolt hold open device and automatic nature of the feature would not be added to the weapon system until the Ak 5C became finalized and adopted in the mid-2000s.]]&lt;br /&gt;
[[File:Ak5idle BOCW.jpg|thumb|none|600px|The Ak 5 enjoying a snow map, as its heritage demands.]]&lt;br /&gt;
[[File:Ak5ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Ak5inspect BOCW.jpg|thumb|none|600px|Holding up the gun for an inspect.]]&lt;br /&gt;
[[File:Ak5inspect2 BOCW.jpg|thumb|none|600px|Checking the other side. Note how the weapon also has an FNC-style charging handle.]]&lt;br /&gt;
[[File:Ak5reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Ak5reload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:Ak5reload3 BOCW.jpg|thumb|none|600px|Racking the charging handle to chamber a round. The fictional bolt release paddle is slapped instead in the reloads of some of the magazine options.]]&lt;br /&gt;
[[File:BOCW-Ak5-1.jpg|thumb|none|600px|Woods wields an Ak 5 with an upper rail in a trailer. Note the picatinny rail which is of the anachronistic modern style.]]&lt;br /&gt;
[[File:BOCW-Ak5-2.jpg|thumb|none|600px|The Ak 5 going down in a Michael Bay style sequence. For some reason, the flash hider is missing in this sequence, and the stock is clipping through the ground.]]&lt;br /&gt;
[[File:BOCW AK5 Trailer.jpeg|thumb|none|600px|Sims with an Ak 5 in the multiplayer reveal trailer.]]&lt;br /&gt;
[[File:FNC REM Sporter.jpg|thumb|450px|none|FN FNC - 5.56x45mm]]&lt;br /&gt;
[[File:BOCW Ak5-FNC.jpg|thumb|none|600px|The Ak 5 can be configured with an FNC-like or Daewoo K2-like handguard with the “19.7&amp;quot; Ranger” barrel configuration.]]&lt;br /&gt;
&lt;br /&gt;
==AK-47/AKM Hybrid==&lt;br /&gt;
An &amp;quot;[[AK-47]]&amp;quot; is featured in the game. During the alpha and beta stages, it was mostly modeled correctly after an AK-47, albeit with an [[AKM]]-style pistol grip and slant compensator. However, the model of the base gun was changed in the final game: now it also has an AKM's stamped receiver and ribbed top cover, while retaining the AK-47's gas block, gas tube, front sight block, handguard, and stock. &lt;br /&gt;
&lt;br /&gt;
It can be fitted with an [[RPK]]-style barrel and stock via the “20&amp;quot; Liberator” barrel and the &amp;quot;Tactical Stock&amp;quot; respectively. Other notable Eastern Bloc customizations include a Romanian/East German style coat-hanger stock with the added cheek strut piece as the &amp;quot;Wire Stock&amp;quot;. The &amp;quot;Foregrip&amp;quot; is a Romanian type wooden foregrip and the &amp;quot;Patrol Grip&amp;quot; is a Hungarian FEG-style foregrip. It uses a fictionalized Dragunov optics mount modified into a rail mount when equipping optics.&lt;br /&gt;
&lt;br /&gt;
The AK can also take an extended 40-round steel magazine or a 50-round orange Bakelite resin mag.&lt;br /&gt;
&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:AKpreview BOCW.jpg|thumb|none|600px|The launch version model of the &amp;quot;AK-47&amp;quot;, featuring the ribbed dust cover and stamped receiver.]]&lt;br /&gt;
[[File:AK47idle BOCW.jpg|thumb|none|600px|The AK hybrid in an East German training facility.]]&lt;br /&gt;
[[File:AK47ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:AK47inspect BOCW.jpg|thumb|none|600px|Adler removes the magazine during the weapon inspect.]]&lt;br /&gt;
[[File:AK47inspect2 BOCW.jpg|thumb|none|600px|Then does a chamber check. There will always be a round in the chamber, regardless of whether you have ammunition or not.]]&lt;br /&gt;
[[File:AK47reload BOCW.jpg|thumb|none|600px|Reloading from empty involves flinging the old magazine out by hitting the mag release with the feed lip of a new magazine.]]&lt;br /&gt;
[[File:AK47reload2 BOCW.jpg|thumb|none|600px|Then after rocking in the fresh magazine, racking the bolt with an anachronistic underhand charge. The underhand charge is a modern technique that appears to have developed after the 2000s. Interestingly, a more conventional reload was used in the beta but was changed to the underhand method in the final game presumably due to the community's dissatisfaction with the game's reload animations compared to ''Modern Warfare''.]]&lt;br /&gt;
&lt;br /&gt;
===AK-47===&lt;br /&gt;
Many blueprints, such as the &amp;quot;Iron Curtain&amp;quot; and &amp;quot;Soviet Standard&amp;quot;, retain the AK-47's appearance seen in earlier builds of the game. Additionally, some unusable AK-47s can be seen in the CIA Safehouse.&lt;br /&gt;
&lt;br /&gt;
The Season 1 &amp;quot;Prototype&amp;quot; blueprint gives the weapon a green M16-style stock and a modern barrel, and the &amp;quot;Lethal Damage&amp;quot; blueprint has a sporterized stock.&lt;br /&gt;
&lt;br /&gt;
[[File:PolyTechLegendAK47.jpg|thumb|none|450px|Poly Technologies Legend AK with original Russian style front sight, AKM muzzle brake, and bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:BOCW-AK-2.jpeg|thumb|none|600px|The older AK-47 model during the alpha. Note the presence of an AKM-type pistol grip, the opposite of the AKS-74U as seen below.]]&lt;br /&gt;
[[File:BOCW RPK.jpg|thumb|none|600px|A pseudo-RPK build on the loadout wall in the beta.]]&lt;br /&gt;
[[File:BOCW AK Proto.jpg|thumb|none|600px|The odd-looking &amp;quot;Prototype&amp;quot; blueprint.]]&lt;br /&gt;
[[Image:Radom Hunter.jpg|thumb|450px|none|Radom Hunter - 7.62x39mm. Image used to show the sporterized stock.]]&lt;br /&gt;
[[File:BOCW AK sport.jpg|thumb|none|600px|The sporterized stock on the &amp;quot;Lethal Damage&amp;quot; blueprint.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-47===&lt;br /&gt;
Equipping the &amp;quot;Duster Stock&amp;quot; on some blueprints turns the gun into an [[AKS-47]].&lt;br /&gt;
&lt;br /&gt;
[[File:DeactivatedAKS(1954-59).jpg|thumb|none|450px|AKS-47 - 7.62x39mm]]&lt;br /&gt;
[[File:BOCW AKS-47.jpg|thumb|none|600px|An AKS-47 build in the beta. The &amp;quot;Taped Mags&amp;quot; change the reload animations to be all done with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===Type 56===&lt;br /&gt;
The &amp;quot;AK-47&amp;quot; wielded by NVA and VC soldiers in the Vietnam flashback missions is modeled after the Chinese [[Type 56 assault rifle#Type 56 (7.62x39mm)|Type 56]].&lt;br /&gt;
&lt;br /&gt;
[[File:Early type 56.jpg|thumb|none|450px|Type 56, early milled receiver model with bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:Type56-2.jpg|thumb|none|450px|Type 56-2 - 7.62x39mm]]&lt;br /&gt;
[[File:Type56 BOCW.jpg|thumb|none|600px|Bell admiring her newly acquired Type 56.]]&lt;br /&gt;
[[File:Type56 BOCWsights.jpg|thumb|none|600px|Looking down the fully enclosed hood of the front sight post, also note the milled dust cover.]]&lt;br /&gt;
[[File:Type56 BOCWreload.jpg|thumb|none|600px|Reloading shows the early slab sided AK-47 magazine unique to the Type 56 weapon model in game, as well as the folded (and sadly unusable) spike bayonet.]]&lt;br /&gt;
[[File:Type56 BOCWreload2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Type56wm BOCW.jpg|thumb|none|600px|The world model of the Type 56 shows the Type 56-2 style folding stock, which is anachronistic to those (false) flashback missions, because the Type 56-2 was released after the war in 1980. Note how it also has an Type 56/AK-47 style pistol grip rather than the AKM one used on the base AK.]]&lt;br /&gt;
&lt;br /&gt;
===AMD-65===&lt;br /&gt;
The ''[[Rambo III]]'' inspired &amp;quot;Bloodstained&amp;quot; blueprint gives the gun a similar appearance to the [[AMD-65]], except that it retains the AK-47's front sight and gas system.&lt;br /&gt;
&lt;br /&gt;
[[File:AMD65Short.jpg‎|thumb|none|450px|Hungarian AMD-65 as seen in the film - 7.62x39mm. This one has an American copy of an Israeli blank fire adapter (which is slightly longer and thinner than most commonly seen external BFAs. This is the version seen in the movie.)]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is one of the weapons in ''Black Ops Cold War''. In classic ''Call of Duty'' tradition, it is incorrectly classified as a submachine gun and referred to as the &amp;quot;AK-74u&amp;quot;. While not anachronistic for the 80s segments, it's quite overrepresented even with Woods having one in his trunk at a time when the Soviets were just introducing it to service in Afghanistan. It also appears anachronistically in Bell's false flashbacks to the Vietnam War, where it's inaccurately used by the Vietcong.&lt;br /&gt;
&lt;br /&gt;
It has attachment configurations that approximate members of the [[AS Val]] family. The &amp;quot;Duster Stock&amp;quot; is similar the Val stock, the &amp;quot;Commando Assembly&amp;quot; stock is from the [[VSS Vintorez]], and the “10.3&amp;quot; Ranger” barrel configuration uses the SR-3M's handguard. The &amp;quot;40 Rd Speed Mag&amp;quot; is also a 20-round 6L25 9x39mm magazine.&lt;br /&gt;
&lt;br /&gt;
In addition, the drum magazine attachments are straighter-style 7.62x39mm drum magazines.&lt;br /&gt;
[[File:AKS74U.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:AKS-74upreview BOCW.jpg|thumb|none|600px|While this AKS-74U is more accurately modeled than in most previous ''Call of Duty'' titles, it is shown with an AK-47 style pistol grip, apparently having traded grips with the Beta AK-47.]]&lt;br /&gt;
[[File:AKS-74uIdle BOCW.jpg|thumb|none|600px|Sims holds an AKS-74U while looking at some sand dunes.]]&lt;br /&gt;
[[File:AKS-74uADS BOCW.jpg|thumb|none|600px|Aiming down the distinctive rear notch of the AKS-74U.]]&lt;br /&gt;
[[File:AKS-74uInspect BOCW.jpg|thumb|none|600px|Inspecting the AKS-74U.]]&lt;br /&gt;
[[File:AKS-74uInspect2 BOCW.jpg|thumb|none|600px|Checking out the ejection port and correctly positioned safety lever.]]&lt;br /&gt;
[[File:AKS-74uReload BOCW.jpg|thumb|none|600px|Swapping magazines during a reload.]]&lt;br /&gt;
[[File:BOCW AKS-74U 9x39.jpg|thumb|none|600px|The AKS-74U with various 9x39mm components. Either of the suppressor attachments convert into a Val/VSS style suppressor with the &amp;quot;Ranger&amp;quot; and two of the other barrel mods.]]&lt;br /&gt;
[[File:Aks74uEscapeplanblackopscw.jpg|thumb|none|600px|The &amp;quot;Escape Plan&amp;quot; blueprint of the AKS-74U - as with the &amp;quot;Battleworn&amp;quot; AKM from ''Modern Warfare Remastered'', the dust cover is gone and reveals fully modeled internals. Note that the &amp;quot;Spetsnaz PKM Stock&amp;quot; attachment is just a regular AK-type stock in this blueprint. Also note that this game does not contain a PKM, which is odd, as many Warsaw Pact weapons feature stocks with &amp;quot;Spetsnaz PKM stock&amp;quot; as their name.]]&lt;br /&gt;
&lt;br /&gt;
==APS Underwater Rifle==&lt;br /&gt;
The [[APS Underwater Assault Rifle]] was added in an update on May 6, 2022. It is referred to as the &amp;quot;UGR&amp;quot;, and is incorrectly classified as a submachine gun (a fact even its own description seems to acknowledge, given that it is described as an &amp;quot;underwater rifle modified for improved land performance&amp;quot;; these &amp;quot;improvements&amp;quot; are presumably what stops the weapon from physically destroying itself within 180 rounds fired above water).&lt;br /&gt;
&lt;br /&gt;
Like many of the game's weapons, it features several visual alterations compared to its real-world counterpart; most notably, it feeds from a flat-bottomed magazine reminiscent of the QBS-06 (a Chinese derivative of the APS). This holds an incorrect 27 rounds (compared to the QBS's 25 and the APS's 26), presumably to prevent an incomplete burst at the end of a magazine when the unique &amp;quot;Burst Fire Repeater&amp;quot; muzzle device (which somehow makes the weapon fire in three-round bursts, despite being little more than an [[MG81]]-style flash hider) is used. A more appropriate staggered-bottomed magazine (albeit with an even more incorrect 30-round capacity) is the weapon's only alternate ammo option; this is full of explosive-tipped darts, presumably to help drive home the idea of this weapon as an in-universe predecessor to ''[[Call of Duty: Black Ops 4|BO4]]'''s &amp;quot;S6 Stingray&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Interestingly, this is the only weapon that is actually appropriate for the game's otherwise implausible underwater ballistic physics.&lt;br /&gt;
[[File:APS underwater rifle.jpg|thumb|none|450px|APS underwater assault rifle - 5.66x39mm MPS]]&lt;br /&gt;
[[File:QBS-06.jpg|thumb|none|450px|QBS-06 - 5.8x42mm DBS-06]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;CARV.2&amp;quot;==&lt;br /&gt;
The &amp;quot;CARV.2&amp;quot; added during Season 3 is a fictional burst-firing bullpup &amp;quot;tactical rifle&amp;quot; manufactured by the same (in-universe) company that manufactures the &amp;quot;KSP 45&amp;quot;. It appears to be based on the [[Heckler &amp;amp; Koch G11|Heckler &amp;amp; Koch G11 K2]], even using the latter's 4.73mm caseless ammunition in Warzone. It is anachronistic either way, though firing prototypes do exist during the game's time period.&lt;br /&gt;
&lt;br /&gt;
Compared to the real G11, the &amp;quot;CARV.2&amp;quot; is a bullpup rifle with a a conventional bullpup configuration, with the magazine placed in the stock instead of above the barrel. It also features a typical charging handle, instead of the wind-up handle on the real G11. It appears shorter and slightly taller than the G11, with a carrying handle instead of the G11's integrated optic, and a rail where the real G11's magazine resides. The handguard is moulded, and the barrel is vented, presumably a way of alleviating the problems the G11 had with its barrel heating up during operation, as there are no brass shells to take the heat out of the rifle. The fire selector is further forward than the real G11, but still features semi-auto, 3-round burst and full-auto, although the rifle is not able to fire in semi-auto or full-auto in gameplay. A more true to the real thing handguard is available as the ''22.5&amp;quot; Task Force'' barrel attachment. &lt;br /&gt;
&lt;br /&gt;
The magazine holds 45 rounds by default, and bizarrely has &amp;quot;.437mm×33&amp;quot; written on it. Oddly, the magazine is also curved, despite the caseless 4.73mm round not being tapered (which is the reason for curved magazines, to allow for the round to feed properly); the in-game weapon apparently uses [https://www.artstation.com/artwork/zO2Qb6 a different, fictional type] of 4.73mm ammo with rounded (though still not tapered) propellant charges and exposed bullets, seemingly based on [https://militarycartridges.com/2018/04/12/5-56mm-x-24mm-caseless/ Frankford Arsenal's experimental 5.56x24mm caseless rounds.] Caseless 4.73mm ammunition would be anachronistic in the 80s maps, as it was not developed at the time.&lt;br /&gt;
&lt;br /&gt;
[[File:G11K2 left.jpg|thumb|none|450px|Heckler &amp;amp; Koch G11 K2 - 4.73x33mm]]&lt;br /&gt;
[[File:CARV2preview BOCW.jpg|thumb|none|600px|The &amp;quot;CARV.2&amp;quot; in the weapon model preview screen. Another fictional rifle inspired by the G11 but using the same feed layout is the [[Metal Gear Solid V: The Phantom Pain#&amp;quot;G44&amp;quot;|G44]] from ''[[Metal Gear Solid V: The Phantom Pain]]''.]]&lt;br /&gt;
[[File:CARV2idle BOCW.jpg|thumb|none|600px|The &amp;quot;CARV.2&amp;quot; in New Mexico.]]&lt;br /&gt;
[[File:CARV2ADS BOCW.jpg|thumb|none|600px|Aiming down the sights at a suspicious step van.]]&lt;br /&gt;
[[File:CARV2inspect1 BOCW.jpg|thumb|none|600px|Inspecting the pseudo-G11.]]&lt;br /&gt;
[[File:CARV2inspect2 BOCW.jpg|thumb|none|600px|Note the absence of an ejection port due to the caseless nature of 4.73mm; the real G11 actually does feature an ejection port, to allow removal of a live round from the chamber (either to get rid of a dud, or simply to clear the weapon).]]&lt;br /&gt;
[[File:CARV2reload1 BOCW.jpg|thumb|none|600px|Swapping out magazines...]]&lt;br /&gt;
[[File:CARV2reload2 BOCW.jpg|thumb|none|600px|...and pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==CETME Model C==&lt;br /&gt;
The [[CETME Model C]] was added in Season 4 as the &amp;quot;C58&amp;quot;, noted due to its slightly curved magazine.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;SASR Jungle Grip&amp;quot; gives it a similar pistol grip to the [[Heckler &amp;amp; Koch PSG-1]], and the &amp;quot;Raider Stock&amp;quot; also resembles a PSG-1 stock. The &amp;quot;CQB Stock&amp;quot; is a sliding design similar to the [[G3A4]].&lt;br /&gt;
&lt;br /&gt;
Interestingly, one of the magazine options is a caliber conversion (the first such attachment in the game), using 5.56x45mm NATO ammunition in a fictional 60-round drum; oddly, the only thing this does is decrease the damage in exchange for a larger-than-normal magazine, with no impact on fire rate, recoil, muzzle velocity, etc. This is not the case for the Warzone counterpart, as that one instead has a 55-round drum option that retains the base 7.62x51mm ammunition.&lt;br /&gt;
&lt;br /&gt;
The curved &amp;quot;25 Rnd Speed&amp;quot; and &amp;quot;Salvo 30 Rnd Fast Mag&amp;quot; resemble HK32 style magazines. The &amp;quot;18.7&amp;quot; Reinforced Heavy Barrel&amp;quot; will give it a handguard resembling that of an [[IMI Romat]]'s while the &amp;quot;18.2&amp;quot; Takedown&amp;quot; to its predecessor the Model B. &amp;quot;15.6&amp;quot; Ultralight&amp;quot; and &amp;quot;18.7&amp;quot; Ranger&amp;quot; will give it a handguard resembling that of a Model E.&lt;br /&gt;
&lt;br /&gt;
[[File:Cetme.jpg|thumb|none|450px|CETME Model C - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CETMEmodelCpreview BOCW.jpg|thumb|none|600px|The CETME Model C in the battlepass preview screen.]]&lt;br /&gt;
[[File:CETMEmodelCidle BOCW.jpg|thumb|none|600px|The CETME Model C in service in Algeria.]]&lt;br /&gt;
[[File:CETMEmodelCADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CETMEmodelCinspect1 BOCW.jpg|thumb|none|600px|Inspecting the Model C.]]&lt;br /&gt;
[[File:CETMEmodelCinspect2 BOCW.jpg|thumb|none|600px|Checking out the other side.]]&lt;br /&gt;
[[File:CETMEmodelCinspect3 BOCW.jpg|thumb|none|600px|Performing a chamber check.]]&lt;br /&gt;
[[File:CETMEmodelCreload1 BOCW.jpg|thumb|none|600px|Locking the bolt back on the reload. Note that it is not completely locked upwards into the locking recess in the cocking tube.]]&lt;br /&gt;
[[File:CETMEmodelCreload2 BOCW.jpg|thumb|none|600px|The empty magazine is removed.]]&lt;br /&gt;
[[File:CETMEmodelCreload3 BOCW.jpg|thumb|none|600px|A fresh magazine is inserted.]]&lt;br /&gt;
[[File:CETMEmodelCreload4 BOCW.jpg|thumb|none|600px|The operator then performs an aggressive &amp;quot;HK Slap&amp;quot; on the charging handle, sending the bolt into battery.]]&lt;br /&gt;
[[File:H&amp;amp;KPSG01LongMag.jpg|thumb|none|450px|Heckler &amp;amp; Koch PSG-1 with 20-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Cetme modelo E.jpg|thumb|none|450px|CETME Model E with Non-genuine translucent magazine. - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-CETME-PSGParts.jpg|thumb|none|600px|The &amp;quot;C58&amp;quot; combined with the &amp;quot;Raider Stock&amp;quot; and &amp;quot;SASR Jungle Grip&amp;quot;.]]&lt;br /&gt;
[[File:Fal13-1-.jpg|thumb|none|450px|IMI Romat - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-CETME-187HeavyBarrel.jpg|thumb|none|600px|The &amp;quot;18.7&amp;quot; Reinforced Heavy Barrel&amp;quot; attached to the &amp;quot;C58&amp;quot;.]]&lt;br /&gt;
[[File:Cetme b30.jpg|thumb|none|450px|CETME Model B - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-CETME-182TakedownBarrel.jpg|thumb|none|600px|The &amp;quot;18.2&amp;quot; Takedown&amp;quot; attached to the &amp;quot;C58&amp;quot; alongside the more curved 25-round speed mag which makes it almost identical to the reference image of the Model B.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield EM-2==&lt;br /&gt;
A stylised arctic model [[Enfield EM-2]] was added in season five. It features its built in scope by default. When equipped for the first time, the character properly presses the fire selector button to switch the weapon to full-auto mode. It is correctly referred as firing .280 British in Warzone and in the names of some of the muzzle attachments. While not anachronistic, its usage by anyone in the 80s is extremely unlikely due to only 59 examples being ever produced.&lt;br /&gt;
&lt;br /&gt;
[[File:EM-2.jpg|thumb|none|450px|Enfield EM-2 - .280 British]]&lt;br /&gt;
[[File:EM-2 arctic model.jpg|thumb|none|450px|Enfield EM-2 arctic model with enlarged trigger guard for use with heavy cold weather gloves - .280 British]]&lt;br /&gt;
[[File:EM2preview BOCW.jpg|thumb|none|600px|The EM-2 in the preview menu for the season 5 battlepass; note the AR-style long birdcage flash hider, fictional checkered pistol grip, and curious setup of a trigger guard within another trigger guard. According to the markings above the magazine well, its full name in the Black Ops universe is &amp;quot;NIGHTFIELD EM280&amp;quot;, referencing the .280 British round the weapon fires.]]&lt;br /&gt;
[[File:EM2idle BOCW.jpg|thumb|none|600px|The EM-2 being used to defend an NSA facility in West Germany.]]&lt;br /&gt;
[[File:EM2ADS BOCW.jpg|thumb|none|600px|The EM-2's integral scope. Note the reticle which is essentially a turned upside down version of the original thing with the addition of a central dot.]]&lt;br /&gt;
[[File:EM2inspect1 BOCW.jpg|thumb|none|600px|Inspecting the EM-2. Note the stylized carry handle reminiscent of the AR pattern. The fire selector above the thumb is properly set to &amp;quot;full-auto&amp;quot; mode.]]&lt;br /&gt;
[[File:EM2inspect2 BOCW.jpg|thumb|none|600px|Admiring the tasteful woodgrain.]]&lt;br /&gt;
[[File:EM2reload1 BOCW.jpg|thumb|none|600px|Reloading from empty; empty reloads are done with the right hand, while non-empty ones are done with the left.]]&lt;br /&gt;
[[File:EM2reload2 BOCW.jpg|thumb|none|600px|As NATO operator Hunter inserts the fresh magazine, the bolt drops and chambers a new round.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Hybrid==&lt;br /&gt;
The &amp;quot;FFAR 1&amp;quot; is a weapon based on the [[FAMAS Valorisé]] combined with a trigger guard and magazine well from FAMAS G2 (both of which would be anachronistic to the game), with some visual features similar to the &amp;quot;FFAR&amp;quot; from ''[[Call of Duty: Black Ops III]]''. The default magazine correctly holds 25 rounds instead of 30 like in past ''Call of Duty'' games.&lt;br /&gt;
&lt;br /&gt;
In the game's lore it appears that this weapon is the successor of the FAMAS from the first ''Black Ops'' game and predecessor to the &amp;quot;FFAR&amp;quot; from ''Black Ops III''.&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|450px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Famas g2.jpg|thumb|none|450px|FAMAS G2 with proprietary bipod deployed - 5.56x45mm]]&lt;br /&gt;
[[File:FFARpreview BOCW.jpg|thumb|none|600px|The &amp;quot;FFAR 1&amp;quot; in Gunsmith. Note the front sight similar to the FAMAS Valorisé but the overall shape reminiscent of the prototype and the G2 trigger guard imposed over the now redundant standard one. Also note the return of the adjustable gas piston block, something that does not exist on the actual FAMAS.]]&lt;br /&gt;
[[File:FFARidle BOCW.jpg|thumb|none|600px|The heavily stylised FAMAS in East Germany.]]&lt;br /&gt;
[[File:FFARADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:FFARinspect BOCW.jpg|thumb|none|600px|Inspecting the bullpup rifle.]]&lt;br /&gt;
[[File:FFARinspect2 BOCW.jpg|thumb|none|600px|The player character giving it a loving caress.]]&lt;br /&gt;
[[File:FFARreload BOCW.jpg|thumb|none|600px|Removing the old magazine.]]&lt;br /&gt;
[[File:FFARreload2 BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FARA 83==&lt;br /&gt;
The [[FARA 83]] was added in Season 2 with the metal stock, marking its first appearance in a video game. The flash hider is of a different design to the real weapon and some sort of gas block is mounted underneath the front sight, which is absent on the real weapon. It is anachronistic for pre-1984 multiplayer maps.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tactical Stock&amp;quot; uses the real fixed stock of the FARA. Oddly, the weapon features some AK stock, with the East German coat hangar AK stock as the &amp;quot;Wire Stock&amp;quot; and a [[Type 56-2]] stock as the &amp;quot;Duster Stock&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:FARA83 2.jpg|thumb|none|450px|FARA 83 with metal stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FARA83loadoutpreview BOCW.jpg|thumb|none|600px|The FARA 83 in base form.]]&lt;br /&gt;
[[File:FARA83idle BOCW.jpg|thumb|none|600px|NATO operator Hunter wields a FARA 83 in a Laotian village.]]&lt;br /&gt;
[[File:FARA83ADS BOCW.jpg|thumb|none|600px|Aiming down the sights of the Argentinian rifle.]]&lt;br /&gt;
[[File:FARA83inspect1 BOCW.jpg|thumb|none|600px|Inspecting the rifle. The weapon features accurate marking and bears a serial number of [[Call of Duty: Modern Warfare 2|00141]]. The fire selector is also set to auto.]]&lt;br /&gt;
[[File:FARA83inspect2 BOCW.jpg|thumb|none|600px|Checking out the other side.]]&lt;br /&gt;
[[File:FARA83reload1 BOCW.jpg|thumb|none|600px|Ejecting the empty mag.]]&lt;br /&gt;
[[File:FARA83reload2 BOCW.jpg|thumb|none|600px|Rocking in a new mag.]]&lt;br /&gt;
[[File:FARA83reload3 BOCW.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:Fara 83.jpg|thumb|none|450px|FARA 83 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[IMI Galil ARM]] was added in Season 6, and is called the &amp;quot;Grav&amp;quot; like in ''[[Call of Duty: Black Ops 4|BO4]]''. It has an [[AS Val]] stock and a slightly shorter barrel by default, but can be fitted with a longer barrel in Gunsmith. What’s interesting is that the weapon could have the FN FAL pistol grip, which was used on the prototype Balashinkov (Galil Prototype).&lt;br /&gt;
&lt;br /&gt;
[[File:GalilARM-2.jpg|thumb|none|450px|IMI Galil ARM - 5.56x45mm NATO]]&lt;br /&gt;
[[File:GalilBPpreview BOCW.jpg|thumb|none|600px|The Galil ARM in the battlepass preview menu.]]&lt;br /&gt;
[[File:GalilIdle BOCW.jpg|thumb|none|600px|The Galil ARM used on a field trip to the Moscow Zoo.]]&lt;br /&gt;
[[File:GalilADS BOCW.jpg|thumb|none|600px|The iron sights of the Galil. For some reason, the Galil doesn't have its rear sights in ''Warzone''.]]&lt;br /&gt;
[[File:GalilInspect BOCW.jpg|thumb|none|600px|Inspecting the Galil; note the wooden handguard lacking the grooves and screws of the real deal. Also note the &amp;quot;F-S&amp;quot; selector markings, indicating that it is based on a civilian model.]]&lt;br /&gt;
[[File:GalilInspect2 BOCW.jpg|thumb|none|600px|Checking to see if the safety is disengaged.]]&lt;br /&gt;
[[File:GalilReload BOCW.jpg|thumb|none|600px|Reloading from an empty magazine.]]&lt;br /&gt;
[[File:GalilReload2 BOCW.jpg|thumb|none|600px|Rocking in the new magazine.]]&lt;br /&gt;
[[File:GalilReload3 BOCW.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:Galilarm-05.jpg|thumb|none|450px|IMI Galil ARM chambered in 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==K31==&lt;br /&gt;
The [[K31 Rifle]] was added to the sniper rifles category in Season 3, under the name &amp;quot;Swiss K31&amp;quot;. It has a shortened barrel by default, though the “24.9&amp;quot; Extended” barrel attachment gives it the correct barrel length.&lt;br /&gt;
&lt;br /&gt;
The Warzone incarnation of the K31 is correctly chambered in 7.5x55mm. Despite this, some barrel attachment make it seem like the weapon fires .308 Winchester/7.62x51mm NATO, which would be incorrect.&lt;br /&gt;
&lt;br /&gt;
[[File:SchmidtRubinK31.jpg|thumb|none|450px|Karabiner K31 Rifle - 7.5x55mm Schmidt Rubin GP-11]]&lt;br /&gt;
[[File:K31battlepasspreview BOCW.jpg|thumb|none|600px|The K31 in the battlepass preview.]]&lt;br /&gt;
[[File:K31idle BOCW.jpg|thumb|none|600px|The K31 on Mount Yamantau, equipped with the aforementioned &amp;quot;24.9 Extended&amp;quot; barrel, along with its original iron sights.]]&lt;br /&gt;
[[File:K31ADS BOCW.jpg|thumb|none|600px|The K31's iron sights.]]&lt;br /&gt;
[[File:K31inspect1 BOCW.jpg|thumb|none|600px|Inspecting the K31.]]&lt;br /&gt;
[[File:K31inspect2 BOCW.jpg|thumb|none|600px|Hunter pulling the bolt back for a chamber check.]]&lt;br /&gt;
[[File:K31reload1 BOCW.jpg|thumb|none|600px|Reloading the K31 involves opening the action and removing the magazine.]]&lt;br /&gt;
[[File:K31reload2 BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:K31reload3 BOCW.jpg|thumb|none|600px|And closing the bolt, chambering a new round.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] appears in the game as the &amp;quot;DMR 14&amp;quot;. It is modeled after an airsoft G&amp;amp;G Armament GR14 and as such it sports a synthetic stock (though equipping the Duster Pad stock gives it a chequered wooden stock), fires semi-automatically, and is classified as a &amp;quot;tactical rifle&amp;quot; in multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[File:M14 rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Springfield Armory M1A Black.jpg|thumb|none|450px|Springfield Armory M1A with synthetic stock, for comparison - 7.62x51mm]]&lt;br /&gt;
[[File:M14preview BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:M14Idle BOCW.jpg|thumb|none|601px|The M14 on a bright Miami day.]]&lt;br /&gt;
[[File:M14ADS BOCW.jpg|thumb|none|601px|Looking down the iron sights.]]&lt;br /&gt;
[[File:M14ChamberCheck BOCW.jpg|thumb|none|601px|NATO operator Hunter holds the rifle up to inspect.]]&lt;br /&gt;
[[File:M14Inspect2 BOCW.jpg|thumb|none|600px|Checking the other side of the rifle. Note the circular cutout with two holes and the presence of selector switch complete with a cutout in the stock for it, confirming it as an airsoft G&amp;amp;G Armament GR14.]]&lt;br /&gt;
[[File:M14Inspect3 BOCW.jpg|thumb|none|600px|Performing a chamber check.]]&lt;br /&gt;
[[File:M14Reload BOCW.jpg|thumb|none|601px|Swapping out magazines.]]&lt;br /&gt;
[[File:M14Reload2 BOCW.jpg|thumb|none|601px|Hunter inserting a fresh magazine.]]&lt;br /&gt;
[[File:M14Reload3 BOCW.jpg|thumb|none|600px|Tugging on the charging handle to chamber a round.]]&lt;br /&gt;
[[File:BOCWM14Wood.jpg|thumb|none|600px|The wooden M14 stock when equipping the Duster Pad. It seems to be inspired by [https://salem-poor-squadron-75.tumblr.com/post/179129731667/springfield-armory-m1a-socom-16-the-shorter-and/amp this] particular M1A SOCOM 16 custom stock made by LAW483 Enterprises and an ATI Fiberforce Recoil Pad. It should be noted that such custom made or synthetic stocks are most likely anachronistic for the 80s and a basic wooden one would have sufficed instead.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] appears under the &amp;quot;tactical rifles&amp;quot; class. It is simply referred to as the &amp;quot;M16&amp;quot; in the HUD, but actually has &amp;quot;M16.A2&amp;quot; markings on the magwell. It incorrectly holds 30 rounds in a 20-round magazine, and the pin for the auto sear on the lower receiver is absent, which in reality would prevent the rifle from firing in bursts. It is anachronistic to the campaign's 1981 time period, as the M16A2 was not adopted for service yet, first being adopted in 1983 by the USMC and in 1986 by the Army. Rather than removing the carry handle as in previous Black Ops games, it uses an anachronistic carry handle rail when equipping optics. Said carry handle rail appears to be a modern 1913 rail attached using a clamp and screw system from a Colt 3x or 4x AR-15 scope somehow mated together. The weapon boasts surprisingly high damage, able to kill enemies in a single burst at some range compared to the fully-automatic rifles.&lt;br /&gt;
&lt;br /&gt;
The M16's alternate barrel options include “16.3&amp;quot; Rapid Fire”, “20.5&amp;quot; Cavalry Lancer”, “16.3&amp;quot; Titanium”, “20.2&amp;quot; Takedown”, and “15.9&amp;quot; Strike Team”; of these, the 20.5&amp;quot; barrel options are visually just the default barrel but fluted (&amp;quot;Cavalry Lancer&amp;quot;) or dimpled (&amp;quot;Takedown&amp;quot;). For the short barrel options, the &amp;quot;Rapid Fire&amp;quot; and &amp;quot;Strike Team&amp;quot; both give the gun a short triangular handguard (the difference is that &amp;quot;Rapid Fire&amp;quot; has a smooth barrel while &amp;quot;Strike Team&amp;quot;'s is fluted), while &amp;quot;Titanium&amp;quot; gives the gun a short round handguard, the end result somewhat resembling a Colt Model 723 14.5&amp;quot; A1 barrel.&lt;br /&gt;
&lt;br /&gt;
The M16's stock options include &amp;quot;Tactical Stock&amp;quot;, the normal M16A2 stock with a cheek pad, &amp;quot;Wire Stock&amp;quot;, an M231 FPW-like wire stock, &amp;quot;Duster Stock&amp;quot;, a Doublestar Ace skeleton stock (which might be anachronistic), &amp;quot;Commando Assembly&amp;quot;, a 2nd generation collapsible stock, and &amp;quot;Buffer Tube&amp;quot;, an exposed buffer tube with a rubber pad.&lt;br /&gt;
&lt;br /&gt;
Magazine options include the classic ''Black Ops'' jungle-style fast mags made with either duct tape or clamps, a 30-round STANAG magazine depicted as a 45-rounder, a 20-round STANAG magazine with an improvised duct tape magazine assists somehow also depicted as a 45-rounder, and a severely underloaded MAG5-100 100-round magazine holding 54 rounds (which also appears on the in-game &amp;quot;XM4&amp;quot;, where it holds 50 rounds).&lt;br /&gt;
[[File:M16A2.jpg|thumb|none|450px|Colt M16A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A2preview BOCW.jpg|thumb|none|600px|The M16A2 in Gunsmith.]]&lt;br /&gt;
[[File:M16A2Idle BOCW.jpg|thumb|none|600px|The M16A2 in service inside a Nevadan nuclear weapons test site.]]&lt;br /&gt;
[[File:M16A2ADS BOCW.jpg|thumb|none|600px|Aiming down the carry handle sights.]]&lt;br /&gt;
[[File:M16A2inspect BOCW.jpg|thumb|none|600px|Inspecting the rifle. Note that the in-universe stand in for Colt appears to be the fictional &amp;quot;Arrow Armory&amp;quot; (the same manufacturer stamped on the ''BOCW'' M1911A1) based in Hartford, Connecticut, standing in for Colt, the real life manufacturer of both weapons, which is also based in Hartford, CT.]]&lt;br /&gt;
[[File:M16A2inspect2 BOCW.jpg|thumb|none|600px|Performing a rather enthusiastic chamber check; pulling the bolt this far back would likely eject the currently-chambered round.]]&lt;br /&gt;
[[File:M16A2Reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:M16A2Reload2 BOCW.jpg|thumb|none|600px|Inserting a fresh 20 round steel GI mag.]]&lt;br /&gt;
[[File:BOCW M16A2 Constable.jpg|thumb|none|600px|The &amp;quot;Constable&amp;quot; blueprint, which has an anachronistic Aim Sports AR free float rifle length quad rail/V3 or Monstrum Tactical 12 inch free float quad rail.]]&lt;br /&gt;
&lt;br /&gt;
===Colt XM4 Carbine===&lt;br /&gt;
The combination of the “16.3&amp;quot; Titanium” barrel attachment with the &amp;quot;Commando Assembly&amp;quot; stock attachment approximates the [[M4 Carbine|XM4 Carbine]], sans the proper stepped barrel. The exact same configuration can be made by removing all attachments from the &amp;quot;Fly Trap&amp;quot;, &amp;quot;Inconspicuous&amp;quot;, or &amp;quot;SOG Commando&amp;quot; blueprints for the gun referred to as the &amp;quot;XM4&amp;quot; in game and then reattaching the longest barrel option.&lt;br /&gt;
[[File:XM4 1986 model.jpg|thumb|none|450px|XM4 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BOCW M16-XM4.jpg|thumb|none|600px|The psuedo-XM4 on the loadout workbench.]]&lt;br /&gt;
[[File:XM4Idle BOCW.jpg|thumb|none|600px|The pseudo-XM4 being used in Moscow.]]&lt;br /&gt;
[[File:XM4ADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:XM4Inspect BOCW.jpg|thumb|none|600px|Inspecting the XM4 build.]]&lt;br /&gt;
[[File:XM4Inspect2 BOCW.jpg|thumb|none|600px|Looking at the other side of the gun.]]&lt;br /&gt;
[[File:XM4Inspect3 BOCW.jpg|thumb|none|600px|The final part of the inspect animation involves tugging back on the charging handle for a chamber check.]]&lt;br /&gt;
[[File:XM4Reload BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:COD CWBO Beta Key Art.jpg|thumb|none|600px|A nearly identical build is seen in the key art for the beta, which is horizontally flipped. Some parts are missing from the gun's model, including the case deflector, the magazine release button, and a portion of the fence around it.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14 Groza==&lt;br /&gt;
A stylized [[OTs-14 Groza]] with a shortened receiver was added to the game in Season 1. It is anachronistic, as the real weapon was produced in 1992. It feeds from 5.45x39mm style magazines, something which is not confirmed to have existed on a real Groza, but is actually used on a Groza-inspired bullpup AK pistol developed in the late 2010s by US-based Bad Element Co. In contrast, its Warzone incarnation is stated to be chambered in &amp;quot;7.62 Soviet&amp;quot; (i.e. 7.62x39mm), and some of its muzzle attachments have &amp;quot;7.62&amp;quot; as part of their name.&lt;br /&gt;
&lt;br /&gt;
[[File:OTS-14.jpg|thumb|none|450px|OTs-14-4A-01 Groza - 9x39mm]]&lt;br /&gt;
[[File:Grozapreview BOCW.jpg|thumb|none|600px|The Groza in the battlepass preview screen. It isn't entirely clear why the weapon has been so heavily stylized, especially considering that one of the perks of adding a Groza to a game with other AKs is that you can re-use parts of their models (including more or less the entire receiver sans optic rail).]]&lt;br /&gt;
[[File:GrozaIdle BOCW.jpg|thumb|none|600px|The Groza in the hands of NATO operator Baker.]]&lt;br /&gt;
[[File:GrozaADS BOCW.jpg|thumb|none|600px|Looking through the Groza's iron sights. The rear sight notch is missing and the sights are misaligned.]]&lt;br /&gt;
[[File:GrozaInspect BOCW.jpg|thumb|none|600px|Inspecting the stylized Groza.]]&lt;br /&gt;
[[File:GrozaInspect2 BOCW.jpg|thumb|none|600px|Performing a chamber check, note the piston rod.]]&lt;br /&gt;
[[File:GrozaReload BOCW.jpg|thumb|none|600px|Removing the entirely fictional magazine.]]&lt;br /&gt;
[[File:GrozaReload2 BOCW.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:GrozaReload3 BOCW.jpg|thumb|none|600px|Performing an underhand charge. This would be impractical in reality, given the location of the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-95-1==&lt;br /&gt;
An anachronistic [[QBZ-95-1]] rifle appears in the game, featuring several retro-styled cosmetic alterations. It was briefly seen in the Gunsmith trailer, labeled the &amp;quot;Type 15&amp;quot;, but the name was changed to &amp;quot;QBZ-83&amp;quot; in the Beta and retained in the current version of the game. The Type 95's development began in 1989, with the first prototypes being made in 1990. The in-game weapon bears some cosmetic resemblances to [http://www.163.com/dy/article/EK33QH8D05355H7O.html some of the Type 95's early prototypes], but is still clearly based on the QBZ-95-1, which began its development in 2004 and was adopted in 2010. The Type 86S (a Chinese AK-platform weapon in the bullpup form) would be more appropriate, but it would be anachronistic and inappropriate on early maps as well as the campaign.&lt;br /&gt;
&lt;br /&gt;
The weapon's trigger and trigger guard shape come from the [[HS Produkt VHS|HS Produkt VHS-2]], with the latter being made from stamped metal rather like the FAMAS. Its magazines appear to be loosely based on Chinese steel AK magazines. It also has three vents on the upper handguard and a birdcage-like muzzle device, both elements of the QBZ-97. The fire selector also only has safe/fire positions like a civilian model.&lt;br /&gt;
&lt;br /&gt;
The side of the gun is marked with &amp;quot;T97NSR-PWC-CAL 5.56 mm&amp;quot;; T97NSR refers to a semi-auto only civilian variant of the 5.56mm QBZ-97A sold in Canada named Type 97 NSR. This likely suggests that Treyarch modeled the gun after a Type 97 NSR then modified it to make it resemble a Chinese QBZ-95 (with its distinct magazine shape and paddle magazine release) and &amp;quot;retro-ified&amp;quot; it. Some of its muzzle attachments also have &amp;quot;5.56&amp;quot; as part of their names, though it is unclear if this is an intentional reference to the QBZ-97 connections or a result of the generally confused state of attachment name/descriptions in ''BOCW''; its Warzone incarnation is also supposedly chambered in 5.56 NATO.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;QBZ-83&amp;quot; name would suggest that it was adopted in 1983 in the ''Black Ops'' universe which would still be anachronistic to the pre-83 maps.&lt;br /&gt;
[[File:Norinco QBZ95-1.jpg|thumb|none|450px|QBZ-95-1 - 5.8x42mm]]&lt;br /&gt;
[[File:Norinco QBZ-97.jpg|thumb|none|450px|QBZ-97 - 5.56x45mm]]&lt;br /&gt;
[[file:BOCW QBZ-83.jpg|thumb|none|600px|The QBZ on the Beta loadout wall. The indent behind the pistol grip is marked with a bizarre and grammatically broken string of Chinese text: &amp;quot;名字叫常 梦想&amp;quot; (Pinyin: míng zì jiào cháng / mèng xiǎng; more clearly seen [[:File:BOCW_QBZ-83_Beta.jpg|here]]); literally, it means &amp;quot;name is called Chang / Dream&amp;quot;. Considering that the QBZ-83 is modelled by Treyarch weapon artist [https://www.artstation.com/artwork/bKQ34r Pawin Changkiendee], it is possible that the broken Chinese was an attempt at inserting an oblique dev signature on the gun model. The artist's ArtStation images also show that the same text is marked on the bolt carrier on the release model.]]&lt;br /&gt;
[[File:QBZ95-1preview BOCW.jpg|thumb|none|600px|The QBZ in Gunsmith the released game, showing the Type 97 NSR markings more clearly. Note that the receiver marking has been changed to &amp;quot;83式自动步枪&amp;quot; (Pinyin: 83 shì zì dòng bù qiāng), meaning &amp;quot;Type 83 automatic rifle&amp;quot;. The word &amp;quot;中国&amp;quot; (Pinyin: zhōng guó), meaning &amp;quot;China&amp;quot;, is also faintly marked on the magazine well, and the rear of the stock is ''very'' faintly marked with &amp;quot;梦想&amp;quot; (Pinyin: mèng xiǎng), or &amp;quot;dream&amp;quot;.]]&lt;br /&gt;
[[File:QBZ95idle BOCW.jpg|thumb|none|600px|The &amp;quot;QBZ-83&amp;quot; in Nuketown.]]&lt;br /&gt;
[[File:QBZ95ADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:QBZ95inspect BOCW.jpg|thumb|none|600px|Inspecting the gun. Note Adler's jacket sleeve clipping through the magazine, a phenomenon also seen in ''[[Battlefield 4]]'''s depiction of the rifle.]]&lt;br /&gt;
[[File:QBZ95inspect2 BOCW.jpg|thumb|none|600px|Performing a chamber check.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;RAI K-84&amp;quot;==&lt;br /&gt;
The &amp;quot;RAI K-84&amp;quot; (standing for &amp;quot;Reactorniy Avtomat-Izluchatel Kuhlklay-84&amp;quot;, translated &amp;quot;Reactor Automatic Radiator Kuhlklay-84&amp;quot;) is a &amp;quot;Wonder Weapon&amp;quot; in the Zombies map Firebase Z released during Season 1. It is based on an [[AK-74]] with the depiction of a milled receiver; such a configuration exists on the Waffen Werks WW-74M, a US-made semi-automatic rifle, though the in-game weapon has two rivets at the rear like the stamped receiver of a standard AK-74. It is fitted with an underbarrel &amp;quot;Vortex&amp;quot; grenade launcher called the &amp;quot;GP-6K2&amp;quot; and modeled after a [[GP-25]].&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:BOCW RAI K-84 1.jpg|thumb|none|600px|The &amp;quot;RAI K-84&amp;quot; as seen in the Firebase Z trailer.]]&lt;br /&gt;
[[File:BOCWRAIKHold.jpg|thumb|none|600px|Grumbling at the fact that Primis and Ultimis were replaced by literal nobodies, of which he is one of them, the Requiem Operator in Firebase Z consoles himself by looking at his shiny space AK. The jumbled mess of parts and components welded to a traditional assault rifle base at least backs up its designation as a prototype.]]&lt;br /&gt;
[[File:BOCWRAIKInspect.jpg|thumb|none|600px|Inspecting the magazine-shaped cell holder used to power the rifle, vaguely resembling the Kalash magazines in the ''Metro'' games. It would probably not be wise to place one's fingers anywhere near the cells in the magazine, considering they are actively and visually ''sparking''.]]&lt;br /&gt;
[[File:BOCWRAIKReload.jpg|thumb|none|600px|At least reloading the weapon shows more careful finger placement. As a bit of trivia, intel in the map notes that the RAI K-84 was based off of a &amp;quot;Generator Khaosa Zavoyski-45&amp;quot; weapon that was developed in-universe in WWII. This is a reference to the otherwise completely fictional &amp;quot;GKZ-45 Mark3&amp;quot; Wonder Weapon from the ''[[Call of Duty: Black Ops III]]'' map Gorod Krovi, implying the RAI K is a successor to it. This is backed up by it operating like a more powerful version of the GKZ; a powerful laser bolt firing weapon with a secondary, grenade-type fire that explodes when shot at with the former.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1==&lt;br /&gt;
A [[Steyr AUG A1]] with the bayonet lug from the F88 Austeyr appears in the game as the &amp;quot;AUG&amp;quot; and is classified as a &amp;quot;tactical rifle&amp;quot; in multiplayer. It incorrectly fires in three-round bursts, a feature of the much later (2005) AUG A3 (as well as the similar-looking &amp;quot;ABR 223&amp;quot; from ''BO4'', which its weapon properties are likely based out of). Its foregrip is folded by default, but it can be unfolded via the &amp;quot;Field Agent foregrip&amp;quot;; it also has some rail-mounted foregrip options. Like the M16A2, the weapon boasts surprisingly high damage, able to kill enemies in a single burst at some range compared to the fully-automatic rifles.&lt;br /&gt;
&lt;br /&gt;
For some reason, Soviet troops use this weapon in the side-mission &amp;quot;Operation Red Circus,&amp;quot; which is incorrect.&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|450px|Steyr AUG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Austeyr.jpg|thumb|none|450px|F88 Austeyr - 5.56x45mm. Note bayonet lug halfway down the projecting part of the barrel and visible ALO tab at the bottom of the trigger]]&lt;br /&gt;
[[File:AUGidle BOCW.jpg|thumb|none|600px|The AUG A1 in service on an estate in the Hollywood Hills.]]&lt;br /&gt;
[[File:AUGADS BOCW.jpg|thumb|none|600px|Looking through the integral Swarovski scope. The offset backup iron sights are modelled correctly, but the reticle is incorrect.]]&lt;br /&gt;
[[File:AUGinspect1 BOCW.jpg|thumb|none|600px|Inspecting the rifle. The F88's bayonet lug is more visible here.]]&lt;br /&gt;
[[File:AUGinspect2 BOCW.jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:AUGEmpty BOCW.jpg|thumb|none|600px|The AUG is one of the few weapons in game to correctly track how many rounds are available in each mag, as can be seen with this empty magazine with follower visibly modeled. Unfortunately, ''Cold War'' does not model the last round bolt hold open mechanism that the IRL AUG A1 has.]]&lt;br /&gt;
[[File:AUGinspect3 BOCW.jpg|thumb|none|600px|Checking the ejection port.]]&lt;br /&gt;
[[File:AUGreload1 BOCW.jpg|thumb|none|600px|Removing the magazine during a reload.]]&lt;br /&gt;
[[File:AUGreload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:AUGreload3 BOCW.jpg|thumb|none|600px|Slapping the charging handle home.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A2===&lt;br /&gt;
Equipping any optical attachments turns the weapon into an anachronistic [[Steyr AUG A2|AUG A2]].&lt;br /&gt;
[[File:SteyrAUGSR.jpg|thumb|none|450px|Steyr AUG Special Receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[File:AUGA2gunsmithpreview BOCW.jpg|thumb|none|600px|The AUG A2 build.]]&lt;br /&gt;
&lt;br /&gt;
==Type 63==&lt;br /&gt;
The [[Type 63 rifle]] is available in the game, classified as a &amp;quot;tactical rifle&amp;quot;. Despite being select-fire in reality, it is restricted to semi-automatic mode in-game; the spike bayonet is also unusable. It uses what appears to be an anachronistic M14 rifle style rail mount when equipping optics. The default magazine initially held a correct 20 rounds in the closed alpha, but this was increased to an incorrect 25 in the beta and final game.&lt;br /&gt;
&lt;br /&gt;
Player character Bell and Woods use this rifle in &amp;quot;Redlight, Greenlight&amp;quot; instead of a more appropriate American M14.&lt;br /&gt;
[[File:Type63.jpg|thumb|none|450px|Type 63 - 7.62x39mm]]&lt;br /&gt;
[[File:Type63preview BOCW.jpg|thumb|none|600px|The Type 63 in Gunsmith.]]&lt;br /&gt;
[[File:Type63idle BOCW.jpg|thumb|none|600px|The Type 63 in Uzbekistan.]]&lt;br /&gt;
[[File:Type63ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Type63inspect BOCW.jpg|thumb|none|600px|Inspecting the Type 63.]]&lt;br /&gt;
[[File:Type63inspect2 BOCW.jpg|thumb|none|600px|Turning it over.]]&lt;br /&gt;
[[File:Type63inspect3 BOCW.jpg|thumb|none|600px|Brass check time.]]&lt;br /&gt;
[[File:Type63reload BOCW.jpg|thumb|none|600px|Reloading by flicking the old magazine out with a fresh one, much like the AK-47 reload.]]&lt;br /&gt;
[[File:Type63reload2 BOCW.jpg|thumb|none|600px|Then chambering the gun with a tug of the bolt handle.]]&lt;br /&gt;
&lt;br /&gt;
==VAHAN==&lt;br /&gt;
The [[VAHAN]], a somewhat obscure prototype Armenian assault rifle, was added in the 1.29 update; this makes ''BOCW'' the weapon's first known media appearance. The in-game version is somewhat stylized, and goes by the name &amp;quot;Vargo 52&amp;quot;; this presumably references the fact that design work on the project began in 1952 (with an earlier rifle called the &amp;quot;MBC-2&amp;quot;), though the VAHAN itself wasn't designed or built until 1992, making its in-game appearance anachronistic.&lt;br /&gt;
&lt;br /&gt;
[[File:VAHAN.jpg|thumb|none|450px|VAHAN with Bushnell scope - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==XM16E1==&lt;br /&gt;
The fully-automatic [[XM16E1]] appears exclusively in the campaign. It is labeled &amp;quot;M16A1&amp;quot; in the HUD and on the magwell (though the pick-up text spells it with a lowercase &amp;quot;a&amp;quot;, for some reason), but it actually has the appearance of a 'faux' XM16E1, as seen in some movies where the guns are built from M16A1s. This is firstly evidenced by the combination of an XM16E1's 3-prong flash hider with an M16A1's full fence lower. The weapon also appears to have a chrome bolt carrier, which was present on the XM16E1, but not on the M16A1. For some reason, the XM16E1 has an anachronistic A2 pistol grip, while the XM4 has a A1 pistol grip.&lt;br /&gt;
&lt;br /&gt;
In a small though somewhat confusing detail, the receiver bears a forge code mark, C H. This would indicate a rifle with an upper receiver built from Harvey Aluminum billets, but this code would have been in use from the mid 1970s to the early 1980s, well after Vietnam and never on an actual XM16E1 (though M16A1s were made with this code). Due to the nature of the game's storyline, this could be justified as intentional anachronism, however. &lt;br /&gt;
&lt;br /&gt;
It appears in the two Vietnam flashback levels, as well as a few other missions where it is available alongside the M16A2. It is incredibly powerful, as the weapon's damage was balanced for occasional bursts rather than consistent fully-auto firing, made even easier with the game's rather controllable muzzle climb. It uses the same reloading animations as the M16A2, but has a different firing sound. It is also seen in the &amp;quot;Good Enough&amp;quot; calling card.&lt;br /&gt;
[[File:XM16E1.jpg|thumb|none|450px|Mockup of an XM16E1 rifle with 20-round magazine - 5.56x45mm NATO. This can be identified as a mockup by its full magazine fence and strengthened front pivot point, neither of which appeared on the XM16E1.]]&lt;br /&gt;
[[File:XM16E1 BOCW.jpg|thumb|none|600px|Bell holds an XM16E1 in a Vietnamese village.]]&lt;br /&gt;
[[File:BOCW-M16-2.jpg|thumb|none|600px|Note the full fence lower, indicating that this is not a true XM16E1.]]&lt;br /&gt;
&lt;br /&gt;
==XM177E1==&lt;br /&gt;
The [[XM177E1]], specifically the later model with a full fence lower, appears under the name &amp;quot;XM4&amp;quot;. It is depicted with a flat top, seeming to be the result of a chopped off carry handle with a bolted rail (which was done in the 1980s by Olympic Arms and some other manufacturers). It has an anachronistic rear sight which is a hybrid between the Troy Battle Sight and Midway Industries Flip Up Sight, and the flash hider has been altered to resemble an A1. It also appears to have been based on a civilian model, as it has semi-auto only selector markings (Fire/Safe).&lt;br /&gt;
&lt;br /&gt;
The weapon is wrapped in slings with a portion tucked behind the bolt catch like the &amp;quot;Commando&amp;quot; from the first ''[[Call of Duty: Black Ops|Black Ops]]'', although the default empty reload animation in this case correctly uses the charging handle instead of trying to hit the bolt release, which couldn't possibly work with a cloth strap tucked behind it (that said, some reload animations, like the jungle mags reload animation, still involve hitting the sling-padded bolt catch). Equipping any stock customization removes the sling wrap. Mounting optics removes the front sight but keeps the gas block.&lt;br /&gt;
&lt;br /&gt;
The XM4 designation is anachronistic for the time period of 1981, as the XM177 wouldn't be designated as &amp;quot;XM4&amp;quot; until 1983, and even then would be attached to an [[:File:XM4 Carbine &amp;amp; M16A2 (1982).jpg|improved model of the XM177E2]]. However, the “11.8&amp;quot; Ranger” give the weapon an 11.5 inch barrel making it the XM177E2. The A1 pistol grip is inaccurately depicted as being solid instead of hollow.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Black Tide&amp;quot; blueprint replaces the regular handguard with a carbine-length [[M203]] grenade launcher heat shield; it also has a yellow tiger stripe camouflage paint similar to the [[M79 grenade launcher|M79]] used by &amp;quot;The Roach&amp;quot; in ''[[Apocalypse Now]]''. The &amp;quot;Giantsbane&amp;quot; variant uses an anachronistic [[Z-M LR 300]] handguard and front sight (the LR 300 having been introduced in 2000). It is also seen in the &amp;quot;Reaper Of The Dead&amp;quot; calling card.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Inconspicuous&amp;quot; blueprint uses the M16A2's upper receiver, while retaining the XM177E1's earlier teardrop forward assist, however. It has an [[Olympic Arms OA-93]] style handguard with vents patterned after the Advanced Armament Corporation OMNI suppressor, an Israeli style elastic handguard band, what appears to be a faux suppressor, a tactical light, a stock cheek pad and a [[Talk:Call of Duty: Black Ops Cold War#SureFire MAG5-60|SureFire MAG5-60]] magazine. The &amp;quot;Fly Trap&amp;quot; blueprint has an A2 handguard, an A2 pistol grip, and an A2 forward assist. The &amp;quot;Ultimate Hunter&amp;quot; has an anachronistic quad rail handguard, a muzzle brake with a breach face, a scope with some cosmetic similarities to a Trijicon ACOG, and a collapsible stock modelled after various offerings from the late 2000's onwards. The 13.7&amp;quot; Takedown, and original SOCOM will make the weapon resembles to the current M4A1 Carbine, which is anachronistic.&lt;br /&gt;
&lt;br /&gt;
[[File:Colt 609-XM1771E1 Late.jpg|thumb|none|451px|Colt Model 609 / XM177E1 - 5.56x45mm NATO. This is a late model with a full fence lower.]]&lt;br /&gt;
[[File:Muzzle A1.jpg|thumb|none|350px|A1 &amp;quot;Birdcage&amp;quot; flash hider]]&lt;br /&gt;
[[File:XM177E1preview BOCW.jpg|thumb|none|600px|The XM177E1 in Gunsmith.]]&lt;br /&gt;
[[File:XM177E1Idle BOCW.jpg|thumb|none|600px|The XM177E1 wielded by CIA agent Russel Adler. Note the MACV-SOG patch on the sling, yet another throwback to the iconic ''Black Ops 1'' &amp;quot;Commando&amp;quot;.]]&lt;br /&gt;
[[File:XM177E1ADS BOCW.jpg|thumb|none|600px|Aiming down the sights at some communist concrete.]]&lt;br /&gt;
[[File:BOCW new XM4 sights.jpg|thumb|none|600px|The updated sights, which now block less of the screen. This was changed in Season 4 for a few other weapons too, including the QBZ and the Ak 5.]]&lt;br /&gt;
[[File:XM177E1Inspect BOCW.jpg|thumb|none|600px|Inspecting involves checking the magazine.]]&lt;br /&gt;
[[File:XM177E1Inspect2 BOCW.jpg|thumb|none|600px|Then tapping it against the magwell, reinserting the magazine, and performing a chamber check. The phrase &amp;quot;This is my rifle&amp;quot; can be seen marked on the ejection port's cover, a reference to the USMC's Rifleman's Creed.]]&lt;br /&gt;
[[File:XM177E1reload BOCW.jpg|thumb|none|600px|Note the animated bolt release catch, as well as an animated magazine release tab actuating as the player character ejects and inserts magazines.]]&lt;br /&gt;
[[File:XM177reload2 BOCW.jpg|thumb|none|600px|The last step for default reloads is a firm jerk of the charging handle.]]&lt;br /&gt;
[[File:BOCW Inconspicuous.jpg|thumb|none|600px|The &amp;quot;Inconspicuous&amp;quot; variant as seen the Warzone preview.]]&lt;br /&gt;
[[File:Pseudo-M4A1.jpg|thumb|none|600px|The &amp;quot;Ultimate Hunter&amp;quot; variant with some attachments to become a psuedo-M4A1 Carbine as seen the Black Ops Cold War preview.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International PM/AW Hybrid==&lt;br /&gt;
The &amp;quot;LW3 - Tundra&amp;quot; is a hybrid of the [[Accuracy International Precision Marksman]] and the [[Accuracy International Arctic Warfare|Arctic Warfare]], along with some fictional elements. It has a Precision Marksman-style stock, and lacks a finger cutout in the magwell like this model, but has the safety of an Arctic Warfare (incorrectly set to the rear position, which would lock the bolt and the trigger), as well as an adjustable cheek pad and a flash hider like the latter. Curiously enough, it also uses Picatinny rails like the AW, but with a PM-like scope mount and backup rear sight used on it. The rifle is mildly anachronistic, as the Precision Marksman wasn't developed until 1982 and the Arctic Warfare wasn't developed until 1988, while the campaign takes place in 1981 and multiplayer takes place between 1981-1985. The name Tundra suggests it was intended to be based off of the Arctic Warfare, but they went with PM elements to keep it to the multiplayer's time period.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it is inaccurately and anachronistically used by Soviet snipers (which would likely use a SVD or a M1891 Mosin Nagant instead).&lt;br /&gt;
&lt;br /&gt;
[[File:L96A1G.jpg|thumb|none|450px|Accuracy International PM - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International AW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:AccuracyInternationalAW-PMpreview BOCW.jpg|thumb|none|600px|The hybrid Accuracy International rifle in Gunsmith.]]&lt;br /&gt;
[[File:AW-PMidle BOCW.jpg|thumb|none|600px|The hybrid Accuracy International rifle on a Miami Beach boardwalk.]]&lt;br /&gt;
[[File:AW-PMinspect BOCW.jpg|thumb|none|600px|Initiating the inspect animation.]]&lt;br /&gt;
[[File:AW-PMreload BOCW.jpg|thumb|none|600px|Good view of the other side.]]&lt;br /&gt;
[[File:AW-PMreload2 BOCW.jpg|thumb|none|600px|Taking out the magazine.]]&lt;br /&gt;
[[File:AW-PMreload3 BOCW.jpg|thumb|none|600px|Chambering new 7.62x51mm round.]]&lt;br /&gt;
[[File:AW-PMreload4 BOCW.jpg|thumb|none|600px|Ready to go.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M82A1M==&lt;br /&gt;
The [[Barrett M82A1M]] appears in the game as the &amp;quot;M82&amp;quot;. It is anachronistic to the game, since it was developed in the 1990s; the original M82 would be more accurate for some multiplayer maps. To balance out its semiautomatic firing mode, the M82A1M is comically the ''weakest'' sniper rifle in terms of per-shot damage, not even able to break the bulletproof armor scorestreak or even Soviet armored units in the campaign in one shot. Due to the lack of a Soviet sniper rifle, the Soviet forces use the Barrett as their sniper (instead of the aforementioned SVD), which is incorrect.&lt;br /&gt;
&lt;br /&gt;
[[File:Barrett M82A1M.jpg|thumb|none|450px|Barrett M82A1M - .50 BMG]]&lt;br /&gt;
[[File:M82preview BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:M82idle BOCW.jpg|thumb|none|600px|The M82A1M in Miami.]]&lt;br /&gt;
[[File:M82inspect BOCW.jpg|thumb|none|600px|Inspecting the M82A1M.]]&lt;br /&gt;
[[File:M82inspect2 BOCW.jpg|thumb|none|600px|Brass check.]]&lt;br /&gt;
[[File:M82inspect3.jpg|thumb|none|600px|Note the &amp;quot;MOD 82A1&amp;quot; stamped on the magwell.]]&lt;br /&gt;
&lt;br /&gt;
==Mechem NTW-20==&lt;br /&gt;
The [[Mechem NTW-20]] was added in the Season 2 Reloaded update as the &amp;quot;ZRG 20mm&amp;quot;. It is heavily stylized and fitted with a PSO-1 scope with incorrect reticle by default. It is also far shorter than the real weapon, making the weapon shorter then the in-game Barrett M82A1M, despite the NTW-20 being roughly twice the length of the Barrett. It is anachronistic by more than a decade (1998) and is set up for left-handed use, with the magazine and bolt handle on the right and left side respectively, opposite what it should be.&lt;br /&gt;
&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Mechem NTW-20 - 20x82mm MG151]]&lt;br /&gt;
[[File:Svu.jpg|thumb|none|450px|SVU Dragunov - 7.62x54mmR, image used to show PSO-1 scope.]]&lt;br /&gt;
[[File:NTW20gunsmithpreview BOCW.jpg|thumb|none|600px|The &amp;quot;ZRG 20mm&amp;quot; in Gunsmith preview. Note the oversized PSO-1 and short appearance.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 700PSS==&lt;br /&gt;
The [[Remington 700PSS]] appears as the &amp;quot;Pelington 703&amp;quot;, complete with a permanently attached Harris bipod (which can be deployed by equipping the &amp;quot;Front Grip&amp;quot; or &amp;quot;Bipod&amp;quot; underbarrel attachments). Like the M40 and R700 rifles in ''[[Call of Duty 4: Modern Warfare]]'', it is reloaded with individual rounds. It is anachronistic for the game as it was designed in 1986 while the 80s segments of ''Black Ops Cold War'' take place in 1981-1985; the scope also mounts on an anachronistic rail. It is also inaccurately used by Spetsnaz and Cuban snipers and also appears in Bell's Vietnam War false flashbacks, fitted with a wooden stock and is depicted as being used by the US troops, though it is likely standing in for a standard Remington 700 in this case. Its Warzone incarnation is stated to use .308 ammunition (most likely Winchester).&lt;br /&gt;
&lt;br /&gt;
[[File:RemingtonPSS700.jpg|thumb|none|450px|Remington 700PSS with Leupold Mark 4 scope and Harris bipod - .300 Win Mag]]&lt;br /&gt;
[[File:R700PSSpreview BOCW.jpg|thumb|none|600px|The Remington 700 in Gunsmith.]]&lt;br /&gt;
[[File:R700idle BOCW.jpg|thumb|none|600px|The Remington 700PSS in service in Soviet Uzbekistan.]]&lt;br /&gt;
[[File:R700inspect BOCW.jpg|thumb|none|600px|Turning the gun over to read the engraved &amp;quot;Pelington&amp;quot; manufacturer branding, which is very clearly meant to evoke the Remington trade dress on the real Remington 700.]]&lt;br /&gt;
[[File:R700inspect2 BOCW.jpg|thumb|none|600px|Inspecting the Remington 700 involves a very elaborate animation, where the player character will eject a live round...]]&lt;br /&gt;
[[File:R700inspect3 BOCW.jpg|thumb|none|600px|Catching it in their right hand...]]&lt;br /&gt;
[[File:R700inspect4 BOCW.jpg|thumb|none|600px|Then slipping it back into the chamber and sending the bolt into battery.]]&lt;br /&gt;
[[File:R700reload BOCW.jpg|thumb|none|600px|Reloading is done with individual rounds.]]&lt;br /&gt;
[[File:CODBOCWWoodsSniper1.jpeg|thumb|none|600px|Woods holding the sniper rifle in a promotional image.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==CETME Ameli==&lt;br /&gt;
The late NB model [[CETME Ameli]] was added in Season 4. It is inaccurately fitted with an early NA variant flash hider. It appears under the Spanish Army's designation &amp;quot;MG 82&amp;quot;. It is borderline anachronistic for pre-1982 maps, as it was recently unveiled and put into Spanish service at the time.&lt;br /&gt;
&lt;br /&gt;
[[File:CetmeAmeli556.jpg|thumb|none|450px|CETME Ameli (late NB model) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Amelipreview BOCW.jpg|thumb|none|600px|The CETME Ameli in the battlepass preview screen. Note the MG42 like conical muzzle from the early NA variant. Fitting this one to an NB model is dubious as the NA muzzle is part of the barrel shroud while the NB straight flash hider is part of the barrel.]]&lt;br /&gt;
[[File:AmeliIdle BOCW.jpg|thumb|none|600px|The CETME Ameli in the hands of NATO operator Baker, onboard a luxury yacht.]]&lt;br /&gt;
[[File:AmeliADS BOCW.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AmeliInspect1 BOCW.jpg|thumb|none|600px|Inspecting the Spanish LMG.]]&lt;br /&gt;
[[File:AmeliInspect2 BOCW.jpg|thumb|none|600px|The other side.]]&lt;br /&gt;
[[File:AmeliReload1 BOCW.jpg|thumb|none|600px|Reloading by racking the charging handle.]]&lt;br /&gt;
[[File:AmeliReload2 BOCW.jpg|thumb|none|600px|Opening the top cover.]]&lt;br /&gt;
[[File:AmeliReload3 BOCW.jpg|thumb|none|600px|Replacing the ammo box.]]&lt;br /&gt;
[[File:AmeliReload4 BOCW.jpg|thumb|none|600px|And inserting a fresh belt into the feed tray.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
A handheld [[M134 Minigun]] is featured in the game. It is shown with a 4-flange barrel clamp (like an original General Electric M134) combined with a Dillon Aero flash hider. It is obtainable in the campaign mission &amp;quot;The Final Countdown&amp;quot;, under the name &amp;quot;M134 Minigun&amp;quot;. It was later added to multiplayer and Zombies in Season 2 as the &amp;quot;Death Machine&amp;quot;, with a slightly altered model.&lt;br /&gt;
&lt;br /&gt;
It also appears mounted on helicopters, including the &amp;quot;Chopper Gunner&amp;quot; scorestreak in multiplayer, and as part of the &amp;quot;Sentry Turret&amp;quot; scorestreak. A helicopter-mounted version can be used by Bell during a setpiece in &amp;quot;Fracture Jaw&amp;quot;, though when the helicopter was shot down during the aforementioned mission, it somehow still manages to operate without the assistance of a power supply.&lt;br /&gt;
&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|450px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M134deathmachine BOCW.jpg|thumb|none|600px|The &amp;quot;Death Machine&amp;quot; in the scorestreak selection menu. This configuration resembles the airsoft Classic Army M134-A2 CO2/HPA.]]&lt;br /&gt;
[[File:BOCW-Minigun-1.jpg|thumb|none|600px|The M134 at the far right, in both door and subsystem mounts. Note that ''Black Ops Cold War'' continues the ''Modern Warfare'' trend of fictionalizing its vehicles, evident by the addition of backwards Pave Low style air intakes and overall stylized appearance of the faux Huey.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Death Machine&amp;quot; (Dead Ops Arcade 3)===&lt;br /&gt;
The &amp;quot;Death Machine&amp;quot; model from ''[[Call of Duty: Black Ops III]]'', a futuristic man-portable rotary gun based on the [[General Dynamics GAU-19/A]], appears exclusively as a power-up in the Zombies map Dead Ops Arcade 3: Rise of the Mamaback.&lt;br /&gt;
&lt;br /&gt;
[[File:GAU19.jpg|thumb|none|450px|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The [[M60 machine gun|M60]] is one of the machine guns in ''BOCW''; it is the original model, as opposed to the M60E3 featured in past games.&lt;br /&gt;
&lt;br /&gt;
A mounted version can also be found in &amp;quot;End of the Line&amp;quot;, which somehow ended up to the Cuban forces. It is also seen in the &amp;quot;Harvest Time&amp;quot; calling card.&lt;br /&gt;
&lt;br /&gt;
[[File:M60GPMG.jpg|thumb|none|450px|M60 gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M60preview BOCW.jpg|thumb|none|600px|The M60 in Gunsmith. The belt box only holds 75 rounds by default instead of 100, though it has a correct capacity in Warzone.]]&lt;br /&gt;
[[File:M60idle BOCW.jpg|thumb|none|600px|The M60 in the lobby of a fancy Miami Beach hotel.]]&lt;br /&gt;
[[File:M60ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:M60inspect BOCW.jpg|thumb|none|600px|Woods holds the M60 up in the inspect animation.]]&lt;br /&gt;
[[File:M60inspect2 BOCW.jpg|thumb|none|600px|Getting a good look at the ammo box, note the rounds in the belt appear to have struck primers.]]&lt;br /&gt;
[[File:M60inspect3 BOCW.jpg|thumb|none|600px|Checking out the charging handle and link ejection port.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-1-Pull.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-2-Push.jpg|thumb|none|600px|Pushing it back into position.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-3-ThrowCasings.jpg|thumb|none|600px|After the cover is opened, the remaining M13 belt link is swiped away. This is the only difference between an empty and partially-empty reload.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-4-BoxRemove.jpg|thumb|none|600px|Removing the ammo box.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-5-BoxNew.jpg|thumb|none|600px|Inserting a full ammo box into its hang slit.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-6-AlignBullets.jpg|thumb|none|600px|Aligning the belt.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-7-LidClose.jpg|thumb|none|600px|Closing the M60's cover lid. In reality, the original M60 (and not later versions depicted in previous games) requires the charging handle to be locked back in order to properly close the top-cover, as reloading with the handle forward would not allow the top-cover to be fully closed. Using fast mags produces a different reloading animation where the cover isn't flipped up, and the belt is instead pushed into the gun, which is then charged twice to put the round in place.]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
The [[RPD]] appears under its real name, with an incorrect disintegrating ammunition belt. The &amp;quot;Fast Mag&amp;quot; reload animation shows the RPD reload in a unique manner by having the new belt pulled through the closed top cover, whereas the default reload involves using the feed tray cover.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it is used by Soviet forces in 1981, at a time when it had already been phased out in favor of the [[PKM]] and the [[RPK-74]].&lt;br /&gt;
&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:RPDpreview BOCW.jpg|thumb|none|600px|The RPD in Gunsmith. It only holds 50 rounds (formerly 75) by default instead of 100 in its belt container.]]&lt;br /&gt;
[[File:RPDidle BOCW.jpg|thumb|none|600px|The RPD in use on a Nicaraguan cartel plantation.]]&lt;br /&gt;
[[File:RPDADS BOCW.jpg|thumb|none|600px|Looking through the iron sights.]]&lt;br /&gt;
[[File:RPDinspect BOCW.jpg|thumb|none|600px|Inspecting the RPD.]]&lt;br /&gt;
[[File:RPDinspect2 BOCW.jpg|thumb|none|600px|Turning the RPD over.]]&lt;br /&gt;
[[File:RPDreload BOCW.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:RPDreload2 BOCW.jpg|thumb|none|600px|Lifting the dust cover.]]&lt;br /&gt;
[[File:RPDreload3 BOCW.jpg|thumb|none|600px|Feeding the new ammo belt in.]]&lt;br /&gt;
[[File:BOCW-RPD-1.jpg|thumb|none|600px|Adler and Belikov brandish RPDs as they prepare to shoot their way out of KGB headquarters.]]&lt;br /&gt;
&lt;br /&gt;
==Stoner 63A==&lt;br /&gt;
The [[Stoner 63A]] is available in-game. Its in-game configuration primarily matches the Commando configuration, feeding from the right and featuring a bottom cocking handle. By default, it has a long barrel generally associated with the LMG configuration, though it can be modified with a Commando barrel via the “16&amp;quot; SOR Cut Down” attachment; this is a rather strange name, given that the Commando-length barrel was a factory option. A few Soviet heavies in the campaign are seen using these instead of the more faction-appropriate RPD.&lt;br /&gt;
&lt;br /&gt;
The gun can use a 100-round drum modeled after the real gun's left-feeding 100-round drum, mirrored to feed from the right instead of the left (and also featuring some cosmetic differences). The gun also has a fictional 125-round box option.&lt;br /&gt;
[[File:Stoner 63A Commando Right Feed.jpg|thumb|none|450px|Stoner 63A, Commando configuration (Mark 23 Mod 0) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Stoner 63 LMG.jpg|thumb|none|450px|Stoner 63, light machine gun configuration (XM207) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Stoner63preview BOCW.jpg|thumb|none|600px|The Stoner 63 in Gunsmith. Like the M60, it only holds 75 rounds by default instead of 100 in its belt box.]]&lt;br /&gt;
[[File:Stoner63idle BOCW.jpg|thumb|none|600px|The Stoner 63 in Nuketown.]]&lt;br /&gt;
[[File:Stoner63ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Stoner63inspect BOCW.jpg|thumb|none|600px|Initiating inspect animation.]]&lt;br /&gt;
[[File:Stoner63inspect2 BOCW.jpg|thumb|none|600px|Checking the right hand side.]]&lt;br /&gt;
[[File:Stoner63reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Stoner63reload2 BOCW.jpg|thumb|none|600px|Taking out the ammo box.]]&lt;br /&gt;
[[File:Stoner63reload3 BOCW.jpg|thumb|none|600px|Inserting a fresh ammo box.]]&lt;br /&gt;
[[File:Stoner63reload4 BOCW.jpg|thumb|none|600px|Taking the new belt of 5.56x45mm. Like the RPD and the M60, the Fast Mags reload animation shows the belt being pulled through the gun rather than put into the gun after flipping up the feed tray cover.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==FIM-43 Redeye==&lt;br /&gt;
The [[FIM-43 Redeye]] appears under the name &amp;quot;Cigma 2&amp;quot;. Despite being a dedicated MANPADS in reality, the weapon can still be fired even without a lock-on and against ground targets. It somehow appears in a secret Soviet training facility in &amp;quot;Redlight, Greenlight&amp;quot;, though it may be possible that Soviet forces somewhat stole a few Redeyes from the Afghan mujahideen during the Soviet–Afghan War or otherwise, it would likely be fired ones for research use. Cuban forces in &amp;quot;End of the Line&amp;quot; also somehow ended up with Redeye launchers, where the RPG-7 already featured in the game would be a better choice.&lt;br /&gt;
&lt;br /&gt;
[[File:FIM-43 Redeye display.jpg|thumb|none|450px|Dummy FIM-43 Redeye Block I/II with sling - 70mm]]&lt;br /&gt;
[[File:FIM43preview BOCW.jpg|thumb|none|600px|The Redeye in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
The &amp;quot;RAI K-84&amp;quot; wonder weapon in Zombies is fitted with an underbarrel &amp;quot;Vortex&amp;quot; grenade launcher, called the &amp;quot;GP-6K2&amp;quot; and taking the form of a [[GP-25]].&lt;br /&gt;
&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:BOCWGP6K2.jpg|thumb|none|600px|The Requiem Operator readies his Vortex launcher. Rather than relying on its own source of ammunition, the launcher instead takes ten shots from the magazine every time it is fired.]]&lt;br /&gt;
[[File:BOCWRAIKReload.jpg|thumb|none|600px|Wires between the launcher and the main body of the gun can be better seen while reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Hawk MM1 grenade launcher==&lt;br /&gt;
The [[Hawk MM1 grenade launcher]] appears as the &amp;quot;War Machine&amp;quot; scorestreak. Bell wields one that somehow manages to hold 36 rounds in one of the final missions of the campaign. It appropriately holds 12 in multiplayer and Zombies mode.&lt;br /&gt;
[[File:MM1.jpg|thumb|none|400px|Hawk MM1 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:HawkMM1scorestreakmenu BOCW.jpg|thumb|none|600px|The Hawk MM1 in the scorestreak selection menu.]]&lt;br /&gt;
[[File:BOCW MM-1 Beta.jpg|thumb|none|600px|The MM1 as seen in the beta. Lacking sights of any sort, the MM1's &amp;quot;aiming&amp;quot; animation consists of simply zooming in the user's view slightly.]]&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
The [[M79 grenade launcher]] is one of the launchers in the game. It appears in the missions &amp;quot;End of the Line&amp;quot; and the false Vietnam flashback mission &amp;quot;Desperate Measures,&amp;quot; as well as &amp;quot;Redlight, Greenlight&amp;quot; as part of an easter egg.&lt;br /&gt;
&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|400px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:M79preview BOCW.jpg|thumb|none|600px|The M79.]]&lt;br /&gt;
[[File:M79idle BOCW.jpg|thumb|none|600px|The M79 in Nuketown.]]&lt;br /&gt;
[[File:M79ADS BOCW.jpg|thumb|none|600px|Looking down the ladder sight.]]&lt;br /&gt;
[[File:M79inspect BOCW.jpg|thumb|none|600px|The inspect animation for the M79 is very simple, with the player character turning it over from left to right.]]&lt;br /&gt;
[[File:M79inspect2 BOCW.jpg|thumb|none|600px|The other side.]]&lt;br /&gt;
[[File:M79reload BOCW.jpg|thumb|none|600px|Ejecting the spent 40mm casing.]]&lt;br /&gt;
[[File:M79reload2 BOCW.jpg|thumb|none|600px|Reloading with another round.]]&lt;br /&gt;
[[File:M79reload3 BOCW.jpg|thumb|none|600px|Flipping the breech shut.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is one of the launchers in ''BOCW''.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RPG7preview BOCW.jpg|thumb|none|600px|The RPG-7 in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==F-1 Hand Grenade==&lt;br /&gt;
Several multiplayer character skins have unusable [[F-1 Hand Grenade]]s attached to the belt.&lt;br /&gt;
[[Image:deactivated f1.jpg|thumb|none|350px|F-1 High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[File:BOCW-ArtistF1Grenade.jpg|thumb|none|600px|The &amp;quot;[[Léon: The Professional|Artist]]&amp;quot; skin for the operator Portnova from season 2 in-game.]]&lt;br /&gt;
[[File:BOCW-F1Grenade1.jpg|thumb|none|600px|The &amp;quot;Violent Nature&amp;quot; skin in-game.]]&lt;br /&gt;
[[File:BOCW-F1Grenade2.jpg|thumb|none|600px|The &amp;quot;Meltdown&amp;quot; skin in-game.]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is carried by US soldiers in Vietnam in the campaign. M18s with inverted color scheme are also carried by Naga. On the 2021 released map &amp;quot;Apocalypse&amp;quot;, several M18s with purple smoke lying around the ruins.&lt;br /&gt;
[[File:M18yellow actual.jpg|thumb|none|150px|M18 smoke grenade, yellow]]&lt;br /&gt;
[[File:BOCW-M18-Smoke-1.jpg|thumb|none|600px|An M18 with an incorrect &amp;quot;WHITE&amp;quot; marking on a soldier.]]&lt;br /&gt;
[[File:BOCW-M18-Smoke-2.jpg|thumb|none|600px|An unusable unprimed M18 releasing endless, incorrectly-colored smoke.]]&lt;br /&gt;
[[File:AmericanSniperANM8.jpg|thumb|none|250px|Screen-used stunt AN/M8 smoke grenade (Marc Lee's; with a foam magazine) from ''[[American Sniper]]''. Image used to illustrate Naga's inverted color M18 grenades.]]&lt;br /&gt;
&lt;br /&gt;
==M26 hand grenade==&lt;br /&gt;
What appears to be an [[M26 hand grenade]] is carried by Woods in promotional media. The &amp;quot;Wrecking Ball&amp;quot; skin has an unusable M26 hanging from his belt.&lt;br /&gt;
[[File:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW-M26Grenade1.jpg|thumb|none|600px|The &amp;quot;Wrecking Ball&amp;quot; skin in-game.]]&lt;br /&gt;
&lt;br /&gt;
==M34 White Phosphorous grenade==&lt;br /&gt;
The [[M34 White Phosphorous grenade]] appears as the &amp;quot;Smoke Grenade&amp;quot;.&lt;br /&gt;
[[File:M34 2-1-.jpg|thumb|none|150px|M34 White Phosphorous grenade.]]&lt;br /&gt;
[[File:BOCW M34 WP.jpg|thumb|none|600px|The &amp;quot;Smoke Grenade&amp;quot; in the loadout.]]&lt;br /&gt;
&lt;br /&gt;
==M67 hand grenade==&lt;br /&gt;
The [[M67 hand grenade]] appears as the &amp;quot;Frag&amp;quot;. It is also depicted on the &amp;quot;Quartermaster&amp;quot; perk.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 fragmentation grenade.]]&lt;br /&gt;
[[File:BOCW M67.jpg|thumb|none|600px|A M67 frag grenade in the &amp;quot;Lethal&amp;quot; equipment section.]]&lt;br /&gt;
&lt;br /&gt;
==M83 smoke grenade==&lt;br /&gt;
An anachronistic M83 instead of the period-appropriate AN/M8 HC smoke grenades are carried by Sims and US troops in &amp;quot;Fracture Jaw&amp;quot;.&lt;br /&gt;
[[File:M87.JPG|thumb|none|200px|M83 TA smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
An [[M84 stun grenade]] is carried by Woods in the campaign and is seen in cinematics. The same fictionalized M84 from ''Modern Warfare'' is also carried by multiplayer operator Zeyna. It is anachronistic as it was used from 1995 in reality.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:BOCW M1911 trailer silencer.jpg|thumb|none|600px|M84 stun grenades seen in the arsenal of a Perseus team in the multiplayer reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 hand grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is seen in the key art for the game's beta.&lt;br /&gt;
[[file:MK2 grenade DoD.jpg|thumb|150px|none|Mk 2 hand grenade]]&lt;br /&gt;
[[File:COD CWBO Beta Key Art.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MK3A2 offensive hand grenade==&lt;br /&gt;
The [[MK3 offensive hand grenade|MK3A2]] concussion grenade appears as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
[[File:MK3A2.jpg|thumb|none|150px|MK3A2 offensive hand grenade]]&lt;br /&gt;
[[File:BOCW Mk3A2.jpg|thumb|none|600px|The MK3A2 as seen in the loadout section.]]&lt;br /&gt;
&lt;br /&gt;
==Rheinmetall MK13 Mod 0 BTV-EL flash grenade==&lt;br /&gt;
MK 13 flashbang grenades are carried by US troops in cutscenes and are seen on the default skins for multiplayer operators Adler and Song and Naga's &amp;quot;Warlord&amp;quot; skin. Most likely anachronistic.&lt;br /&gt;
[[File:MK13 Mod 0 BTV-EL.jpg|thumb|none|200px|Rheinmetall MK13 Mod 0 BTV-EL flash grenade]]&lt;br /&gt;
[[File:BOCW Adler M18.jpg|thumb|none|600px|Adler with an MK 13 flashbang on his belt.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgrante==&lt;br /&gt;
Seven unusable [[Model 24 Stielhandgranate]]s can be seen on the &amp;quot;Die Maschine&amp;quot; Zombies map, right behind the Kingtiger tank.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|350px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW-Stielhandgrante1.jpg|thumb|none|600px|Looking at &amp;quot;potato mashers&amp;quot;.]]&lt;br /&gt;
[[File:BOCW-Stielhandgrante2.jpg|thumb|none|600px|Closer view of three stick grenades, it appears that the model is reused from ''Black Ops III'' and ''Black Ops 4''.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5==&lt;br /&gt;
Unusable [[RGD-5]] grenades are visible on the harness of multiplayer operators Portnova and Garcia and on Naga's &amp;quot;Warlord&amp;quot; skin.&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|160px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW Garcia grenades.jpg|thumb|none|600px|Garcia's character model on the beta's main multiplayer screen.]]&lt;br /&gt;
&lt;br /&gt;
==RG-42==&lt;br /&gt;
Also seen hanging on Garcia's belt is an [[RG-42 hand grenade]].&lt;br /&gt;
[[File:RG-42 HG.jpg|thumb|none|160px|RG-42 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW Garcia grenades.jpg|thumb|none|600px|The RG-42 is just barely visible on Garcia's belt, by his left hip.]]&lt;br /&gt;
&lt;br /&gt;
==Simulator Hand Grenade M116A1==&lt;br /&gt;
The [[M116A1 training grenade|Simulator Hand Grenade M116A1]] appears as the &amp;quot;Flashbang&amp;quot;. In reality, this is a training grenade and not an actual combat device.&lt;br /&gt;
[[File:M116a1pullcord.jpg|thumb|none|300px|Simulator Hand Grenade M116A1 with pullcord fuse]]&lt;br /&gt;
[[File:M116A1Flashbang BOCW.jpg|thumb|none|600px|The M116A1 in the operator loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==TM-46 anti-tank mine==&lt;br /&gt;
A cosmetically modified [[TM-46 anti-tank mine]] appears as the &amp;quot;Proximity Mine&amp;quot; field upgrade.&lt;br /&gt;
[[File:Tm-46.jpg|thumb|none|450px|TM-46 anti-tank mine]]&lt;br /&gt;
[[File:BOCW Prox Mine.jpg|thumb|none|600px|The Proximity Mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Type 67 Stick Grenade==&lt;br /&gt;
Several unusable Chinese [[Type 67 stick grenade|Type 67 Grenades]] are seen on the Vietcong guerillas found in the campaign. In the multiplayer, an operator skin for Baker can be purchased with Season 2, which also has two Type 67 Stick Grenades attached to the belt.&lt;br /&gt;
[[File:Type67Grenade.jpg|thumb|none|350px|Type 67 High-Explosive Fragmentation stick grenade]]&lt;br /&gt;
[[File:BOCW-Type67grenade.jpg|thumb|none|600px|Bell looks at a dead Vietcong fighter.]]&lt;br /&gt;
[[File:BOCW-Type67grenade2.jpg|thumb|none|600px|The &amp;quot;Last One Standing&amp;quot; skin in-game.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==8.8 cm Flak 37==&lt;br /&gt;
Bell destroys several Flak 37s in &amp;quot;The Final Countdown&amp;quot;. It is inaccurately depicted as being mounted on Czechoslovakian type carriage and mount.&lt;br /&gt;
[[Image:FlaK37.jpg|thumb|none|400px|8.8 cm FlaK 37 (note the pointer dials, the rectangular boxes on the side of the gun cradle with two circles) - 88x571mm R]]&lt;br /&gt;
[[File:BOCW-Flak1.jpg|thumb|none|600px|In a truly Bond villain fashion, &amp;quot;Perseus&amp;quot; have mated the poor Flak 37 to a [http://www.frajasw.cz/gallery/lizard/pldvk_vz_53/pldvk_vz_53.html Czechoslovakian towed 30-mm anti-aircraft installation ZK.453].]]&lt;br /&gt;
[[File:BOCW-Flak2.jpg|thumb|none|600px|As evident from this image, the combination of a much larger Flak 37 with the ZK.453 carriage is dubious to work in reality as the latter is obviously designed for a smaller weapon. As for why would a rogue Soviet element use a WWII German flak, that's probably due to asset recycling from a previous game.]]&lt;br /&gt;
&lt;br /&gt;
==30mm ZK.453==&lt;br /&gt;
In &amp;quot;Red Light, Green Light&amp;quot;, some 30mm ZK.453 anti-aircraft guns can be seen.&lt;br /&gt;
[[File:BOCW-AAZK1.jpg|thumb|none|600px|The ZK.453 which unlike the aforementioned mutant flak, actually fits the carriage it was meant for.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
Five bent [[Browning M2 Aircraft]] Machine Guns in fixed and flexible mount are seen on a crashed Boeing B17 &amp;quot;Flying Fortress&amp;quot; on the Zombies map &amp;quot;Die Maschine&amp;quot;. This bomber is first seen during the &amp;quot;Nacht der Untoten&amp;quot; cutscene from ''[[Call of Duty: World at War|World at War]]''.&lt;br /&gt;
[[File:M2aircraft.jpg|thumb|none|450px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, flexible - .50 BMG]]&lt;br /&gt;
[[File:BOCW-BM2Air.jpg|thumb|none|600px|Looking at the top turret with two mounted Brownings.]]&lt;br /&gt;
[[File:BOCW-BM2Air1.jpg|thumb|none|600px|The barrel of a waist gunner position.]]&lt;br /&gt;
[[File:BOCW-BM2Air2.jpg|thumb|none|600px|A rear view of the same MG inside the bomber shows the spade grips of the flexible Browning variant. The last two MGs of the tail gunner position can be seen outside the map.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
[[Browning M2HB]]s are mounted on M1 Abrams tanks.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:M242 25mm gun.jpg|thumb|none|450px|M242 Bushmaster chaingun - 25mm]]&lt;br /&gt;
[[File:BOCW-M2HB1.jpg|thumb|none|600px|It appears that the M2HB has also been fictionalized somewhat, because &amp;quot;legal reasons&amp;quot;. Among these fictionalizations are reinforcing ribs added at the front of the receiver, an extension to the receiver that separates the receiver and the barrel shroud and also mounts the front sight, the barrel shroud only having 3 vent holes instead of 4 (none of which are actually modeled, but textured onto the gun) and also being bottlenecked similar to an [[M242 Bushmaster chaingun]], and lightening cuts added to the top cover. The Abrams tank it is mounted to is the M1A1 variant, easily identified by the different profile of the bore evacuator on the M256 120mm cannon and the lack of the M1A2's thermal viewer for the commander; the M1A1 Abrams is anachronistic to this level, set in 1983, as the M1A1 was only accepted into service some time between 1985 and 1986.]]&lt;br /&gt;
[[File:BOCW-M2HB2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==DShKM Heavy Machine Gun==&lt;br /&gt;
A [[DShK Heavy Machine Gun|DShKM Heavy Machine Gun]] appears to be mounted gunboats, tanks and bunkers in multiplayer and also on the ''Slava''-class, and inappropriately, the ''Ticonderoga''-class cruisers on the map Armada. It can be used in the campaign mission &amp;quot;Redlight, Greenlight&amp;quot;, mounted on a (anachronistic) BTR-80 APC.&lt;br /&gt;
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
==General Electric M61 Vulcan==&lt;br /&gt;
F-14A Tomcats, armed with [[M61 Vulcan]] cannons, are seen taking off from a ''Nimitz''-class carrier in the reveal trailer. The carrier also sports Vulcan cannons in CIWS installations.&lt;br /&gt;
[[File:M61vulcan.jpg|thumb|none|450px|GE M61 Vulcan Cannon - 20x102mm]]&lt;br /&gt;
[[File:Phalanx.jpg|thumb|none|400px|Phalanx Block 1 CIWS - 20x102mm]]&lt;br /&gt;
[[File:BOCW Nimitz Carrier.jpg|thumb|none|600px|A Tomcat launching into the danger zone from the supercarrier, with CIWS visible on both sides of the bow.]]&lt;br /&gt;
&lt;br /&gt;
==M40 Recoilless Rifle==&lt;br /&gt;
The [[M40 Recoilless Rifle]] is seen on jeeps inside Camp Haskins.&lt;br /&gt;
[[File:M40 Type 73 jeep mount.jpg|thumb|none|400px|M40 Recoilless Rifle (Licensed in Japan as the Type 60) mounted on Type 73 Kyu jeep - 106mm Rocket]]&lt;br /&gt;
[[File:BOCW-M40Recoilless.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The Panzerkampfwagen VI Ausf. B Tiger II &amp;quot;Königstiger&amp;quot; heavy tank on the &amp;quot;Die Maschine&amp;quot; Zombies map has a hull-mounted [[MG34]].&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BOCW-MG34Panzerlauf.jpg|thumb|none|600px|The hull-mounted MG34. It appears that the weapon plus the entire tank model are reused from ''Black Ops III''.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
An [[MG42]] with a drum magazine appears only as an emplaced weapon in the Vietnam War flashback mission &amp;quot;Fracture Jaw&amp;quot;. It is confirmed that the MG34 was used in Vietnam as military aid from the Soviet Union which had captured stockpiles from WWII thus the appearance of the MG42 in this context is also plausible.&lt;br /&gt;
[[File:mg42drummag.jpg|thumb|none|450px|MG42 with drum magazine - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BOCW-MG42-1.jpg|thumb|none|600px|An MG42 in Vietnam. It appears that the model is lifted from ''Black Ops III''.]]&lt;br /&gt;
[[File:BOCW-MG42-2.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
&lt;br /&gt;
==Yakushev-Borzov Yak-B==&lt;br /&gt;
A [[Yakushev-Borzov Yak-B]] is mounted on in-game Hind-D attack helicopters.&lt;br /&gt;
[[File:Mil Mi-24D Yak-B closeup.jpg|thumb|none|400px|Closeup of Yakushev-Borzov Yak-B mounted on Mi-24 Hind-D - 12.7x108mm]]&lt;br /&gt;
[[File:YakB Hind BOCW.jpg|thumb|none|600px|The chin-mounted Yak-B as seen in the vehicle customization menu in Cold War.]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-23==&lt;br /&gt;
The &amp;quot;VTOL Escort&amp;quot; (Modeled after the Yak-38) has two [[Gryazev-Shipunov GSh-23]] autocannons mounted in underwing UPK-23 gunpods. While the pod itself is correctly modeled, it is incorrectly depicted as a flexible aiming system (independent from the Yak's nose direction) due to gameplay reasons and controls. It is also seen mounted with an NPPU-23 helicopter turret inaccurately onto a Mi-8 helicopter piloted by Kravchenko in &amp;quot;Mauer Der Toten&amp;quot;.&lt;br /&gt;
[[File:GSh-23-2.jpg|thumb|none|400px|Grayzev-Shipunov GSh-23 with ammo belt - 23x115mm]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-2==&lt;br /&gt;
[[Gryazev-Shipunov GSh-30-2]] cannons are used by the Sukhoi Su-25 &amp;quot;Frogfoot&amp;quot; jets against ground targets when conducting the &amp;quot;Strafe Run&amp;quot; scorestreak.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==150 lb Crossbow==&lt;br /&gt;
A 150 lb crossbow similar to those by Velocity Archery and Wizard Archery appears as the &amp;quot;R1 Shadowhunter&amp;quot;. Those designs are most likely anachronistic.&lt;br /&gt;
[[File:R1crossbowpreview BOCW.jpg|thumb|none|600px|The &amp;quot;R1 Shadowhunter&amp;quot; in the gunsmith preview menu.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower (modified)==&lt;br /&gt;
A modified [[M2 Flamethrower]] was added as a scorestreak with Season 5. It consists of the gun group with added custom smaller fuel tanks, modified muzzle and a stock. Its icon shows it consisting of a normal M2 wand paired with M9 fuel tanks.&lt;br /&gt;
[[File:M9 with M2 wand.jpg|thumb|none|450px|M9 Flamethrower with M2 wand]]&lt;br /&gt;
&lt;br /&gt;
==Recurve Bow==&lt;br /&gt;
A recurve bow which appears to be based on [[Rambo]]'s bows appears in the campaign and as a scorestreak in multiplayer. It is inaccurately depicted as being usable underwater which doesn't hinder in any way the arrow's movement nor the flame of the fire arrows.&lt;br /&gt;
&lt;br /&gt;
==Beretta 92F==&lt;br /&gt;
A [[Beretta 92F]] is seen on a movie poster in the map &amp;quot;Amerika&amp;quot;.&lt;br /&gt;
[[File:Beretta92F EarlyModel.jpg|thumb|none|300px|Beretta 92F - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Beretta92Fmovieposter BOCW.jpg|thumb|none|600px|The movie &amp;quot;Hot 'Nuff&amp;quot; with the Beretta 92F.]]&lt;br /&gt;
&lt;br /&gt;
==China Lake Grenade Launcher==&lt;br /&gt;
The [[M79 grenade launcher|M79]]'s master calling card shows a [[China Lake Launcher]] instead of a proper M79.&lt;br /&gt;
[[File:China Lake.jpg|thumb|none|450px|China Lake Launcher - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
Two [[Colt SAA]] revolvers are seen in the &amp;quot;Dead Still&amp;quot; calling card.&lt;br /&gt;
[[File:ColtSAALongBarrel.jpg|thumb|none|300px|Colt Single Action Army with 7.5&amp;quot; barrel known as the &amp;quot;Cavalry&amp;quot; model - .45 Long Colt]]&lt;br /&gt;
[[File:BOCW-SAACard.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
[[Enfield L85A2]] rifles are seen in the &amp;quot;Hardcore Kill Collector&amp;quot; calling card.&lt;br /&gt;
[[File:L85A2Iron.jpg|thumb|none|450px|L85A2 with iron sights - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BOCW CC L85.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Sci-Fi Rifle==&lt;br /&gt;
A fictional sci-fi rifle inspired by the [[M41A Pulse Rifle]] from the ''Alien'' franchise is featured in posters for the fictional movie &amp;quot;Two Days On The Moon&amp;quot; in the map Express.&lt;br /&gt;
[[File:M41a02.jpg|thumb|none|450px|Opposite side view of an M41A Pulse Rifle from ''Aliens''.]]&lt;br /&gt;
[[File:BOCW alien rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Sniper Rifle==&lt;br /&gt;
A fictional sniper rifle seemingly based on the &amp;quot;Sniper Rifle&amp;quot; from ''[[Fallout 3]]'' appears in the &amp;quot;Saving PhD Ryan&amp;quot; campaign calling card.&lt;br /&gt;
[[File:FNV_Sniper_Rifle.jpg|thumb|none|450px|The &amp;quot;Sniper Rifle&amp;quot; from ''Fallout 3''.]]&lt;br /&gt;
[[File:BOCW CC F3SR.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Handflammpatrone DM34==&lt;br /&gt;
Handflammpatrone DM34 single-shot incendiary pistols are used in two executions - Woods' &amp;quot;Spare A Light&amp;quot; and Kitsune's &amp;quot;Tortured&amp;quot;.&lt;br /&gt;
[[File:Handflammpatrone.jpg|thumb|none|350px|Handflammpatrone DM34]]&lt;br /&gt;
&lt;br /&gt;
==IWI Galil ACE 21==&lt;br /&gt;
A soldier wields two [[Galil ACE 21]]s in the &amp;quot;Armed To The Teeth&amp;quot; calling card.&lt;br /&gt;
[[File:Galil ACE 21.jpg|thumb|none|450px|IWI Galil ACE 21 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
What appears to be [[M1 Garand]]s are seen on the &amp;quot;Down Range&amp;quot; bundle picture.&lt;br /&gt;
[[File:M1 Garand.jpg|thumb|none|450px|M1 Garand - .30-06.]]&lt;br /&gt;
[[File:BOCW-DownRange.jpg|thumb|none|600px|The last WWII-style American soldier on the right carries the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==M114 155 mm howitzer==&lt;br /&gt;
M114 155 mm howitzers are seen in firebase Ripcord in the mission &amp;quot;Fracture Jaw&amp;quot;. The &amp;quot;Artillery&amp;quot; scorestreak also consists of a barrage from M114 155 mm howitzers.&lt;br /&gt;
[[File:M114 155m howitzer.jpg|thumb|none|450px|M114 Howitzer - 155mm]]&lt;br /&gt;
[[File:M114Scorestreak BOCW.jpg|thumb|none|600px|The selection menu artwork for the &amp;quot;Artillery&amp;quot; scorestreak shows an M114 battery. This reflects their usage in the context of the Vietnam War through the game's Southeast Asian multiplayer maps are set in the 80s.]]&lt;br /&gt;
[[File:BOCW-M114Howitzer.jpg|thumb|none|600px|The barrels of the howitzers can be seen in the distance.]]&lt;br /&gt;
&lt;br /&gt;
==M20 &amp;quot;Super Bazooka&amp;quot;==&lt;br /&gt;
An [[M20 &amp;quot;Super Bazooka&amp;quot;]] is seen in Vietnam War archival footage in the intro of &amp;quot;Fracture Jaw&amp;quot;.&lt;br /&gt;
[[File:M20 Super Bazooka.jpg|thumb|none|450px|M20 &amp;quot;Super Bazooka&amp;quot; - 3.5&amp;quot; rocket]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Marshal 16&amp;quot;==&lt;br /&gt;
The fictional [[Talk:Call of Duty: Black Ops III#&amp;quot;Marshal 16&amp;quot;|&amp;quot;Marshal 16&amp;quot;]] from ''Black Ops III'' appears as the &amp;quot;Classic Marshal&amp;quot; charm.&lt;br /&gt;
[[File:Marshal16 BO3.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Matchlock Musket==&lt;br /&gt;
A Spanish conquistador firing a [[Matchlock Musket]] is seen in the &amp;quot;Iron Sight Assassin&amp;quot; calling card that could be earned during season 2 at level 180.&lt;br /&gt;
[[file:MatchlockMusket.jpg|thumb|none|450px|European Matchlock musket.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M91/30==&lt;br /&gt;
A scoped [[Mosin-Nagant M91/30]] is seen in the &amp;quot;Power Killer&amp;quot; calling card. A Mosin is also depicted on a huge banner showing the Tiergarten Soviet War Memorial statue in he map Moscow.&lt;br /&gt;
[[file:M9130-Sniper-PE.jpg|thumb|none|450px|Mosin Nagant M1891/30 Sniper Rifle with PE scope - 7.62x54mm R]]&lt;br /&gt;
[[File:BOCW-MosinCard.jpg|thumb|none|600px|The rifle is equipped with a PEM sniper scope instead of the better-known PU scope.]]&lt;br /&gt;
&lt;br /&gt;
==Tippman 98 Custom==&lt;br /&gt;
In Season 4 Reloaded, the map &amp;quot;Rush&amp;quot; from ''Black Ops II'' was added. As with the original map, [[Air Guns#Tippmann 98 Custom|Tippmann 98 Customs]] appear in a store display of paintball guns, despite being anachronistic for the new setting of the 1980s (as opposed to ''BO2'''s 2025 setting).&lt;br /&gt;
[[Image:Tippmann 98 Custom.jpg|thumb|none|400px|Tippmann 98 Custom Paintball Marker - .62 caliber]]&lt;br /&gt;
&lt;br /&gt;
==Tippmann X7 G36==&lt;br /&gt;
In Season 4 Reloaded, the map &amp;quot;Rush&amp;quot; from ''Black Ops II'' was added. As with the original map, Tippmann X7 G36s appear in a store display of paintball guns, despite being anachronistic for the new setting of the 1980s (as opposed to ''BO2'''s 2025 setting).&lt;br /&gt;
[[File:Tippmann X7 G36.jpg|thumb|450px|none|A Tippmann X7 G36 paintball gun.]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified Repeating Rifle==&lt;br /&gt;
A scoped repeating rifle (possibly a [[Marlin Firearms|Marlin]]) is seen briefly in archival footage during the intro of &amp;quot;Brick in the Wall&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Valmet M76F==&lt;br /&gt;
A [[Valmet M76F]] is seen in the City Ripper bundle picture.&lt;br /&gt;
[[File:ValmetM76F.jpg|thumb|none|450px|Valmet M76F with side folding tubular stock - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK==&lt;br /&gt;
A suppressed [[Walther PPK]] is seen held by Adler in the &amp;quot;Action Packed&amp;quot; calling card.&lt;br /&gt;
[[File:WaltherPPkSilenced.jpg|thumb|none|350px|Walther PPK with a sound suppressor - .380 ACP (Brown factory grips).]]&lt;br /&gt;
[[File:BOCW-PPK1Card.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873==&lt;br /&gt;
What appears to be a [[Winchester Model 1873]] is seen in the &amp;quot;One Shot Kill&amp;quot; calling card.&lt;br /&gt;
[[File:Winchester1873.jpg‎|thumb|none|450px|Winchester Model 1873 carbine - 1st generation rifle - 44-40 Winchester]]&lt;br /&gt;
[[File:BOCW CC repeater.jpg‎|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified Selfloading Rifle==&lt;br /&gt;
An unknown self loading rifle of Soviet type is seen on a soldier statue in the multiplayer map Moscow. The statue is based on the Tiergarten Soviet War Memorial in Berlin which actually depicts a Mosin. Curiously, a proper depiction of the soldier complete with the Mosin can be seen on a huge banner in the same map.&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
Three unusable [[Glock 18C]] pistols can be seen hanging on a wall on the multiplayer map &amp;quot;Checkmate&amp;quot;. Their appearance is anachronistic as the map takes place in January 1985, while the Glock 18 was produced in 1986 - the 3rd Generation variants were introduced after 1998. A Glock pistol is also seen in the &amp;quot;Grizzled Veteran Master&amp;quot; calling card.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|300px|Glock 18C (3rd Generation) - 9x19mm. This model has compensator cuts on the slide and barrel to reduce muzzle climb while firing.]]&lt;br /&gt;
[[File:BOCW-Glock.jpg|thumb|none|600px|The pistol in a highly unlikely place to be found, an East German training facility. Despite having the 18C's compensator cuts, the slide markings label it as a standard Glock 18.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Two [[Makarov PM]]s appear on Helen Park's &amp;quot;Scorched&amp;quot;, &amp;quot;Bad Blood&amp;quot;, &amp;quot;Hellion&amp;quot;, and &amp;quot;Commando&amp;quot; outfits, as well as on Samantha Maxis' &amp;quot;Dark Aether&amp;quot; outfit and Portnova's &amp;quot;Handler&amp;quot; outfit. Aleksandra Valentina also carries a holstered one in the Zombies mode cutscenes.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|300px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:BOCW Park Makarovs.jpg|thumb|none|600px|The grips of both Makarovs can be seen in weird waist holsters on her vest.]]&lt;br /&gt;
&lt;br /&gt;
==Sedgley Fist Gun==&lt;br /&gt;
Scattered throughout the CIA Safehouse used as the in-game mission hub are various unusable [[Sedgley Fist Gun|Sedgley Fist Guns]].&lt;br /&gt;
[[File:OPG Glove device.jpg|thumb|none|325px|Sedgley Fist Gun - .38]]&lt;br /&gt;
[[File:SedgleyFistGun BOCW.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:SedgleyFistGun2 BOCW.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Strife&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;Strife&amp;quot; pistol from ''[[Call of Duty: Black Ops 4|Black Ops 4]]'' can be seen on a table in the side mission &amp;quot;Operation Red Circus&amp;quot;. Unusable and completely anachronistic to the game's setting, the gun was likely originally used as a placeholder during the mapping process that went overlooked and wasn't removed.&lt;br /&gt;
[[File:S&amp;amp;WSigma9F.jpg|thumb|none|300px|Smith &amp;amp; Wesson Sigma SW9F - 9x19mm Parabellum]]&lt;br /&gt;
[[File:S&amp;amp;W SD40.jpg‎|thumb|none|300px|Smith &amp;amp; Wesson Sigma SD40 - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:S&amp;amp;W M&amp;amp;P 2.0.jpg|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P 2.0 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BOCWStrife.jpg|thumb|none|600px|Mason takes the time out of chasing a known enemy of the state to admire a time-traveling literal space pistol. While one could chalk it up to THE NUMBERS making him hallucinate guns that wouldn't exist for at least five (and at most seven) decades more, its appearance in the multiplayer map based off of this mission (Crossroads, taking place in 1983) marks it as a placeholder that never got removed.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33==&lt;br /&gt;
The [[Tokarev TT-33]] is used by some Red Army soldiers in the intro cutscene of the Zombies map Die Maschine.&lt;br /&gt;
[[File:TT-33-Wartime.jpg|thumb|none|300px|Tokarev TT-33 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:BOCWMaschine-TT1.jpg|thumb|none|600px|One soldier points his Tokarev at a suspicious German.]]&lt;br /&gt;
[[File:BOCWMaschine-TT2.jpg|thumb|none|600px|The cameraman defends himself with a TT-33.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
Unusable [[AKM]] rifles can be seen next to the Glock 18 pistols in the multiplayer map &amp;quot;Checkmate&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
The [[SVT-40]] is used by some Red Army soldiers in the intro cinematic of the Zombies map Die Maschine.&lt;br /&gt;
[[File:SVT-40.jpg|thumb|none|450px|Tokarev SVT-40 - 7.62x54mmR]]&lt;br /&gt;
[[File:BOCWMaschine-PPShSVT.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BOCWMaschine-SVT.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops&amp;diff=1591380</id>
		<title>Call of Duty: Black Ops</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops&amp;diff=1591380"/>
		<updated>2023-07-16T14:57:00Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: /* IMI Galil ARM */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Call of Duty: Black Ops&lt;br /&gt;
|picture = Cover BLACKOPS final.jpg&lt;br /&gt;
|caption = ''Official Box Art''&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|date= 2010&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&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Black Ops''''' (also known as ''CoD:BO'' or ''BO'' and often referred to as &amp;quot;''Blops''&amp;quot;) is the seventh main installment of the ''[[Call of Duty|Call of Duty series]]'' and the sequel to ''[[Call of Duty: World at War]]''. Developed by Treyarch and published by Activision, the game was released worldwide on November 9, 2010 for the PC, PS3, Xbox 360, Wii and Nintendo DS. The game sold over $1 billion after six weeks of its release.&lt;br /&gt;
&lt;br /&gt;
The game takes place between the years of 1961 and 1973 during the Cold War. The storyline takes place during the Cold War of the 1960s, where the player assumes control of two main characters: Alex Mason (voiced by [[Sam Worthington]]), a Captain in the USMC who is recruited to the CIA and SOG, and his handler Jason Hudson (voiced by [[Ed Harris]]), a CIA special agent. Both are on a mission to track down the three men responsible for the development of a powerful biochemical weapon code-named Nova 6. Accompanying Mason and Hudson on their mission are several non-playable characters including Frank Woods (voiced by [[James C. Burns]]), a former USMC Sergeant and fellow member of SOG; Joseph Bowman (voiced by [[Ice Cube]]), a Chief Petty Officer of the U.S. Navy SEALs, and Viktor Reznov (voiced by [[Gary Oldman]]), a former World War II Soviet Army Captain (returning from ''[[Call of Duty: World at War]]'') who served under two of the men now being hunted, until he was betrayed by them.&lt;br /&gt;
&lt;br /&gt;
Legacy weapons featured in ''World at War'' exclusive to either singleplayer or Zombies are marked with (*) for the purposes of the wiki.&lt;br /&gt;
&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&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;
=Overview=&lt;br /&gt;
Many of the mechanics of the weapons, attachments and the loadouts were retained in previous entries (beyond renaming some of the perks). One significant difference is the method of unlocking weapons in this game: rather than obtaining the weapon from the get-go when leveling up, weapons must be purchased through the use of CODPoints (as in, normal game currency and not premium currency used in later games) in order to utilize them, though the player still needs to be leveled up in order to buy them. Attachments and camouflages can now be obtained as soon as the weapon is bought rather than completing challenges, though they must be purchased with CODPoints in order to be used as well. One weapon in every category in multiplayer (exempting the launchers) are designated as classified weapons, with the weapon information and icon hidden and locked until the player buys the weapon after obtaining all of the previous weapons in its category.&lt;br /&gt;
&lt;br /&gt;
Create-A-Class has been expanded from its previous iteration. Player characters can have their models changed by their perks instead of their primary weapons, and they can be customized with a variety of face camo. Reticles and lenses for the weapon sights can now be customized, and one can etch a clan tag to their weapon as well. Secondary weapons consist of fewer weapon categories compared to ''Modern Warfare 2'', being only able to carry a handgun, a launcher or a &amp;quot;special&amp;quot; weapon (which is either a ballistic knife or a crossbow). Shotguns return to the primary weapon category and some machine pistols are available as submachine guns. Some exotic special weapons are available in multiplayer as killstreaks.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, all handguns, the Skorpion, MAC-11, PM-63, Kiparis and the Model 10 can be dual-wielded. The CZ 75 as well the latter three machine pistols are available dual-wielded in singleplayer, while the M1911, HS-10 and PM-63 can be upgraded through the &amp;quot;Pack-A-Punch&amp;quot; machine to be dual-wielded. Standalone melee weapons have been expanded in ''Black Ops'', though most of them appear in singleplayer and Zombies, not in multiplayer. The new &amp;quot;Mule Kick&amp;quot; Perk-a-Cola in Zombies allows the player character to carry three weapons at once.&lt;br /&gt;
&lt;br /&gt;
'''See the [[Talk:Call of Duty: Black Ops|discussion page]] for miscellaneous weapon and attachment information.'''&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==ASP==&lt;br /&gt;
The [[ASP]] is featured in the game. In singleplayer, Mason uses an ASP in &amp;quot;Operation 40&amp;quot; set in 1961 Cuba, and it is also used by the Cuban soldiers and police in the same level. Its appearance in the hands of Cubans in 1961 is anachronistic and out-of-place, as it was not developed until the 1970s, and was developed in America for American special forces. A more historically-accurate choice would have been the [[Smith &amp;amp; Wesson Model 39]] (1954), on which the ASP was based. Another historically accurate choice would be the [[Walther PPK]] due to its similar round capacity and compact size.&lt;br /&gt;
&lt;br /&gt;
It is not available for the player in any fashion in Zombies mode, though game files of it are still referenced within the game.&lt;br /&gt;
&lt;br /&gt;
[[Image:ASP 9.jpg|thumb|none|300px|ASP - 9x19mm.  This is the firearm used in the production of the film ''[[Cobra (1986)|Cobra]]''.]]&lt;br /&gt;
[[File:CODBO ASP (1).jpg|thumb|none|600px|The initial draw animation of the ASP has a quick racking of the slide.]]&lt;br /&gt;
[[File:CODBO ASP (6).jpg|thumb|none|600px|An OP 40 holds an ASP in the &amp;quot;Hotel&amp;quot; DLC level.]]&lt;br /&gt;
[[File:CODBO ASP (7).jpg|thumb|none|600px|Aiming down the unique &amp;quot;guttersnipe&amp;quot; sight.]]&lt;br /&gt;
[[File:CODBO ASP (8).jpg|thumb|none|600px|Reloading. Due to the embargo on Cuba, shortages have forced the use of low-resolution ammunition.]]&lt;br /&gt;
[[File:CODBO ASP (2).jpg|thumb|none|600px|Empty reload, with the spent mag visible.]]&lt;br /&gt;
[[File:CODBO ASP (3).jpg|thumb|none|600px|Drawing dual ASPs - the slides are released to chamber both pistols.]]&lt;br /&gt;
[[File:CODBO ASP (4).jpg|thumb|none|600px|Dual ASPs in idle.]]&lt;br /&gt;
[[File:CODBO ASP (5).jpg|thumb|none|600px|Reloading; the left pistol's empty mag is barely visible.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
Just like in ''[[Call of Duty: World at War]]'', the M1911 resembles a mix between a WW2 A1 slide and trigger and an anachronistic Series 80 frame. It is found in singleplayer, multiplayer, and zombie mode. In multiplayer, it can be dual wielded, and available attachments include a suppressor, extended magazines, and upgraded iron sights. In Zombies, it is the starting weapon, and has an eight-round capacity instead of the seven-round capacity of the campaign and multiplayer.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, the M1911 has a standard parkerized finish, while in multiplayer and zombies, it has a bright nickel finish. The scene where Mason visualizes himself drawing an M1911 on President John F. Kennedy is the only instance where the multiplayer nickel-plated M1911 appears in singleplayer.&lt;br /&gt;
&lt;br /&gt;
Two [[M1911]]s can be seen in the hands of Alex Mason on the game's cover art; these have tally marks etched on them, and one of them has the name &amp;quot;Sally&amp;quot; engraved on it (based on the gun's upgrade in zombie mode, the other weapon is presumably &amp;quot;Mustang&amp;quot;). The upgraded variant allows to be dual-wielded and it fires deadly grenade rounds along with other benefits. The trend of having a starter handgun fire grenade rounds when upgraded is something that is repeated in other games that feature a Zombies mode, until ''Black Ops Cold War''.&lt;br /&gt;
&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|350px|none|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Series80blued.jpg|thumb|none|350px|Blued Colt MK IV Series 80 - .45 ACP]]&lt;br /&gt;
[[File:NickelPlatedM1911A1.jpg|thumb|350px|none|Nickel Plated Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:CODBO M1911 SP (1).jpg|thumb|none|600px|The original M1911, as used in singleplayer mode. Note that it appears to have the serrated hammer of a [[Colt MK IV Series 80]]. Note also the cocked hammer, just like in ''World At War''. Oddly, the slide is parkerized, but the frame and magazine are blued.]]&lt;br /&gt;
[[File:CODBO M1911 SP (2).jpg|thumb|none|600px|Aiming the campaign M1911.]]&lt;br /&gt;
[[File:CODBO M1911 SP (3).jpg|thumb|none|600px|Reloading the pistol.]]&lt;br /&gt;
[[File:CODBO M1911 JFK (1).jpg|thumb|none|600px|Mason visualizes himself drawing an M1911 on President John F. Kennedy. Perhaps one of the side effects of the brainwashing causes his brain to mirror objects: this 1911 is seen with its controls, markings, and ejection port on the wrong side. The hammer is also uncocked.]]&lt;br /&gt;
[[File:CODBO M1911 JFK (2).jpg|thumb|none|600px|Mason points his uncocked .45 at the President in his trance. Note the portrait of Abraham Lincoln in the background.]]&lt;br /&gt;
[[File:CODBO M1911 (1).jpg|thumb|none|600px|The initial draw animation of the M1911. The character locks the slide back (without reaching for it) and then releases it. Why you'd do this instead of racking the slide directly is a mystery.]]&lt;br /&gt;
[[File:CODBO M1911 (2).jpg|thumb|none|600px|The nickel-plated Colt in idle.]]&lt;br /&gt;
[[File:CODBO M1911 (3).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:CODBO M1911 (4).jpg|thumb|none|600px|Reloading the pistol.]]&lt;br /&gt;
[[File:CODBO M1911 (5).jpg|thumb|none|600px|When drawing dual M1911 pistols, the character flashily locks back the slides on both pistols, again, without using the slide release lever.]]&lt;br /&gt;
[[File:CODBO M1911 (6).jpg|thumb|none|600px|And then releases them. It looks like the ejection port of the pistol on the left is solid.]]&lt;br /&gt;
[[File:CODBO M1911 (7).jpg|thumb|none|600px|Holding dual M1911s.]]&lt;br /&gt;
[[File:CODBO M1911 (8).jpg|thumb|none|600px|Ejecting spent magazines.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The [[Colt Python]] appears in-game as the &amp;quot;Python&amp;quot;. In singleplayer, the Python appears to be Mason's preferred sidearm, as he starts with it in &amp;quot;Executive Order&amp;quot;, and pulls one out of nowhere to save a downed Woods in &amp;quot;SOG&amp;quot; and clear Vietcong tunnels in &amp;quot;Victor Charlie.&amp;quot; In &amp;quot;Payback,&amp;quot; a group of Viet Cong forces the captured Mason and Woods to play Russian roulette with a snub nosed Python. In multiplayer, it appears with the full length barrel by default, and the Snub Nose is available as an attachment, which decreases the amount of visual kick in exchange for less damage (in reality, this would increase kick and decrease range, so such a trade-off would make little sense on a real gun when concealability is not a concern).&lt;br /&gt;
&lt;br /&gt;
The Python has a rather nonsensical default reload animation, which shows the player character ejecting the entire contents of the cylinder (using gravity and not the ejector rod, no less) and then inserting as many rounds as would be needed to replace those actually fired, one at a time; the only way for this to work is if the ejector selectively ejected only the fired rounds, which it doesn't in reality. The speedloader attachment replaces the nonsensical individual round reload with a more sensible speedloader reload. Notably, the Python's reload shenanigans would be repeated in ''many'' of Treyarch's later ''Call of Duty'' games.&lt;br /&gt;
&lt;br /&gt;
Strangely, when firing the Python, the sound of casings hitting the ground can be heard as if it operated as a shell ejecting pistol.&lt;br /&gt;
&lt;br /&gt;
Aside from the Snub Nose and the Speedloader, a Colt Sporter Scope is also available as an attachment for the Python, under the incorrect moniker of &amp;quot;ACOG Scope&amp;quot;. A Python with speedloaders appears as the first weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:ColtPython6In.jpg|thumb|350px|none|Colt Python - .357 Magnum]]&lt;br /&gt;
[[File:Coltpython25.jpg|thumb|none|300px|Colt Python Snub Nose with 2.5&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:CODBO Python (1).jpg|thumb|none|600px|The draw animation has the player-character perform a quick brass check and cylinder spin.]]&lt;br /&gt;
[[File:CODBO Python (2).jpg|thumb|none|600px|Holding the Colt Python in Nuketown.]]&lt;br /&gt;
[[File:CODBO Python (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO Python (4).jpg|thumb|none|600px|Reloading the cylinder, round-by-round. The animation shows every round going into the same chamber as the cylinder never rotates, which is easily visible on PC with a high FoV setting.]]&lt;br /&gt;
[[File:CODBO Python (5).jpg|thumb|none|600px|Properly closing the cylinder, ''MW2''-style.]]&lt;br /&gt;
[[File:CODBO Python (6).jpg|thumb|none|600px|Ejecting all the rounds at the start of a speedloader reload.]]&lt;br /&gt;
[[File:CODBO Python (7).jpg|thumb|none|600px|Dropping the speedloader after loading in the rounds and about to swing the cylinder shut. This is the same animation as seen on the S&amp;amp;W Model 27 in [[Call of Duty: World at War]].]]&lt;br /&gt;
[[File:CODBO Python (8).jpg|thumb|none|600px|Drawing dual Colt Pythons.]]&lt;br /&gt;
[[File:CODBO Python (9).jpg|thumb|none|600px|Dual Colts in idle.]]&lt;br /&gt;
[[File:CODBO Python (10).jpg|thumb|none|600px|Reloading; also the same animations as the dual Colt Anacondas in ''MW2''.]]&lt;br /&gt;
[[File:CODBO Python (11).jpg|thumb|none|600px|Pointing a snub-nosed Python at comrade Castro.]]&lt;br /&gt;
[[File:BlackOps-Python-3.jpg|600px|thumb|none|A VC Bookie hands a snub-nosed Colt Python to Mason.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75==&lt;br /&gt;
The [[CZ 75|&amp;quot;Pre-B&amp;quot; CZ 75]] pistol is featured in the game, along with its machine pistol variant, the CZ 75 Automatic. In singleplayer, it is used by Hudson in the level &amp;quot;Numbers&amp;quot; and Mason in &amp;quot;Payback&amp;quot;, and the Soviet Spetsnaz use both the normal semi-auto and machine pistol variants. In multiplayer, the &amp;quot;Full-Auto Upgrade&amp;quot; attachment turns the weapon into the CZ 75 Automatic. Other multiplayer attachments include night sights, extended mags, suppressor, and dual-wielding.&lt;br /&gt;
&lt;br /&gt;
In-game, its basic capacity is 12 rounds in singleplayer and multiplayer and 15 rounds in zombies, and using the extended magazines attachment in multiplayer extends its capacity to 18 rounds. Dual-wielded CZ 75s in singleplayer have 20-round capacities, and dual wielding the CZ 75 in zombies reduces its capacity to 12. ''All'' these capacities are completely incorrect; the in-game CZ 75 is 9x19mm as identified in the game files, which has a 16-round capacity in reality.&lt;br /&gt;
&lt;br /&gt;
The CZ 75 is highly anachronistic to ''Black Ops'': not only did production first start in 1975, but the automatic variant wasn't introduced until 1992. A more historically accurate choice for a semi-automatic high-capacity 9mm pistol would have been the [[Browning Hi-Power]] (introduced in 1935, and actually used in Vietnam), and a historically accurate choice for a fully-automatic pistol would have been the Soviet [[Stechkin APS]] (introduced in 1951, and actually used by Spetsnaz). The [[CZ 52]] was also another period Czech sidearm within the Communist Bloc. The best choice however, is the [[Beretta M1951]] (introduced in 1951, and it was actually used by MACV-SOG units during the Vietnam War, and it has a fully-auto variant called the M1951 Raffica, which was introduced in 1955).&lt;br /&gt;
&lt;br /&gt;
[[File:Cz75.jpg|thumb|none|350px|&amp;quot;Pre-B&amp;quot; CZ 75 - 9x19mm]]&lt;br /&gt;
[[File:CODBO CZ75 (1).jpg|thumb|none|600px|Racking the CZ 75's slide in the equip animation.]]&lt;br /&gt;
[[File:CODBO CZ75 (2).jpg|thumb|none|600px|The CZ in-game.]]&lt;br /&gt;
[[File:CODBO CZ75 (3).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:CODBO CZ75 (4).jpg|thumb|none|600px|Reloading the CZ 75.]]&lt;br /&gt;
[[File:CODBO CZ75 (5).jpg|thumb|none|600px|Pulling the slide to chamber a round.]]&lt;br /&gt;
[[File:CODBO CZ75 (6).jpg|thumb|none|600px|Equipping dual CZs.]]&lt;br /&gt;
[[File:CODBO CZ75 (7).jpg|thumb|none|600px|Reloading the twin pistols.]]&lt;br /&gt;
[[File:Cz75fa.jpg|thumb|none|350px|CZ 75 Automatic with spare magazine - 9x19mm]]&lt;br /&gt;
[[File:CODBO CZ75 (8).jpg|thumb|none|600px|Reloading the CZ 75 Automatic.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] appears in in the game, though not available in Zombies mode. Although it has a heel-mounted magazine release, it still uses the same reload animation as the M1911 and the CZ 75, which have their magazine releases behind the trigger. It is modeled with an adjustable rear sight, which is only found on the civilian version. A pair of Makarovs make up the second weapon tier of Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File: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;
[[File:CODBO Makarov (1).jpg|thumb|none|600px|Drawing the Makarov PM; the second half of the same animation shown earlier on the M1911.]]&lt;br /&gt;
[[File:CODBO Makarov (2).jpg|thumb|none|600px|Holding the Makarov.]]&lt;br /&gt;
[[File:CODBO Makarov (3).jpg|thumb|none|600px|Aiming with the adjustable IJ-70-style rear sight, which is actually from the 1990s.]]&lt;br /&gt;
[[File:CODBO Makarov (4).jpg|thumb|none|600px|Reloading. Note that the bullets in the magazine are obviously just a texture put on the side of the mag.]]&lt;br /&gt;
[[File:CODBO Makarov (5).jpg|thumb|none|600px|Double the Makarovs.]]&lt;br /&gt;
[[File:CODBO Makarov (6).jpg|thumb|none|600px|Reloading the two Makarovs.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33(*)==&lt;br /&gt;
Capt. Viktor Reznov uses a [[Tokarev TT-33]] and flashlight to clear the ship in the World War II mission &amp;quot;Project Nova.&amp;quot; Kravchenko uses a TT-33 to execute German POWs in the same mission. British commandos that later appear during the same mission also nonsensically draw one if knocked into Last Stand (instead of it, they could have used a much more suitable M1911, which is already in the game).&lt;br /&gt;
&lt;br /&gt;
[[File:TT-33-Wartime.jpg|thumb|none|350px|Tokarev TT-33 - 7.62x25mm Tokarev. Pre-1947 version. Tula Arsenal (Soviet Union) Note CCCP printing around the star on the plastic grips.]]&lt;br /&gt;
[[File:CODBO TT-33 (1).jpg|thumb|none|600px|The Tokarev TT-33/flashlight combo in idle.]]&lt;br /&gt;
[[File:CODBO TT-33 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CODBO TT-33 (3).jpg|thumb|none|600px|Dropping a magazine while holding the flashlight with the left hand.]]&lt;br /&gt;
[[File:CODBO TT-33 (4).jpg|thumb|none|600px|About to thumb the slide release on an empty reload.]]&lt;br /&gt;
[[File:CODBO TT-33 (5).jpg|thumb|none|600px|Kravchenko executes prisoners with a TT. He kills the last one with a knife after running out of ammo, probably because the third-person model doesn't show the slide lock back or the slide stop was frozen in place. Note the guard behind him dual wielding a PPSh and a Mosin M38 sniper rifle as if the latter has a pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P38(*)==&lt;br /&gt;
At the end of the first part of the World War II flashback mission &amp;quot;Project Nova,&amp;quot; Dr. Friedrich Steiner waits for the Soviet troops with a [[Walther P38]] drawn, after using it to dispatch his own guards. In the following sequence, he holds a Mosin-Nagant M38 carbine with the P38 model still erroneously present in his hand. This is the only place where the Walther P38 is seen.&lt;br /&gt;
&lt;br /&gt;
[[File:P38Black.jpg|thumb|none|350px|Walther P38 WWII dated with black grips - 9x19mm]]&lt;br /&gt;
[[File:CODBO P38.jpg|thumb|none|600px|The Walther P38 is in the right hand of Steiner.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Many of the submachine guns lack a buttstock by default, and gain one when the &amp;quot;Grip&amp;quot; attachment is used in multiplayer. This will also change the first draw animation, with the user unfolding the stock.&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K (#0001)==&lt;br /&gt;
An early [[Heckler &amp;amp; Koch MP5K]] is featured in the game, with a threaded barrel, the special wooden foregrip unique to serial number 0001, and using waffle pattern magazines. It is the fifth weapon tier in Gun Game. Its appearance is anachronistic: it appears in &amp;quot;Executive Order&amp;quot;, a level set in 1963, while in reality the HK54 prototype of the MP5 was developed in 1964, and the [[H&amp;amp;K MP5]] did not enter service until 1966. The first MP5K variant, depicted in the game, was not developed until 1976. &lt;br /&gt;
&lt;br /&gt;
A less anachronistic choice could have been the above full-length HK54 (1964). A more period-accurate choice for a contemporary compact German SMG could have been the [[Walther MPK]] (1963).&lt;br /&gt;
&lt;br /&gt;
[[File:MP5Kprototype.JPG|thumb|none|400px|Heckler &amp;amp; Koch MP5K serial number 0001 with 15-round &amp;quot;waffle&amp;quot; magazine - 9x19mm. Note wooden foregrip unique to this weapon.]]&lt;br /&gt;
[[File:CODBO MP5K (1).jpg|thumb|none|600px|Drawing the MP5K.]]&lt;br /&gt;
[[File:CODBO MP5K (2).jpg|thumb|none|600px|The MP5K being held.]]&lt;br /&gt;
[[File:CODBO MP5K (3).jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:CODBO MP5K (4).jpg|thumb|none|600px|Pulling back the charging handle...]]&lt;br /&gt;
[[File:CODBO MP5K (5).jpg|thumb|none|600px|...inserting new magazine...]]&lt;br /&gt;
[[File:CODBO MP5K (6).jpg|thumb|none|600px|...and slapping the handle forwards.]]&lt;br /&gt;
[[File:CODBO-MP5K-FPV.jpg|thumb|none|600px|An MP5K with an Elbit Falcon red dot sight (the &amp;quot;Red Dot Sight&amp;quot; attachment of ''Black Ops'') attached via standard HK claw type mount in &amp;quot;Executive Order&amp;quot;. The Elbit Falcon gunsight is anachronistic as it was produced in the 1980s in reality.]]&lt;br /&gt;
[[File:Bomp5s.jpg|thumb|none|600px|Aiming down the red dot sight.]]&lt;br /&gt;
[[File:CODBO-SMG.jpg|thumb|none|600px|Pre-release footage of the same MP5K prototype as shown above, but with part of the vertical foregrip missing for unknown reasons, giving it an appearance similar to the H&amp;amp;K [[UMP]]. In the final game, Woods' MP5K appropriately has the foregrip.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] with olive drab furniture is one of the available SMGs in-game. By default, it lacks the underfolding stock, but can equip one in multiplayer. It is one of the few historically accurate weapons in the game as the Uzi was actually used by S.O.G. recon teams during the Vietnam War.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi.jpg|thumb|none|400px|IMI Uzi - 9x19mm]]&lt;br /&gt;
[[File:CODBO Uzi (1).jpg|thumb|none|600px|Drawing the Uzi, attaching any sort of sight makes the hand clip through the said sight.]]&lt;br /&gt;
[[File:CODBO Uzi (2).jpg|thumb|none|600px|The Uzi in idle.]]&lt;br /&gt;
[[File:CODBO Uzi (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO Uzi (4).jpg|thumb|none|600px|Reloading. Note the magazine is slightly shorter than normal. The markings at the rear label the gun as &amp;quot;IZI&amp;quot; and the manufacturer as IWI. The latter is an anachronism, as IWI was established in 2005 (&amp;quot;IMI&amp;quot; should have been written instead). Other markings include &amp;quot;semi auto&amp;quot; and &amp;quot;MODEL B&amp;quot;, and the fire selector has &amp;quot;A-F-S&amp;quot; markings; these indicate that the weapon is a civilian model converted to full-auto.]]&lt;br /&gt;
[[File:CODBO Uzi (5).jpg|thumb|none|600px|Racking the charging handle to finish the empty reload.]]&lt;br /&gt;
[[File:CODBO Uzi (7).jpg|thumb|none|600px|Unfolding the stock when the &amp;quot;Grip&amp;quot; is equipped. The extended mag is also present.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11==&lt;br /&gt;
The [[MAC-11]] is available in the game. It lacks its telescoping stock by default, but can receive one via the Grip and Dual-Wield attachments (though using the latter would remain unfolded). It can be found in the campaign level &amp;quot;Redemption&amp;quot; and is the player's secondary weapon in that level as well. Its appearance is also anachronistic as it was not developed until 1972; the MAC-11's predecessor, the [[MAC-10]], would be more period appropriate, since it was developed in 1964 and actually used during the Vietnam War (albeit not put into service until 1970).&lt;br /&gt;
&lt;br /&gt;
[[File:Mac m11 9k.jpg|thumb|none|300px|MAC-11 - .380 ACP]]&lt;br /&gt;
[[File:CODBO M11 (1).jpg|thumb|none|600px|The MAC-11 in-game. Note the weld seams on the receiver, and charging handle incorrectly being forward; the MAC is an open-bolt weapon. The player character opts to use it with just one hand, which may not be the wisest choice.]]&lt;br /&gt;
[[File:CODBO M11 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO M11 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO M11 (4).jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:CODBO M11 (5).jpg|thumb|none|600px|Dual-wielding MAC-11s. Though MAC-11s without the Grip attachment have the stock removed completely, dual wielded MACs have the stock in a collapsed position.]]&lt;br /&gt;
[[File:CODBO M11 (6).jpg|thumb|none|600px|MAC-11, now with its telescoping stock.]]&lt;br /&gt;
[[File:CODBO M11 (7).jpg|thumb|none|600px|Reloading a MAC-11 with the stock and extended mag. The extended magazine model is bugged and never moves during the animation.]]&lt;br /&gt;
[[File:BlackOps-MAC11-1.jpg|thumb|none|600px|A suppressed MAC-11 on a promotional artwork.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson(*)==&lt;br /&gt;
The [[Thompson M1A1]] fitted with a Cutts compensator is available in zombie mode for 1200 points in the zombie maps Nacht der Untoten, Verrückt, Shi No Numa and Der Riese, with a magazine capacity of 20 rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:Soldierwolf,20070107412.jpg|thumb|none|500px|M1A1 Thompson with 20-round magazine and Cutts compensator - .45 ACP]]&lt;br /&gt;
[[File:CODBOM1A1.jpg|thumb|none|600px|The Thompson in Zombies.]]&lt;br /&gt;
[[File:CODBOM1A1-1.jpg|thumb|none|600px|View down the &amp;quot;V&amp;quot; notch of the iron sights.]]&lt;br /&gt;
[[File:CODBO M1A1 (3).jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:CODBOM1A1-2.jpg|thumb|none|600px|Pulling the bolt back, which is not recommended on an open-bolt weapon with the finger still on the trigger.]]&lt;br /&gt;
&lt;br /&gt;
==MP40(*)==&lt;br /&gt;
The [[MP40]] is available for purchasing for 1,000 points in the Zombies maps &amp;quot;Kino der Toten,&amp;quot; &amp;quot;Verrückt,&amp;quot; &amp;quot;Shi No Numa,&amp;quot; &amp;quot;Der Riese&amp;quot; and &amp;quot;Call of the Dead.&amp;quot; It is also used by the Germans in the World War II flashback mission &amp;quot;Project Nova&amp;quot;. The MP40 in Zombies mode has a blued finish.&lt;br /&gt;
&lt;br /&gt;
[[File:MP40Side.jpg|thumb|none|500px|MP40 - 9x19mm]]&lt;br /&gt;
[[File:CODBO MP40 (2).jpg|thumb|none|600px|The MP40 in &amp;quot;Project Nova.&amp;quot;]]&lt;br /&gt;
[[File:CODBO MP40 (3).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:CODBO MP40 (4).jpg|thumb|none|600px|Reloading the SMG.]]&lt;br /&gt;
[[File:CODBO MP40 (1).jpg|thumb|none|600px|Pulling the bolt handle.]]&lt;br /&gt;
[[File:CODBO MP40 (5).jpg|thumb|none|600px|A not-frosty MP40 in &amp;quot;Kino der Toten.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==OTs-02 Kiparis==&lt;br /&gt;
The KBP Instrument Design Bureau [[OTs-02 Kiparis]] is an available submachine gun in-game. Its wire stock is removed by default, but is added back with the &amp;quot;Grip&amp;quot; attachment, like other submachine guns in the game. The final &amp;quot;classified&amp;quot; submachine gun unlocked in multiplayer (requiring all other submachine guns to be unlocked), it has a high rate of fire and tight hipfire spread, but has high recoil, low damage. It uses short 20 round magazines by default, and uses longer 30-rounders when Extended Mags is used. It appears in the hands of Spetsnaz operatives in the campaign and can be dual-wielded by the player.&lt;br /&gt;
&lt;br /&gt;
The Kiparis was designed in 1976, making it another anachronistic weapon. A similar looking and more adequate gun could have been the Soviet experimental Kalashnikov SMG (1947) or TKB-486 (1955).&lt;br /&gt;
&lt;br /&gt;
[[File:Kiparis1.jpg|thumb|none|500px|OTs-02 Kiparis with suppressor and LAM - 9x18mm Makarov]]&lt;br /&gt;
[[File:CODBO Kiparis (1).jpg|thumb|none|600px|Holding the Kiparis.]]&lt;br /&gt;
[[File:CODBO Kiparis (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO Kiparis (3).jpg|thumb|none|600px|Inserting a magazine.]]&lt;br /&gt;
[[File:CODBO Kiparis (4).jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
[[File:CODBO Kiparis (5).jpg|thumb|none|600px|Dual OTs-02 Kiparis submachine guns.]]&lt;br /&gt;
[[File:CODBO Kiparis (6).jpg|thumb|none|600px|Unfolding the Kiparis equipped with a stock.]]&lt;br /&gt;
[[File:BlackOps 2010-11-14 17-44-03-61.jpg|thumb|none|600px|A Kiparis with reflex sight during the mission &amp;quot;Numbers&amp;quot;. The reflex sight is based on the extremely rare Aimpoint Electronic (or Aimpoint MarkII), touted to be the first ever mass produced red dot sight. It is anachronistic as it was introduced in 1975.]]&lt;br /&gt;
[[File:BLACKOPS-OTS02.jpg|thumb|none|600px|A multiplayer character inserts a 30-round magazine into his gold plated OTs-02 Kiparis.]]&lt;br /&gt;
&lt;br /&gt;
==PM-63 RAK==&lt;br /&gt;
A [[PM-63 RAK]] is another available SMG. It uses 20 round magazines by default, and uses 30 round ones with Extended Mags (instead of the 15 and 25 round capacity in reality). The weapon gains its retractable stock when the Grip attachment is used. It appears in a level set in 1963, what can be conditionally considered historically correct, since the PM-63 was developed in 1956-1962 and introduced in 1963, although mass production did not start until the 1964. It is accurate for the rest of the game's time frame. A similar looking and more accurate submachine gun could have been the 7.62x25mm version of the Czech [[Sa.25]] SMG (1948), or, for a more exotic choice, the Soviet experimental Rukavishnikov SMG (1942).&lt;br /&gt;
&lt;br /&gt;
[[File:PM63.JPG|none|thumb|400px|PM-63 RAK - 9x18mm]]&lt;br /&gt;
[[File:CODBO PM-63 (1).jpg|thumb|none|600px|Drawing the weapon.]]&lt;br /&gt;
[[File:CODBO PM-63 (2).jpg|thumb|none|600px|Holding a PM-63.]]&lt;br /&gt;
[[File:CODBO PM-63 (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO PM-63 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO PM-63 (5).jpg|thumb|none|600px|Dual PM-63s. The front grips are folded down.]]&lt;br /&gt;
[[File:CODBO PM-63 (6).jpg|thumb|none|600px|Pulling out the retractable stock. This PM-63 also has the extended magazine.]]&lt;br /&gt;
[[File:CODBO PM-63 (7).jpg|thumb|none|600px|Holding the stocked PM-63.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41(*)==&lt;br /&gt;
The Russian soldiers, including Capt. Viktor Reznov and Pvt. Dimitri Petrenko, use the [[PPSh-41]] in the World War II flashback mission &amp;quot;Project Nova.&amp;quot; Since it is the same model, the PPSh-41 in Black Ops uses 35-round box-magazines like in ''[[Call of Duty: World at War]]'''s multiplayer mode.&lt;br /&gt;
&lt;br /&gt;
[[File:Ppsh41.jpg|thumb|none|500px|Soviet PPSh-41 Submachine Gun with 35 round stick magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:CODBO PPSh-41 (2).jpg|thumb|none|600px|The PPSh-41 in &amp;quot;Project Nova.&amp;quot;]]&lt;br /&gt;
[[File:CODBO PPSh-41 (3).jpg|thumb|none|600px|Aiming the PPSh.]]&lt;br /&gt;
[[File:CODBO PPSh-41 (4).jpg|thumb|none|600px|Reloading a 35-round stick magazine.]]&lt;br /&gt;
[[File:CODBO PPSh-41 (1).jpg|thumb|none|600px|Pulling the bolt.]]&lt;br /&gt;
[[File:CODBO PPSh-41 (5).jpg|thumb|none|600px|The PPSh-41 on Pvt. Gerasimov's back and also in Viktor Reznov's hands. Note the inaccurate proportions of the weapon, denoting that it is World at War's PPSh model.]]&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] is available in-game. It is depicted without its folding stock, but the unlockable Grip attachment adds and folds out the stock. It uses 20-round magazines, which increases to 30 with Extended Mags. It retains its 2-hit kill ability at close range from its ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'' counterpart, though it has a slightly altered bolt-racking animation on an empty reload. A pair of Vz. 61s makes up the sixth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
It first appears in 1961 segment during the mission &amp;quot;Operation 40&amp;quot;; while the vz. 61 was first made in 1961, it was not produced en masse until 1963, and there is no evidence of its use by Cuban forces at that time. The correct choice would be a [[Sa 23]], another compact Czech SMG, which was actually used by Cubans during the Bay of Pigs Invasion. The Skorpion is accurate for the rest of the game, including its use by the Viet Cong.&lt;br /&gt;
&lt;br /&gt;
[[File:CZ Vz.61.jpg|thumb|none|350px|Sa vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:CODBO Vz61 (1).jpg|thumb|none|600px|Drawing the Skorpion.]]&lt;br /&gt;
[[File:CODBO Vz61 (2).jpg|thumb|none|600px|Holding a Vz.61.]]&lt;br /&gt;
[[File:CODBO Vz61 (3).jpg|thumb|none|600px|Aiming down the rather small sights of the Vz. 61.]]&lt;br /&gt;
[[File:CODBO Vz61 (4).jpg|thumb|none|600px|Reloading the Skorpion.]]&lt;br /&gt;
[[File:CODBO Vz61 (5).jpg|thumb|none|600px|Racking the bolt, though the ejection port shows the bolt never moves.]]&lt;br /&gt;
[[File:CODBO Vz61 (6).jpg|thumb|none|600px|The Skorpion with a suppressor and its folding stock.]]&lt;br /&gt;
[[File:CODBO Vz61 (7).jpg|thumb|none|600px|Dual Vz. 61s, [[Goldeneye_007#Sa._Vz.61_Skorpion|Goldeneye style]].]]&lt;br /&gt;
[[File:CODBO Vz61 (8).jpg|thumb|none|600px|Tossing out spent magazines.]]&lt;br /&gt;
&lt;br /&gt;
==SITES Spectre M4==&lt;br /&gt;
The Italian [[Spectre M4]] is one of the available SMGs under the name &amp;quot;Spectre&amp;quot;, and has a 30-round capacity (increasing to 45 with extended mags). Its folding stock is absent by default, but is added when the &amp;quot;Grip&amp;quot; attachment is used in multiplayer. Its appearance is anachronistic, since it was not developed until the 1980s. More correct choices could have been the [[Franchi LF-57]] (1956) or the more similar looking [[Beretta M12|Beretta Model 12]] (1959), which saw use by American forces during the Tet Offensive in 1968.&lt;br /&gt;
&lt;br /&gt;
[[File:Sites Spectre.jpg|thumb|none|400px|Spectre M4 - 9x19mm]]&lt;br /&gt;
[[File:CODBO Spectre M4 (1).jpg|thumb|none|600px|A player character holds a Spectre M4.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (3).jpg|thumb|none|600px|Reloading the weapon.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (5).jpg|thumb|none|600px|Inserting a 45-round extended mag. Note that the magazine well is visibly modeled as a solid block.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (4).jpg|thumb|none|600px|Pulling back the bolt.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (6).jpg|thumb|none|600px|Unfolding the folding stock in the draw animation when the stock is equipped.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (7).jpg|thumb|none|600px|Holding the Spectre M4 with the stock, and also a suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk II(*)==&lt;br /&gt;
The [[Sten Mk II]] is carried by British commandos in the World War II flashback mission &amp;quot;Project Nova&amp;quot;, and is usable by the player.&lt;br /&gt;
&lt;br /&gt;
[[File:Sten.jpg|thumb|none|500px|Sten Mk II - 9x19mm]]&lt;br /&gt;
[[File:CODBO Sten (1).jpg|thumb|none|600px|The Sten in first person. As with most entries in the series, it is improperly held by the magazine.]]&lt;br /&gt;
[[File:CODBO Sten (2).jpg|thumb|none|600px|Looking through the weapon's rather simple iron sights. Like the [[Type 100 submachine gun|Type 100]], it is held at a slightly canted angle due to sharing the latter's animations.]]&lt;br /&gt;
[[File:CODBO Sten (3).jpg|thumb|none|600px|Reloading the Sten, with the uncharacteristically helpful aid of an empty magazine, also like the Type 100.]]&lt;br /&gt;
[[File:CODBO Sten (4).jpg|thumb|none|600px|Charging the SMG.]]&lt;br /&gt;
[[File:CODBO Sten (5).jpg|thumb|none|600px|British commandos with Sten Mk. II submachine guns. Note that, as a result of animation recycling, the man in the front of the shot isn't really &amp;quot;holding&amp;quot; his Sten ''per se''; instead, he seems to be supporting it with a grand total of about 3 fingers. The bolt is also incorrectly closed, on a side note.]]&lt;br /&gt;
[[File:CODBO Sten (6).jpg|thumb|none|600px|A Sten Mk II on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Type 100(*)==&lt;br /&gt;
The [[Type 100 submachine gun|Type 100]] appears in Shi No Numa and Der Riese for 1000 points.&lt;br /&gt;
&lt;br /&gt;
[[File:Type100 1944.jpg|thumb|none|500px|Arisaka Type 100 submachine gun (1944 - 1945 model) with magazine removed - 8x22mm Nambu]]&lt;br /&gt;
[[File:CODBO Type100 (1).jpg|thumb|none|600px|Holding the Type 100.]]&lt;br /&gt;
[[File:CODBO Type100 (2).jpg|thumb|none|600px|Aiming down sights. Note the rear sight appears to have been updated with white dots.]]&lt;br /&gt;
[[File:CODBO Type100 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO Type100 (4).jpg|thumb|none|600px|Pulling the bolt handle as Nikolai's wadded sleeves conspire to block out everything in the image.]]&lt;br /&gt;
&lt;br /&gt;
==Walther MPL==&lt;br /&gt;
The [[Walther MPL]] is one of the available SMGs, with a 32-round magazine. It can also be purchased off the wall in Zombies mode, where it incorrectly holds 24 rounds. It lacks a stock by default, but gets its wireframe folding stock when the &amp;quot;Grip&amp;quot; attachment is used. Despite being one of the few period-appropriate guns (1963), the MPL is not available in the single player campaign, and appears only in the multiplayer and Zombies modes.&lt;br /&gt;
&lt;br /&gt;
[[File:Walther mpl 1.jpg|thumb|none|450px|Walther MPL with stock extended - 9x19mm]]&lt;br /&gt;
[[File:CODBO MPL (1).jpg|thumb|none|600px|Drawing the MPL.]]&lt;br /&gt;
[[File:CODBO MPL (2).jpg|thumb|none|600px|The weapon in idle.]]&lt;br /&gt;
[[File:CODBO MPL (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO MPL (4).jpg|thumb|none|600px|The Walther MPL being reloaded.]]&lt;br /&gt;
[[File:CODBO MPL (5).jpg|thumb|none|600px|Pulling the bolt handle.]]&lt;br /&gt;
[[File:CODBO MPL (6).jpg|thumb|none|600px|The alternate draw animation when the weapon is equipped with the &amp;quot;Grip&amp;quot; attachment, which unfolds the &amp;quot;Grip&amp;quot;.]]&lt;br /&gt;
[[File:BLACKOPS-MPL-1.jpg|thumb|none|600px|An MPL with Elbit Falcon red dot sight and red camo. Note the HK claw mount.]]&lt;br /&gt;
&lt;br /&gt;
=Assault/Battle Rifles= &lt;br /&gt;
==AK Hybrid==&lt;br /&gt;
The weapon referred to as the &amp;quot;AK47&amp;quot; in-game is in fact a composite of several different AK variants. The main receiver of the rifle appears to be taken from an [[AKS-74]] (which is anachronistic, since it didn't see service until the very late 70s), along with an early 5.45x39mm steel magazine. The model has however been modified with other parts (possibly to make it more closely resemble the time period appropriate [[AK-47]] or [[AKM]] variants), including an AKM style front sight block and gas block, a Type 2 AK-47 wooden stock with a metal ferrule (which is actually a part of the receiver, not the stock), and a Type 3 AK-47 receiver-mounted rear sling loop. The handguard and grip resemble those from an ATI GSG AK47 .22LR rifle.&lt;br /&gt;
&lt;br /&gt;
In the singleplayer campaign, the Soviets and North Vietnamese Army use the hybrid AK with a variety of accessories. In both singleplayer and multiplayer, the Extended Mag attachment gives the AK an [[RPK-74]] magazine.&lt;br /&gt;
&lt;br /&gt;
[[File:Aks-74.jpg|thumb|none|500px|AKS-74 - 5.45x39mm. Image used to show the receiver.]]&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|500px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:AK-47 type II Part DM.jpg|thumb|none|500px|Type II AK-47 - 7.62x39mm. Image used to show the handguard and stock.]]&lt;br /&gt;
[[File:Ak74p.jpg|thumb|none|500px|Prototype AK-74 - 5.45x39mm. Image used to show the steel 5.45x39mm magazine.]]&lt;br /&gt;
[[File:CODBO AK-47 (1).jpg|thumb|none|600px|The AK in idle.]]&lt;br /&gt;
[[File:CODBO AK-47 (2).jpg|thumb|none|600px|Aiming down the hybrid AK's sights.]]&lt;br /&gt;
[[File:CODBO AK-47 (3).jpg|thumb|none|600px|Reloading; note the ATI GSG handguard lacking vent holes, which would probably cause overheating issues on a real AK, and an empty magazine being inserted. Also visible in this shot is the protrusion at the front of the receiver below the pair of rivets for the barrel trunion which is used to retain the AKS-74 stock in the folded position.]]&lt;br /&gt;
[[File:CODBO AK-47 (4).jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:BlackOps 2010-11-10 21-24-02-22.jpg|thumb|none|600px|An on-screen blip for picking up a dropped AK with the &amp;quot;Dual Mag&amp;quot; attachment, which consists of two magazines jungle-taped together, and speeds up the process of reloading. The player's own AK is equipped with a PK-AV scope, which serves as the &amp;quot;ACOG Scope&amp;quot; attachment for the AK-type and AK-like weapons in multiplayer, including the RPK, AKS-74U, Galil, and the SVD.]]&lt;br /&gt;
[[File:BlackOps 2010-11-14 17-09-41-46.jpg|thumb|none|600px|The hybrid AK with a 45-round RPK-74 magazine. Note the button at the rear of the receiver, which is used to fold the stock on the original AKS-74 rifle, along with the Type 3 AK-47-style sling loop fitted to the receiver just ahead of it.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] appears with the same &amp;quot;AK-74u&amp;quot; name used for the JG Beta-F Airsoft gun in ''[[Call of Duty 4: Modern Warfare]]'' and the same erroneous designation as a submachine gun; this one, however, is an actual AKS-74U, albeit depicted with a slightly longer barrel and gas tube. It has a black handguard, steel magazines, and no stock. An AKS-74U appears as the seventh weapon tier in Gun Game. Equipping a foregrip or the BS-1 grenade launcher alters the first draw animation to not dramatically chamber the first round.&lt;br /&gt;
&lt;br /&gt;
It is anachronistic to Black Ops, as it was not developed until 1979 (the full size variant, the AK-74, didn't enter service until 1974). A more accurate option would have been the Hungarian [[AMD-65]] carbine (1965), which was used as a compact weapon for Warsaw Pact vehicle crews.&lt;br /&gt;
&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:CODBO AKS-74U (1).jpg|thumb|none|600px|The AKS-74U in idle.]]&lt;br /&gt;
[[File:CODBO AKS-74U (2).jpg|thumb|none|600px|Looking through the sights.]]&lt;br /&gt;
[[File:CODBO AKS-74U (3).jpg|thumb|none|600px|Reloading. Note the odd shape of the gas tube/top handguard.]]&lt;br /&gt;
[[File:CODBO AKS-74U (4).jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Colt USAF M16 (Colt Model 604)==&lt;br /&gt;
The USAF variant of the original [[M16]] is available in the game, and can be identified by its M16E1 partial magazine fence lower and lack of forward assist. Its default 20-round magazine holds 30 rounds in gameplay, and the 30-round mag only appears with the Extended Mags attachment and holds 45 rounds (the same situation occurs with the &amp;quot;Commando&amp;quot; below).&lt;br /&gt;
&lt;br /&gt;
It is correctly depicted as firing fully-automatic in single player, but incorrectly uses a three-round burst fire mode in multiplayer and Zombie mode. Treyarch developer Josh Olin has stated that it was &amp;quot;an early prototype&amp;quot;, although the first variant that was capable of burst fire was the Model 605B (essentially a shorter barreled M16 with a four position selector switch tested in 1964) was fitted with a forward assist, unlike the weapon in game which also appears to have a standard weight barrel.&lt;br /&gt;
&lt;br /&gt;
When the M16 is mounted with optics, its carry handle, front sight and gas block are removed, which would prevent the gun from firing automatically. The shooter would have to manually rack the bolt to load the next round into the chamber, effectively making the gun a bolt action. This same goof was previously seen on the M16 and M4A1 in ''Call of Duty 4: Modern Warfare'' and ''Modern Warfare 2'', and can also be seen on the &amp;quot;Commando&amp;quot; in this game. Pre-release footage however, showed that the front sight was originally not removed when optics are mounted.&lt;br /&gt;
&lt;br /&gt;
Upgrading the M16 with the Pack-A-Punch machine in zombie mode turns it into the &amp;quot;Skullcrusher,&amp;quot; which fires laser-like rounds and mounts an [[M203 grenade launcher]]. Both the M16 and the M203 keep their normal ammunition count. An M16 appears as the ninth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:USAF Colt Model 604.jpg|thumb|none|500px|USAF M16 (Colt Model 604) - 5.56x45mm. This is an early model as indicated by its M16E1 type partial magazine fence lower.]]&lt;br /&gt;
[[File:CODBO M16 (1).jpg|thumb|none|600px|Drawing the M16.]]&lt;br /&gt;
[[File:CODBO M16 (2).jpg|thumb|none|600px|An M16 in idle.]]&lt;br /&gt;
[[File:CODBO M16 (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO M16 (4).jpg|thumb|none|600px|Reloading. Note the 20-round mag.]]&lt;br /&gt;
[[File:CODBO M16 (5).jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:CODBO M16 (6).jpg|thumb|none|600px|Reloading a 30-round-sized-45-round magazine.]]&lt;br /&gt;
[[File:M16 CoDBO SlabSide.jpg|thumb|none|600px|Carlos throws Mason an M16. Visible in this shot is the partial fence lower and lack of forward assist which identifies this as a Colt Model 604. Another thing to point out is the unusual length of the M203's barrel. A standard barrel length of an M203 is 12 inches (305mm) and usually the tip of the M203 runs parallel to the Bayonet lug of the M16. This might be due to the M16 being modeled smaller in 3rd person.]] &lt;br /&gt;
[[File:Shot0119.jpg|thumb|none|600px|Frank Woods with his M16. Note that the 3rd person model for the M16 is smaller than its real life counterpart.]]&lt;br /&gt;
[[File:BLOPS M16 misc1.jpg|thumb|600px|none|Mason gets ready to start blasting with his M16. The charging handle is not fully seated for some reason.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Commando&amp;quot;==&lt;br /&gt;
The weapon referred to in-game as the &amp;quot;Commando&amp;quot; appears to most closely resemble a [[GAU-5A/A]] with a fictional flat-topped receiver; the name likely refers to the Colt Commando series (a series of early AR-15 carbines made during the Vietnam War) which the GAU-5A/A is related to.&lt;br /&gt;
&lt;br /&gt;
It is fitted with a flash hider in place of the moderator, a configuration which was actually used by the US Air Force. Although the flat top appears to consist of a chopped off carry handle with bolted on rail, something that was actually done in the 80s by Olympic Arms and some other manufacturers before the introduction of actual flat-topped receivers by Colt, this setup would still be anachronistic for the time depicted period in this game (along with being a configuration never used by the US military). The concept of a scope rail fitted directly to the receiver in place of the carry handle is not completely anachronistic though, as the Rock Island Arsenal did an experiment with an AR-15 fitted with an integral Weaver scope rail known as the Model 656; however, the details of the design are significantly different, and the presence of a rail mounted Troy Battle Sight on the weapon can be considered anachronistic.&lt;br /&gt;
&lt;br /&gt;
Like the M16, the weapon by default uses 20-round magazines that hold 30 rounds in gameplay, and equipping the Extended Mags attachment gives it curved 30-round magazines that hold 45 rounds. Early screenshots and footage showed the straight magazine being modeled unusually long, as if it were stretched or partly falling out, but the final game has it at its proper length. &lt;br /&gt;
&lt;br /&gt;
Upgrading the &amp;quot;Commando&amp;quot; with the Pack-A-Punch machine in zombie mode turns it into the &amp;quot;Predator&amp;quot; (a reference to the [[Arnold Schwarzenegger|Schwarzenegger]] movie ''[[Predator]]''. ''[[Commando]]'' is also the name of another movie in which Schwarzenegger starred, hence the reference). The &amp;quot;Predator&amp;quot; fires laser-like rounds and has a forty-round magazine instead of thirty.&lt;br /&gt;
&lt;br /&gt;
Like the M16, mounting optics will remove the front sight and the gas block, which would realistically prevent the gun from firing automatically. This is only the case for the 1st person model however, with the 3rd person model correctly retaining the front sight and gas block.&lt;br /&gt;
&lt;br /&gt;
[[File:GAU-5AA with A1 flash hider.jpg|thumb|none|500px|GAU-5A/A with birdcage flash hider in place of the standard moderator - 5.56x45mm]]&lt;br /&gt;
[[File:CODBO Commando (1).jpg|thumb|none|600px|&amp;quot;Commando&amp;quot; in idle. Note the sling wrapped around the weapon and wedged behind the bolt release button; this would only be possible with the bolt locked open, meaning that the bolt would be permanently locked to the rear, rendering the weapon totally inoperable.]]&lt;br /&gt;
[[File:CODBO Commando (2).jpg|thumb|none|600px|Iron sights, which are rail-mounted Troy Battle Sights, similar to MW2. These sights are used on several other weapons. Interestingly, the Troy Battle Sight's model has improved from MW2, being depicted with more true to life knobs. These sights are however anachronistic to the setting, and the rear sight is also mounted backwards.]]&lt;br /&gt;
[[File:CODBO Commando (3).jpg|thumb|none|600px|Reloading the Commando. Note the lack of auto sear pin.]]&lt;br /&gt;
[[File:CODBO Commando (4).jpg|thumb|none|600px|Slapping the bolt release button.]]&lt;br /&gt;
[[File:CODBO Commando (5).jpg|thumb|none|600px|Reloading a Commando with several attachments, including dual mags.]]&lt;br /&gt;
[[File:Snapshot20100809133031.jpg|thumb|none|600px|Pre-release footage of a suppressed Commando with Elbit Falcon sight. Note the clan tag engraved on the charging handle. Also note that unlike in the final game, the front sight is shortened but still present.]]&lt;br /&gt;
[[File:CODBOAR-15a.jpg|thumb|none|600px|Frank Woods with his Commando and early Colt Scope. Note the early modeling mistake of the magazine.]]&lt;br /&gt;
[[File:CODBOAR15.JPG|thumb|none|600px|Promotional image showing the Commando. Note the Colt scope and the solid flash hider. The Colt Scope appears in BO1 as one of the many models for the &amp;quot;ACOG Scope&amp;quot; attachment (none of which being the Trijicon ACOG, which would be an anachronism).]]&lt;br /&gt;
&lt;br /&gt;
==Enfield XL60==&lt;br /&gt;
The [[Enfield L85 rifle series#XL64E5 IW|Enfield XL60]] is one the assault rifles available in the game, under the name &amp;quot;Enfield&amp;quot;. Hudson carries an Enfield fitted with an infrared scope and a Masterkey under-barrel shotgun during the singleplayer mission &amp;quot;Rebirth.&amp;quot; The Enfield is anachronistic as it was introduced after June 14, 1976; the presence of the [[Enfield EM-2]] ''Mamba'' (1951) would be more accurate (though it would extremely scarce, however). The ammo name for the Enfield XL60 in the game files is 7x43mm, which is the metric size of the .280 British caliber that was actually tested on the EM-2, but not on the XL60, which was chambered in 4.85x49mm.&lt;br /&gt;
&lt;br /&gt;
[[File:EnfieldXL64.jpg|thumb|none|500px|XL64E5 - 4.85x49mm]]&lt;br /&gt;
[[File:CODBO XL64 (1).jpg|thumb|none|600px|Drawing the XL60.]]&lt;br /&gt;
[[File:CODBO XL64 (2).jpg|thumb|none|600px|XL60 in idle.]]&lt;br /&gt;
[[File:CODBO XL64 (3).jpg|thumb|none|600px|Aiming through the iron sights, which are the same anachronistic Troy Battle iron sights as used on some of the other guns.]]&lt;br /&gt;
[[File:CODBO XL64 (4).jpg|thumb|none|600px|Reloading the XL60.]]&lt;br /&gt;
[[File:CODBO XL64 (5).jpg|thumb|none|600px|As in MW2, the &amp;quot;ACOG scope&amp;quot; model for the XL64 is a SUSAT. The SUSAT is also used as the &amp;quot;ACOG Scope&amp;quot; model for the AWM.]]&lt;br /&gt;
[[File:CODBO XL64 (6).jpg|thumb|none|600px|Aiming through the SUSAT.]]&lt;br /&gt;
[[File:Shot009120.jpg|thumb|none|600px|An XL60 on the ground with an IR scope attached.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
A prototype version of the [[FAMAS Valorisé]] appears in several levels, used by both CIA and Spetsnaz troops. Mason carries a FAMAS with multiple attachments in final level, &amp;quot;Redemption&amp;quot;. The FAMAS Valorisé is incredibly anachronistic (even for the game's standards) for the time period the game is set in (the 1960s): not only was the base weapon not developed until 1978, this specific variant didn't come into existence until the early 2000s. A more correct choice could have been the FA-MAS 54B bullpup configuration prototype (1954). A much more period and country-accurate choice for Spetsnaz could have been the one of the many Tula Arms Arsenal Soviet TKB prototypes from the 60s. The default iron sights of the weapon are the anachronistic rail mounted Troy Battle Sights. A FAMAS appears as the tenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
If upgraded with the Pack-A-Punch machine in zombies mode, it will turn into the &amp;quot;G16-GL35&amp;quot; (leet speak for GIGGLES), which fires laser-like rounds, has a forty-five round magazine instead of thirty, and a custom red dot sight. &lt;br /&gt;
&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|500px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm. This prototype can be distinguished from the final variant by the lack of fixed front sight ahead of the scope rail.]]&lt;br /&gt;
[[File:CODBO FAMAS (1).jpg|thumb|none|600px|Holding the FAMAS. Note it has the standard FAMAS bipod, compared to the Valorisé's bent bipod legs.]]&lt;br /&gt;
[[File:CODBO FAMAS (2).jpg|thumb|none|600px|Aiming through the rail-mounted iron sights.]]&lt;br /&gt;
[[File:CODBO FAMAS (3).jpg|thumb|none|600px|Reloading the FAMAS.]]&lt;br /&gt;
[[File:CODBO FAMAS (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==FG 42(*)==&lt;br /&gt;
The [[FG 42]] can be purchased in the Zombies map Der Riese for 1800 points and incorrectly holds 32 rounds instead of 20.&lt;br /&gt;
[[File:FG421stPattern.jpg|thumb|none|500px|First pattern FG 42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODBO FG 42 (1).jpg|thumb|none|600px|Holding the FG42 on Der Riese, near its spawn point.]]&lt;br /&gt;
[[File:CODBO FG 42 (2).jpg|thumb|none|600px|Aiming down sights, which still have a lot of zoom as they did in ''World at War'' outside of its multiplayer mode. The weapon is also visible on the wall here.]]&lt;br /&gt;
[[File:CODBO FG 42 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO FG 42 (4).jpg|thumb|none|600px|Takeo works the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] is seen mostly in the hands of Cuban soldiers and some NVA soldiers in the campaign, despite being the main service rifle of most of the Western powers throughout the Cold War. The rifle is aesthetically period correct, however the wooden furniture and semi-automatic fire mode would suggest that this weapon is more specifically the &amp;quot;G Series&amp;quot; FAL, the civilian version of the FAL which was imported into the US in the 1960s. It has an L1A1 &amp;quot;Hythe&amp;quot; foldable rear sight with the front leaf of the sight absent and only the rear leaf with enlarged aperture being used in game.&lt;br /&gt;
&lt;br /&gt;
It appears to stand in for the so called &amp;quot;Cuban FALs&amp;quot;, a batch of Belgian made FALs which were ordered by the Battista government just before its end. The FALs ended up in the Communist rebels' hands and were eventually used in the Bay of Pigs invasion. The G series were essentially the same as the Cuban rifles but with slight modification. The usage of FALs by the NVA forces meanwhile is historically dubious.&lt;br /&gt;
&lt;br /&gt;
[[File:Fn fal g series.jpg|thumb|none|500px|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO FAL (1).jpg|thumb|none|600px|The FN FAL in idle.]]&lt;br /&gt;
[[File:CODBO FAL (2).jpg|thumb|none|600px|Looking through the &amp;quot;Hythe&amp;quot; sights, the presence of which on Cuban FALs would be historically questionable.]]&lt;br /&gt;
[[File:CODBO FAL (3).jpg|thumb|none|600px|Inserting a new magazine, which is visibly empty.]]&lt;br /&gt;
[[File:CODBO FAL (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CODBO FAL (5).jpg|thumb|none|600px|Reloading the jungle-style dual mags on a FAL with a custom weapon finish.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43(*)==&lt;br /&gt;
The [[Gewehr 43]] costs 600 points in the Zombies maps Verrückt, Shi No Numa, and Der Riese. Holds 10 shots in the magazine.&lt;br /&gt;
&lt;br /&gt;
[[File:K43 nc.jpg|thumb|none|500px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODBO G43 (1).jpg|thumb|none|600px|Holding the G43.]]&lt;br /&gt;
[[File:CODBO G43 (2).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CODBO G43 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO G43 (4).jpg|thumb|none|600px|Inserting a new magazine on empty.]]&lt;br /&gt;
[[File:CODBO G43 (5).jpg|thumb|none|600px|Releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G11 K2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G11|Heckler &amp;amp; Koch G11 K2]] is one of the assault rifles in the game, and is used by Dr. Daniel Clarke in the level &amp;quot;Numbers.&amp;quot; As in real life, it fires in 3-round bursts, at a very high rate of fire with incredible accuracy and close to zero recoil, but suffers from low damage. The magazine is correctly depicted as reciprocating when firing. &lt;br /&gt;
&lt;br /&gt;
The weapon is erroneously depicted with rail mounted iron sights by default (which are in themselves anachronistic Troy Battle Sights); G11s were never designed with iron sights, and instead incorporated a scope (which is an available attachment in-game). In multiplayer, it can be fitted with only two attachments: &amp;quot;Low Power Scope&amp;quot; or &amp;quot;Variable Zoom&amp;quot;. The Low Power Scope is actually based on the actual sight built into the real G11 K2, and replaces the rail assembly. The scope of the Variable Zoom is a rail-mounted sniper scope instead.&lt;br /&gt;
&lt;br /&gt;
Its appearance in the 1960s is anachronistic; the G11 was not fully developed until the late 1980s, and working prototypes were not created until the early 1970s. The particular G11 K2 variant depicted in game was made in 1989. A more appropriate choice of exotic rifle for the era would have been one of the Project SALVO (1951) prototypes, the bullpup SPIW (Special Purpose Individual Weapon) from Project NIBLICK (1960s) or one of the many Tula Arms Arsenal Soviet TKB prototypes from the 60s; though how would a British scientist hiding in Hong Kong procure any of such prototypes is a mystery.&lt;br /&gt;
&lt;br /&gt;
Upgrading the G11K2 with the Pack-A-Punch machine in Zombies mode turns it into a more powerful version called &amp;quot;G115 Generator&amp;quot;; it fires laser-like rounds, but has the normal ammunition capacity.&lt;br /&gt;
&lt;br /&gt;
[[File:G11K2 left.jpg|thumb|none|500px|Heckler &amp;amp; Koch G11 K2 - 4.73x33mm]]&lt;br /&gt;
[[File:CODBO G11K2 (1).jpg|thumb|none|600px|Drawing the G11 shows its cocking animation, which is a full rotation of the charging knob.]]&lt;br /&gt;
[[File:CODBO G11K2 (2).jpg|thumb|none|600px|Holding the default railed G11.]]&lt;br /&gt;
[[File:CODBO G11K2 (3).jpg|thumb|none|600px|Aiming down through the Troy Battle Sights.]]&lt;br /&gt;
[[File:CODBO G11K2 (4).jpg|thumb|none|600px|The G11 with its Low Power Scope.]]&lt;br /&gt;
[[File:CODBO G11K2 (5).jpg|thumb|none|600px|The reticle of the Low Power Scope.]]&lt;br /&gt;
[[File:CODBO G11K2 (6).jpg|thumb|none|600px|Reloading the G11. The player removes the magazine without pressing the release button behind the sight, though given the scarce information of the weapon at the time, it would be somewhat understandable.]]&lt;br /&gt;
[[File:CODBO G11K2 (7).jpg|thumb|none|600px|Inserting a new magazine stick. The two extra mags are never used.]]&lt;br /&gt;
[[File:CODBO G11K2 (8).jpg|thumb|none|600px|Looking at the ''Aurora australis'' with a white, scoped G11 K2.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[IMI Galil ARM]] is available in the game. It has a thirty-five round magazine with a medium rate of fire. The standard rear sight for the Galil is the flip-up tritium night sights instead of the flip peep-sights, raised dramatically to accommodate the camera's point of view. The carry handle is on the wrong side and the handguard is from the Galil AR, which does not have the underside cutout for the bipod, although it appears to still contain it. The ammo name for the Galil in the game files is 7.62x51mm, despite the in-game weapon clearly being the 5.56x45mm version.&lt;br /&gt;
&lt;br /&gt;
Its appearance is anachronistic for the campaign, as the Galil series of rifles was not developed until the late 1960s, and did not enter service until 1972. Even if the game takes place between 1961 and 1973, there’s no possible way this weapon would be used worldwide until the 80’s. A more adequate choice could have been a full auto [[AR-18]] (1962), a somewhat similar-looking rifle that fired the same 5.56 round. Another adequate choice could have been the [[Rk 62]] (also 1962), a Finnish rifle that inspired the Galil but fired the Russian 7.62x39mm round.&lt;br /&gt;
&lt;br /&gt;
Upgrading a Galil with the Pack-A-Punch machine in zombie mode will turn it into the &amp;quot;Lamentation&amp;quot;; fitted with a red dot sight (which has a blue lens and an unusual blue reticle) and a sci-fi camo pattern, it fires laser-like rounds. &lt;br /&gt;
&lt;br /&gt;
[[File:Galil.jpg|thumb|500px|none|IMI Galil ARM - 5.56x45mm]]&lt;br /&gt;
[[File:CODBO Galil (1).jpg|thumb|600px|none|Drawing the Galil. In an inversion of all the other weapons, the Galil is simply brought to hand when first equipped but the character uses the carry handle when re-equipping it from secondary weapons or gadgets.]]&lt;br /&gt;
[[File:CODBO Galil (2).jpg|thumb|600px|none|Holding a Galil ARM.]]&lt;br /&gt;
[[File:CODBO Galil (3)mwstore.jpg|thumb|600px|none|Aiming down the flip-up night sights, though the front sight is a little too high. Note also that one of the rear peep sights has been removed to clear the sight plane, despite that the night sight has also been lengthened enough that this wouldn't be a problem.]]&lt;br /&gt;
[[File:CODBO Galil (4).jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
[[File:CODBO Galil (5).jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:CODBO Galil (6).jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[File:Shot0022222.jpg|thumb|600px|none|Upgraded Galil in Zombies mode. Note the added rail mount mounting the red dot sight.]]&lt;br /&gt;
[[File:Shot002783.jpg|thumb|600px|none|Looking through the red dot sight of the upgraded weapon. Note the unusual reticle.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine(*)==&lt;br /&gt;
The [[M1 Carbine]] can be purchased in zombie mode for 600 points in the maps Nacht der Untoten, Shi No Numa and Der Riese. It is now appropriately called M1 Carbine (unlike in ''World at War'', where it was referred to as the M1A1 folding stock variant).&lt;br /&gt;
&lt;br /&gt;
[[File:M1-Carbine.jpg|thumb|none|500px|WW2 era M1 Carbine with spare magazine pouch - .30 Carbine]]&lt;br /&gt;
[[File:CODBOM1Carbine.jpg|thumb|none|600px|An M1 Carbine in &amp;quot;Nacht der Untoten.&amp;quot;]]&lt;br /&gt;
[[File:CODBOM1Carbine-1.jpg|thumb|none|600px|View down the aperture sights.]]&lt;br /&gt;
[[File:CODBOM1Carbine-2.jpg|thumb|none|600px|Reloading the M1 after seeing off some of the Third Reich's undead.]]&lt;br /&gt;
[[File:CODBOM1Carbine-3.jpg|thumb|none|600px|Chambering a fresh round.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand(*)==&lt;br /&gt;
The [[M1 Garand]] is available for 600 points in the Zombies maps Verrückt and Shi No Numa.&lt;br /&gt;
[[File:M1 Garand.jpg |thumb|none|500px|M1 Garand - .30-06]]&lt;br /&gt;
[[File:CODBO M1 Garand (1).jpg|thumb|none|600px|Holding the Garand.]]&lt;br /&gt;
[[File:CODBO M1 Garand (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO M1 Garand (3).jpg|thumb|none|600px|Reloading the Garand mid-clip.]]&lt;br /&gt;
[[File:CODBO M1 Garand (4).jpg|thumb|none|600px|Inserting a new clip.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14 Rifle]] is one of the assault rifles (correctly, battle rifle) used in-game and also distinguished by its firepower, it is not present in the singleplayer campaign, despite being historically accurate. For some reason, it uses an eight-round magazine in zombie mode despite using a twenty-round one in single-player and multiplayer modes. The magazine change is likely to substitute the M1 Garand in Zombies mode maps present in ''Black Ops'', though it is inferior in some statistics (namely reload time and reserve ammo) when compared to each other.&lt;br /&gt;
&lt;br /&gt;
Various attachments can be fitted: [[M203 grenade launcher]], flamethrower, Colt scope, red dot sight, reflex sight, [[Knight's Armament Masterkey]] shotgun, suppressor, foregrip, IR scope and extended magazine. It is the only weapon in its class that can use the Grip attachment; in turn, it is one of only two weapons that whose models are not modified in any way with the Extended Mags attachment equipped (the other being the M60), and the only mag-fed one of the two. An M14 is used as the eighth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
Though the weapon is semi-automatic only, the in-game model bears a heavy resemblance to the M14E2/M14A1 LMG variation, including its pistol grip and a bipod (albeit one of the same Harris-like design used on the Mk 14 in ''[[Call of Duty: Modern Warfare 2]]'' rather than the E2's normal bipod), with the Grip attachment also taking the form of the E2's folding grip.&lt;br /&gt;
&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|500px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M14E2SAW.jpg|thumb|none|500px|M14E2 Light Machine Gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO M14 (1).jpg|thumb|none|600px|Drawing the M14.]]&lt;br /&gt;
[[File:CODBO M14 (2).jpg|thumb|none|600px|Holding the M14. ]]&lt;br /&gt;
[[File:CODBO M14 (3).jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:CODBO M14 (4).jpg|thumb|none|600px|Reloading. Its reload animations are taken from ''[[Call of Duty: Modern Warfare 2]]'''s [[Call of Duty: Modern Warfare 2#Mk. 14 Mod 1 EBR|Mk 14 EBR]].]]&lt;br /&gt;
[[File:CODBO M14 (5).jpg|thumb|none|600px|Pulling the bolt.]]&lt;br /&gt;
[[File:CODBO M14 (6).jpg|thumb|none|600px|The M14 with a foregrip.]]&lt;br /&gt;
[[File:CODBO M14 (7).jpg|thumb|none|600px|The M14 with the M203 grenade launcher, which gives it big M16-styled heat shields.]]&lt;br /&gt;
[[File:Shot0083.jpg|thumb|none|600px|M14 with Colt scope and Ice camo in idle. Note the cut-off front sight.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG==&lt;br /&gt;
The [[Steyr AUG]] is available in the game. The AUG A1 with its Swarovski scope is found in the singleplayer and Zombie mode, while the railed AUG A2 is used in multiplayer, with the anachronistic rail mounted Troy Battle Sights by default. Attaching the &amp;quot;ACOG Scope&amp;quot; to the multiplayer AUG A2 turns it back into the AUG A1 with its Swarovski scope. In singleplayer, the AUG A1 only used in levels set in the Ural Mountains. It is painted with an arctic camo, and is equipped with a suppressor in some of the scenes.&lt;br /&gt;
&lt;br /&gt;
Its appearance in the game is anachronistic, as the level takes place in 1968 but the prototype for the AUG was not patented until 1974 and was not introduced into Austrian military service until 1977, entering wide service in 1978. The A2 variant depicted in multiplayer was not developed until 1997. A more period-accurate choice could have been the [[H&amp;amp;K G3]] (1958) or [[HK33]] (1968). Another option is the prototype Model 45A (1945), which was designed by the US during World War II, and look similar to the AUG. The AUG appears as the eleventh weapon tier in Gun Game.&lt;br /&gt;
 &lt;br /&gt;
A weird visual glitch exists on the AUG when it is equipped with any of the sights; the scope mount will actually slide backwards along the weapon to meet the user's eye when the weapon is aimed.&lt;br /&gt;
&lt;br /&gt;
If upgraded with the Pack-A-Punch machine in zombie mode, it will turn into the &amp;quot;AUG-50M3&amp;quot; (leet speak for AUGSOME, a play on the word awesome), firing laser-like rounds and attached with a [[Knight's Armament Masterkey]], but both weapons keep their normal ammunition counts. Reloading the AUG-50M3's Masterkey counts each reloaded shell twice, allowing the player to reload all six rounds with just three shells.&lt;br /&gt;
&lt;br /&gt;
The AUG lacked its foregrip in the beta, but has it in the final game.&lt;br /&gt;
&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|500px|Steyr AUG A1- 5.56x45mm]]&lt;br /&gt;
[[File:SteyrAUGSR.jpg|thumb|none|500px|Steyr AUG Special Receiver - 5.56x45mm. NATO AUG A2 models are the Austrian military firearm, the imported weapon into the U.S. was named the AUG Special Receiver.]]&lt;br /&gt;
[[File:CODBO AUG (1).jpg|thumb|none|600px|The default multiplayer AUG A2, with its Picatinny rails.]]&lt;br /&gt;
[[File:CODBO AUG (2).jpg|thumb|none|600px|Aiming down the rail mounted iron sights.]]&lt;br /&gt;
[[File:CODBO AUG (3).jpg|thumb|none|600px|The multiplayer AUG fitted with the &amp;quot;ACOG Scope&amp;quot;, which turns it into an AUG A1 with a Swarovski scope.]]&lt;br /&gt;
[[File:CODBO AUG (4).jpg|thumb|none|600px|Aiming down the scope.]]&lt;br /&gt;
[[File:CODBO AUG (5).jpg|thumb|none|600px|Reloading the surprisingly detailed, but empty magazine.]]&lt;br /&gt;
[[File:CODBO AUG (6).jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
[[File:CODBO AUG (7).jpg|thumb|none|600px|The AUG as seen with a higher-than-normal FoV in &amp;quot;WMD,&amp;quot; when the game shifts player control between the SR-71 Blackbird navigator and Hudson.]]&lt;br /&gt;
[[File:Skydivingcodbo.jpg|thumb|none|600px|Our skydiving protagonist takes &amp;quot;two is one and one is none&amp;quot; to a new level when he carries an AUG to complement his primary weapon: another AUG. You know, in case one explodes or something.]]&lt;br /&gt;
[[File:59.jpg|thumb|none|600px|Beta Steyr AUG without foregrip in hands of Agent Weaver. Note how he's holding it by the barrel; a bad idea in real life...]]&lt;br /&gt;
[[File:COD BO AUG 3rd person.jpg|thumb|none|600px|Agent Weaver with a Steyr AUG in the final version of the game. Note the foregrip, the presence of which Weaver seems to still be ignoring.]]&lt;br /&gt;
&lt;br /&gt;
== Stoner 63A ==&lt;br /&gt;
The [[Stoner 63A]] in its assault rifle configuration appears in the game, classified as a light machine gun. In singleplayer, it is found in the final level &amp;quot;Redemption&amp;quot;, where it is always found with an Extended Mag. In multiplayer, it is unlocked as the last light machine gun. The extended mags attachment gives the weapon just a longer standard magazine that increases the ammo count from 30 to 60 rounds, while in reality belt-fed LMG configuration of the Stoner could also be equipped with a 100 round ammo box or a 150 round drum magazine for special operations.&lt;br /&gt;
&lt;br /&gt;
[[File:Stoner 63 Assault Rifle.jpg|thumb|none|500px|Stoner 63, Assault Rifle configuration - 5.56x45mm NATO]]&lt;br /&gt;
[[File:CODBO Stoner63 (1).jpg|thumb|none|600px|Holding the Stoner 63.]]&lt;br /&gt;
[[File:CODBO Stoner63 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO Stoner63 (3).jpg|thumb|none|600px|Reloading the magazine.]]&lt;br /&gt;
[[File:CODBO Stoner63 (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CODBO-Stoner63-FPV.jpg|thumb|none|600px|Stoner 63 in the final level of the game &amp;quot;Redemption&amp;quot;, which is equipped with an anachronistic Aimpoint Electronic &amp;quot;Reflex Sight&amp;quot;, mounted on a piece of rail that replaces the original rear sight.]]&lt;br /&gt;
&lt;br /&gt;
== Sturmgewehr 44(*) ==&lt;br /&gt;
The [[Sturmgewehr 44]] is used by the Germans in the World War II mission &amp;quot;Project Nova&amp;quot; and can be used by the player. It can also be purchased for 1200 points in the zombie maps Verrückt, Shi No Numa, and Der Riese.&lt;br /&gt;
&lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|500px|Sturmgewehr 44 - 7.92x33mm]]&lt;br /&gt;
[[File:CODBO STG-44 (2).jpg|thumb|none|600px|Holding an StG-44 that was left out in the cold for too long given how thin it is.]]&lt;br /&gt;
[[File:CODBO STG-44 (3).jpg|thumb|none|600px|Aiming the Sturmgewehr.]]&lt;br /&gt;
[[File:CODBO STG-44 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO StG-44 (1).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== Beretta Model 682 ==&lt;br /&gt;
One of the shotguns available in the game. While named after the Rottweil Olympia Over/Under 72 shotgun, the &amp;quot;Olympia&amp;quot; is in fact modeled on a [[Beretta 682]]. Either way, it is anachronistic; not only was the Rottweil Olympia introduced in 1972, but the Beretta 682 was not invented until 1985. A more historically accurate choice would have been a [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|Browning O/U]] (1931) or a [[TOZ-34]] (1964).&lt;br /&gt;
&lt;br /&gt;
[[File:BM682.jpg|thumb|none|450px|Beretta Model 682 Gold E - 12 gauge]]&lt;br /&gt;
[[File:RS Olympia 72.jpg|thumb|500px|none|Rottweil Skeet Olympia 72 - 12 gauge]]&lt;br /&gt;
[[File:CODBO Olympia (1).jpg|thumb|none|600px|&amp;lt;s&amp;gt;Double Rainbow!&amp;lt;/s&amp;gt; Drawing the &amp;quot;Olympia&amp;quot;.]]&lt;br /&gt;
[[File:CODBO Olympia (2).jpg|thumb|none|600px|Holding the shotgun.]]&lt;br /&gt;
[[File:CODBO Olympia (3).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:CODBO Olympia (4).jpg|thumb|none|600px|Popping out the fired shells.]]&lt;br /&gt;
[[File:CODBO Olympia (5).jpg|thumb|none|600px|Inserting new shells. If one shell is fired, only that shell will be ejected and reloaded.]]&lt;br /&gt;
&lt;br /&gt;
==Double-barreled shotgun(*)==&lt;br /&gt;
A full-length [[12 Gauge Double Barreled Shotgun|Double-barreled shotgun]] can be purchased in zombie mode maps &amp;quot;Nacht der Untoten&amp;quot;, &amp;quot;Verrückt&amp;quot;, and &amp;quot;Der Riese&amp;quot; for 1200 points. A sawed-off version can be purchased in &amp;quot;Nacht der Untoten&amp;quot; and &amp;quot;Verrückt&amp;quot;, also for 1200 points. Their models appear to be reused from ''[[Call of Duty: World at War]]'', and they still have the issue of showing spent cartridges being ejected when firing. This time at least, they are proper shotgun shells, but for some reason two are ejected with each shot.&lt;br /&gt;
&lt;br /&gt;
In the opening cutscene of the zombie-movie themed zombie map &amp;quot;Call of the Dead&amp;quot;, [[Michael Rooker]] (voiced by himself) is seen using a pair of sawn-off Double-Barreled Shotguns while acting for a zombie film, later using them to kill real zombies when they appear and abduct film director George Romero. These are not found on the actual map, however. During the cutscene, he also fires three shots from one of the shotguns without reloading.&lt;br /&gt;
[[File:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|500px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
[[File:CODBOSxS.jpg|thumb|none|600px|The Double Barrel shotgun in &amp;quot;Nacht der Untoten&amp;quot;. Note the barrels floating above the player's supporting hand; this appears to be due to it re-using the animations (but not the model) of the side-by-side from ''World at War'' fitted with its &amp;quot;Grip&amp;quot; attachment (a larger forend).]]&lt;br /&gt;
[[File:CODBOSxS-1.jpg|thumb|none|600px|Bead sight view.]]&lt;br /&gt;
[[File:CODBOSxS-2.jpg|thumb|none|600px|Cracking open the barrels. Remember, shop smart, shop S-Mart.]]&lt;br /&gt;
[[File:CODBO Doublebarrel (1).jpg|thumb|none|600px|Dumping out the shotgun shells. Oddly, the Double-Barreled Shotgun always uses a different spent shell model from the &amp;quot;Spicy 3-Inch&amp;quot; shells that most of the other shotguns use.]]&lt;br /&gt;
[[File:CODBO Doublebarrel (2).jpg|thumb|none|600px|Inserting new shells.]]&lt;br /&gt;
[[File:FuryRoadSarasqueta.jpg|thumb|none|500px|Screen-used sawed-off Victor Sarasqueta shotgun from ''[[Mad Max: Fury Road]]''. Image from MIL.SPEC.]]&lt;br /&gt;
[[File:DBShotgun-BO.jpg|thumb|none|600px|Michael Rooker aiming one of his sawed-off double barreled shotguns at a zombie.]]&lt;br /&gt;
[[File:CODBO Sawnoff (1).jpg|thumb|none|600px|Doctor Edward Richtofen holds a sawn-off Double-barreled shotgun on &amp;quot;Verrückt&amp;quot;; note how this version has the larger forend, and is thus held correctly.]]&lt;br /&gt;
[[File:CODBO Sawnoff (2).jpg|thumb|none|600px|&amp;quot;Aiming.&amp;quot;]]&lt;br /&gt;
[[File:CODBO Sawnoff (3).jpg|thumb|none|600px|Reloading a single shell.]]&lt;br /&gt;
&lt;br /&gt;
== Franchi SPAS-12 ==&lt;br /&gt;
The [[Franchi SPAS-12]] is featured in ''Black Ops''. In contrast to ''MW2'''s SPAS, the one featured in ''Black Ops'' is semi-auto and has its stock folded. Despite being locked in semi-auto, the pump is racked when the SPAS-12 is picked up and when reloading, even though the pump is locked forward when the SPAS-12 operates in semi-auto, requiring the use of the charging handle to chamber a new shell.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, it is found in &amp;quot;The Defector&amp;quot; and &amp;quot;Numbers&amp;quot; missions set in 1968, used by the NVA and Spetsnaz respectively. The SPAS-12's appearance is anachronistic because it first entered production in 1979. A more period-accurate semi-auto Franchi shotgun could have been the AL-48 model (1948), but a more correct choice of semi-automatic shotgun for the Vietnam War could have been the [[Remington Model 1100]] (1963), or its combat select-fire version Model 7188 (1967) specifically created for use in that war. The Soviet forces haven't officially adopted shotguns by that point, but a suitable choice of origin would be the [[MTs 21-12|MTs 21]] (1956) or the [[Baikal Semi Auto Shotgun Series|IZh-20]] (1964), the latter being a clone of the Model 1100.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, it can be equipped with a sound suppressor. A SPAS-12 is used as the third weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;The Defector,&amp;quot; Woods kills a SPAS-12 wielding NVA and gives it to Mason at the start of the level, telling Mason to use his incendiary &amp;quot;Dragon's Breath&amp;quot; rounds on the SPAS-12. Realistically, the Dragon's Breath rounds wouldn't be powerful enough to cycle the action in semi-automatic shotguns.&lt;br /&gt;
&lt;br /&gt;
Upgrading the SPAS-12 with the Pack-A-Punch machine in Zombies mode turns it into a more powerful version called &amp;quot;SPAZ-24&amp;quot;; it fires laser-like rounds, holds 24 shells instead of 8, and reloads the entire magazine by loading one shell, which only takes a second.&lt;br /&gt;
&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|none|500px|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[File:CODBO SPAS-12 (1).jpg|thumb|none|600px|Drawing the SPAS-12.]]&lt;br /&gt;
[[File:CODBO SPAS-12 (2).jpg|thumb|none|600px|Holding the shotgun.]]&lt;br /&gt;
[[File:CODBO SPAS-12 (3).jpg|thumb|none|600px|Aiming down sights. The middle of the butt-pad on the folding stock is hollowed out, leaving only two rectangular sheets on the ends the stock, similar to ''[[F.E.A.R.]]'', allowing the user to use its iron sights which are normally unusable whilst the stock is folded.]]&lt;br /&gt;
[[File:CODBO SPAS-12 (4).jpg|thumb|none|600px|Reloading the shotgun. As is incredibly common in media, the carrier latch button on the SPAS-12 is not depressed when reloading when it needs to be held down to unlock the carrier and allow for the tube to be loaded.]]&lt;br /&gt;
[[File:CODBO SPAS-12 (6).jpg|thumb|none|600px|Obligatory pump. The pump is locked forward in semi-auto mode; the bolt would have to be locked back and then released to rechamber in this mode.]]&lt;br /&gt;
&lt;br /&gt;
== High Standard Model 10 ==&lt;br /&gt;
The semi-automatic [[High Standard Model 10B]] is found in the game under the name &amp;quot;HS-10&amp;quot;. It is the last shotgun unlocked in multiplayer (being the &amp;quot;Classified&amp;quot; weapon of the class, it requires purchasing the other three).  It holds 4 shells in multiplayer and 6 shells in zombie mode.&lt;br /&gt;
&lt;br /&gt;
Its only &amp;quot;attachment&amp;quot; is Dual Wielding. While the Model 10 can be easily fired single-handedly, firing one with the left arm would be a very bad idea; due to the ejection port's location, firing the weapon left-handed will result in hot plastic flying in the user's face, and the Model 10 even features a warning label that reads, &amp;quot;Caution: Do not fire from left shoulder&amp;quot; to specifically stop people from doing it. It is unclear why the multiplayer version doesn't have an &amp;quot;extended mags&amp;quot; attachment, since the capacity of the real Model 10 magazine tube can be extended from 4 to 6 shells - and, in fact, the in-game model features the extended 6-shell tube.&lt;br /&gt;
&lt;br /&gt;
The upgraded Model 10 in Zombie mode is called ''Typhoid &amp;amp; Mary''.&lt;br /&gt;
&lt;br /&gt;
[[File:High standard 10 SHG.jpg|thumb|500px|none|High Standard Model 10B - 12 gauge]]&lt;br /&gt;
[[File:CODBO HS-10 (1).jpg|thumb|none|600px|Drawing the shotgun with a rack of the bolt handle.]]&lt;br /&gt;
[[File:CODBO HS-10 (2).jpg|thumb|none|600px|Holding the HS-10,]]&lt;br /&gt;
[[File:CODBO HS-10 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CODBO HS-10 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO HS-10 (5).jpg|thumb|none|600px|Charging the shotgun.]]&lt;br /&gt;
[[File:CODBO HS-10 (6).jpg|thumb|none|600px|Dual-wielding.]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 &amp;quot;Stakeout&amp;quot; ==&lt;br /&gt;
An [[Ithaca 37|Ithaca 37 &amp;quot;Stakeout&amp;quot;]] with a heat shield and unusable shell holder wrapped around the receiver is available in the game. While the Ithaca 37 was first introduced in 1937, the Stakeout is anachronistic as it was not produced until 1981. A more accurate weapon would be the Ithaca 37 &amp;quot;Trench Gun&amp;quot; S-prefix variant (1962), as it was around during the time period and was actually used by special forces during the Vietnam War. The Ithaca is used as the fourth weapon tier in Gun Game. As with the AKS-74U above, using a grip alters its first draw animation: the user bringing up the weapon without pumping the action.&lt;br /&gt;
&lt;br /&gt;
[[File:Stakeout-1-.jpg|thumb|none|450px|Ithaca 37 &amp;quot;Stakeout&amp;quot; - 12 gauge]]&lt;br /&gt;
[[File:CODBO Ithaca 37 (1).jpg|thumb|none|600px|Idle.]]&lt;br /&gt;
[[File:CODBO Ithaca 37 (2).jpg|thumb|none|600px|ADS.]]&lt;br /&gt;
[[File:CODBO Ithaca 37 (3).jpg|thumb|none|600px|Pump-action.]]&lt;br /&gt;
[[File:CODBO Ithaca 37 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
== KS-23 ==&lt;br /&gt;
The Soviet [[KS-23]] shotgun/carbine is only found in the game's single-player mode. It holds more rounds (seven) than it actually does in reality (three in the tube mag, one in the chamber); for some reason, it also seems to eject two shells at once every time the player pumps it after firing.&lt;br /&gt;
&lt;br /&gt;
It first appears during the mission &amp;quot;Operation 40&amp;quot;, set on Cuba in 1961, further KS-23 used by the Soviet forces since &amp;quot;Vorkuta&amp;quot; in 1963, and later it used by Viet Cong in &amp;quot;Crash Site&amp;quot; mission set in 1968. All of these appearances are anachronistic and inappropriate. The KS-23 wasn't designed until the 1970s, and first guns weren't produced until the 1981. The shotgun also was only used in the Soviet Union and former USSR territories, meaning that Cuban and Vietnamese usage were unlikely.&lt;br /&gt;
&lt;br /&gt;
More appropriate pump-action shotguns for the Cubans and Vietnamese would be popular and common models, such as the [[Remington Model 870]] (1950). The Soviet military had no interest in shotguns until the 80s, but a period-appropriate Soviet pump-action shotgun would've been the [[Baikal Pump Action Shotgun Series|IZh-21]] (1964), clone of the above Remington 870.&lt;br /&gt;
[[File:Ks23-1.jpg|thumb|none|500px|KS-23 with a fixed wooden stock - 23mm]]&lt;br /&gt;
[[File:CODBO KS-23 (1).jpg|thumb|none|600px|A pile of KS-23s lie on the ground.]]&lt;br /&gt;
[[File:CODBO KS-23 (2).jpg|thumb|none|600px|Mason chamber checks his KS-23 when he first picks it up.]]&lt;br /&gt;
[[File:CODBO KS-23 (4).jpg|thumb|none|600px|Mason holds his KS-23. It has a serial number &amp;quot;FS259&amp;quot;.]]&lt;br /&gt;
[[File:CODBO KS-23 (3).jpg|thumb|none|600px|KS-23 iron sights.]]&lt;br /&gt;
[[File:CODBO KS-23 (5).jpg|thumb|none|600px|Mason pumps the shotgun, ejecting a dirty 23mm shell.]]&lt;br /&gt;
[[File:CODBO KS-23 (7).jpg|thumb|none|600px|Mason reloads his KS-23.]]&lt;br /&gt;
&lt;br /&gt;
=== KS-23 with Harpoon ===&lt;br /&gt;
A KS-23 with a harpoon and cable is used by Mason to shoot down a Soviet helicopter (or &amp;quot;skewer the wing-ed beast,&amp;quot; as the plan describes it) during &amp;quot;Vorkuta&amp;quot;. It is worth noting that launching a harpoon with the KS-23 required a special muzzle attachment known as the OTs-06 «Koshka» (&amp;quot;The Cat&amp;quot;), which was introduced in 1993. In-game, Mason launches the harpoon without the attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:Cowaduty.jpg|thumb|none|500px|KS-23M with a synthetic stock and a OTs-06 «Koshka» harpoon attachment.]]&lt;br /&gt;
[[File:CODBO KS-23 (8).jpg|thumb|none|600px|Mason finds the KS-23 harpoon gun and its past owner.]]&lt;br /&gt;
[[File:CODBO KS-23 (9).jpg|thumb|none|600px|With no time to waste, Mason picks up the harpoon gun, which is wrapped with ropes.]]&lt;br /&gt;
[[File:CODBO KS-23 (6).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the harpoon gun.]]&lt;br /&gt;
&lt;br /&gt;
== Sawed-Off Winchester Model 1887 ==&lt;br /&gt;
Near the end of the singlepalyer level &amp;quot;Vorkuta&amp;quot;, Mason wields a [[Winchester Model 1887]] (that he seemingly acquired out of thin air) with one hand while escaping the Vorkuta gulag on a motorcycle. The model appears to the same one from ''[[Modern Warfare 2#Winchester Model 1887|Modern Warfare 2]]'', which was based on the 1887 used in ''[[Terminator 2: Judgment Day]]''. How such an old and unusual shotgun made its way into a Siberian prison camp is unexplained, made worse by the fact that it had been out of production for 40 years (and no common commercial reproductions would be made until the 1980s). While M1887s can still be found in the Russia, it surely would be an ordinary full-size shotgun, not a T2-style sawed-off. &lt;br /&gt;
&lt;br /&gt;
The 1887 has essentially infinite ammo during the setpiece (Mason is never seen loading any ammo into the weapon), and is erroneously shown being only spin-cocked once after every two shots. The weapon is most likely coded with a 2-round magazine in the game code (and infinite backup ammo), with the spin-cock animation apparently serving as the reload animation.&lt;br /&gt;
&lt;br /&gt;
[[File: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;
[[File:Shot0060.jpg|600px|thumb|none|This scene looks a lot like [[Terminator 2]]...]]&lt;br /&gt;
[[File:Shot0065.jpg|600px|thumb|none|Mason spin-cocks the 1887 in an outlandish way, apparently attempting to get the most spectacular lever bite in history.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;(*)==&lt;br /&gt;
The [[Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;]] is available in zombie mode in the maps &amp;quot;Nacht der Untoten&amp;quot;, &amp;quot;Verrückt&amp;quot;, &amp;quot;Shi No Numa&amp;quot; and &amp;quot;Der Diese&amp;quot; for 1500 points.&lt;br /&gt;
[[File:1897.jpg|thumb|none|500px|Winchester Model 1897 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:Screenshot-Original (10).jpg|thumb|none|600px|Winchester 1897 in Zombies.]]&lt;br /&gt;
[[File:Screenshot-Original (11).jpg|thumb|none|600px|ADS of the M1897.]]&lt;br /&gt;
[[File:Screenshot-Original (12).jpg|thumb|none|600px|Tank Dempsey gets his thumb stuck in the loading gate....]]&lt;br /&gt;
[[File:Screenshot-Original (13).jpg|thumb|none|600px|....and of course, has to always rack the pump after loading in any amount of 12 gauge shells.]]&lt;br /&gt;
&lt;br /&gt;
= Machine Guns =&lt;br /&gt;
As with the ''Modern Warfare'' series and unlike Treyarch's ''World at War'', machine guns in multiplayer are incorrectly classified once again as &amp;quot;light machine guns&amp;quot;. The HK21 hybrid and the M60E3 are general-purpose machine guns, and while the Stoner 63 weapon system can be configurated into the belt-fed light machine gun, the one depicted in-game uses the assault rifle configuration, and thus it is listed under the &amp;quot;rifles&amp;quot; category in the wiki.&lt;br /&gt;
&lt;br /&gt;
== Browning Automatic Rifle M1918A2(*) ==&lt;br /&gt;
The [[Browning Automatic Rifle|Browning Automatic Rifle M1918A2]] can be purchased for 1800 points in the zombie maps &amp;quot;Nacht der Untoten&amp;quot;, &amp;quot;Verrückt&amp;quot;, &amp;quot;Shi No Numa&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:BAR.jpg|thumb|none|500px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:CODBOBAR.jpg|thumb|none|600px|Three Nazi zombies walk into a BAR....]]&lt;br /&gt;
[[File:CODBOBAR-1.jpg|thumb|none|600px|BAR iron sights.]]&lt;br /&gt;
[[File:Screenshot-Original (16).jpg|thumb|none|600px|Reloading the BAR. Not an easy weapon to hold upwards with one hand.]]&lt;br /&gt;
[[File:CODBOBAR-3.jpg|thumb|none|600px|Locking the bolt back.]]&lt;br /&gt;
&lt;br /&gt;
== GE M134 Minigun ==&lt;br /&gt;
A handheld [[GE M134 Minigun|M134 Minigun]] (the GAU-2B/A, according to a data plate on the weapon's model) is available the game under the name &amp;quot;Death Machine&amp;quot;. In the campaign, it is found in the level &amp;quot;Vorkuta&amp;quot;. In multiplayer, it appears as a killstreak reward. It is also available in Zombie mode as a power-up, with unlimited ammo but disappearing after 30 seconds.&lt;br /&gt;
&lt;br /&gt;
This weapon is a modified version of the now-standard ''[[Terminator 2: Judgement Day|Terminator 2]]''-style Minigun with some slight alterations. First the chainsaw grip and weapon are canted counter-clockwise (from the user's perspective). Because of this modification, the entire frame and grip assembly is only attached to the gun at the rear. This makes the recoil adapter assemblies (the Mickey Mouse &amp;quot;ear&amp;quot;-shaped mounting hard points) completely extraneous. The right-hand side recoil adapter assembly appears to have the weapon serial number placard attached to it, when in reality this would be affixed to the gun body housing and not visible from the first person perspective. Additionally the barrel cluster incorrectly spins clockwise from the player's perspective and features a custom three-disc barrel clamp (that appears to be loosely based on very early GE two-disc assemblies: see the photograph of the &amp;quot;Mounted M134&amp;quot; further down this page for reference) rather than the traditional four-disc clamp.&lt;br /&gt;
&lt;br /&gt;
Brass and links eject from the 12 o'clock position sending a stream of shells up and to the left. In reality the links would be ejected from the feeder/delinker where the chute is attached on the right side of the weapon and the brass would eject from the bottom. Likely this was altered for a more cinematic effect while using the gun. Finally the firing mechanism is a thumb switch on top of the rear grip rather than a traditional trigger.&lt;br /&gt;
&lt;br /&gt;
The gun itself is fed from a 999-round (499-round in multiplayer) belt loaded into a chute from the first person perspective. In the third person the weapon has no visible ammo or power source though the motor is labeled &amp;quot;Sparky&amp;quot; in the world model. Despite the rotational speed of the barrel cluster (it spins so fast that it appears to be slowly rotating the opposite direction) the weapon only fires 1200 rounds per minute. There is a slight spin up and spin down of the barrels before and after firing. Though it is only a fraction of a second and doesn't significantly impede gameplay, it is technically incorrect as the M134's action is cycled by barrel rotation and would start firing as soon as the cluster rotated and would continue to fire until the cluster stopped. Modern Miniguns feature an electric clutch that engages and disengages the feeder/delinker from the gun, but that accessory is not present on the in-game model and even if it was, would be anachronistic.&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that the Sentry gun and the Huey door gun Miniguns both use the handheld &amp;quot;Death Machine&amp;quot; model including custom hand grips and barrel clamps. The door gun version features an ammo can to the left of the gun with a chute that appears to feed into the left recoil adapter mounting assembly, which is incorrect since the feeder/delinker is installed on the right side of the weapon.&lt;br /&gt;
&lt;br /&gt;
[[File: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;
[[File:Shot0054.jpg|thumb|none|600px|An M134 Minigun that somehow appeared in Soviet prison in modern day Siberia. Note the offset chainsaw grip and Y-frame tilted in relation to the recoil adapter assemblies and the top of the weapon. The drive motor was positioned in relation to the Y-frame but since the gun is sitting askew, it should on the underside.]]&lt;br /&gt;
[[File:Shot0058.jpg|thumb|none|600px|Mason &amp;quot;raising hell&amp;quot; with the hand-held M134. The events of &amp;quot;Vorkuta&amp;quot; are actually based on a real uprising at the Vorkuta Gulag. The Vorkuta Gulag or Vorkutlag was a real forced labor camp built around coal mining, where quite a few Americans accused of being spies ended up during the Cold War. The real Vorkuta uprising was a series of strikes by inmates that was violently suppressed by the camp authorities after two weeks that occurred in July-August 1953. The level in the game is set a decade later, and one year after the Vorkuta Gulag was shut down, and involves much more action-movie tropes than the real events.]]&lt;br /&gt;
[[File:CODBODeathMachineTropasWield.jpg|thumb|none|400px|A member of the Cuban Revolutionary Armed Forces (called &amp;quot;Tropas&amp;quot; -the Spanish word for &amp;quot;Troops&amp;quot;- in game) fires the M134. How the communist nation of Cuba got their hands on an American made minigun can only be explained as &amp;quot;Treyarch logic&amp;quot;.]]&lt;br /&gt;
[[File:CODBOM134HueyGunner.jpg|thumb|none|600px|A chopper gunner on a UH-1 Huey with the GE M134.]]&lt;br /&gt;
[[File:CODBOM134SnetryGun.jpg|thumb|none|400px|The sentry gun with the GE M134. Note the fictional security camera setup presumably used as the &amp;quot;eyes&amp;quot; of the autonomous targeting AI.]]&lt;br /&gt;
[[File:CODBO M134BerlinWall.jpg|thumb|none|600px|A trio of Miniguns on a Beobachtungsturm-11 on the GDR side in the &amp;quot;Berlin Wall&amp;quot; multiplayer level. Again, precisely how communists got their hands on US miniguns is a question beyond the wit of man.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch HK21 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears, fitted with a magazine feed adapter. By default, it is loaded with a 20-round [[Heckler &amp;amp; Koch G3|G3]] magazine holding 30 rounds in-game. The extended drum magazine holds 80 rounds in singleplayer, and 60 rounds in multiplayer; other attachments include various optics.&lt;br /&gt;
&lt;br /&gt;
Note that the model is a hybrid, as it has the hooked buttstock, carrying handle, and bipod of the HK21E variant. While the original HK21 is not anachronistic to Black Ops (having been developed in 1961), the HK21E was not developed until the 1980s.&lt;br /&gt;
&lt;br /&gt;
In Zombies mode, the HK21 has a 125-round capacity, despite still being shown with the base box magazine; when upgraded with the Pack-A-Punch machine, it turns into a more powerful version called &amp;quot;H115 Oscillator&amp;quot;, firing laser-like rounds and with a capacity of 150 rounds. An HK21 appears as the twelfth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:HK21 Magazine Feed.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK21 with rear mounted bipod and magazine feed]]&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO HK21 (1).jpg|thumb|none|600px|HK21 in idle.]]&lt;br /&gt;
[[File:CODBO HK21 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO HK21 (3).jpg|thumb|none|600px|Throwing away the short G3 magazine.]]&lt;br /&gt;
[[File:CODBO HK21 (4).jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:CODBO HK21 (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CODBO HK21 (6).jpg|thumb|none|600px|Reloading the very-low detail drum magazine.]]&lt;br /&gt;
[[File:BlackOps-HK21-1.jpg|thumb|none|600px|Hudson examining a drum-magged HK21 in Clarke's weapon's cache.]]&lt;br /&gt;
&lt;br /&gt;
== M60E3 ==&lt;br /&gt;
The [[M60E3]] general purpose machine gun is available in the game, labelled as the &amp;quot;M60&amp;quot;. The M60E3 is anachronistic for the 1960s setting as it was not introduced until 1986; only the original [[M60]] was available at the time (the classic version can be seen in archival footage of the Vietnam War during some loading screens).&lt;br /&gt;
&lt;br /&gt;
In-game, the M60E3's forward pistol grip has been removed, and by default uses anachronistic rail mounted Troy Battle Sights instead its own original sights, like some other weapons available in ''Black Ops''. It is also fitted with an airsoft Matrix Aluminum Duckbill Flash Hider.&lt;br /&gt;
&lt;br /&gt;
Both mounted and portable versions of the M60 can be found in-game. In singleplayer, the portable M60 is only available in &amp;quot;S.O.G.&amp;quot; as one of the starting weapons, and can also be found in the level. Mounted M60s appear in &amp;quot;Operation 40&amp;quot;, &amp;quot;S.O.G.&amp;quot;, &amp;quot;The Defector&amp;quot;, and &amp;quot;Rebirth&amp;quot;, where it is nonsensically mounted on Mi-8 helicopters. The first M60 in the game, mounted on the plane at the end of Operation 40, has unlimited ammo and fires explosive rounds. An M60E3 appears as the thirteenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:M60E3Short.jpg|thumb|none|500px|M60E3 with short barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO M60E3 (1).jpg|thumb|none|600px|Holding the M60E3. Note the backwards mounted rear sight.]]&lt;br /&gt;
[[File:CODBO M60E3 (2).jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:CODBO M60E3 (3).jpg|thumb|none|600px|Racking the charging handle at the start of the reload.]]&lt;br /&gt;
[[File:CODBO M60E3 (4).jpg|thumb|none|600px|Flipping open the feed tray cover.]]&lt;br /&gt;
[[File:CODBO M60E3 (5).jpg|thumb|none|600px|Replacing the belt box.]]&lt;br /&gt;
[[File:CODBO M60E3 (6).jpg|thumb|none|600px|Manning an emplaced M60E3 in &amp;quot;S.O.G.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;RPK&amp;quot;==&lt;br /&gt;
The &amp;quot;RPK&amp;quot; is a hybrid of various weapons, including the [[RPK-74M]], the [[Saiga rifle series]] and the [[Zastava M72]] (all three being anachronistic, although an original RPK would be appropriate for the game's time period). The receiver is based on a Saiga rifle with a folding stock, as evidenced by the &amp;quot;SAIGA CAL 7.62x39&amp;quot; markings above the magazine, as well as the hardware for an AK/Saiga's folding stock (latch at the front of the receiver, button at the rear). Despite this, it is shown with an RPK's reinforced trunnion, which is not the case for the 7.62x39mm Saiga (while the Saiga 308 only has the reinforcement on the right side of the receiver). It has an RPK-74M's ribbed handguard and synthetic stock, although the handguard is depicted as wooden. By default, it feeds from an RPK-74's 45-round bakelite magazine (which holds 40 rounds in-game, like an original RPK), and can optionally use a 7.62x39mm RPK's drum magazine (holding correctly 75 rounds in singleplayer, but incorrectly 80 in multiplayer).&lt;br /&gt;
&lt;br /&gt;
The weapon features an anachronistic Tech Sight AK rear aperture sight, which is removed and replaced with the standard AK top cover when an optic is attached. The base of the barrel is oddly modeled after a Zastava M72, and the weapon is equipped with a carrying handle from the Romanian PM md. 64 (anachronistic to the first campaign level &amp;quot;Operation 40&amp;quot; set in 1961). When equipped with the &amp;quot;ACOG Scope&amp;quot; attachment, the weapon obtains a PK-AV scope. In a notable gaffe, the weapon visibly ejects disintegrating belt links along with its spent casings, despite not being belt-fed.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpk74m.jpg|thumb|none|500px|RPK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:Saiga 7.62x39.jpg|thumb|none|500px|Saiga - 7.62x39mm]]&lt;br /&gt;
[[File:ZastavaM72.jpg|thumb|none|500px|Zastava M72 - 7.62x39mm]]&lt;br /&gt;
[[File:CODBO RPK-74 (1).jpg|thumb|none|600px|Idle. Note the ribbed handguard.]]&lt;br /&gt;
[[File:CODBO RPK-74 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO RPK-74 (3).jpg|thumb|none|600px|The player character tosses up the new magazine in his left hand...]]&lt;br /&gt;
[[File:CODBO RPK-74 (4).jpg|thumb|none|600px|...and rocks the new mag into the weapon.]]&lt;br /&gt;
[[File:CODBO RPK-74 (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CODBO RPK-74 (6).jpg|thumb|none|600px|Reloading the &amp;quot;RPK&amp;quot; with a drum magazine.]]&lt;br /&gt;
[[File:BORPK.jpg|thumb|none|600px|An RPK with an &amp;quot;ACOG Scope&amp;quot; (actually a PK-AV scope).]]&lt;br /&gt;
[[File:BORPK2.jpg|thumb|none|600px|An RPK with &amp;quot;Dual Mags&amp;quot;.]]&lt;br /&gt;
[[File:Borpk.jpg|thumb|none|600px|The third-person model of the hybrid RPK.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles =&lt;br /&gt;
== Accuracy International Arctic Warfare Magnum ==&lt;br /&gt;
The [[Accuracy International Arctic Warfare Magnum]] is available in the game. The fluted barrel indicates that this is the Magnum variant of the AW. It is highly anachronistic, since the AWM entered British Military service in 1998, and the entire Arctic Warfare family of rifles wasn't developed until 1982. A less anachronistic British sniper rifle would be the L42A1 (1970), based on the long-running [[Lee-Enfield]] series of bolt-action rifles. Other, more period-accurate sniper rifle choices would have been the [[M40 sniper rifle]] (introduced in 1966) or the older [[Winchester Model 70]]. An AWM appears as the fourteenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
In-game, the AWM is called the &amp;quot;L96A1&amp;quot;, which is the incorrect designation for the weapon. The L96A1 is the British designation for the Accuracy International Precision Marksman. The British designation for the variant used in the game is L115A2, which has a folding stock.&lt;br /&gt;
&lt;br /&gt;
Incidentally, when upgraded with the Pack-A-Punch machine in Zombies mode, the weapon becomes the &amp;quot;L115 Isolator&amp;quot;, firing laser-like rounds from an 8-round magazine. Amusingly, while this name is most likely meant as a reference to Element 115 (which holds a great deal of importance to the Zombies storyline), it is actually more correct than the default name.&lt;br /&gt;
&lt;br /&gt;
[[File:Accuracy International Arctic WarfareM - Psg 90.jpg|thumb|none|500px|Accuracy International AWM (Arctic Warfare Magnum) - .338 Lapua Magnum]]&lt;br /&gt;
[[File:L96A1G.jpg|thumb|none|500px|A real L96A1 for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO AWM (1).jpg|thumb|none|600px|Drawing the AWM.]]&lt;br /&gt;
[[File:CODBO AWM (2).jpg|thumb|none|600px|The AWM in-game. Note the odd tint to the scope's lens.]]&lt;br /&gt;
[[File:CODBO AWM (3).jpg|thumb|none|600px|The scope overlay of the weapon.]]&lt;br /&gt;
[[File:CODBO AWM (4).jpg|thumb|none|600px|Pulling back the bolt.]]&lt;br /&gt;
[[File:CODBO AWM (5).jpg|thumb|none|600px|Reloading the weapon.]]&lt;br /&gt;
[[File:BLACKOPS-AW-3.jpg|thumb|none|600px|The player character holds his Arctic Warfare Magnum with Siberia camo while performing a forward jump. Note the fluted barrel. The rifle has &amp;quot;ACCURATELY NATIONAL EAGLELAND&amp;quot; written on the side.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch PSG-1 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch PSG-1]] is a selectable weapon when playing as Agent Jason Hudson in the slums of Kowloon. In multiplayer, it is unlocked after every other sniper rifle is purchased. Its appearance in the game is anachronistic as the [[PSG-1]] was not developed until the 1970s. In addition it seems to be, for some reason, modeled with the standard G3 tropical handguard, attached bipod, and a shorter barrel. This suggests it was partially modeled after the [[Heckler &amp;amp; Koch SR9]] rifle, which is the civilian version of the PSG-1, though the SR-9 was not designed until 1990.&lt;br /&gt;
&lt;br /&gt;
A more accurate (and somewhat similar looking) choice for the time frame of the game would have been the French [[MAS FR F1]] precision rifle introduced in 1966, although the F1 is a bolt-action rifle. An accurized, scoped variant of the G3 (1959) such as the G3A3 ZF1 could pass as a semi-automatic choice as the PSG-1 is based on the G3's design.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;KPSG01.jpg |thumb|none|500px|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO PSG-1 (1).jpg|thumb|none|600px|The equip animation has the soldier disengage the safety, similar to the HK91 from ''Call of Duty 4''.]]&lt;br /&gt;
[[File:CODBO PSG-1 (2).jpg|thumb|none|600px|The HK PSG-1 in idle.]]&lt;br /&gt;
[[File:CODBO PSG-1 (3).jpg|thumb|none|600px|Scope reticle of the PSG.]]&lt;br /&gt;
[[File:CODBO PSG-1 (4).jpg|thumb|none|600px|Locking the bolt back on an empty reload.]]&lt;br /&gt;
[[File:CODBO PSG-1 (5).jpg|thumb|none|600px|Tossing away a spent, flat magazine.]]&lt;br /&gt;
[[File:CODBO PSG-1 (6).jpg|thumb|none|600px|Putting in a new one.]]&lt;br /&gt;
[[File:CODBO PSG-1 (7).jpg|thumb|none|600px|Knocking the charging handle back.]]&lt;br /&gt;
[[File:CODBO PSG-1 (8).jpg|thumb|none|600px|A PSG-1 with the extended magazine model, which is a 20-round G3 magazine that only holds 10. The Variable Zoom scope is also mounted on a proper claw-mount.]]&lt;br /&gt;
[[File:Shot0032.jpg|thumb|none|600px|The H&amp;amp;K PSG-1 on wall, note G3 foregrip, bipod, and short barrel. Also visible are a SITES [[Spectre M4]], [[CZ 75]] and dual OTs-02 Kiparis.]]&lt;br /&gt;
&lt;br /&gt;
== Karabiner 98k(*) ==&lt;br /&gt;
The [[Karabiner 98k]] is 200 points in the zombie maps &amp;quot;Nacht der Untoten,&amp;quot; &amp;quot;Verrückt&amp;quot; and &amp;quot;Der Riese.&amp;quot; It also replaces the [[M1903 Springfield]] in &amp;quot;Verrükt,&amp;quot; probably due to file space and the Springfield's poor performance. Its effective power against zombies stops at round 4.&lt;br /&gt;
&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|500px|Karabiner 98k - 7.92x57mm]]&lt;br /&gt;
[[File:CODBO Kar98K (1).jpg|thumb|none|600px|A normal Kar 98k on &amp;quot;Verrükt.&amp;quot;]]&lt;br /&gt;
[[File:CODBO Kar98K (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CODBO Kar98K (3).jpg|thumb|none|600px|Reloading with a stripper clip.]]&lt;br /&gt;
[[File:Mauser g98 Sniper.jpg|thumb|none|500px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODBOK98scoped.jpg|thumb|none|600px|The scoped Karabiner 98 Kurz in Zombies.]]&lt;br /&gt;
[[File:CODBOK98scoped-1.jpg|thumb|none|600px|View down the Ajack 6x scope, although it has the reticule of the 4x ZF42 scope.]]&lt;br /&gt;
[[File:CODBOK98scoped-2.jpg|thumb|none|600px|Operating the Mauser's bolt handle.]]&lt;br /&gt;
[[File:CODBOK98scoped-3.jpg|thumb|none|600px|Loading in some fresh 8mm Mauser ammunition.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M38 Carbine(*)==&lt;br /&gt;
The [[Mosin Nagant Rifle|Mosin-Nagant M38 Carbine]] is found during the World War II Flashback mission &amp;quot;Project Nova&amp;quot;, available either with a PU scope or iron sights. As its model is recycled from ''[[Call of Duty: World at War]]'', all the rifles are fitted with a downturned bolt handle, regardless if have a scope or not. The 3rd-person model always has a straight bolt handle, even on the scoped rifles, another leftover from ''World at War''. NPCs hold the rifle as if it has a pistol grip; this is due to recycling animations used by weapons which do have pistol grips (similar issues in other games result in sights like an enemy replacing a non-existent box magazine on a belt fed weapon, for example).&lt;br /&gt;
[[File:M38Carbine.jpg|thumb|none|500px|Mosin-Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:Mosin-Nagant M38 Carbine Sniper.jpg|thumb|none|500px|Mosin-Nagant M38 Carbine with PU 3.5x sniper scope - 7.62x54mm R]]&lt;br /&gt;
[[File:CODBO Mosin (3).jpg|thumb|none|600px|The regular M38 Carbine (with downturned bolt handle) in idle.]]&lt;br /&gt;
[[File:CODBO Mosin (4).jpg|thumb|none|600px|Iron sights of the Mosin.]]&lt;br /&gt;
[[File:CODBO Mosin (5).jpg|thumb|none|600px|Working the bolt.]]&lt;br /&gt;
[[File:CODBO Mosin (6).jpg|thumb|none|600px|The M38 sniper carbine in first person view.]]&lt;br /&gt;
[[File:CODBO Mosin (1).jpg|thumb|none|600px|Cycling the Mosin's bolt, with an ejected cartridge visible.]]&lt;br /&gt;
[[File:CODBO Mosin (2).jpg|thumb|none|600px|Reloading, which is done basically all off-screen. This is actually with the scoped-version, and both seem to reload all rounds at once regardless.]]&lt;br /&gt;
[[File:CODBO Mosin (7).jpg|thumb|none|600px|The middle soldier is holding a scoped Mosin Nagant M38 Carbine while the other two are holding [[PPSh-41]]s.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Scavenger&amp;quot;==&lt;br /&gt;
A bolt-action sniper rifle called the &amp;quot;Scavenger&amp;quot; is one of the Wonder Weapons in Zombies mode; while fictional, it does appear to use some parts of real weapons in its design, most notably the scope and handguard of an [[FN F2000]] (the latter of which is merged into an upside-down and backwards [[M16]] carrying handle, for whatever reason), along with what appears to be a [[Barrett M82A1]]'s magazine well. Gameplay-wise, it is functionally similar to the explosive crossbow (to the point of re-using its HUD icon), firing large explosive darts that stick into targets and explode after a short delay; compared to said crossbow it is more or less a straight upgrade, with larger, more powerful explosions (albeit without any base impact damage, in defiance of conventional wisdom regarding shoving large darts into things; this can actually be a benefit in-game, since it ensures that enemies shot with the weapon will stick together with their group and maximize potential splash damage), a 3-round magazine, and a faster reload (recycled wholesale from ''[[Modern Warfare 2]]'''s [[Cheyenne Tactical M200 Intervention]]).&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant, the &amp;quot;Hyena Infra-Dead&amp;quot;, increases its already-high damage even further, doubles its ammo reserve and capacity (without changing the magazine model), and somehow converts the existing scope into an infrared one (as the name implies).&lt;br /&gt;
[[File:F2000.jpg|thumb|none|500px|FN F2000 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M82a1.jpg|thumb|none|500px|Barrett M82A1 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov Hybrid ==&lt;br /&gt;
The Soviet [[SVD Dragunov]] (introduced in 1963) is one of the sniper rifles available in the game. Its receiver appears to be recycled from the game's hybrid AK which makes it resemble the Romanian PSL, the open front sight is also from that sniper. In singleplayer, it can be found in &amp;quot;Crash Site,&amp;quot; &amp;quot;Executive Order,&amp;quot; and &amp;quot;Numbers.&amp;quot; By default it is equipped with an inappropriate modern civilian POSP scope but it can also be used with Variable Zoom, Infrared Scope, ACOG Scope, Suppressor, or Extended Mags.&lt;br /&gt;
&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[File:Aks-74.jpg|thumb|none|500px|AKS-74 - 5.45x39mm. Image used to show the receiver.]]&lt;br /&gt;
[[File:CODBO SVD (1).jpg|thumb|none|600px|Drawing the weapon with a dramatic rack of the charging handle.]]&lt;br /&gt;
[[File:CODBO SVD (2).jpg|thumb|none|600px|Idle with the SVD. Note that this weapon seems to use the exact same receiver as the game's hybrid AK, which could explain the AK-style safety lever present on this weapon (not visible in this shot).]]&lt;br /&gt;
[[File:CODBO SVD (3).jpg|thumb|none|600px|The SVD's POSP scope reticle. This is a poor replica of the modern civilian POSP scope reticle (the 1.5m and 0.5m height lines are for elk and deer, the military scope only has one 1.7m line for humans). Anyway, a period military PSO-1 scope should have been used instead.]]&lt;br /&gt;
[[File:CODBO SVD (4).jpg|thumb|none|600px|Reloading, the bolt still isn't locked back as with previous games. Note the AK-style safety lever.]]&lt;br /&gt;
[[File:CODBO SVD (5).jpg|thumb|none|600px|An SVD equipped with an Infrared Scope attachment and an alternate finish. The Infrared Scope's model is based on the NSPU, which is a nightvision scope in reality.]]&lt;br /&gt;
&lt;br /&gt;
== Type 99 Arisaka(*) ==&lt;br /&gt;
The [[Arisaka Type 99]] is able to be purchased in the zombie map &amp;quot;Shi No Numa&amp;quot; for 200 points.&lt;br /&gt;
&lt;br /&gt;
[[File:Arisaka-Type-99.jpg|thumb|none|500px|Arisaka Type 99 Rifle - 7.7mm Arisaka]]&lt;br /&gt;
[[File:CODBO Type99 Arisaka (1).jpg|thumb|none|600px|Holding the Type 99.]]&lt;br /&gt;
[[File:CODBO Type99 Arisaka (2).jpg|thumb|none|600px|Aiming down the iron sights of the rifle.]]&lt;br /&gt;
[[File:CODBO Type99 Arisaka (3).jpg|thumb|none|600px|Inserting a stripper clip.]]&lt;br /&gt;
[[File:CODBO Type99 Arisaka (4).jpg|thumb|none|600px|Cycling the bolt. This is only really visible in prone; as with the Mosin, the animation is somewhat hidden.]]&lt;br /&gt;
&lt;br /&gt;
== Walther WA 2000 ==&lt;br /&gt;
The [[Walther WA 2000]] appears in both singleplayer and multiplayer. In the singleplayer campaign, it appears as part of Mason's loadout in the mission &amp;quot;Victor Charlie&amp;quot;, which makes it anachronistic, because &amp;quot;Victor Charlie&amp;quot; takes place in 1968 and the WA 2000 was not manufactured until 1982. Even a prototype would be anachronistic because the gun was designed in the late 70s; its exorbitant cost and ill-suited design for the military also would have discouraged use. The ammo name for the WA 2000 in the game files is 7.62x51mm, which contradicts the .300 Win Mag caliber inscribed above the pistol grip. A WA 2000 appears as the fifteenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
A more adequate U.S. sniper rifle choice for that era would have been the [[M40 sniper rifle]] (introduced in 1966) or the older [[Winchester Model 70]], both used in Vietnam before 1968, and the [[Remington 700]] was used by the MACV-SOG during the Vietnam War. However, these were bolt-action rifles. The [[M21 Designated Marksman Rifle|XM21]] semi-automatic sniper rifle was used during the war since 1968, and before then, the US also modified their M14 with sniper scopes, including the M14E2 SAW. The older [[M1 Garand]] M1D and MC52 variants would also make good choices for semi-automatic sniper rifles used early in the war.&lt;br /&gt;
&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|none|500px|Walther WA 2000 - .300 Win Mag]]&lt;br /&gt;
[[File:CODBO WA2000 (1).jpg|thumb|none|600px|Initially-equipping the WA 2000, the sniper pops open the rear lens cover and the front one obligingly does so as well, of its own accord. Bringing up the rifle with any other sight equipped appropriately uses its non initial draw animation.]]&lt;br /&gt;
[[File:CODBO WA2000 (2).jpg|thumb|none|600px|The normal WA 2000 transition, which shows off some of the top of the rifle.]]&lt;br /&gt;
[[File:CODBO WA2000 (3).jpg|thumb|none|600px|The sniper rifle in idle.]]&lt;br /&gt;
[[File:CODBO WA2000 (4).jpg|thumb|none|600px|The Walther's scope reticle, which seems to be a re-use of scope_overlay_m40a3 from ''[[Call of Duty 4: Modern Warfare]]''.]]&lt;br /&gt;
[[File:CODBO WA2000 (5).jpg|thumb|none|600px|Reloading the WA 2000. Note the rather undersized magazine; not only is it too small in general, but it's far too small for the cartridges on the cheek rest (not that these are ever used anyway).]]&lt;br /&gt;
[[File:CODBO WA2000 (6).jpg|thumb|none|600px|Rechambering the Walther.]]&lt;br /&gt;
&lt;br /&gt;
= Launchers =&lt;br /&gt;
==China Lake Grenade Launcher==&lt;br /&gt;
The [[China Lake Launcher]] is available in ''Black Ops''. In singleplayer, it is found in &amp;quot;S.O.G.&amp;quot;, &amp;quot;Numbers&amp;quot;, and &amp;quot;Crash Site&amp;quot;, while in multiplayer it is the last launcher unlocked. It holds four grenades per tube in the campaign and two in multiplayer, rather than three in the tube magazine and one in the chamber as seen on the real weapon.&lt;br /&gt;
&lt;br /&gt;
The pumping animation has been deliberately made slow for game balance, to the point that when paired with the correct Multiplayer perk, it'd be faster to reload after every shot rather than waiting for the pump animation to play. It also cannot be fired without aiming down sights (except when upgraded with the Pack-A-Punch machine in Zombies mode); if a &amp;quot;no-scope&amp;quot; shot is attempted, the player character will automatically aim down sights before firing. A China Lake serves as the eighteenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
Unlike the M203, the ejected casings (seen when pumping) appropriately have their own model as opposed to being shown as full 40mm grenades.&lt;br /&gt;
&lt;br /&gt;
The China Lake is also used as the basis of the rather non-descriptively-named &amp;quot;31-79 JGb215&amp;quot; (apparently code for a set of coordinates), a Wonder Weapon in Zombies mode; functionally, it is a semi-automatic shrink ray.&lt;br /&gt;
[[File:US M79 pump-action four-shot 40x46mm grenade launcher.jpg|thumb|none|500px|China Lake Grenade Launcher - 40x46mm]]&lt;br /&gt;
[[File:CODBO China Lake (1).jpg|thumb|none|600px|Drawing the China Lake; the player character flips up the leaf sight and chambers a round. Note that a grenade can be seen in the presumably-open ejection port, despite the pump handle being all the way forward.]]&lt;br /&gt;
[[File:CODBO China Lake (2).jpg|thumb|none|600px|Holding the China Lake.]]&lt;br /&gt;
[[File:CODBO China Lake (3).jpg|thumb|none|600px|The iron sights of the China Lake Launcher, which are lined up to roughly 200 meters though the rear notch is being ignored.]]&lt;br /&gt;
[[File:CODBO China Lake (4).jpg|thumb|none|600px|Pumping the China Lake.]]&lt;br /&gt;
[[File:CODBO China Lake (5).jpg|thumb|none|600px|Loading new grenades into the weapon.]]&lt;br /&gt;
[[File:CODBO China Lake (6).jpg|thumb|none|600px|The player character flips down the leaf sight before putting away the China Lake.]]&lt;br /&gt;
&lt;br /&gt;
== M72 LAW ==&lt;br /&gt;
The [[M72 LAW]] appears in the game as a single shot rocket launcher. It is used by Mason to destroy NVA T-55 tanks in Vietnam. In multiplayer the M72 is the first launcher unlocked by the player and has the unrealistic capacity to lock-on to vehicles as opposed to the real life version, which is unguided. The M72 LAW appears as the seventeenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:M72 law.jpg|thumb|none|500px|M72 LAW with rocket - 66mm]]&lt;br /&gt;
[[File:CODBO M72 LAW (1).jpg|thumb|none|600px|Drawing the LAW.]]&lt;br /&gt;
[[File:CODBO M72 LAW (2).jpg|thumb|none|600px|Holding the launcher.]]&lt;br /&gt;
[[File:CODBO M72 LAW (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CODBO M72 LAW (4).jpg|thumb|none|600px|Putting away the LAW.]]&lt;br /&gt;
&lt;br /&gt;
== M202A1 FLASH ==&lt;br /&gt;
The [[M202A1 FLASH]], referred as the &amp;quot;Grim Reaper&amp;quot;, is found in the game. In singleplayer, it can be used by Mason in the missions &amp;quot;Victor Charlie&amp;quot; and &amp;quot;Numbers.&amp;quot; In the level &amp;quot;Crash Site,&amp;quot; a boat section has Woods and Bowman each armed with an M202, and the player controls what they shoot at. In multiplayer mode, the M202 can be obtained from a care package killstreak (awarded after five kills) just like the &amp;quot;Death Machine&amp;quot;. It also appears as the sixteenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
It holds 4 rockets per clip, and has the unrealistic ability to lock on to helicopters and planes. In singleplayer mode, multiple rockets can be fired at once, while in multiplayer the weapon is restricted to firing one round per trigger pull. The M202's appearance in Black Ops is slightly anachronistic, as it wasn't designed until the late 1960s and was used in Vietnam from 1970 onward. &lt;br /&gt;
&lt;br /&gt;
[[File:M202A2 FLASH.JPG|thumb|none|500px|M202A2 FLASH - 66mm]]&lt;br /&gt;
[[File:CODBO M202 (1).jpg|thumb|none|600px|The sight is unfolded when equipped. It is folded again when reloading or when put away.]]&lt;br /&gt;
[[File:CODBO M202 (2).jpg|thumb|none|600px|&amp;quot;Grim Reaper.&amp;quot; Note the writing on the side of the weapon declares it to be &amp;quot;Launcher, Rocket, 66mm, 4-tube, M202A1,&amp;quot; putting paid to any claim that the launcher shown in game is in any way supposed to be the earlier XM191.]]&lt;br /&gt;
[[File:CODBO M202 (3).jpg|thumb|none|600px|The Grim Reaper through its scope. Note the number dial next to the scope, indicating how many rockets will be simultaneously fired; this is changed using the &amp;quot;hold breath&amp;quot; control. In real life, the M202 can only fire rocket one at a time.]]&lt;br /&gt;
[[File:CODBO M202 (4).jpg|thumb|none|600px|Grim Reaper reloading. Regardless of how many shots from a volley were fired, all rockets are shown as having been fired when reloading.]]&lt;br /&gt;
[[File:CODBO M202 (5).jpg|thumb|none|600px|In with a new set.]]&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
The [[RPG-7]] is used by Cuban, North Vietnamese, and Russian troops in the campaign, and is available in multiplayer as well. The RPG-7 is not anachronistic per se, though in real life its first use in combat was by the Egyptians during the Arab-Israeli War in 1967.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:CODBO RPG-7 (1).jpg|thumb|none|600px|Holding the RPG-7.]]&lt;br /&gt;
[[File:CODBO RPG-7 (2).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:CODBO RPG-7 (3).jpg|thumb|none|600px|Loading a new rocket, it still lacks the propellant charge.]]&lt;br /&gt;
&lt;br /&gt;
== RPzB 54 Panzerschreck(*) ==&lt;br /&gt;
The [[Panzerschreck|RPzB 54 Panzerschreck]] is used by the German soldiers in the World War II flashback mission &amp;quot;Project Nova&amp;quot; and usable by Viktor Reznov.&lt;br /&gt;
&lt;br /&gt;
[[File:Tank h5.jpg|thumb|none|500px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
[[File:CODBO Panzerschrek (1).jpg|thumb|none|600px|The Panzerschreck in first-person.]]&lt;br /&gt;
[[File:CODBO Panzerschrek (2).jpg|thumb|none|600px|Aiming only uses the front sight, apparently stabbing the rear one into Reznov's cheek.]]&lt;br /&gt;
[[File:CODBO Panzerschrek (3).jpg|thumb|none|600px|Reloading. Given the average WW2 soldier was 68 inches tall while a Panzerschreck was 65 inches long, this view would require digging a small hole for the weapon's muzzle or a box to stand on. Additional, Reznov simply shoves the rocket into the tube, without pushing down the pin on the contact box (the box at the bottom-left of the shot), which was required to transfer electricity from the launcher to the rocket; failing to do so would mean that pulling the trigger would result in absolutely nothing whatsoever.]]&lt;br /&gt;
[[File:CODBO Panzerschrek (4).jpg|thumb|none|600px|A Panzerschreck leaning on a low wooden wall, next to a StG-44.]]&lt;br /&gt;
&lt;br /&gt;
== SA-14 Gremlin ==&lt;br /&gt;
The [[SA-14 Gremlin]], an updated version of the [[SA-7 Grail]], is referred to in-game by its Russian designation of &amp;quot;Strela-3&amp;quot;; it appears in both single and multiplayer mode, and is only capable of firing when locked onto a vehicle. Its appearance in the campaign is brief; Hudson uses a scavenged Strela-3 to shoot down two Mi-8 &amp;quot;Hip&amp;quot; gunships during the attack on Rebirth Island.&lt;br /&gt;
&lt;br /&gt;
The Gremlin is, like most weapons in the game, anachronistic, as ''Black Ops'' takes place in 1968, 6 years before its introduction in 1974. A more appropriate choice would have been the original Strela-2/SA-7 Grail, which was developed in 1967 and issued in 1968 (though in both cases the &amp;quot;Valkyrie&amp;quot; variant mentioned below would still be anachronistic to the 1963 level &amp;quot;Executive Order&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|500px|none|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
[[File:STRELABO.jpg|thumb|300px|none|SA-14 Gremlin in Create-A-Class menu.]]&lt;br /&gt;
[[File:CODBO 9K34 Strela-3 (1).jpg|thumb|600px|none|SA-14 Gremlin in idle.]]&lt;br /&gt;
[[File:CODBO 9K34 Strela-3 (2).jpg|thumb|600px|none|SA-14 Gremlin in ADS.]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Valkyrie&amp;quot; ===&lt;br /&gt;
A unique fictional version of the [[SA-14 Gremlin]], the &amp;quot;Valkyrie&amp;quot; has a MCLOS (Manual Command to Line of Sight) system, same as the in-game [[BGM-71 TOW]]. It is usable in the single-player missions &amp;quot;Executive Order&amp;quot;, wherein Alex Mason uses it to destroy the ''Soyuz II'' rocket in flight, and &amp;quot;Redemption&amp;quot;, where it's used to down a pair of Mi-8 helicopters. It also acts as a killstreak in multiplayer, awarded after seven kills and costing 4,000 COD Points.&lt;br /&gt;
&lt;br /&gt;
[[File:CODBO Valkyrie (1) bostore.jpg|thumb|600px|none|&amp;quot;Valkyrie&amp;quot; in idle.]]&lt;br /&gt;
[[File:CODBO Valkyrie (2).jpg|thumb|600px|none|Aiming at a Mi-8 &amp;quot;Hip.&amp;quot;]]&lt;br /&gt;
[[File:CODBO Valkyrie (3).jpg|thumb|600px|none|A &amp;quot;Valkyrie&amp;quot; rocket about to impact the engine area of the Mi-8.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Afanasev A-12.7==&lt;br /&gt;
The [[Afanasev A-12.7]] is mounted on Mi-24A helicopters in the game. Woods shows a remarkable knowledge on Soviet weaponry remarking that it is a &amp;quot;12mm nose cannon&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==82-PM-37==&lt;br /&gt;
The [[82-PM-37]] mortar is used by the Russian soldiers in the World War II mission &amp;quot;Project Nova&amp;quot;. The player can't use these first-hand, but can instead call in mortar strikes that are launched via these weapons by allies. Calling the mortars is done by throwing smoke grenades near the target. They appear on the ground as stun grenades, though this is simply a result of model reuse.&lt;br /&gt;
[[File:82mm BM-37 Mortar.jpg|thumb|none|450px|82-PM-37 mortar - 82mm]]&lt;br /&gt;
[[File:CODBO Mortar.jpg|thumb|none|600px|Russian soldiers using several 82-PM-37 mortars. Note the square baseplate of an [[M1 Mortar]].]]&lt;br /&gt;
&lt;br /&gt;
==BGM-71 TOW==&lt;br /&gt;
The [[BGM-71 TOW]] is seen mounted on a jeep only in the mission &amp;quot;S.O.G.&amp;quot; where the player needs to destroy the NVA tanks. Unlike the real TOW missile, this missile is guided by MCLOS (Manual Command Line of Sight) instead of SACLOS (Semi Active Command Line of Sight) which would be much simpler. Its appearance in &amp;quot;S.O.G.&amp;quot; (set in 1968) is anachronistic: the BGM-71 wasn't introduced into US military service until 1970, and though it saw service in Vietnam, the weapon didn't appear there until 1972. Era-appropriate anti-tank missiles would be the French-designed MGM-21A or MGM-32A or a captured [[AT-3 Sagger]], which were also actually MCLOS in real life: the other option would be to use an [[M40 Recoilless Rifle]].&lt;br /&gt;
[[File:ITAS-FTL.jpg|thumb|none|500px|BGM-71D TOW-2 with M41 ITAS-FTL launcher - 152mm. The FTL version differs in that it mounts a PADS device on top of the ITAS scope: the version in game does not have this.]]&lt;br /&gt;
[[File:CODBO TOW (1).jpg|thumb|none|600px|BGM-71 mounted on a jeep. Note that this is the the Jeep 2011 Wrangler model, which is very anachronistic. During the 60's the US army used the M151 MUTT. Jeep asked Treyarch to advertise their new vehicle through the game; the company even offers a &amp;quot;Black Ops&amp;quot; edition of it.]]&lt;br /&gt;
[[File:CODBO TOW (2).jpg|thumb|none|600px|The BGM-71. Notice the &amp;quot;TOW 2B&amp;quot; stencil on the tube; TOW 2B (BGM-71F) started production in 1991. It is also incorrect for how the weapon functions: TOW-2B is a top-attack variant that fires two explosively formed tantalum penetrators at the upper surface of the target, while the weapon in game uses a standard warhead. The sighting unit appears to be a very undersized replica of the modern ITAS integrated scope, which only entered production in the late 90s: the vertical cylinder on the right is the new SADA II cooling unit, not mounted on any previous TOW sight. Note also the &amp;quot;nose end&amp;quot; marking which suggests the missile is loaded backwards, though the brown stripe indicates the missile casing's tail end.]]&lt;br /&gt;
[[File:CODBO TOW (3).jpg|thumb|none|600px|About to look into the sighting unit.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
A [[Browning M2HB]] can be seen mounted on every M113 APC in the singleplayer and also on the PBRs in &amp;quot;Crash Site.&amp;quot;&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|500px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:CODBO-M2HB.jpg|thumb|none|600px|A M2HB is mounted on the APC.]]&lt;br /&gt;
[[File:CODBO M2HB (1).jpg|thumb|none|600px|An M113 with M2HB in Khe Sanh.]]&lt;br /&gt;
[[File:Twin M2 machine guns PBR.jpg|thumb|none|400px|Dual Browning M2HB in PBR - .50 BMG]] &lt;br /&gt;
[[File:CODBO M2HB (2).jpg|thumb|none|600px|The dual M2HBs on the PBR used in the level &amp;quot;Crash Site.&amp;quot;]]&lt;br /&gt;
[[File:CODBO M2HB (3).jpg|thumb|none|600px|Another view.]]&lt;br /&gt;
&lt;br /&gt;
==DShK==&lt;br /&gt;
The [[DShK]] is mostly seen mounted on trucks. The player uses one in &amp;quot;Vorkuta&amp;quot; and &amp;quot;WMD&amp;quot;, and NPCs operate them in several other missions. It is fitted with an anti-aircraft sight.&lt;br /&gt;
[[File:DSHK.jpg|thumb|none|450px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[File:CODBO DShK (1).jpg|thumb|none|600px|The DShK mounted on a GAZ-66 truck. Even the latter could not avoid the universal rule of Black Ops, since it was not serial produced until 1964, which does not prevent it appears in large quantities a year earlier.]]&lt;br /&gt;
[[File:CODBO DShK (2).jpg|thumb|none|600px|Manning the MG.]]&lt;br /&gt;
[[File:CODBO DShK (3).jpg|thumb|none|600px|Zooming in ADS view.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[M197 Vulcan]] is mounted on AH-1 Cobras during the mission &amp;quot;S.O.G.&amp;quot; and in multiplayer. It is noteworthy that the AH-1 Cobra was introduced in 1967 and was used during the Tet Offensive in 1968 making its appearance at the Battle of Khe Sahn historical. However, the appearance of the Cobra in multiplayer maps set before 1967 would be anachronistic.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|350px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==KPV==&lt;br /&gt;
[[KPV]] heavy machine guns mounted in the ZPU-4 quad anti-aircraft mount are used by Communist forces. Mason destroys a Viet Cong emplacement in &amp;quot;Victor Charlie&amp;quot; and the ''Rusalka'' is covered in them in the final mission &amp;quot;Redemption.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Like ''Modern Warfare 2'', it reuses the same model from ''Call of Duty 4''.&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;
[[File:CODBO KPV ZPU-4.jpg|thumb|none|600px|Two ZPU-4s as seen from Mason's UH-1 gunship. Another one can be seen in the background.]]&lt;br /&gt;
&lt;br /&gt;
==M60E3==&lt;br /&gt;
The [[M60E3]] from [[Call of Duty 4: Modern Warfare]] is reused on the PBR in &amp;quot;Crash Site&amp;quot; and is used by Mason.&lt;br /&gt;
[[File:USOM60E3.jpg|thumb|none|450px|M60E3 machine gun with the full length barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO M60E3 PBR (1).jpg|thumb|none|600px|A view of the mounted M60E3, showing that it is the COD4 model from the original full length barrel.]]&lt;br /&gt;
[[File:CODBO M60E3 PBR (2).jpg|thumb|none|600px|The M60 in use, note the ammo box shape as well. Also note how Bowman is also following Mason's aim with his M202A1.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
Huey gunships are armed with the M21 Armament System that consists of side mounted 70mm rocket pods and twin [[M134 Minigun]]s.&lt;br /&gt;
[[File:Armament.jpg|thumb|none|500px|M134 Minigun mounted on M21 Armament Subsystem, same as in the films (this also includes huge [[M158 Rocket Launcher]])]]&lt;br /&gt;
[[File:CODBOAR-15.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODBO M134 M21.jpg|thumb|none|600px|&amp;quot;RT Texas&amp;quot; lights up the side of a building with its miniguns. Note the unused M75 40mm grenade launcher mounted in the nose ball turret.]]&lt;br /&gt;
&lt;br /&gt;
==MG42(*)==&lt;br /&gt;
The [[MG42]] appears only as an emplaced weapon throughout the World War II flashback mission &amp;quot;Project Nova&amp;quot;. The first MG42 is seen fired by a Russian soldier and the rest by the Germans, but all are usable by the player.&lt;br /&gt;
[[File:MG42Bipod.jpg|thumb|none|500px|MG42 with bipod extended - 7.92mm Mauser]]&lt;br /&gt;
[[File:CODBO MG42 (1).jpg|thumb|none|600px|Reznov manning an MG42.]]&lt;br /&gt;
[[File:CODBO MG42 (2).jpg|thumb|none|600px|An MG42 in a ground emplacement.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
Twin [[Mk 19 Grenade Launcher]]s with extended barrels are bizarrely mounted on the BTR-60 APC turret that Hudson operates during the mission &amp;quot;Rebirth,&amp;quot; and the right gun fires machine gun rounds rather than 40mm grenades. It reuses the Mk 19 Mod 3 model from [[Call of Duty 4: Modern Warfare]], which is anachronistic, and a more appropriate choice would've been the Soviet [[KPV]] heavy machine gun or [[AGS-17]] automatic grenade launcher; interestingly, the in-game weapons both use the latter's distinctive belt drum, suggesting that they may have been meant to pass for actual AGS-17s.&lt;br /&gt;
[[Image:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|400px|Mk 19 Mod 3 grenade launcher on vehicle pintle mounting with 48-round belt box and older flash hider - 40x53mm]]&lt;br /&gt;
[[File:CODBO Mk 19 (1).jpg|thumb|none|600px|The Mark 19 duo as manned by Hudson. Note the charging handles only present on the outside sides of the weapon models.]]&lt;br /&gt;
[[File:CODBO Mk 19 (2).jpg|thumb|none|600px|Zooming in with the turret machination.]]&lt;br /&gt;
[[File:CODBO Mk 19 (3).jpg|thumb|none|600px|The weapon system as seen in third person after the BTR-60 eats a missile launched from an Mi-8.]]&lt;br /&gt;
&lt;br /&gt;
==Type 92 Heavy Machine Gun==&lt;br /&gt;
The sentry guns in the zombie map &amp;quot;Kino der Toten&amp;quot; are built around a [[Type 92 heavy machine gun]]. A double machine gun mount in the level &amp;quot;Victor Charlie&amp;quot; also uses Type 92s. The use icon for the emplacement reuses the icon for the Type 92 from ''[[Call of Duty: World at War]]''.&lt;br /&gt;
[[Image:Type 92 HMG.jpg|thumb|none|400px|Nambu Type 92 Heavy machine gun - 7.7x58mm Arisaka]]&lt;br /&gt;
[[File:CODBO Type 92 (1).jpg|thumb|none|600px|The twin Type 92 emplacement in &amp;quot;Victor Charlie.&amp;quot; It appears to feed from AGS-17-like drums.]]&lt;br /&gt;
[[File:CODBO Type 92 (2).jpg|thumb|none|600px|Manning the turret.]]&lt;br /&gt;
[[File:CODBO Type 92 (3).jpg|thumb|none|600px|Aiming with the odd improvised sights.]]&lt;br /&gt;
[[File:CODBO Type 92 (4).jpg|thumb|none|600px|A single Type 92 in &amp;quot;Kino Der Toten.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger Dual Mount System (mockup)==&lt;br /&gt;
A mockup of the [[FIM-92 Stinger]] Dual Mount System made of SA-14 Gremlin models appears as the SAM Turret. It is inaccurately depicted as an autonomous weapon system, with the sighting system replaced by a simple camera. Its appearance in the game is anachronistic as the base FIM-92 Stinger was developed in the 1970s and the Dual Mount System version was developed in the late 1990s. A slightly more realistic choice would be to use the [[FIM-43 Redeye]].&lt;br /&gt;
[[File:Stinger mount.jpg|thumb|none|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:BLACKOPS-SAM.jpg|thumb|none|600px|The SAM Turret killstreak. Apparently the 60s had such an advanced AI that it was capable of acquiring targets on its own only by the means of simple security cameras.]]&lt;br /&gt;
&lt;br /&gt;
==FN M249 SAW==&lt;br /&gt;
The [[FN Minimi|FN M249 SAW]] model from [[Call of Duty 4: Modern Warfare]] is seen in the level &amp;quot;Vorkuta&amp;quot;, where it is used by Soviet prison guard as an emplaced heavy machine gun. Being a Belgian-designed, US-issued light machine gun (and being a variant thereof that came into being in the mid-1980s), it is rather obviously inappropriate for the setting; a more reasonable choice would've been a [[DShKM]].&lt;br /&gt;
[[File:Fn_m249saw_mk2_10-1-.jpg|thumb|none|450px|FN M249 SAW - with 200-round belt box - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==UB-32 Rocket Pod==&lt;br /&gt;
Mi-24A helicopters utilize UB-32 Rocket Pods to fire S-5 rockets. Woods incorrectly calls the pods &amp;quot;UV-32 rockets&amp;quot;, apparently thinking that the &amp;quot;U'''B'''-32&amp;quot; in the English transliteration of the Russian &amp;quot;УБ-32&amp;quot; stands for &amp;quot;V&amp;quot;. This error might be caused by the fact that the Russian letter &amp;quot;B&amp;quot; is actually transliterated to &amp;quot;V&amp;quot; in English. When Mason commandeers a Mi-24A in &amp;quot;Payback&amp;quot; he can fire only four S-5 rockets per wing at a time then he needs to reload. The hind has two pods per wing for a total of 64 rockets per wing, however, Mason's supply of rockets never runs out.&lt;br /&gt;
&lt;br /&gt;
==B-8M Rocket Pod==&lt;br /&gt;
Mi-8 helicopters utilize B-8M Rocket Pods. However, they are inaccurately depicted as firing S-5 rockets instead of the appropriate S-8. Somewhat anachronistic as S-8 rockets were developed in the 1960s, but underwent preliminary testing in 1969 and entered service in 1984.&lt;br /&gt;
&lt;br /&gt;
==M-21 Field Rocket System==&lt;br /&gt;
BM-21 self-propelled multiple rocket launcher vehicles complete with M-21 Field Rocket Systems are seen rather inappropriately being parked in the US Beale Air Force Base in &amp;quot;WMD&amp;quot;. Standalone M-21 systems are also mounted throughout the Rusalka in &amp;quot;Redemption&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
== F1 hand grenade ==&lt;br /&gt;
The French [[F1 hand grenade]] is one of the grenades that aren't usable in-game. The designers appear to have confused it with the Soviet [[F-1 hand grenade|F-1]], which was directly based on the French grenade, even keeping its original name which caused a certain confusion.&lt;br /&gt;
&lt;br /&gt;
[[File:F1 Mle35 hand grenade.JPG|thumb|none|200px|F1 High-Explosive Fragmentation hand grenade with Mle1935 fuse.]]&lt;br /&gt;
[[File:Shot0219.jpg|thumb|none|600px|The grenades under the right shoulder are the F1s.]]&lt;br /&gt;
[[File:Shot0259.jpg|thumb|none|600px|F1 hand grenade on dead Russian soldier. An [[RGD-5 hand grenade]] is also visible.]]&lt;br /&gt;
&lt;br /&gt;
== M7 Gas Grenade ==&lt;br /&gt;
[[M7 CS gas grenade]]s are available in the game's multiplayer, dispersing a lethal load of the game's &amp;quot;Nova Gas&amp;quot;. They are also present on some character models.&lt;br /&gt;
[[File:M7A3.jpg|thumb|none|175px|M7A3 CS gas grenade.]]&lt;br /&gt;
[[File:CODBO M7 CS.jpg|thumb|none|600px|Preparing to throw a &amp;quot;Nova Gas&amp;quot; grenade.]]&lt;br /&gt;
[[File:Shot0219.jpg|thumb|none|600px|The black grenades on the waist are the M7.]]&lt;br /&gt;
&lt;br /&gt;
== M18A1 Claymore ==&lt;br /&gt;
The [[M18A1 Claymore]] anti-personnel mine is available once again as a defensive weapon. For 1000 points claymores X2 are able to purchase in the maps Kino Der Toten, Five, Ascention, Call of the Dead, and Moon. Shangri La features an alternate version for the same price, called the &amp;quot;Spikemore&amp;quot;, which (as its name indicates) launches spikes along with its usual shrapnel. &lt;br /&gt;
&lt;br /&gt;
As with other ''Call of Duty'' games, the mine is based on the depiction of the Claymore in ''Metal Gear Solid'', emitting two red laser beams from its iron sight when placed to show its damage radius and arming area, and is proximity triggered; such a system would require a level of laser technology that did not exist at the time the game is set, and would be of very little practical function since the beams are not associated with any kind of reflector. About the only way it could work, assuming the laser is actually the detonator, is if the laser unit was a rangefinder set to detonate the mine if anything passed closer than a preset distance, which would be an absurdly inefficient method of fuzing an antipersonnel mine. Real Claymore mines are typically command-detonated, though they can also be rigged up with a simple mechanical tripwire for use as a self-detonating mine.&lt;br /&gt;
&lt;br /&gt;
The M18A1 is somewhat anachronistic for most of the singleplayer since while it was adopted in 1960, it is not known to have been used in combat until 1966. For most of the game's events, the original, unreliable M18 would have been the only Claymore variant in use.&lt;br /&gt;
&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|500px|M18A1 Claymore anti-personnel mine.]]&lt;br /&gt;
[[File:CODBO Claymore (1).jpg|thumb|none|600px|The M18A1 Claymore mine in first person.]]&lt;br /&gt;
[[File:CODBO Claymore (2).jpg|thumb|none|600px|The Claymore mine as seen when deployed.]]&lt;br /&gt;
&lt;br /&gt;
== M34 White Phosphorous grenade ==&lt;br /&gt;
The [[M34 White Phosphorous grenade]], referred to as the &amp;quot;Willy Pete,&amp;quot; is used as a smoke grenade, minus most of its real-life incendiary effect: the smoke cloud lasts 8-9 seconds rather than the 60 or so of the real weapon. It still causes mild damage to enemies who are too close when it explodes, though. The grenade is incorrectly shown with a green casing: this colour was not used until STANAG 2321 was adopted in 1987, and a period M34 should be white.&lt;br /&gt;
&lt;br /&gt;
[[File:M34 2-1-.jpg|thumb|none|200px|M34 White Phosphorous grenade.]]&lt;br /&gt;
[[File:CODBO M34 WP.jpg|thumb|none|600px|About to throw the &amp;quot;Willy Pete&amp;quot; grenade.]]&lt;br /&gt;
[[File:Shot0219.jpg|thumb|none|600px|The green grenade on the belt is the M34.]]&lt;br /&gt;
&lt;br /&gt;
== M67 hand grenade ==&lt;br /&gt;
The [[M67 hand grenade]] once again returns as the primary grenade of every faction in-game (not including the World War II mission &amp;quot;Project Nova&amp;quot;). Because ''Black Ops'' takes place from 1961 to 1968, it would be slightly more accurate to see the [[M26 hand grenade]] instead of the M67, as it did not come into common use in the U.S. Military until 1969. Strictly speaking, though, it's not ''exactly'' anachronistic, as it was designed in the 50's. In the zombie maps Kino Der Toten, Five, and Ascension M67 hand grenades are 250 points for 4 grenades.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|500px|M67 fragmentation grenade.]]&lt;br /&gt;
[[File:CODBO M67.jpg|thumb|none|600px|Pulling the pin on a M67 Frag.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
&lt;br /&gt;
[[M84 stun grenade]]s appear as the Flashbangs and as the icon for Concussion Grenades; Flashbangs have a green stripe, while Concussion Grenades have a red stripe in the menu. In gameplay, however, the Concussion Grenade is actually a [[MK3 offensive hand grenade]]. It's appearance in the 60s is highly anachronistic as it was used from 1995 in reality.&lt;br /&gt;
&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:CODBO M84 Flashbang.jpg|thumb|none|600px|Pulling the pin on a M84 Flashbang.]]&lt;br /&gt;
&lt;br /&gt;
== Mk 2 hand grenade ==&lt;br /&gt;
The [[Mk 2 hand grenade]] is one of the grenades that aren't usable in-game. The Mk 2 can can be seen on Tank Dempsey in the zombie map &amp;quot;Kino Der Toten&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 &amp;quot;Pineapple&amp;quot; High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:Shot0032301.jpg|thumb|none|600px|Mk 2 hand grenade on Tank Dempsey's coat.]]&lt;br /&gt;
&lt;br /&gt;
== MK3 Offensive Hand Grenade ==&lt;br /&gt;
[[MK3 offensive hand grenade]]s are appropriately used as the Concussion Grenade in multiplayer gameplay.&lt;br /&gt;
[[Image:MK3A2.jpg|thumb|none|200px|MK3A2 offensive hand grenade]]&lt;br /&gt;
[[File:CODBO Mk3 Concussion.jpg|thumb|none|600px|About to toss a Mk3 grenade.]]&lt;br /&gt;
&lt;br /&gt;
== Model 24 Stielhandgranate(*) ==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] is used by the German soldiers in the World War II mission &amp;quot;Project Nova&amp;quot; and usable by the player. Also available in the zombie maps Nacht der Untoten, Verrückt, Shi No Numa and Der Riese for 250 points.&lt;br /&gt;
&lt;br /&gt;
[[File:24-43 grenade.jpg|thumb|none|500px|Model 24 Stielhandgranate.]]&lt;br /&gt;
[[File:CODBO Stielhandgranate (1).jpg|thumb|none|600px|Prepping a Model 24 Stielhandgranate.]]&lt;br /&gt;
[[File:CODBO Stielhandgrante (2).jpg|thumb|none|600px|A Stielhandgranate on the ground.]]&lt;br /&gt;
&lt;br /&gt;
== RGD-5 hand grenade ==&lt;br /&gt;
The [[RGD-5 hand grenade]] is one of the grenades that aren't usable in-game. It would be more accurate to see Soviet forces in the game use this grenade, rather than simply using the same M67 grenade as the player.&lt;br /&gt;
&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|600px|RGD-5 High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:Shot0259.jpg|thumb|none|600px|RGD-5 hand grenade on a dead Russian soldier. An [[F1 hand grenade]] is also visible.]]&lt;br /&gt;
&lt;br /&gt;
== RGD-33 stick grenade(*) ==&lt;br /&gt;
The [[RGD-33 stick grenade]] is used by the Russian soldiers in the World War II mission &amp;quot;Project Nova&amp;quot; and usable by the player.&lt;br /&gt;
&lt;br /&gt;
[[File:Rgd-33russianfrag mp.jpg|thumb|none|400px|RGD-33 stick grenade.]]&lt;br /&gt;
[[File:CODBO RGD-33 (1).jpg|thumb|none|600px|RGD-33 about to be thrown.]]&lt;br /&gt;
&lt;br /&gt;
== S-Mine(*) ==&lt;br /&gt;
In the classic Nazi Zombies maps, [[S-Mine]]s are available instead of Claymore mines. They are still referred to as &amp;quot;Bouncing Betty&amp;quot; mines.&lt;br /&gt;
&lt;br /&gt;
[[File:Schrapnellmine 35 mine.jpg|thumb|none|500p|S-Mine 35.]]&lt;br /&gt;
[[File:CODBO S-Mine (1).jpg|thumb|none|600px|Nikolai Belinksi holds a ''Schrapnellmine''.]]&lt;br /&gt;
[[File:CODBO S-Mine (2).jpg|thumb|none|600px|Pulling the pin and deploying a mine.]]&lt;br /&gt;
&lt;br /&gt;
= Attachments =&lt;br /&gt;
==GP-30==&lt;br /&gt;
A [[GP-30]] can be mounted on the &amp;quot;AK-47&amp;quot; and the Galil; as ever for the series, it is incorrectly called a &amp;quot;GP-25&amp;quot;. This time, there is not quadrant sight at all, but the presence of four ribs around the barrel (as opposed to three for an actual GP-25), coupled with the lack of a support frame behind the launcher, confirms that it is indeed modeled after a GP-30. Its appearance is anachronistic; the GP-30 entered service in 1989, and the GP-25 itself in 1978. A more accurate choice for the time period of the game could have been the OKG-40 &amp;quot;Iskra&amp;quot; prototype underbarrel grenade launcher that was developed in 1965, or else the standalone ''Device &amp;quot;D&amp;quot;'' noiseless grenade launcher / pistol combo, which was actually used by the Soviet Spetsnaz in the 1960s (and could be equipped with several attachments like a suppressor and a shoulder stock).&lt;br /&gt;
&lt;br /&gt;
Unlike ''[[Call of Duty 4: Modern Warfare]]'' and ''[[Modern Warfare 2]]'', which use a western 40mm grenade to stand in for the Soviet VOG-25 40mm grenade, ''Black Ops'' is the first game in the series to correctly depict a VOG-25 grenade being used. However, the game still portrays the Russian grenade as being cased, with the reload animation involving a downwards flick to eject a nonexistent casing, which, like previous games (and the M203), is stood in with a full 40mm grenade.&lt;br /&gt;
&lt;br /&gt;
[[File:GP-30.jpg|thumb|none|350px|GP-30 grenade launcher - 40mm]]&lt;br /&gt;
[[File:CODBO GP30 (1).jpg|thumb|none|600px|The launcher about to be fired.]]&lt;br /&gt;
[[File:CODBO GP30 (2).jpg|thumb|none|600px|Loading a new grenade.]]&lt;br /&gt;
[[File:Shot0047.jpg|thumb|none|600px|Third-person view of the &amp;quot;AK-47&amp;quot; equipped with a GP-30.]]&lt;br /&gt;
&lt;br /&gt;
==BS-1 grenade launcher==&lt;br /&gt;
The [[BS-1 grenade launcher]] is a unique attachment for the [[AKS-74U]] compact carbine, called by its alternate name &amp;quot;Tishina&amp;quot; in-game. First encountered in the single-player mission &amp;quot;Rebirth&amp;quot;. Anachronistic, as like the gun in question, the launcher was not developed until the 1970s. A more accurate choice for the time period of the game could have been the ''Device &amp;quot;D&amp;quot;'' noiseless grenade launcher / pistol combo (that could be equipped with several attachments like a suppressor and a shoulder stock) and was actually used by the Soviet Spetsnaz in the 1960s.&lt;br /&gt;
&lt;br /&gt;
[[File:GSN-19.jpg|thumb|none|400px|BS-1 grenade launcher - 30mm]]&lt;br /&gt;
[[File:CODBO Tishina (1).jpg|thumb|none|600px|BS-1 in idle. Note that it is actually mirrored; the bolt handle and ejection port for the blanks should actually be on the right side.]]&lt;br /&gt;
[[File:CODBO Tishina (2).jpg|thumb|none|600px|The player character operates the bolt of the BS-1. The game correctly portrays the reload procedure; because the 30mm grenade is fired with a blank instead of having its own propellant, when reloading, the user has to operate the bolt to eject the fired blank and chamber a new blank from the BS-1's detachable box magazine for blanks, and loads in a new 30mm grenade from the muzzle.]]&lt;br /&gt;
[[File:CODBO Tishina (3).jpg|thumb|none|600px|Reloading the BS-1 with a 30mm VOG-T grenade.]]&lt;br /&gt;
[[File:Shot005004.jpg |thumb|none|600px|AKS-74U with a BS-1 on a table.]]&lt;br /&gt;
&lt;br /&gt;
== Knight's Armament Masterkey ==&lt;br /&gt;
The [[Knight's Armament Masterkey]] is a purchasable attachment for some assault rifles in multiplayer, and is seen in singleplayer mounted on the [[M14]] and [[M16]] in &amp;quot;SOG&amp;quot;, the [[AK-47]] hybrid in &amp;quot;Victor Charlie&amp;quot;, the [[Enfield L85 rifle series#XL64E5|Enfield]] in &amp;quot;Rebirth&amp;quot; and the [[Galil]] in &amp;quot;Redemption&amp;quot;. Rather appropriately, readying the underbarrel shotgun does not make the user work the pump handle of the weapon, saving a good technically achievable shotgun shell (unlike the later ''Modern Warfare 3'' or ''Modern Warfare 2'', ''as well'' as its singleplayer remaster for that manner). The Masterkey's capacity inconsistent throughout the modes, while it technically holds four in both normal singleplayer and multiplayer, it incorrectly holds six in Zombies. The Masterkey shotguns in &amp;quot;Victor Charlie&amp;quot; on the other hand uniquely holds eight shells instead.&lt;br /&gt;
&lt;br /&gt;
It is anachronistic, since the Masterkey project was not initiated until the 1980s. The only historically accurate way to do this would be to jury-rig a sawed-off shotgun to the rifle (say with zipties) or have an armorer create a one-off mounting (as with, say, the custom [[Mossberg 500]] mounting seen in ''[[Predator]]''), using something like an XM148 mount or a custom M203-like handguard as a base.&lt;br /&gt;
&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:CODBO Masterkey (1).jpg|thumb|none|600px|The Masterkey mounted on a Colt Commando.]]&lt;br /&gt;
[[File:CODBO Masterkey (2).jpg|thumb|none|600px|Pumping the Masterkey.]]&lt;br /&gt;
[[File:CODBO Masterkey (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
== M203 grenade launcher ==&lt;br /&gt;
The [[M203 Grenade Launcher|M203 Grenade Launcher]] returns once again, but this time, it actually has the trigger and trigger guard, unlike in ''[[Call of Duty 4: Modern Warfare]]'' and ''[[Modern Warfare 2]]''. During the Beta, the M203 lacked the front and rear mountings seen below, but they were added in the final version. Since ''Black Ops'' takes place from 1961 to 1968, it is anachronistic to see the M203 in use as it entered service only in 1969, and even then, the XM203 was the grenade launcher, which was designed in 1968, was used in service until it became the M203 in 1971. A more historically-accurate choice would have been the [[XM148 grenade launcher]], or the experiment X-1 Grenade Launcher, which was used for the M14. Like earlier games, the full 40mm grenade stands in for the spent casing during the reload animation.&lt;br /&gt;
&lt;br /&gt;
[[File:M203.jpg|thumb|none|400px|]]&lt;br /&gt;
[[File:CODBO M203 (1).jpg|thumb|none|600px|M203A1 mounted on an M16.]]&lt;br /&gt;
[[File:CODBO M203 (2).jpg|thumb|none|600px|Reloading an M203A1 mounted on an M14.]]&lt;br /&gt;
[[File:Aug m203.jpg|thumb|none|400px|Steyr AUG A1 (5.56x45mm) with M203PI grenade launcher.]]&lt;br /&gt;
[[File:CODBO M203 (3).jpg|thumb|none|600px|Reloading an M203A1 mounted on an AUG. Note the heat shield; the AUG gains this heat shield when any of the three underbarrel attachments are attached, which appears to be based on the heat shield of the M203PI.]]&lt;br /&gt;
&lt;br /&gt;
=== Underbarrel Flamethrower ===&lt;br /&gt;
A seemingly improvised flamethrower appears as an underbarrel attachment. It appears to have been made from an M203 trigger mechanism mated with a miniature fuel tank and a modified GP-30 serving as igniter. When mounted on the M16, the flamethrower gains a rifle length M203 grenade launcher heat shield painted in red (with two less vent holes). Mounting it on the &amp;quot;Commando&amp;quot; gives it a shortened red M203 heat shield, and mounting it on the FAMAS gives it an even shorter one.&lt;br /&gt;
[[File:CODBO Flamethrower (1).jpg|thumb|none|600px|Flamethrower mounted on an IMI Galil.]]&lt;br /&gt;
[[File:CODBO Flamethrower (2).jpg|thumb|none|600px|Reloading the device. Regardless of any remaining fuel left in the first tank, it will be discarded.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Crossbow==&lt;br /&gt;
The Crossbow is a new weapon that featured in ''Call of Duty: Black Ops''. The crossbow appears in the campaign missions &amp;quot;Executive Order&amp;quot; and &amp;quot;WMD&amp;quot;, which are set in Baikonur and the Ural Mountains, respectively. In multiplayer, crossbows only fire explosive bolts; in singleplayer, they can also fire normal bolts and, on one occasion in &amp;quot;Executive Order&amp;quot;, a zipline. Crossbows in singleplayer also often have scopes attached, using anachronistic slotted accessory rails.&lt;br /&gt;
&lt;br /&gt;
Design-wise, the crossbow appears to be a custom made weapon using a stock and pistol grip from an [[AR-18]] rifle. In an apparent reference to ''[[Rambo: First Blood Part II]]'', the appearance of the explosive tips is modeled after the explosive tips in the cult action film.&lt;br /&gt;
&lt;br /&gt;
[[File:Armalite-AR18.jpg|thumb|none|500px|Armalite AR-18 - 5.56x45mm]]&lt;br /&gt;
[[File:RamboIItorquebow-1.jpg|thumb|none|500px|Rambo's explosive arrow tips as seen in ''Rambo: First Blood Part II''.]]&lt;br /&gt;
[[File:CODBO Crossbow (1).jpg|thumb|none|600px|The vanilla crossbow in multiplayer.]]&lt;br /&gt;
[[File:CODBO Crossbow (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CODBO Crossbow (3).jpg|thumb|none|600px|Resetting the drawstring.]]&lt;br /&gt;
[[File:CODBO Crossbow (4).jpg|thumb|none|600px|Hudson's crossbow in &amp;quot;WMD,&amp;quot; note the scope and &amp;quot;Siberia&amp;quot; camouflage.]]&lt;br /&gt;
[[File:CODBO Crossbow (5).jpg|thumb|none|600px|Loading an explosive arrow.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
The [[M2 Flamethrower]] appears exclusively in the top-down Zombies map Dead Ops Arcade. The in-game model only consists of the gun group; the tank group is missing.&lt;br /&gt;
&lt;br /&gt;
[[File:M2 Flamethrower.jpg|thumb|none|205px|M2A1-2 Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
==Flintlock Pistol==&lt;br /&gt;
Generic [[Flintlock Pistol]]s are seen in the prestige 2 badge.&lt;br /&gt;
&lt;br /&gt;
[[File:Sparroflintlock.jpg|thumb|none|300px|Prop replica of Jack Sparrow's 'Pirates' flintlock.]]&lt;br /&gt;
&lt;br /&gt;
=Stock Footage=&lt;br /&gt;
==Armalite AR-18==&lt;br /&gt;
An [[Armalite AR-18]] is briefly shown in a stock photo used in the introduction to the first mission, &amp;quot;Operation 40&amp;quot;, to illustrate Cuban exiles training for the Bay of Pigs invasion.&lt;br /&gt;
&lt;br /&gt;
[[File:Armalite-AR18.jpg|thumb|none|450px|Armalite AR-18 - 5.56x45mm]]&lt;br /&gt;
[[File:BO-AR18.jpg|thumb|none|600px|A still from the intro showing a soldier training with the AR-18. Also note the [[M1 Carbine]] with post-war upgrades used by the man to his right. The AR-18 along with the BDU uniforms is anachronistic to the Bay of Pigs, however, in this case the error is due to the stock image used to stand in for archival footage actually being a 1986 [https://www.gettyimages.dk/detail/news-photo/miami-cuban-exiled-community-rehearsing-mock-invasion-of-news-photo/200561388-001 photo] of Cuban exiled community rehearsing mock invasion of Cuba.]]&lt;br /&gt;
&lt;br /&gt;
==Carcano M91/38==&lt;br /&gt;
The actual [[Carcano M91/38]] carbine used on November 22, 1963 by Lee Harvey Oswald to assassinate U.S. President John F. Kennedy, can be seen for a second in a trailer. This is the first of many allusions to Kennedy's assassination throughout the game's campaign. This gun does not appear in-game.&lt;br /&gt;
[[File:Oswald-Carcano.jpg|thumb|none|500px|Actual Carcano M91/38 used by Lee Harvey Oswald to assassinate John F. Kennedy - 6.5x52mm]]&lt;br /&gt;
[[File:CoDBO-Carcano.jpg|thumb|none|500px|The rifle seen in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
An [[M1 Carbine]] briefly appears in the introduction to the &amp;quot;Operation 40&amp;quot; level, used in a stock photo of soldiers training with weapons to stand in for Cuban exiles being trained before the Bay of Pigs invasion.&lt;br /&gt;
&lt;br /&gt;
[[File:M1CarbineLateModel.jpg|thumb|none|450px|Korean War-era M1 Carbine with birch stock, adjustable rear sight, bayonet lug, and twin magazine pouch - .30 Carbine]]&lt;br /&gt;
[[File:BO-AR18.jpg|thumb|none|600px|The anachronistic still image from the &amp;quot;Operation 40&amp;quot; intro. The man to the right of the closest one is holding an M1 carbine, with the bayonet lug and adjustable rear sight clearly visible.]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
A Viet Cong fighter carrying a [[RPD]] light machine gun runs across the TV screens in the same setting.&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|500px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:CODBO RPD.jpg|thumb|none|600px|The RPD as seen on the four screens on the right side.]]&lt;br /&gt;
&lt;br /&gt;
==M79==&lt;br /&gt;
Archival footage of the Vietnam War seen on the televisions in the main menu interrogation room include footage of a US soldier firing an [[M79 grenade launcher]].&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:CODBO M79.jpg|thumb|none|600px|The M79 is visible in the far leftmost screen.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Zombie]]&lt;/div&gt;</summary>
		<author><name>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops&amp;diff=1591264</id>
		<title>Call of Duty: Black Ops</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops&amp;diff=1591264"/>
		<updated>2023-07-15T23:00:59Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: The map Stadium takes place in 1973, as you see some magazines and brochures with the year 1972 and 1973.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Call of Duty: Black Ops&lt;br /&gt;
|picture = Cover BLACKOPS final.jpg&lt;br /&gt;
|caption = ''Official Box Art''&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|date= 2010&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&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Black Ops''''' (also known as ''CoD:BO'' or ''BO'' and often referred to as &amp;quot;''Blops''&amp;quot;) is the seventh main installment of the ''[[Call of Duty|Call of Duty series]]'' and the sequel to ''[[Call of Duty: World at War]]''. Developed by Treyarch and published by Activision, the game was released worldwide on November 9, 2010 for the PC, PS3, Xbox 360, Wii and Nintendo DS. The game sold over $1 billion after six weeks of its release.&lt;br /&gt;
&lt;br /&gt;
The game takes place between the years of 1961 and 1973 during the Cold War. The storyline takes place during the Cold War of the 1960s, where the player assumes control of two main characters: Alex Mason (voiced by [[Sam Worthington]]), a Captain in the USMC who is recruited to the CIA and SOG, and his handler Jason Hudson (voiced by [[Ed Harris]]), a CIA special agent. Both are on a mission to track down the three men responsible for the development of a powerful biochemical weapon code-named Nova 6. Accompanying Mason and Hudson on their mission are several non-playable characters including Frank Woods (voiced by [[James C. Burns]]), a former USMC Sergeant and fellow member of SOG; Joseph Bowman (voiced by [[Ice Cube]]), a Chief Petty Officer of the U.S. Navy SEALs, and Viktor Reznov (voiced by [[Gary Oldman]]), a former World War II Soviet Army Captain (returning from ''[[Call of Duty: World at War]]'') who served under two of the men now being hunted, until he was betrayed by them.&lt;br /&gt;
&lt;br /&gt;
Legacy weapons featured in ''World at War'' exclusive to either singleplayer or Zombies are marked with (*) for the purposes of the wiki.&lt;br /&gt;
&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&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;
=Overview=&lt;br /&gt;
Many of the mechanics of the weapons, attachments and the loadouts were retained in previous entries (beyond renaming some of the perks). One significant difference is the method of unlocking weapons in this game: rather than obtaining the weapon from the get-go when leveling up, weapons must be purchased through the use of CODPoints (as in, normal game currency and not premium currency used in later games) in order to utilize them, though the player still needs to be leveled up in order to buy them. Attachments and camouflages can now be obtained as soon as the weapon is bought rather than completing challenges, though they must be purchased with CODPoints in order to be used as well. One weapon in every category in multiplayer (exempting the launchers) are designated as classified weapons, with the weapon information and icon hidden and locked until the player buys the weapon after obtaining all of the previous weapons in its category.&lt;br /&gt;
&lt;br /&gt;
Create-A-Class has been expanded from its previous iteration. Player characters can have their models changed by their perks instead of their primary weapons, and they can be customized with a variety of face camo. Reticles and lenses for the weapon sights can now be customized, and one can etch a clan tag to their weapon as well. Secondary weapons consist of fewer weapon categories compared to ''Modern Warfare 2'', being only able to carry a handgun, a launcher or a &amp;quot;special&amp;quot; weapon (which is either a ballistic knife or a crossbow). Shotguns return to the primary weapon category and some machine pistols are available as submachine guns. Some exotic special weapons are available in multiplayer as killstreaks.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, all handguns, the Skorpion, MAC-11, PM-63, Kiparis and the Model 10 can be dual-wielded. The CZ 75 as well the latter three machine pistols are available dual-wielded in singleplayer, while the M1911, HS-10 and PM-63 can be upgraded through the &amp;quot;Pack-A-Punch&amp;quot; machine to be dual-wielded. Standalone melee weapons have been expanded in ''Black Ops'', though most of them appear in singleplayer and Zombies, not in multiplayer. The new &amp;quot;Mule Kick&amp;quot; Perk-a-Cola in Zombies allows the player character to carry three weapons at once.&lt;br /&gt;
&lt;br /&gt;
'''See the [[Talk:Call of Duty: Black Ops|discussion page]] for miscellaneous weapon and attachment information.'''&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==ASP==&lt;br /&gt;
The [[ASP]] is featured in the game. In singleplayer, Mason uses an ASP in &amp;quot;Operation 40&amp;quot; set in 1961 Cuba, and it is also used by the Cuban soldiers and police in the same level. Its appearance in the hands of Cubans in 1961 is anachronistic and out-of-place, as it was not developed until the 1970s, and was developed in America for American special forces. A more historically-accurate choice would have been the [[Smith &amp;amp; Wesson Model 39]] (1954), on which the ASP was based. Another historically accurate choice would be the [[Walther PPK]] due to its similar round capacity and compact size.&lt;br /&gt;
&lt;br /&gt;
It is not available for the player in any fashion in Zombies mode, though game files of it are still referenced within the game.&lt;br /&gt;
&lt;br /&gt;
[[Image:ASP 9.jpg|thumb|none|300px|ASP - 9x19mm.  This is the firearm used in the production of the film ''[[Cobra (1986)|Cobra]]''.]]&lt;br /&gt;
[[File:CODBO ASP (1).jpg|thumb|none|600px|The initial draw animation of the ASP has a quick racking of the slide.]]&lt;br /&gt;
[[File:CODBO ASP (6).jpg|thumb|none|600px|An OP 40 holds an ASP in the &amp;quot;Hotel&amp;quot; DLC level.]]&lt;br /&gt;
[[File:CODBO ASP (7).jpg|thumb|none|600px|Aiming down the unique &amp;quot;guttersnipe&amp;quot; sight.]]&lt;br /&gt;
[[File:CODBO ASP (8).jpg|thumb|none|600px|Reloading. Due to the embargo on Cuba, shortages have forced the use of low-resolution ammunition.]]&lt;br /&gt;
[[File:CODBO ASP (2).jpg|thumb|none|600px|Empty reload, with the spent mag visible.]]&lt;br /&gt;
[[File:CODBO ASP (3).jpg|thumb|none|600px|Drawing dual ASPs - the slides are released to chamber both pistols.]]&lt;br /&gt;
[[File:CODBO ASP (4).jpg|thumb|none|600px|Dual ASPs in idle.]]&lt;br /&gt;
[[File:CODBO ASP (5).jpg|thumb|none|600px|Reloading; the left pistol's empty mag is barely visible.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
Just like in ''[[Call of Duty: World at War]]'', the M1911 resembles a mix between a WW2 A1 slide and trigger and an anachronistic Series 80 frame. It is found in singleplayer, multiplayer, and zombie mode. In multiplayer, it can be dual wielded, and available attachments include a suppressor, extended magazines, and upgraded iron sights. In Zombies, it is the starting weapon, and has an eight-round capacity instead of the seven-round capacity of the campaign and multiplayer.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, the M1911 has a standard parkerized finish, while in multiplayer and zombies, it has a bright nickel finish. The scene where Mason visualizes himself drawing an M1911 on President John F. Kennedy is the only instance where the multiplayer nickel-plated M1911 appears in singleplayer.&lt;br /&gt;
&lt;br /&gt;
Two [[M1911]]s can be seen in the hands of Alex Mason on the game's cover art; these have tally marks etched on them, and one of them has the name &amp;quot;Sally&amp;quot; engraved on it (based on the gun's upgrade in zombie mode, the other weapon is presumably &amp;quot;Mustang&amp;quot;). The upgraded variant allows to be dual-wielded and it fires deadly grenade rounds along with other benefits. The trend of having a starter handgun fire grenade rounds when upgraded is something that is repeated in other games that feature a Zombies mode, until ''Black Ops Cold War''.&lt;br /&gt;
&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|350px|none|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Series80blued.jpg|thumb|none|350px|Blued Colt MK IV Series 80 - .45 ACP]]&lt;br /&gt;
[[File:NickelPlatedM1911A1.jpg|thumb|350px|none|Nickel Plated Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:CODBO M1911 SP (1).jpg|thumb|none|600px|The original M1911, as used in singleplayer mode. Note that it appears to have the serrated hammer of a [[Colt MK IV Series 80]]. Note also the cocked hammer, just like in ''World At War''. Oddly, the slide is parkerized, but the frame and magazine are blued.]]&lt;br /&gt;
[[File:CODBO M1911 SP (2).jpg|thumb|none|600px|Aiming the campaign M1911.]]&lt;br /&gt;
[[File:CODBO M1911 SP (3).jpg|thumb|none|600px|Reloading the pistol.]]&lt;br /&gt;
[[File:CODBO M1911 JFK (1).jpg|thumb|none|600px|Mason visualizes himself drawing an M1911 on President John F. Kennedy. Perhaps one of the side effects of the brainwashing causes his brain to mirror objects: this 1911 is seen with its controls, markings, and ejection port on the wrong side. The hammer is also uncocked.]]&lt;br /&gt;
[[File:CODBO M1911 JFK (2).jpg|thumb|none|600px|Mason points his uncocked .45 at the President in his trance. Note the portrait of Abraham Lincoln in the background.]]&lt;br /&gt;
[[File:CODBO M1911 (1).jpg|thumb|none|600px|The initial draw animation of the M1911. The character locks the slide back (without reaching for it) and then releases it. Why you'd do this instead of racking the slide directly is a mystery.]]&lt;br /&gt;
[[File:CODBO M1911 (2).jpg|thumb|none|600px|The nickel-plated Colt in idle.]]&lt;br /&gt;
[[File:CODBO M1911 (3).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:CODBO M1911 (4).jpg|thumb|none|600px|Reloading the pistol.]]&lt;br /&gt;
[[File:CODBO M1911 (5).jpg|thumb|none|600px|When drawing dual M1911 pistols, the character flashily locks back the slides on both pistols, again, without using the slide release lever.]]&lt;br /&gt;
[[File:CODBO M1911 (6).jpg|thumb|none|600px|And then releases them. It looks like the ejection port of the pistol on the left is solid.]]&lt;br /&gt;
[[File:CODBO M1911 (7).jpg|thumb|none|600px|Holding dual M1911s.]]&lt;br /&gt;
[[File:CODBO M1911 (8).jpg|thumb|none|600px|Ejecting spent magazines.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The [[Colt Python]] appears in-game as the &amp;quot;Python&amp;quot;. In singleplayer, the Python appears to be Mason's preferred sidearm, as he starts with it in &amp;quot;Executive Order&amp;quot;, and pulls one out of nowhere to save a downed Woods in &amp;quot;SOG&amp;quot; and clear Vietcong tunnels in &amp;quot;Victor Charlie.&amp;quot; In &amp;quot;Payback,&amp;quot; a group of Viet Cong forces the captured Mason and Woods to play Russian roulette with a snub nosed Python. In multiplayer, it appears with the full length barrel by default, and the Snub Nose is available as an attachment, which decreases the amount of visual kick in exchange for less damage (in reality, this would increase kick and decrease range, so such a trade-off would make little sense on a real gun when concealability is not a concern).&lt;br /&gt;
&lt;br /&gt;
The Python has a rather nonsensical default reload animation, which shows the player character ejecting the entire contents of the cylinder (using gravity and not the ejector rod, no less) and then inserting as many rounds as would be needed to replace those actually fired, one at a time; the only way for this to work is if the ejector selectively ejected only the fired rounds, which it doesn't in reality. The speedloader attachment replaces the nonsensical individual round reload with a more sensible speedloader reload. Notably, the Python's reload shenanigans would be repeated in ''many'' of Treyarch's later ''Call of Duty'' games.&lt;br /&gt;
&lt;br /&gt;
Strangely, when firing the Python, the sound of casings hitting the ground can be heard as if it operated as a shell ejecting pistol.&lt;br /&gt;
&lt;br /&gt;
Aside from the Snub Nose and the Speedloader, a Colt Sporter Scope is also available as an attachment for the Python, under the incorrect moniker of &amp;quot;ACOG Scope&amp;quot;. A Python with speedloaders appears as the first weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:ColtPython6In.jpg|thumb|350px|none|Colt Python - .357 Magnum]]&lt;br /&gt;
[[File:Coltpython25.jpg|thumb|none|300px|Colt Python Snub Nose with 2.5&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:CODBO Python (1).jpg|thumb|none|600px|The draw animation has the player-character perform a quick brass check and cylinder spin.]]&lt;br /&gt;
[[File:CODBO Python (2).jpg|thumb|none|600px|Holding the Colt Python in Nuketown.]]&lt;br /&gt;
[[File:CODBO Python (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO Python (4).jpg|thumb|none|600px|Reloading the cylinder, round-by-round. The animation shows every round going into the same chamber as the cylinder never rotates, which is easily visible on PC with a high FoV setting.]]&lt;br /&gt;
[[File:CODBO Python (5).jpg|thumb|none|600px|Properly closing the cylinder, ''MW2''-style.]]&lt;br /&gt;
[[File:CODBO Python (6).jpg|thumb|none|600px|Ejecting all the rounds at the start of a speedloader reload.]]&lt;br /&gt;
[[File:CODBO Python (7).jpg|thumb|none|600px|Dropping the speedloader after loading in the rounds and about to swing the cylinder shut. This is the same animation as seen on the S&amp;amp;W Model 27 in [[Call of Duty: World at War]].]]&lt;br /&gt;
[[File:CODBO Python (8).jpg|thumb|none|600px|Drawing dual Colt Pythons.]]&lt;br /&gt;
[[File:CODBO Python (9).jpg|thumb|none|600px|Dual Colts in idle.]]&lt;br /&gt;
[[File:CODBO Python (10).jpg|thumb|none|600px|Reloading; also the same animations as the dual Colt Anacondas in ''MW2''.]]&lt;br /&gt;
[[File:CODBO Python (11).jpg|thumb|none|600px|Pointing a snub-nosed Python at comrade Castro.]]&lt;br /&gt;
[[File:BlackOps-Python-3.jpg|600px|thumb|none|A VC Bookie hands a snub-nosed Colt Python to Mason.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75==&lt;br /&gt;
The [[CZ 75|&amp;quot;Pre-B&amp;quot; CZ 75]] pistol is featured in the game, along with its machine pistol variant, the CZ 75 Automatic. In singleplayer, it is used by Hudson in the level &amp;quot;Numbers&amp;quot; and Mason in &amp;quot;Payback&amp;quot;, and the Soviet Spetsnaz use both the normal semi-auto and machine pistol variants. In multiplayer, the &amp;quot;Full-Auto Upgrade&amp;quot; attachment turns the weapon into the CZ 75 Automatic. Other multiplayer attachments include night sights, extended mags, suppressor, and dual-wielding.&lt;br /&gt;
&lt;br /&gt;
In-game, its basic capacity is 12 rounds in singleplayer and multiplayer and 15 rounds in zombies, and using the extended magazines attachment in multiplayer extends its capacity to 18 rounds. Dual-wielded CZ 75s in singleplayer have 20-round capacities, and dual wielding the CZ 75 in zombies reduces its capacity to 12. ''All'' these capacities are completely incorrect; the in-game CZ 75 is 9x19mm as identified in the game files, which has a 16-round capacity in reality.&lt;br /&gt;
&lt;br /&gt;
The CZ 75 is highly anachronistic to ''Black Ops'': not only did production first start in 1975, but the automatic variant wasn't introduced until 1992. A more historically accurate choice for a semi-automatic high-capacity 9mm pistol would have been the [[Browning Hi-Power]] (introduced in 1935, and actually used in Vietnam), and a historically accurate choice for a fully-automatic pistol would have been the Soviet [[Stechkin APS]] (introduced in 1951, and actually used by Spetsnaz). The [[CZ 52]] was also another period Czech sidearm within the Communist Bloc. The best choice however, is the [[Beretta M1951]] (introduced in 1951, and it was actually used by MACV-SOG units during the Vietnam War, and it has a fully-auto variant called the M1951 Raffica, which was introduced in 1955).&lt;br /&gt;
&lt;br /&gt;
[[File:Cz75.jpg|thumb|none|350px|&amp;quot;Pre-B&amp;quot; CZ 75 - 9x19mm]]&lt;br /&gt;
[[File:CODBO CZ75 (1).jpg|thumb|none|600px|Racking the CZ 75's slide in the equip animation.]]&lt;br /&gt;
[[File:CODBO CZ75 (2).jpg|thumb|none|600px|The CZ in-game.]]&lt;br /&gt;
[[File:CODBO CZ75 (3).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:CODBO CZ75 (4).jpg|thumb|none|600px|Reloading the CZ 75.]]&lt;br /&gt;
[[File:CODBO CZ75 (5).jpg|thumb|none|600px|Pulling the slide to chamber a round.]]&lt;br /&gt;
[[File:CODBO CZ75 (6).jpg|thumb|none|600px|Equipping dual CZs.]]&lt;br /&gt;
[[File:CODBO CZ75 (7).jpg|thumb|none|600px|Reloading the twin pistols.]]&lt;br /&gt;
[[File:Cz75fa.jpg|thumb|none|350px|CZ 75 Automatic with spare magazine - 9x19mm]]&lt;br /&gt;
[[File:CODBO CZ75 (8).jpg|thumb|none|600px|Reloading the CZ 75 Automatic.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] appears in in the game, though not available in Zombies mode. Although it has a heel-mounted magazine release, it still uses the same reload animation as the M1911 and the CZ 75, which have their magazine releases behind the trigger. It is modeled with an adjustable rear sight, which is only found on the civilian version. A pair of Makarovs make up the second weapon tier of Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File: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;
[[File:CODBO Makarov (1).jpg|thumb|none|600px|Drawing the Makarov PM; the second half of the same animation shown earlier on the M1911.]]&lt;br /&gt;
[[File:CODBO Makarov (2).jpg|thumb|none|600px|Holding the Makarov.]]&lt;br /&gt;
[[File:CODBO Makarov (3).jpg|thumb|none|600px|Aiming with the adjustable IJ-70-style rear sight, which is actually from the 1990s.]]&lt;br /&gt;
[[File:CODBO Makarov (4).jpg|thumb|none|600px|Reloading. Note that the bullets in the magazine are obviously just a texture put on the side of the mag.]]&lt;br /&gt;
[[File:CODBO Makarov (5).jpg|thumb|none|600px|Double the Makarovs.]]&lt;br /&gt;
[[File:CODBO Makarov (6).jpg|thumb|none|600px|Reloading the two Makarovs.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33(*)==&lt;br /&gt;
Capt. Viktor Reznov uses a [[Tokarev TT-33]] and flashlight to clear the ship in the World War II mission &amp;quot;Project Nova.&amp;quot; Kravchenko uses a TT-33 to execute German POWs in the same mission. British commandos that later appear during the same mission also nonsensically draw one if knocked into Last Stand (instead of it, they could have used a much more suitable M1911, which is already in the game).&lt;br /&gt;
&lt;br /&gt;
[[File:TT-33-Wartime.jpg|thumb|none|350px|Tokarev TT-33 - 7.62x25mm Tokarev. Pre-1947 version. Tula Arsenal (Soviet Union) Note CCCP printing around the star on the plastic grips.]]&lt;br /&gt;
[[File:CODBO TT-33 (1).jpg|thumb|none|600px|The Tokarev TT-33/flashlight combo in idle.]]&lt;br /&gt;
[[File:CODBO TT-33 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CODBO TT-33 (3).jpg|thumb|none|600px|Dropping a magazine while holding the flashlight with the left hand.]]&lt;br /&gt;
[[File:CODBO TT-33 (4).jpg|thumb|none|600px|About to thumb the slide release on an empty reload.]]&lt;br /&gt;
[[File:CODBO TT-33 (5).jpg|thumb|none|600px|Kravchenko executes prisoners with a TT. He kills the last one with a knife after running out of ammo, probably because the third-person model doesn't show the slide lock back or the slide stop was frozen in place. Note the guard behind him dual wielding a PPSh and a Mosin M38 sniper rifle as if the latter has a pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P38(*)==&lt;br /&gt;
At the end of the first part of the World War II flashback mission &amp;quot;Project Nova,&amp;quot; Dr. Friedrich Steiner waits for the Soviet troops with a [[Walther P38]] drawn, after using it to dispatch his own guards. In the following sequence, he holds a Mosin-Nagant M38 carbine with the P38 model still erroneously present in his hand. This is the only place where the Walther P38 is seen.&lt;br /&gt;
&lt;br /&gt;
[[File:P38Black.jpg|thumb|none|350px|Walther P38 WWII dated with black grips - 9x19mm]]&lt;br /&gt;
[[File:CODBO P38.jpg|thumb|none|600px|The Walther P38 is in the right hand of Steiner.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Many of the submachine guns lack a buttstock by default, and gain one when the &amp;quot;Grip&amp;quot; attachment is used in multiplayer. This will also change the first draw animation, with the user unfolding the stock.&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K (#0001)==&lt;br /&gt;
An early [[Heckler &amp;amp; Koch MP5K]] is featured in the game, with a threaded barrel, the special wooden foregrip unique to serial number 0001, and using waffle pattern magazines. It is the fifth weapon tier in Gun Game. Its appearance is anachronistic: it appears in &amp;quot;Executive Order&amp;quot;, a level set in 1963, while in reality the HK54 prototype of the MP5 was developed in 1964, and the [[H&amp;amp;K MP5]] did not enter service until 1966. The first MP5K variant, depicted in the game, was not developed until 1976. &lt;br /&gt;
&lt;br /&gt;
A less anachronistic choice could have been the above full-length HK54 (1964). A more period-accurate choice for a contemporary compact German SMG could have been the [[Walther MPK]] (1963).&lt;br /&gt;
&lt;br /&gt;
[[File:MP5Kprototype.JPG|thumb|none|400px|Heckler &amp;amp; Koch MP5K serial number 0001 with 15-round &amp;quot;waffle&amp;quot; magazine - 9x19mm. Note wooden foregrip unique to this weapon.]]&lt;br /&gt;
[[File:CODBO MP5K (1).jpg|thumb|none|600px|Drawing the MP5K.]]&lt;br /&gt;
[[File:CODBO MP5K (2).jpg|thumb|none|600px|The MP5K being held.]]&lt;br /&gt;
[[File:CODBO MP5K (3).jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:CODBO MP5K (4).jpg|thumb|none|600px|Pulling back the charging handle...]]&lt;br /&gt;
[[File:CODBO MP5K (5).jpg|thumb|none|600px|...inserting new magazine...]]&lt;br /&gt;
[[File:CODBO MP5K (6).jpg|thumb|none|600px|...and slapping the handle forwards.]]&lt;br /&gt;
[[File:CODBO-MP5K-FPV.jpg|thumb|none|600px|An MP5K with an Elbit Falcon red dot sight (the &amp;quot;Red Dot Sight&amp;quot; attachment of ''Black Ops'') attached via standard HK claw type mount in &amp;quot;Executive Order&amp;quot;. The Elbit Falcon gunsight is anachronistic as it was produced in the 1980s in reality.]]&lt;br /&gt;
[[File:Bomp5s.jpg|thumb|none|600px|Aiming down the red dot sight.]]&lt;br /&gt;
[[File:CODBO-SMG.jpg|thumb|none|600px|Pre-release footage of the same MP5K prototype as shown above, but with part of the vertical foregrip missing for unknown reasons, giving it an appearance similar to the H&amp;amp;K [[UMP]]. In the final game, Woods' MP5K appropriately has the foregrip.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] with olive drab furniture is one of the available SMGs in-game. By default, it lacks the underfolding stock, but can equip one in multiplayer. It is one of the few historically accurate weapons in the game as the Uzi was actually used by S.O.G. recon teams during the Vietnam War.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi.jpg|thumb|none|400px|IMI Uzi - 9x19mm]]&lt;br /&gt;
[[File:CODBO Uzi (1).jpg|thumb|none|600px|Drawing the Uzi, attaching any sort of sight makes the hand clip through the said sight.]]&lt;br /&gt;
[[File:CODBO Uzi (2).jpg|thumb|none|600px|The Uzi in idle.]]&lt;br /&gt;
[[File:CODBO Uzi (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO Uzi (4).jpg|thumb|none|600px|Reloading. Note the magazine is slightly shorter than normal. The markings at the rear label the gun as &amp;quot;IZI&amp;quot; and the manufacturer as IWI. The latter is an anachronism, as IWI was established in 2005 (&amp;quot;IMI&amp;quot; should have been written instead). Other markings include &amp;quot;semi auto&amp;quot; and &amp;quot;MODEL B&amp;quot;, and the fire selector has &amp;quot;A-F-S&amp;quot; markings; these indicate that the weapon is a civilian model converted to full-auto.]]&lt;br /&gt;
[[File:CODBO Uzi (5).jpg|thumb|none|600px|Racking the charging handle to finish the empty reload.]]&lt;br /&gt;
[[File:CODBO Uzi (7).jpg|thumb|none|600px|Unfolding the stock when the &amp;quot;Grip&amp;quot; is equipped. The extended mag is also present.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11==&lt;br /&gt;
The [[MAC-11]] is available in the game. It lacks its telescoping stock by default, but can receive one via the Grip and Dual-Wield attachments (though using the latter would remain unfolded). It can be found in the campaign level &amp;quot;Redemption&amp;quot; and is the player's secondary weapon in that level as well. Its appearance is also anachronistic as it was not developed until 1972; the MAC-11's predecessor, the [[MAC-10]], would be more period appropriate, since it was developed in 1964 and actually used during the Vietnam War (albeit not put into service until 1970).&lt;br /&gt;
&lt;br /&gt;
[[File:Mac m11 9k.jpg|thumb|none|300px|MAC-11 - .380 ACP]]&lt;br /&gt;
[[File:CODBO M11 (1).jpg|thumb|none|600px|The MAC-11 in-game. Note the weld seams on the receiver, and charging handle incorrectly being forward; the MAC is an open-bolt weapon. The player character opts to use it with just one hand, which may not be the wisest choice.]]&lt;br /&gt;
[[File:CODBO M11 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO M11 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO M11 (4).jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:CODBO M11 (5).jpg|thumb|none|600px|Dual-wielding MAC-11s. Though MAC-11s without the Grip attachment have the stock removed completely, dual wielded MACs have the stock in a collapsed position.]]&lt;br /&gt;
[[File:CODBO M11 (6).jpg|thumb|none|600px|MAC-11, now with its telescoping stock.]]&lt;br /&gt;
[[File:CODBO M11 (7).jpg|thumb|none|600px|Reloading a MAC-11 with the stock and extended mag. The extended magazine model is bugged and never moves during the animation.]]&lt;br /&gt;
[[File:BlackOps-MAC11-1.jpg|thumb|none|600px|A suppressed MAC-11 on a promotional artwork.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson(*)==&lt;br /&gt;
The [[Thompson M1A1]] fitted with a Cutts compensator is available in zombie mode for 1200 points in the zombie maps Nacht der Untoten, Verrückt, Shi No Numa and Der Riese, with a magazine capacity of 20 rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:Soldierwolf,20070107412.jpg|thumb|none|500px|M1A1 Thompson with 20-round magazine and Cutts compensator - .45 ACP]]&lt;br /&gt;
[[File:CODBOM1A1.jpg|thumb|none|600px|The Thompson in Zombies.]]&lt;br /&gt;
[[File:CODBOM1A1-1.jpg|thumb|none|600px|View down the &amp;quot;V&amp;quot; notch of the iron sights.]]&lt;br /&gt;
[[File:CODBO M1A1 (3).jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:CODBOM1A1-2.jpg|thumb|none|600px|Pulling the bolt back, which is not recommended on an open-bolt weapon with the finger still on the trigger.]]&lt;br /&gt;
&lt;br /&gt;
==MP40(*)==&lt;br /&gt;
The [[MP40]] is available for purchasing for 1,000 points in the Zombies maps &amp;quot;Kino der Toten,&amp;quot; &amp;quot;Verrückt,&amp;quot; &amp;quot;Shi No Numa,&amp;quot; &amp;quot;Der Riese&amp;quot; and &amp;quot;Call of the Dead.&amp;quot; It is also used by the Germans in the World War II flashback mission &amp;quot;Project Nova&amp;quot;. The MP40 in Zombies mode has a blued finish.&lt;br /&gt;
&lt;br /&gt;
[[File:MP40Side.jpg|thumb|none|500px|MP40 - 9x19mm]]&lt;br /&gt;
[[File:CODBO MP40 (2).jpg|thumb|none|600px|The MP40 in &amp;quot;Project Nova.&amp;quot;]]&lt;br /&gt;
[[File:CODBO MP40 (3).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:CODBO MP40 (4).jpg|thumb|none|600px|Reloading the SMG.]]&lt;br /&gt;
[[File:CODBO MP40 (1).jpg|thumb|none|600px|Pulling the bolt handle.]]&lt;br /&gt;
[[File:CODBO MP40 (5).jpg|thumb|none|600px|A not-frosty MP40 in &amp;quot;Kino der Toten.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==OTs-02 Kiparis==&lt;br /&gt;
The KBP Instrument Design Bureau [[OTs-02 Kiparis]] is an available submachine gun in-game. Its wire stock is removed by default, but is added back with the &amp;quot;Grip&amp;quot; attachment, like other submachine guns in the game. The final &amp;quot;classified&amp;quot; submachine gun unlocked in multiplayer (requiring all other submachine guns to be unlocked), it has a high rate of fire and tight hipfire spread, but has high recoil, low damage. It uses short 20 round magazines by default, and uses longer 30-rounders when Extended Mags is used. It appears in the hands of Spetsnaz operatives in the campaign and can be dual-wielded by the player.&lt;br /&gt;
&lt;br /&gt;
The Kiparis was designed in 1976, making it another anachronistic weapon. A similar looking and more adequate gun could have been the Soviet experimental Kalashnikov SMG (1947) or TKB-486 (1955).&lt;br /&gt;
&lt;br /&gt;
[[File:Kiparis1.jpg|thumb|none|500px|OTs-02 Kiparis with suppressor and LAM - 9x18mm Makarov]]&lt;br /&gt;
[[File:CODBO Kiparis (1).jpg|thumb|none|600px|Holding the Kiparis.]]&lt;br /&gt;
[[File:CODBO Kiparis (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO Kiparis (3).jpg|thumb|none|600px|Inserting a magazine.]]&lt;br /&gt;
[[File:CODBO Kiparis (4).jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
[[File:CODBO Kiparis (5).jpg|thumb|none|600px|Dual OTs-02 Kiparis submachine guns.]]&lt;br /&gt;
[[File:CODBO Kiparis (6).jpg|thumb|none|600px|Unfolding the Kiparis equipped with a stock.]]&lt;br /&gt;
[[File:BlackOps 2010-11-14 17-44-03-61.jpg|thumb|none|600px|A Kiparis with reflex sight during the mission &amp;quot;Numbers&amp;quot;. The reflex sight is based on the extremely rare Aimpoint Electronic (or Aimpoint MarkII), touted to be the first ever mass produced red dot sight. It is anachronistic as it was introduced in 1975.]]&lt;br /&gt;
[[File:BLACKOPS-OTS02.jpg|thumb|none|600px|A multiplayer character inserts a 30-round magazine into his gold plated OTs-02 Kiparis.]]&lt;br /&gt;
&lt;br /&gt;
==PM-63 RAK==&lt;br /&gt;
A [[PM-63 RAK]] is another available SMG. It uses 20 round magazines by default, and uses 30 round ones with Extended Mags (instead of the 15 and 25 round capacity in reality). The weapon gains its retractable stock when the Grip attachment is used. It appears in a level set in 1963, what can be conditionally considered historically correct, since the PM-63 was developed in 1956-1962 and introduced in 1963, although mass production did not start until the 1964. It is accurate for the rest of the game's time frame. A similar looking and more accurate submachine gun could have been the 7.62x25mm version of the Czech [[Sa.25]] SMG (1948), or, for a more exotic choice, the Soviet experimental Rukavishnikov SMG (1942).&lt;br /&gt;
&lt;br /&gt;
[[File:PM63.JPG|none|thumb|400px|PM-63 RAK - 9x18mm]]&lt;br /&gt;
[[File:CODBO PM-63 (1).jpg|thumb|none|600px|Drawing the weapon.]]&lt;br /&gt;
[[File:CODBO PM-63 (2).jpg|thumb|none|600px|Holding a PM-63.]]&lt;br /&gt;
[[File:CODBO PM-63 (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO PM-63 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO PM-63 (5).jpg|thumb|none|600px|Dual PM-63s. The front grips are folded down.]]&lt;br /&gt;
[[File:CODBO PM-63 (6).jpg|thumb|none|600px|Pulling out the retractable stock. This PM-63 also has the extended magazine.]]&lt;br /&gt;
[[File:CODBO PM-63 (7).jpg|thumb|none|600px|Holding the stocked PM-63.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41(*)==&lt;br /&gt;
The Russian soldiers, including Capt. Viktor Reznov and Pvt. Dimitri Petrenko, use the [[PPSh-41]] in the World War II flashback mission &amp;quot;Project Nova.&amp;quot; Since it is the same model, the PPSh-41 in Black Ops uses 35-round box-magazines like in ''[[Call of Duty: World at War]]'''s multiplayer mode.&lt;br /&gt;
&lt;br /&gt;
[[File:Ppsh41.jpg|thumb|none|500px|Soviet PPSh-41 Submachine Gun with 35 round stick magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:CODBO PPSh-41 (2).jpg|thumb|none|600px|The PPSh-41 in &amp;quot;Project Nova.&amp;quot;]]&lt;br /&gt;
[[File:CODBO PPSh-41 (3).jpg|thumb|none|600px|Aiming the PPSh.]]&lt;br /&gt;
[[File:CODBO PPSh-41 (4).jpg|thumb|none|600px|Reloading a 35-round stick magazine.]]&lt;br /&gt;
[[File:CODBO PPSh-41 (1).jpg|thumb|none|600px|Pulling the bolt.]]&lt;br /&gt;
[[File:CODBO PPSh-41 (5).jpg|thumb|none|600px|The PPSh-41 on Pvt. Gerasimov's back and also in Viktor Reznov's hands. Note the inaccurate proportions of the weapon, denoting that it is World at War's PPSh model.]]&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] is available in-game. It is depicted without its folding stock, but the unlockable Grip attachment adds and folds out the stock. It uses 20-round magazines, which increases to 30 with Extended Mags. It retains its 2-hit kill ability at close range from its ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'' counterpart, though it has a slightly altered bolt-racking animation on an empty reload. A pair of Vz. 61s makes up the sixth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
It first appears in 1961 segment during the mission &amp;quot;Operation 40&amp;quot;; while the vz. 61 was first made in 1961, it was not produced en masse until 1963, and there is no evidence of its use by Cuban forces at that time. The correct choice would be a [[Sa 23]], another compact Czech SMG, which was actually used by Cubans during the Bay of Pigs Invasion. The Skorpion is accurate for the rest of the game, including its use by the Viet Cong.&lt;br /&gt;
&lt;br /&gt;
[[File:CZ Vz.61.jpg|thumb|none|350px|Sa vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:CODBO Vz61 (1).jpg|thumb|none|600px|Drawing the Skorpion.]]&lt;br /&gt;
[[File:CODBO Vz61 (2).jpg|thumb|none|600px|Holding a Vz.61.]]&lt;br /&gt;
[[File:CODBO Vz61 (3).jpg|thumb|none|600px|Aiming down the rather small sights of the Vz. 61.]]&lt;br /&gt;
[[File:CODBO Vz61 (4).jpg|thumb|none|600px|Reloading the Skorpion.]]&lt;br /&gt;
[[File:CODBO Vz61 (5).jpg|thumb|none|600px|Racking the bolt, though the ejection port shows the bolt never moves.]]&lt;br /&gt;
[[File:CODBO Vz61 (6).jpg|thumb|none|600px|The Skorpion with a suppressor and its folding stock.]]&lt;br /&gt;
[[File:CODBO Vz61 (7).jpg|thumb|none|600px|Dual Vz. 61s, [[Goldeneye_007#Sa._Vz.61_Skorpion|Goldeneye style]].]]&lt;br /&gt;
[[File:CODBO Vz61 (8).jpg|thumb|none|600px|Tossing out spent magazines.]]&lt;br /&gt;
&lt;br /&gt;
==SITES Spectre M4==&lt;br /&gt;
The Italian [[Spectre M4]] is one of the available SMGs under the name &amp;quot;Spectre&amp;quot;, and has a 30-round capacity (increasing to 45 with extended mags). Its folding stock is absent by default, but is added when the &amp;quot;Grip&amp;quot; attachment is used in multiplayer. Its appearance is anachronistic, since it was not developed until the 1980s. More correct choices could have been the [[Franchi LF-57]] (1956) or the more similar looking [[Beretta M12|Beretta Model 12]] (1959), which saw use by American forces during the Tet Offensive in 1968.&lt;br /&gt;
&lt;br /&gt;
[[File:Sites Spectre.jpg|thumb|none|400px|Spectre M4 - 9x19mm]]&lt;br /&gt;
[[File:CODBO Spectre M4 (1).jpg|thumb|none|600px|A player character holds a Spectre M4.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (3).jpg|thumb|none|600px|Reloading the weapon.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (5).jpg|thumb|none|600px|Inserting a 45-round extended mag. Note that the magazine well is visibly modeled as a solid block.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (4).jpg|thumb|none|600px|Pulling back the bolt.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (6).jpg|thumb|none|600px|Unfolding the folding stock in the draw animation when the stock is equipped.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (7).jpg|thumb|none|600px|Holding the Spectre M4 with the stock, and also a suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk II(*)==&lt;br /&gt;
The [[Sten Mk II]] is carried by British commandos in the World War II flashback mission &amp;quot;Project Nova&amp;quot;, and is usable by the player.&lt;br /&gt;
&lt;br /&gt;
[[File:Sten.jpg|thumb|none|500px|Sten Mk II - 9x19mm]]&lt;br /&gt;
[[File:CODBO Sten (1).jpg|thumb|none|600px|The Sten in first person. As with most entries in the series, it is improperly held by the magazine.]]&lt;br /&gt;
[[File:CODBO Sten (2).jpg|thumb|none|600px|Looking through the weapon's rather simple iron sights. Like the [[Type 100 submachine gun|Type 100]], it is held at a slightly canted angle due to sharing the latter's animations.]]&lt;br /&gt;
[[File:CODBO Sten (3).jpg|thumb|none|600px|Reloading the Sten, with the uncharacteristically helpful aid of an empty magazine, also like the Type 100.]]&lt;br /&gt;
[[File:CODBO Sten (4).jpg|thumb|none|600px|Charging the SMG.]]&lt;br /&gt;
[[File:CODBO Sten (5).jpg|thumb|none|600px|British commandos with Sten Mk. II submachine guns. Note that, as a result of animation recycling, the man in the front of the shot isn't really &amp;quot;holding&amp;quot; his Sten ''per se''; instead, he seems to be supporting it with a grand total of about 3 fingers. The bolt is also incorrectly closed, on a side note.]]&lt;br /&gt;
[[File:CODBO Sten (6).jpg|thumb|none|600px|A Sten Mk II on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Type 100(*)==&lt;br /&gt;
The [[Type 100 submachine gun|Type 100]] appears in Shi No Numa and Der Riese for 1000 points.&lt;br /&gt;
&lt;br /&gt;
[[File:Type100 1944.jpg|thumb|none|500px|Arisaka Type 100 submachine gun (1944 - 1945 model) with magazine removed - 8x22mm Nambu]]&lt;br /&gt;
[[File:CODBO Type100 (1).jpg|thumb|none|600px|Holding the Type 100.]]&lt;br /&gt;
[[File:CODBO Type100 (2).jpg|thumb|none|600px|Aiming down sights. Note the rear sight appears to have been updated with white dots.]]&lt;br /&gt;
[[File:CODBO Type100 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO Type100 (4).jpg|thumb|none|600px|Pulling the bolt handle as Nikolai's wadded sleeves conspire to block out everything in the image.]]&lt;br /&gt;
&lt;br /&gt;
==Walther MPL==&lt;br /&gt;
The [[Walther MPL]] is one of the available SMGs, with a 32-round magazine. It can also be purchased off the wall in Zombies mode, where it incorrectly holds 24 rounds. It lacks a stock by default, but gets its wireframe folding stock when the &amp;quot;Grip&amp;quot; attachment is used. Despite being one of the few period-appropriate guns (1963), the MPL is not available in the single player campaign, and appears only in the multiplayer and Zombies modes.&lt;br /&gt;
&lt;br /&gt;
[[File:Walther mpl 1.jpg|thumb|none|450px|Walther MPL with stock extended - 9x19mm]]&lt;br /&gt;
[[File:CODBO MPL (1).jpg|thumb|none|600px|Drawing the MPL.]]&lt;br /&gt;
[[File:CODBO MPL (2).jpg|thumb|none|600px|The weapon in idle.]]&lt;br /&gt;
[[File:CODBO MPL (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO MPL (4).jpg|thumb|none|600px|The Walther MPL being reloaded.]]&lt;br /&gt;
[[File:CODBO MPL (5).jpg|thumb|none|600px|Pulling the bolt handle.]]&lt;br /&gt;
[[File:CODBO MPL (6).jpg|thumb|none|600px|The alternate draw animation when the weapon is equipped with the &amp;quot;Grip&amp;quot; attachment, which unfolds the &amp;quot;Grip&amp;quot;.]]&lt;br /&gt;
[[File:BLACKOPS-MPL-1.jpg|thumb|none|600px|An MPL with Elbit Falcon red dot sight and red camo. Note the HK claw mount.]]&lt;br /&gt;
&lt;br /&gt;
=Assault/Battle Rifles= &lt;br /&gt;
==AK Hybrid==&lt;br /&gt;
The weapon referred to as the &amp;quot;AK47&amp;quot; in-game is in fact a composite of several different AK variants. The main receiver of the rifle appears to be taken from an [[AKS-74]] (which is anachronistic, since it didn't see service until the very late 70s), along with an early 5.45x39mm steel magazine. The model has however been modified with other parts (possibly to make it more closely resemble the time period appropriate [[AK-47]] or [[AKM]] variants), including an AKM style front sight block and gas block, a Type 2 AK-47 wooden stock with a metal ferrule (which is actually a part of the receiver, not the stock), and a Type 3 AK-47 receiver-mounted rear sling loop. The handguard and grip resemble those from an ATI GSG AK47 .22LR rifle.&lt;br /&gt;
&lt;br /&gt;
In the singleplayer campaign, the Soviets and North Vietnamese Army use the hybrid AK with a variety of accessories. In both singleplayer and multiplayer, the Extended Mag attachment gives the AK an [[RPK-74]] magazine.&lt;br /&gt;
&lt;br /&gt;
[[File:Aks-74.jpg|thumb|none|500px|AKS-74 - 5.45x39mm. Image used to show the receiver.]]&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|500px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:AK-47 type II Part DM.jpg|thumb|none|500px|Type II AK-47 - 7.62x39mm. Image used to show the handguard and stock.]]&lt;br /&gt;
[[File:Ak74p.jpg|thumb|none|500px|Prototype AK-74 - 5.45x39mm. Image used to show the steel 5.45x39mm magazine.]]&lt;br /&gt;
[[File:CODBO AK-47 (1).jpg|thumb|none|600px|The AK in idle.]]&lt;br /&gt;
[[File:CODBO AK-47 (2).jpg|thumb|none|600px|Aiming down the hybrid AK's sights.]]&lt;br /&gt;
[[File:CODBO AK-47 (3).jpg|thumb|none|600px|Reloading; note the ATI GSG handguard lacking vent holes, which would probably cause overheating issues on a real AK, and an empty magazine being inserted. Also visible in this shot is the protrusion at the front of the receiver below the pair of rivets for the barrel trunion which is used to retain the AKS-74 stock in the folded position.]]&lt;br /&gt;
[[File:CODBO AK-47 (4).jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:BlackOps 2010-11-10 21-24-02-22.jpg|thumb|none|600px|An on-screen blip for picking up a dropped AK with the &amp;quot;Dual Mag&amp;quot; attachment, which consists of two magazines jungle-taped together, and speeds up the process of reloading. The player's own AK is equipped with a PK-AV scope, which serves as the &amp;quot;ACOG Scope&amp;quot; attachment for the AK-type and AK-like weapons in multiplayer, including the RPK, AKS-74U, Galil, and the SVD.]]&lt;br /&gt;
[[File:BlackOps 2010-11-14 17-09-41-46.jpg|thumb|none|600px|The hybrid AK with a 45-round RPK-74 magazine. Note the button at the rear of the receiver, which is used to fold the stock on the original AKS-74 rifle, along with the Type 3 AK-47-style sling loop fitted to the receiver just ahead of it.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] appears with the same &amp;quot;AK-74u&amp;quot; name used for the JG Beta-F Airsoft gun in ''[[Call of Duty 4: Modern Warfare]]'' and the same erroneous designation as a submachine gun; this one, however, is an actual AKS-74U, albeit depicted with a slightly longer barrel and gas tube. It has a black handguard, steel magazines, and no stock. An AKS-74U appears as the seventh weapon tier in Gun Game. Equipping a foregrip or the BS-1 grenade launcher alters the first draw animation to not dramatically chamber the first round.&lt;br /&gt;
&lt;br /&gt;
It is anachronistic to Black Ops, as it was not developed until 1979 (the full size variant, the AK-74, didn't enter service until 1974). A more accurate option would have been the Hungarian [[AMD-65]] carbine (1965), which was used as a compact weapon for Warsaw Pact vehicle crews.&lt;br /&gt;
&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:CODBO AKS-74U (1).jpg|thumb|none|600px|The AKS-74U in idle.]]&lt;br /&gt;
[[File:CODBO AKS-74U (2).jpg|thumb|none|600px|Looking through the sights.]]&lt;br /&gt;
[[File:CODBO AKS-74U (3).jpg|thumb|none|600px|Reloading. Note the odd shape of the gas tube/top handguard.]]&lt;br /&gt;
[[File:CODBO AKS-74U (4).jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Colt USAF M16 (Colt Model 604)==&lt;br /&gt;
The USAF variant of the original [[M16]] is available in the game, and can be identified by its M16E1 partial magazine fence lower and lack of forward assist. Its default 20-round magazine holds 30 rounds in gameplay, and the 30-round mag only appears with the Extended Mags attachment and holds 45 rounds (the same situation occurs with the &amp;quot;Commando&amp;quot; below).&lt;br /&gt;
&lt;br /&gt;
It is correctly depicted as firing fully-automatic in single player, but incorrectly uses a three-round burst fire mode in multiplayer and Zombie mode. Treyarch developer Josh Olin has stated that it was &amp;quot;an early prototype&amp;quot;, although the first variant that was capable of burst fire was the Model 605B (essentially a shorter barreled M16 with a four position selector switch tested in 1964) was fitted with a forward assist, unlike the weapon in game which also appears to have a standard weight barrel.&lt;br /&gt;
&lt;br /&gt;
When the M16 is mounted with optics, its carry handle, front sight and gas block are removed, which would prevent the gun from firing automatically. The shooter would have to manually rack the bolt to load the next round into the chamber, effectively making the gun a bolt action. This same goof was previously seen on the M16 and M4A1 in ''Call of Duty 4: Modern Warfare'' and ''Modern Warfare 2'', and can also be seen on the &amp;quot;Commando&amp;quot; in this game. Pre-release footage however, showed that the front sight was originally not removed when optics are mounted.&lt;br /&gt;
&lt;br /&gt;
Upgrading the M16 with the Pack-A-Punch machine in zombie mode turns it into the &amp;quot;Skullcrusher,&amp;quot; which fires laser-like rounds and mounts an [[M203 grenade launcher]]. Both the M16 and the M203 keep their normal ammunition count. An M16 appears as the ninth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:USAF Colt Model 604.jpg|thumb|none|500px|USAF M16 (Colt Model 604) - 5.56x45mm. This is an early model as indicated by its M16E1 type partial magazine fence lower.]]&lt;br /&gt;
[[File:CODBO M16 (1).jpg|thumb|none|600px|Drawing the M16.]]&lt;br /&gt;
[[File:CODBO M16 (2).jpg|thumb|none|600px|An M16 in idle.]]&lt;br /&gt;
[[File:CODBO M16 (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO M16 (4).jpg|thumb|none|600px|Reloading. Note the 20-round mag.]]&lt;br /&gt;
[[File:CODBO M16 (5).jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:CODBO M16 (6).jpg|thumb|none|600px|Reloading a 30-round-sized-45-round magazine.]]&lt;br /&gt;
[[File:M16 CoDBO SlabSide.jpg|thumb|none|600px|Carlos throws Mason an M16. Visible in this shot is the partial fence lower and lack of forward assist which identifies this as a Colt Model 604. Another thing to point out is the unusual length of the M203's barrel. A standard barrel length of an M203 is 12 inches (305mm) and usually the tip of the M203 runs parallel to the Bayonet lug of the M16. This might be due to the M16 being modeled smaller in 3rd person.]] &lt;br /&gt;
[[File:Shot0119.jpg|thumb|none|600px|Frank Woods with his M16. Note that the 3rd person model for the M16 is smaller than its real life counterpart.]]&lt;br /&gt;
[[File:BLOPS M16 misc1.jpg|thumb|600px|none|Mason gets ready to start blasting with his M16. The charging handle is not fully seated for some reason.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Commando&amp;quot;==&lt;br /&gt;
The weapon referred to in-game as the &amp;quot;Commando&amp;quot; appears to most closely resemble a [[GAU-5A/A]] with a fictional flat-topped receiver; the name likely refers to the Colt Commando series (a series of early AR-15 carbines made during the Vietnam War) which the GAU-5A/A is related to.&lt;br /&gt;
&lt;br /&gt;
It is fitted with a flash hider in place of the moderator, a configuration which was actually used by the US Air Force. Although the flat top appears to consist of a chopped off carry handle with bolted on rail, something that was actually done in the 80s by Olympic Arms and some other manufacturers before the introduction of actual flat-topped receivers by Colt, this setup would still be anachronistic for the time depicted period in this game (along with being a configuration never used by the US military). The concept of a scope rail fitted directly to the receiver in place of the carry handle is not completely anachronistic though, as the Rock Island Arsenal did an experiment with an AR-15 fitted with an integral Weaver scope rail known as the Model 656; however, the details of the design are significantly different, and the presence of a rail mounted Troy Battle Sight on the weapon can be considered anachronistic.&lt;br /&gt;
&lt;br /&gt;
Like the M16, the weapon by default uses 20-round magazines that hold 30 rounds in gameplay, and equipping the Extended Mags attachment gives it curved 30-round magazines that hold 45 rounds. Early screenshots and footage showed the straight magazine being modeled unusually long, as if it were stretched or partly falling out, but the final game has it at its proper length. &lt;br /&gt;
&lt;br /&gt;
Upgrading the &amp;quot;Commando&amp;quot; with the Pack-A-Punch machine in zombie mode turns it into the &amp;quot;Predator&amp;quot; (a reference to the [[Arnold Schwarzenegger|Schwarzenegger]] movie ''[[Predator]]''. ''[[Commando]]'' is also the name of another movie in which Schwarzenegger starred, hence the reference). The &amp;quot;Predator&amp;quot; fires laser-like rounds and has a forty-round magazine instead of thirty.&lt;br /&gt;
&lt;br /&gt;
Like the M16, mounting optics will remove the front sight and the gas block, which would realistically prevent the gun from firing automatically. This is only the case for the 1st person model however, with the 3rd person model correctly retaining the front sight and gas block.&lt;br /&gt;
&lt;br /&gt;
[[File:GAU-5AA with A1 flash hider.jpg|thumb|none|500px|GAU-5A/A with birdcage flash hider in place of the standard moderator - 5.56x45mm]]&lt;br /&gt;
[[File:CODBO Commando (1).jpg|thumb|none|600px|&amp;quot;Commando&amp;quot; in idle. Note the sling wrapped around the weapon and wedged behind the bolt release button; this would only be possible with the bolt locked open, meaning that the bolt would be permanently locked to the rear, rendering the weapon totally inoperable.]]&lt;br /&gt;
[[File:CODBO Commando (2).jpg|thumb|none|600px|Iron sights, which are rail-mounted Troy Battle Sights, similar to MW2. These sights are used on several other weapons. Interestingly, the Troy Battle Sight's model has improved from MW2, being depicted with more true to life knobs. These sights are however anachronistic to the setting, and the rear sight is also mounted backwards.]]&lt;br /&gt;
[[File:CODBO Commando (3).jpg|thumb|none|600px|Reloading the Commando. Note the lack of auto sear pin.]]&lt;br /&gt;
[[File:CODBO Commando (4).jpg|thumb|none|600px|Slapping the bolt release button.]]&lt;br /&gt;
[[File:CODBO Commando (5).jpg|thumb|none|600px|Reloading a Commando with several attachments, including dual mags.]]&lt;br /&gt;
[[File:Snapshot20100809133031.jpg|thumb|none|600px|Pre-release footage of a suppressed Commando with Elbit Falcon sight. Note the clan tag engraved on the charging handle. Also note that unlike in the final game, the front sight is shortened but still present.]]&lt;br /&gt;
[[File:CODBOAR-15a.jpg|thumb|none|600px|Frank Woods with his Commando and early Colt Scope. Note the early modeling mistake of the magazine.]]&lt;br /&gt;
[[File:CODBOAR15.JPG|thumb|none|600px|Promotional image showing the Commando. Note the Colt scope and the solid flash hider. The Colt Scope appears in BO1 as one of the many models for the &amp;quot;ACOG Scope&amp;quot; attachment (none of which being the Trijicon ACOG, which would be an anachronism).]]&lt;br /&gt;
&lt;br /&gt;
==Enfield XL60==&lt;br /&gt;
The [[Enfield L85 rifle series#XL64E5 IW|Enfield XL60]] is one the assault rifles available in the game, under the name &amp;quot;Enfield&amp;quot;. Hudson carries an Enfield fitted with an infrared scope and a Masterkey under-barrel shotgun during the singleplayer mission &amp;quot;Rebirth.&amp;quot; The Enfield is anachronistic as it was introduced after June 14, 1976; the presence of the [[Enfield EM-2]] ''Mamba'' (1951) would be more accurate (though it would extremely scarce, however). The ammo name for the Enfield XL60 in the game files is 7x43mm, which is the metric size of the .280 British caliber that was actually tested on the EM-2, but not on the XL60, which was chambered in 4.85x49mm.&lt;br /&gt;
&lt;br /&gt;
[[File:EnfieldXL64.jpg|thumb|none|500px|XL64E5 - 4.85x49mm]]&lt;br /&gt;
[[File:CODBO XL64 (1).jpg|thumb|none|600px|Drawing the XL60.]]&lt;br /&gt;
[[File:CODBO XL64 (2).jpg|thumb|none|600px|XL60 in idle.]]&lt;br /&gt;
[[File:CODBO XL64 (3).jpg|thumb|none|600px|Aiming through the iron sights, which are the same anachronistic Troy Battle iron sights as used on some of the other guns.]]&lt;br /&gt;
[[File:CODBO XL64 (4).jpg|thumb|none|600px|Reloading the XL60.]]&lt;br /&gt;
[[File:CODBO XL64 (5).jpg|thumb|none|600px|As in MW2, the &amp;quot;ACOG scope&amp;quot; model for the XL64 is a SUSAT. The SUSAT is also used as the &amp;quot;ACOG Scope&amp;quot; model for the AWM.]]&lt;br /&gt;
[[File:CODBO XL64 (6).jpg|thumb|none|600px|Aiming through the SUSAT.]]&lt;br /&gt;
[[File:Shot009120.jpg|thumb|none|600px|An XL60 on the ground with an IR scope attached.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
A prototype version of the [[FAMAS Valorisé]] appears in several levels, used by both CIA and Spetsnaz troops. Mason carries a FAMAS with multiple attachments in final level, &amp;quot;Redemption&amp;quot;. The FAMAS Valorisé is incredibly anachronistic (even for the game's standards) for the time period the game is set in (the 1960s): not only was the base weapon not developed until 1978, this specific variant didn't come into existence until the early 2000s. A more correct choice could have been the FA-MAS 54B bullpup configuration prototype (1954). A much more period and country-accurate choice for Spetsnaz could have been the one of the many Tula Arms Arsenal Soviet TKB prototypes from the 60s. The default iron sights of the weapon are the anachronistic rail mounted Troy Battle Sights. A FAMAS appears as the tenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
If upgraded with the Pack-A-Punch machine in zombies mode, it will turn into the &amp;quot;G16-GL35&amp;quot; (leet speak for GIGGLES), which fires laser-like rounds, has a forty-five round magazine instead of thirty, and a custom red dot sight. &lt;br /&gt;
&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|500px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm. This prototype can be distinguished from the final variant by the lack of fixed front sight ahead of the scope rail.]]&lt;br /&gt;
[[File:CODBO FAMAS (1).jpg|thumb|none|600px|Holding the FAMAS. Note it has the standard FAMAS bipod, compared to the Valorisé's bent bipod legs.]]&lt;br /&gt;
[[File:CODBO FAMAS (2).jpg|thumb|none|600px|Aiming through the rail-mounted iron sights.]]&lt;br /&gt;
[[File:CODBO FAMAS (3).jpg|thumb|none|600px|Reloading the FAMAS.]]&lt;br /&gt;
[[File:CODBO FAMAS (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==FG 42(*)==&lt;br /&gt;
The [[FG 42]] can be purchased in the Zombies map Der Riese for 1800 points and incorrectly holds 32 rounds instead of 20.&lt;br /&gt;
[[File:FG421stPattern.jpg|thumb|none|500px|First pattern FG 42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODBO FG 42 (1).jpg|thumb|none|600px|Holding the FG42 on Der Riese, near its spawn point.]]&lt;br /&gt;
[[File:CODBO FG 42 (2).jpg|thumb|none|600px|Aiming down sights, which still have a lot of zoom as they did in ''World at War'' outside of its multiplayer mode. The weapon is also visible on the wall here.]]&lt;br /&gt;
[[File:CODBO FG 42 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO FG 42 (4).jpg|thumb|none|600px|Takeo works the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] is seen mostly in the hands of Cuban soldiers and some NVA soldiers in the campaign, despite being the main service rifle of most of the Western powers throughout the Cold War. The rifle is aesthetically period correct, however the wooden furniture and semi-automatic fire mode would suggest that this weapon is more specifically the &amp;quot;G Series&amp;quot; FAL, the civilian version of the FAL which was imported into the US in the 1960s. It has an L1A1 &amp;quot;Hythe&amp;quot; foldable rear sight with the front leaf of the sight absent and only the rear leaf with enlarged aperture being used in game.&lt;br /&gt;
&lt;br /&gt;
It appears to stand in for the so called &amp;quot;Cuban FALs&amp;quot;, a batch of Belgian made FALs which were ordered by the Battista government just before its end. The FALs ended up in the Communist rebels' hands and were eventually used in the Bay of Pigs invasion. The G series were essentially the same as the Cuban rifles but with slight modification. The usage of FALs by the NVA forces meanwhile is historically dubious.&lt;br /&gt;
&lt;br /&gt;
[[File:Fn fal g series.jpg|thumb|none|500px|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO FAL (1).jpg|thumb|none|600px|The FN FAL in idle.]]&lt;br /&gt;
[[File:CODBO FAL (2).jpg|thumb|none|600px|Looking through the &amp;quot;Hythe&amp;quot; sights, the presence of which on Cuban FALs would be historically questionable.]]&lt;br /&gt;
[[File:CODBO FAL (3).jpg|thumb|none|600px|Inserting a new magazine, which is visibly empty.]]&lt;br /&gt;
[[File:CODBO FAL (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CODBO FAL (5).jpg|thumb|none|600px|Reloading the jungle-style dual mags on a FAL with a custom weapon finish.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43(*)==&lt;br /&gt;
The [[Gewehr 43]] costs 600 points in the Zombies maps Verrückt, Shi No Numa, and Der Riese. Holds 10 shots in the magazine.&lt;br /&gt;
&lt;br /&gt;
[[File:K43 nc.jpg|thumb|none|500px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODBO G43 (1).jpg|thumb|none|600px|Holding the G43.]]&lt;br /&gt;
[[File:CODBO G43 (2).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CODBO G43 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO G43 (4).jpg|thumb|none|600px|Inserting a new magazine on empty.]]&lt;br /&gt;
[[File:CODBO G43 (5).jpg|thumb|none|600px|Releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G11 K2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G11|Heckler &amp;amp; Koch G11 K2]] is one of the assault rifles in the game, and is used by Dr. Daniel Clarke in the level &amp;quot;Numbers.&amp;quot; As in real life, it fires in 3-round bursts, at a very high rate of fire with incredible accuracy and close to zero recoil, but suffers from low damage. The magazine is correctly depicted as reciprocating when firing. &lt;br /&gt;
&lt;br /&gt;
The weapon is erroneously depicted with rail mounted iron sights by default (which are in themselves anachronistic Troy Battle Sights); G11s were never designed with iron sights, and instead incorporated a scope (which is an available attachment in-game). In multiplayer, it can be fitted with only two attachments: &amp;quot;Low Power Scope&amp;quot; or &amp;quot;Variable Zoom&amp;quot;. The Low Power Scope is actually based on the actual sight built into the real G11 K2, and replaces the rail assembly. The scope of the Variable Zoom is a rail-mounted sniper scope instead.&lt;br /&gt;
&lt;br /&gt;
Its appearance in the 1960s is anachronistic; the G11 was not fully developed until the late 1980s, and working prototypes were not created until the early 1970s. The particular G11 K2 variant depicted in game was made in 1989. A more appropriate choice of exotic rifle for the era would have been one of the Project SALVO (1951) prototypes, the bullpup SPIW (Special Purpose Individual Weapon) from Project NIBLICK (1960s) or one of the many Tula Arms Arsenal Soviet TKB prototypes from the 60s; though how would a British scientist hiding in Hong Kong procure any of such prototypes is a mystery.&lt;br /&gt;
&lt;br /&gt;
Upgrading the G11K2 with the Pack-A-Punch machine in Zombies mode turns it into a more powerful version called &amp;quot;G115 Generator&amp;quot;; it fires laser-like rounds, but has the normal ammunition capacity.&lt;br /&gt;
&lt;br /&gt;
[[File:G11K2 left.jpg|thumb|none|500px|Heckler &amp;amp; Koch G11 K2 - 4.73x33mm]]&lt;br /&gt;
[[File:CODBO G11K2 (1).jpg|thumb|none|600px|Drawing the G11 shows its cocking animation, which is a full rotation of the charging knob.]]&lt;br /&gt;
[[File:CODBO G11K2 (2).jpg|thumb|none|600px|Holding the default railed G11.]]&lt;br /&gt;
[[File:CODBO G11K2 (3).jpg|thumb|none|600px|Aiming down through the Troy Battle Sights.]]&lt;br /&gt;
[[File:CODBO G11K2 (4).jpg|thumb|none|600px|The G11 with its Low Power Scope.]]&lt;br /&gt;
[[File:CODBO G11K2 (5).jpg|thumb|none|600px|The reticle of the Low Power Scope.]]&lt;br /&gt;
[[File:CODBO G11K2 (6).jpg|thumb|none|600px|Reloading the G11. The player removes the magazine without pressing the release button behind the sight, though given the scarce information of the weapon at the time, it would be somewhat understandable.]]&lt;br /&gt;
[[File:CODBO G11K2 (7).jpg|thumb|none|600px|Inserting a new magazine stick. The two extra mags are never used.]]&lt;br /&gt;
[[File:CODBO G11K2 (8).jpg|thumb|none|600px|Looking at the ''Aurora australis'' with a white, scoped G11 K2.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[IMI Galil ARM]] is available in the game. It has a thirty-five round magazine with a medium rate of fire. The standard rear sight for the Galil is the flip-up tritium night sights instead of the flip peep-sights, raised dramatically to accommodate the camera's point of view. The carry handle is on the wrong side and the handguard is from the Galil AR, which does not have the underside cutout for the bipod, although it appears to still contain it. The ammo name for the Galil in the game files is 7.62x51mm, despite the in-game weapon clearly being the 5.56x45mm version.&lt;br /&gt;
&lt;br /&gt;
Its appearance is anachronistic, as the Galil series of rifles was not developed until the late 1960s, and did not enter service until 1972. A more adequate choice could have been a full auto [[AR-18]] (1962), a somewhat similar-looking rifle that fired the same 5.56 round. Another adequate choice could have been the [[Rk 62]] (also 1962), a Finnish rifle that inspired the Galil but fired the Russian 7.62x39mm round.&lt;br /&gt;
&lt;br /&gt;
Upgrading a Galil with the Pack-A-Punch machine in zombie mode will turn it into the &amp;quot;Lamentation&amp;quot;; fitted with a red dot sight (which has a blue lens and an unusual blue reticle) and a sci-fi camo pattern, it fires laser-like rounds. &lt;br /&gt;
&lt;br /&gt;
[[File:Galil.jpg|thumb|500px|none|IMI Galil ARM - 5.56x45mm]]&lt;br /&gt;
[[File:CODBO Galil (1).jpg|thumb|600px|none|Drawing the Galil. In an inversion of all the other weapons, the Galil is simply brought to hand when first equipped but the character uses the carry handle when re-equipping it from secondary weapons or gadgets.]]&lt;br /&gt;
[[File:CODBO Galil (2).jpg|thumb|600px|none|Holding a Galil ARM.]]&lt;br /&gt;
[[File:CODBO Galil (3)mwstore.jpg|thumb|600px|none|Aiming down the flip-up night sights, though the front sight is a little too high. Note also that one of the rear peep sights has been removed to clear the sight plane, despite that the night sight has also been lengthened enough that this wouldn't be a problem.]]&lt;br /&gt;
[[File:CODBO Galil (4).jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
[[File:CODBO Galil (5).jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:CODBO Galil (6).jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[File:Shot0022222.jpg|thumb|600px|none|Upgraded Galil in Zombies mode. Note the added rail mount mounting the red dot sight.]]&lt;br /&gt;
[[File:Shot002783.jpg|thumb|600px|none|Looking through the red dot sight of the upgraded weapon. Note the unusual reticle.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine(*)==&lt;br /&gt;
The [[M1 Carbine]] can be purchased in zombie mode for 600 points in the maps Nacht der Untoten, Shi No Numa and Der Riese. It is now appropriately called M1 Carbine (unlike in ''World at War'', where it was referred to as the M1A1 folding stock variant).&lt;br /&gt;
&lt;br /&gt;
[[File:M1-Carbine.jpg|thumb|none|500px|WW2 era M1 Carbine with spare magazine pouch - .30 Carbine]]&lt;br /&gt;
[[File:CODBOM1Carbine.jpg|thumb|none|600px|An M1 Carbine in &amp;quot;Nacht der Untoten.&amp;quot;]]&lt;br /&gt;
[[File:CODBOM1Carbine-1.jpg|thumb|none|600px|View down the aperture sights.]]&lt;br /&gt;
[[File:CODBOM1Carbine-2.jpg|thumb|none|600px|Reloading the M1 after seeing off some of the Third Reich's undead.]]&lt;br /&gt;
[[File:CODBOM1Carbine-3.jpg|thumb|none|600px|Chambering a fresh round.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand(*)==&lt;br /&gt;
The [[M1 Garand]] is available for 600 points in the Zombies maps Verrückt and Shi No Numa.&lt;br /&gt;
[[File:M1 Garand.jpg |thumb|none|500px|M1 Garand - .30-06]]&lt;br /&gt;
[[File:CODBO M1 Garand (1).jpg|thumb|none|600px|Holding the Garand.]]&lt;br /&gt;
[[File:CODBO M1 Garand (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO M1 Garand (3).jpg|thumb|none|600px|Reloading the Garand mid-clip.]]&lt;br /&gt;
[[File:CODBO M1 Garand (4).jpg|thumb|none|600px|Inserting a new clip.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14 Rifle]] is one of the assault rifles (correctly, battle rifle) used in-game and also distinguished by its firepower, it is not present in the singleplayer campaign, despite being historically accurate. For some reason, it uses an eight-round magazine in zombie mode despite using a twenty-round one in single-player and multiplayer modes. The magazine change is likely to substitute the M1 Garand in Zombies mode maps present in ''Black Ops'', though it is inferior in some statistics (namely reload time and reserve ammo) when compared to each other.&lt;br /&gt;
&lt;br /&gt;
Various attachments can be fitted: [[M203 grenade launcher]], flamethrower, Colt scope, red dot sight, reflex sight, [[Knight's Armament Masterkey]] shotgun, suppressor, foregrip, IR scope and extended magazine. It is the only weapon in its class that can use the Grip attachment; in turn, it is one of only two weapons that whose models are not modified in any way with the Extended Mags attachment equipped (the other being the M60), and the only mag-fed one of the two. An M14 is used as the eighth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
Though the weapon is semi-automatic only, the in-game model bears a heavy resemblance to the M14E2/M14A1 LMG variation, including its pistol grip and a bipod (albeit one of the same Harris-like design used on the Mk 14 in ''[[Call of Duty: Modern Warfare 2]]'' rather than the E2's normal bipod), with the Grip attachment also taking the form of the E2's folding grip.&lt;br /&gt;
&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|500px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M14E2SAW.jpg|thumb|none|500px|M14E2 Light Machine Gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO M14 (1).jpg|thumb|none|600px|Drawing the M14.]]&lt;br /&gt;
[[File:CODBO M14 (2).jpg|thumb|none|600px|Holding the M14. ]]&lt;br /&gt;
[[File:CODBO M14 (3).jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:CODBO M14 (4).jpg|thumb|none|600px|Reloading. Its reload animations are taken from ''[[Call of Duty: Modern Warfare 2]]'''s [[Call of Duty: Modern Warfare 2#Mk. 14 Mod 1 EBR|Mk 14 EBR]].]]&lt;br /&gt;
[[File:CODBO M14 (5).jpg|thumb|none|600px|Pulling the bolt.]]&lt;br /&gt;
[[File:CODBO M14 (6).jpg|thumb|none|600px|The M14 with a foregrip.]]&lt;br /&gt;
[[File:CODBO M14 (7).jpg|thumb|none|600px|The M14 with the M203 grenade launcher, which gives it big M16-styled heat shields.]]&lt;br /&gt;
[[File:Shot0083.jpg|thumb|none|600px|M14 with Colt scope and Ice camo in idle. Note the cut-off front sight.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG==&lt;br /&gt;
The [[Steyr AUG]] is available in the game. The AUG A1 with its Swarovski scope is found in the singleplayer and Zombie mode, while the railed AUG A2 is used in multiplayer, with the anachronistic rail mounted Troy Battle Sights by default. Attaching the &amp;quot;ACOG Scope&amp;quot; to the multiplayer AUG A2 turns it back into the AUG A1 with its Swarovski scope. In singleplayer, the AUG A1 only used in levels set in the Ural Mountains. It is painted with an arctic camo, and is equipped with a suppressor in some of the scenes.&lt;br /&gt;
&lt;br /&gt;
Its appearance in the game is anachronistic, as the level takes place in 1968 but the prototype for the AUG was not patented until 1974 and was not introduced into Austrian military service until 1977, entering wide service in 1978. The A2 variant depicted in multiplayer was not developed until 1997. A more period-accurate choice could have been the [[H&amp;amp;K G3]] (1958) or [[HK33]] (1968). Another option is the prototype Model 45A (1945), which was designed by the US during World War II, and look similar to the AUG. The AUG appears as the eleventh weapon tier in Gun Game.&lt;br /&gt;
 &lt;br /&gt;
A weird visual glitch exists on the AUG when it is equipped with any of the sights; the scope mount will actually slide backwards along the weapon to meet the user's eye when the weapon is aimed.&lt;br /&gt;
&lt;br /&gt;
If upgraded with the Pack-A-Punch machine in zombie mode, it will turn into the &amp;quot;AUG-50M3&amp;quot; (leet speak for AUGSOME, a play on the word awesome), firing laser-like rounds and attached with a [[Knight's Armament Masterkey]], but both weapons keep their normal ammunition counts. Reloading the AUG-50M3's Masterkey counts each reloaded shell twice, allowing the player to reload all six rounds with just three shells.&lt;br /&gt;
&lt;br /&gt;
The AUG lacked its foregrip in the beta, but has it in the final game.&lt;br /&gt;
&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|500px|Steyr AUG A1- 5.56x45mm]]&lt;br /&gt;
[[File:SteyrAUGSR.jpg|thumb|none|500px|Steyr AUG Special Receiver - 5.56x45mm. NATO AUG A2 models are the Austrian military firearm, the imported weapon into the U.S. was named the AUG Special Receiver.]]&lt;br /&gt;
[[File:CODBO AUG (1).jpg|thumb|none|600px|The default multiplayer AUG A2, with its Picatinny rails.]]&lt;br /&gt;
[[File:CODBO AUG (2).jpg|thumb|none|600px|Aiming down the rail mounted iron sights.]]&lt;br /&gt;
[[File:CODBO AUG (3).jpg|thumb|none|600px|The multiplayer AUG fitted with the &amp;quot;ACOG Scope&amp;quot;, which turns it into an AUG A1 with a Swarovski scope.]]&lt;br /&gt;
[[File:CODBO AUG (4).jpg|thumb|none|600px|Aiming down the scope.]]&lt;br /&gt;
[[File:CODBO AUG (5).jpg|thumb|none|600px|Reloading the surprisingly detailed, but empty magazine.]]&lt;br /&gt;
[[File:CODBO AUG (6).jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
[[File:CODBO AUG (7).jpg|thumb|none|600px|The AUG as seen with a higher-than-normal FoV in &amp;quot;WMD,&amp;quot; when the game shifts player control between the SR-71 Blackbird navigator and Hudson.]]&lt;br /&gt;
[[File:Skydivingcodbo.jpg|thumb|none|600px|Our skydiving protagonist takes &amp;quot;two is one and one is none&amp;quot; to a new level when he carries an AUG to complement his primary weapon: another AUG. You know, in case one explodes or something.]]&lt;br /&gt;
[[File:59.jpg|thumb|none|600px|Beta Steyr AUG without foregrip in hands of Agent Weaver. Note how he's holding it by the barrel; a bad idea in real life...]]&lt;br /&gt;
[[File:COD BO AUG 3rd person.jpg|thumb|none|600px|Agent Weaver with a Steyr AUG in the final version of the game. Note the foregrip, the presence of which Weaver seems to still be ignoring.]]&lt;br /&gt;
&lt;br /&gt;
== Stoner 63A ==&lt;br /&gt;
The [[Stoner 63A]] in its assault rifle configuration appears in the game, classified as a light machine gun. In singleplayer, it is found in the final level &amp;quot;Redemption&amp;quot;, where it is always found with an Extended Mag. In multiplayer, it is unlocked as the last light machine gun. The extended mags attachment gives the weapon just a longer standard magazine that increases the ammo count from 30 to 60 rounds, while in reality belt-fed LMG configuration of the Stoner could also be equipped with a 100 round ammo box or a 150 round drum magazine for special operations.&lt;br /&gt;
&lt;br /&gt;
[[File:Stoner 63 Assault Rifle.jpg|thumb|none|500px|Stoner 63, Assault Rifle configuration - 5.56x45mm NATO]]&lt;br /&gt;
[[File:CODBO Stoner63 (1).jpg|thumb|none|600px|Holding the Stoner 63.]]&lt;br /&gt;
[[File:CODBO Stoner63 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO Stoner63 (3).jpg|thumb|none|600px|Reloading the magazine.]]&lt;br /&gt;
[[File:CODBO Stoner63 (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CODBO-Stoner63-FPV.jpg|thumb|none|600px|Stoner 63 in the final level of the game &amp;quot;Redemption&amp;quot;, which is equipped with an anachronistic Aimpoint Electronic &amp;quot;Reflex Sight&amp;quot;, mounted on a piece of rail that replaces the original rear sight.]]&lt;br /&gt;
&lt;br /&gt;
== Sturmgewehr 44(*) ==&lt;br /&gt;
The [[Sturmgewehr 44]] is used by the Germans in the World War II mission &amp;quot;Project Nova&amp;quot; and can be used by the player. It can also be purchased for 1200 points in the zombie maps Verrückt, Shi No Numa, and Der Riese.&lt;br /&gt;
&lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|500px|Sturmgewehr 44 - 7.92x33mm]]&lt;br /&gt;
[[File:CODBO STG-44 (2).jpg|thumb|none|600px|Holding an StG-44 that was left out in the cold for too long given how thin it is.]]&lt;br /&gt;
[[File:CODBO STG-44 (3).jpg|thumb|none|600px|Aiming the Sturmgewehr.]]&lt;br /&gt;
[[File:CODBO STG-44 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO StG-44 (1).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== Beretta Model 682 ==&lt;br /&gt;
One of the shotguns available in the game. While named after the Rottweil Olympia Over/Under 72 shotgun, the &amp;quot;Olympia&amp;quot; is in fact modeled on a [[Beretta 682]]. Either way, it is anachronistic; not only was the Rottweil Olympia introduced in 1972, but the Beretta 682 was not invented until 1985. A more historically accurate choice would have been a [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|Browning O/U]] (1931) or a [[TOZ-34]] (1964).&lt;br /&gt;
&lt;br /&gt;
[[File:BM682.jpg|thumb|none|450px|Beretta Model 682 Gold E - 12 gauge]]&lt;br /&gt;
[[File:RS Olympia 72.jpg|thumb|500px|none|Rottweil Skeet Olympia 72 - 12 gauge]]&lt;br /&gt;
[[File:CODBO Olympia (1).jpg|thumb|none|600px|&amp;lt;s&amp;gt;Double Rainbow!&amp;lt;/s&amp;gt; Drawing the &amp;quot;Olympia&amp;quot;.]]&lt;br /&gt;
[[File:CODBO Olympia (2).jpg|thumb|none|600px|Holding the shotgun.]]&lt;br /&gt;
[[File:CODBO Olympia (3).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:CODBO Olympia (4).jpg|thumb|none|600px|Popping out the fired shells.]]&lt;br /&gt;
[[File:CODBO Olympia (5).jpg|thumb|none|600px|Inserting new shells. If one shell is fired, only that shell will be ejected and reloaded.]]&lt;br /&gt;
&lt;br /&gt;
==Double-barreled shotgun(*)==&lt;br /&gt;
A full-length [[12 Gauge Double Barreled Shotgun|Double-barreled shotgun]] can be purchased in zombie mode maps &amp;quot;Nacht der Untoten&amp;quot;, &amp;quot;Verrückt&amp;quot;, and &amp;quot;Der Riese&amp;quot; for 1200 points. A sawed-off version can be purchased in &amp;quot;Nacht der Untoten&amp;quot; and &amp;quot;Verrückt&amp;quot;, also for 1200 points. Their models appear to be reused from ''[[Call of Duty: World at War]]'', and they still have the issue of showing spent cartridges being ejected when firing. This time at least, they are proper shotgun shells, but for some reason two are ejected with each shot.&lt;br /&gt;
&lt;br /&gt;
In the opening cutscene of the zombie-movie themed zombie map &amp;quot;Call of the Dead&amp;quot;, [[Michael Rooker]] (voiced by himself) is seen using a pair of sawn-off Double-Barreled Shotguns while acting for a zombie film, later using them to kill real zombies when they appear and abduct film director George Romero. These are not found on the actual map, however. During the cutscene, he also fires three shots from one of the shotguns without reloading.&lt;br /&gt;
[[File:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|500px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
[[File:CODBOSxS.jpg|thumb|none|600px|The Double Barrel shotgun in &amp;quot;Nacht der Untoten&amp;quot;. Note the barrels floating above the player's supporting hand; this appears to be due to it re-using the animations (but not the model) of the side-by-side from ''World at War'' fitted with its &amp;quot;Grip&amp;quot; attachment (a larger forend).]]&lt;br /&gt;
[[File:CODBOSxS-1.jpg|thumb|none|600px|Bead sight view.]]&lt;br /&gt;
[[File:CODBOSxS-2.jpg|thumb|none|600px|Cracking open the barrels. Remember, shop smart, shop S-Mart.]]&lt;br /&gt;
[[File:CODBO Doublebarrel (1).jpg|thumb|none|600px|Dumping out the shotgun shells. Oddly, the Double-Barreled Shotgun always uses a different spent shell model from the &amp;quot;Spicy 3-Inch&amp;quot; shells that most of the other shotguns use.]]&lt;br /&gt;
[[File:CODBO Doublebarrel (2).jpg|thumb|none|600px|Inserting new shells.]]&lt;br /&gt;
[[File:FuryRoadSarasqueta.jpg|thumb|none|500px|Screen-used sawed-off Victor Sarasqueta shotgun from ''[[Mad Max: Fury Road]]''. Image from MIL.SPEC.]]&lt;br /&gt;
[[File:DBShotgun-BO.jpg|thumb|none|600px|Michael Rooker aiming one of his sawed-off double barreled shotguns at a zombie.]]&lt;br /&gt;
[[File:CODBO Sawnoff (1).jpg|thumb|none|600px|Doctor Edward Richtofen holds a sawn-off Double-barreled shotgun on &amp;quot;Verrückt&amp;quot;; note how this version has the larger forend, and is thus held correctly.]]&lt;br /&gt;
[[File:CODBO Sawnoff (2).jpg|thumb|none|600px|&amp;quot;Aiming.&amp;quot;]]&lt;br /&gt;
[[File:CODBO Sawnoff (3).jpg|thumb|none|600px|Reloading a single shell.]]&lt;br /&gt;
&lt;br /&gt;
== Franchi SPAS-12 ==&lt;br /&gt;
The [[Franchi SPAS-12]] is featured in ''Black Ops''. In contrast to ''MW2'''s SPAS, the one featured in ''Black Ops'' is semi-auto and has its stock folded. Despite being locked in semi-auto, the pump is racked when the SPAS-12 is picked up and when reloading, even though the pump is locked forward when the SPAS-12 operates in semi-auto, requiring the use of the charging handle to chamber a new shell.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, it is found in &amp;quot;The Defector&amp;quot; and &amp;quot;Numbers&amp;quot; missions set in 1968, used by the NVA and Spetsnaz respectively. The SPAS-12's appearance is anachronistic because it first entered production in 1979. A more period-accurate semi-auto Franchi shotgun could have been the AL-48 model (1948), but a more correct choice of semi-automatic shotgun for the Vietnam War could have been the [[Remington Model 1100]] (1963), or its combat select-fire version Model 7188 (1967) specifically created for use in that war. The Soviet forces haven't officially adopted shotguns by that point, but a suitable choice of origin would be the [[MTs 21-12|MTs 21]] (1956) or the [[Baikal Semi Auto Shotgun Series|IZh-20]] (1964), the latter being a clone of the Model 1100.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, it can be equipped with a sound suppressor. A SPAS-12 is used as the third weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;The Defector,&amp;quot; Woods kills a SPAS-12 wielding NVA and gives it to Mason at the start of the level, telling Mason to use his incendiary &amp;quot;Dragon's Breath&amp;quot; rounds on the SPAS-12. Realistically, the Dragon's Breath rounds wouldn't be powerful enough to cycle the action in semi-automatic shotguns.&lt;br /&gt;
&lt;br /&gt;
Upgrading the SPAS-12 with the Pack-A-Punch machine in Zombies mode turns it into a more powerful version called &amp;quot;SPAZ-24&amp;quot;; it fires laser-like rounds, holds 24 shells instead of 8, and reloads the entire magazine by loading one shell, which only takes a second.&lt;br /&gt;
&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|none|500px|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[File:CODBO SPAS-12 (1).jpg|thumb|none|600px|Drawing the SPAS-12.]]&lt;br /&gt;
[[File:CODBO SPAS-12 (2).jpg|thumb|none|600px|Holding the shotgun.]]&lt;br /&gt;
[[File:CODBO SPAS-12 (3).jpg|thumb|none|600px|Aiming down sights. The middle of the butt-pad on the folding stock is hollowed out, leaving only two rectangular sheets on the ends the stock, similar to ''[[F.E.A.R.]]'', allowing the user to use its iron sights which are normally unusable whilst the stock is folded.]]&lt;br /&gt;
[[File:CODBO SPAS-12 (4).jpg|thumb|none|600px|Reloading the shotgun. As is incredibly common in media, the carrier latch button on the SPAS-12 is not depressed when reloading when it needs to be held down to unlock the carrier and allow for the tube to be loaded.]]&lt;br /&gt;
[[File:CODBO SPAS-12 (6).jpg|thumb|none|600px|Obligatory pump. The pump is locked forward in semi-auto mode; the bolt would have to be locked back and then released to rechamber in this mode.]]&lt;br /&gt;
&lt;br /&gt;
== High Standard Model 10 ==&lt;br /&gt;
The semi-automatic [[High Standard Model 10B]] is found in the game under the name &amp;quot;HS-10&amp;quot;. It is the last shotgun unlocked in multiplayer (being the &amp;quot;Classified&amp;quot; weapon of the class, it requires purchasing the other three).  It holds 4 shells in multiplayer and 6 shells in zombie mode.&lt;br /&gt;
&lt;br /&gt;
Its only &amp;quot;attachment&amp;quot; is Dual Wielding. While the Model 10 can be easily fired single-handedly, firing one with the left arm would be a very bad idea; due to the ejection port's location, firing the weapon left-handed will result in hot plastic flying in the user's face, and the Model 10 even features a warning label that reads, &amp;quot;Caution: Do not fire from left shoulder&amp;quot; to specifically stop people from doing it. It is unclear why the multiplayer version doesn't have an &amp;quot;extended mags&amp;quot; attachment, since the capacity of the real Model 10 magazine tube can be extended from 4 to 6 shells - and, in fact, the in-game model features the extended 6-shell tube.&lt;br /&gt;
&lt;br /&gt;
The upgraded Model 10 in Zombie mode is called ''Typhoid &amp;amp; Mary''.&lt;br /&gt;
&lt;br /&gt;
[[File:High standard 10 SHG.jpg|thumb|500px|none|High Standard Model 10B - 12 gauge]]&lt;br /&gt;
[[File:CODBO HS-10 (1).jpg|thumb|none|600px|Drawing the shotgun with a rack of the bolt handle.]]&lt;br /&gt;
[[File:CODBO HS-10 (2).jpg|thumb|none|600px|Holding the HS-10,]]&lt;br /&gt;
[[File:CODBO HS-10 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CODBO HS-10 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO HS-10 (5).jpg|thumb|none|600px|Charging the shotgun.]]&lt;br /&gt;
[[File:CODBO HS-10 (6).jpg|thumb|none|600px|Dual-wielding.]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 &amp;quot;Stakeout&amp;quot; ==&lt;br /&gt;
An [[Ithaca 37|Ithaca 37 &amp;quot;Stakeout&amp;quot;]] with a heat shield and unusable shell holder wrapped around the receiver is available in the game. While the Ithaca 37 was first introduced in 1937, the Stakeout is anachronistic as it was not produced until 1981. A more accurate weapon would be the Ithaca 37 &amp;quot;Trench Gun&amp;quot; S-prefix variant (1962), as it was around during the time period and was actually used by special forces during the Vietnam War. The Ithaca is used as the fourth weapon tier in Gun Game. As with the AKS-74U above, using a grip alters its first draw animation: the user bringing up the weapon without pumping the action.&lt;br /&gt;
&lt;br /&gt;
[[File:Stakeout-1-.jpg|thumb|none|450px|Ithaca 37 &amp;quot;Stakeout&amp;quot; - 12 gauge]]&lt;br /&gt;
[[File:CODBO Ithaca 37 (1).jpg|thumb|none|600px|Idle.]]&lt;br /&gt;
[[File:CODBO Ithaca 37 (2).jpg|thumb|none|600px|ADS.]]&lt;br /&gt;
[[File:CODBO Ithaca 37 (3).jpg|thumb|none|600px|Pump-action.]]&lt;br /&gt;
[[File:CODBO Ithaca 37 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
== KS-23 ==&lt;br /&gt;
The Soviet [[KS-23]] shotgun/carbine is only found in the game's single-player mode. It holds more rounds (seven) than it actually does in reality (three in the tube mag, one in the chamber); for some reason, it also seems to eject two shells at once every time the player pumps it after firing.&lt;br /&gt;
&lt;br /&gt;
It first appears during the mission &amp;quot;Operation 40&amp;quot;, set on Cuba in 1961, further KS-23 used by the Soviet forces since &amp;quot;Vorkuta&amp;quot; in 1963, and later it used by Viet Cong in &amp;quot;Crash Site&amp;quot; mission set in 1968. All of these appearances are anachronistic and inappropriate. The KS-23 wasn't designed until the 1970s, and first guns weren't produced until the 1981. The shotgun also was only used in the Soviet Union and former USSR territories, meaning that Cuban and Vietnamese usage were unlikely.&lt;br /&gt;
&lt;br /&gt;
More appropriate pump-action shotguns for the Cubans and Vietnamese would be popular and common models, such as the [[Remington Model 870]] (1950). The Soviet military had no interest in shotguns until the 80s, but a period-appropriate Soviet pump-action shotgun would've been the [[Baikal Pump Action Shotgun Series|IZh-21]] (1964), clone of the above Remington 870.&lt;br /&gt;
[[File:Ks23-1.jpg|thumb|none|500px|KS-23 with a fixed wooden stock - 23mm]]&lt;br /&gt;
[[File:CODBO KS-23 (1).jpg|thumb|none|600px|A pile of KS-23s lie on the ground.]]&lt;br /&gt;
[[File:CODBO KS-23 (2).jpg|thumb|none|600px|Mason chamber checks his KS-23 when he first picks it up.]]&lt;br /&gt;
[[File:CODBO KS-23 (4).jpg|thumb|none|600px|Mason holds his KS-23. It has a serial number &amp;quot;FS259&amp;quot;.]]&lt;br /&gt;
[[File:CODBO KS-23 (3).jpg|thumb|none|600px|KS-23 iron sights.]]&lt;br /&gt;
[[File:CODBO KS-23 (5).jpg|thumb|none|600px|Mason pumps the shotgun, ejecting a dirty 23mm shell.]]&lt;br /&gt;
[[File:CODBO KS-23 (7).jpg|thumb|none|600px|Mason reloads his KS-23.]]&lt;br /&gt;
&lt;br /&gt;
=== KS-23 with Harpoon ===&lt;br /&gt;
A KS-23 with a harpoon and cable is used by Mason to shoot down a Soviet helicopter (or &amp;quot;skewer the wing-ed beast,&amp;quot; as the plan describes it) during &amp;quot;Vorkuta&amp;quot;. It is worth noting that launching a harpoon with the KS-23 required a special muzzle attachment known as the OTs-06 «Koshka» (&amp;quot;The Cat&amp;quot;), which was introduced in 1993. In-game, Mason launches the harpoon without the attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:Cowaduty.jpg|thumb|none|500px|KS-23M with a synthetic stock and a OTs-06 «Koshka» harpoon attachment.]]&lt;br /&gt;
[[File:CODBO KS-23 (8).jpg|thumb|none|600px|Mason finds the KS-23 harpoon gun and its past owner.]]&lt;br /&gt;
[[File:CODBO KS-23 (9).jpg|thumb|none|600px|With no time to waste, Mason picks up the harpoon gun, which is wrapped with ropes.]]&lt;br /&gt;
[[File:CODBO KS-23 (6).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the harpoon gun.]]&lt;br /&gt;
&lt;br /&gt;
== Sawed-Off Winchester Model 1887 ==&lt;br /&gt;
Near the end of the singlepalyer level &amp;quot;Vorkuta&amp;quot;, Mason wields a [[Winchester Model 1887]] (that he seemingly acquired out of thin air) with one hand while escaping the Vorkuta gulag on a motorcycle. The model appears to the same one from ''[[Modern Warfare 2#Winchester Model 1887|Modern Warfare 2]]'', which was based on the 1887 used in ''[[Terminator 2: Judgment Day]]''. How such an old and unusual shotgun made its way into a Siberian prison camp is unexplained, made worse by the fact that it had been out of production for 40 years (and no common commercial reproductions would be made until the 1980s). While M1887s can still be found in the Russia, it surely would be an ordinary full-size shotgun, not a T2-style sawed-off. &lt;br /&gt;
&lt;br /&gt;
The 1887 has essentially infinite ammo during the setpiece (Mason is never seen loading any ammo into the weapon), and is erroneously shown being only spin-cocked once after every two shots. The weapon is most likely coded with a 2-round magazine in the game code (and infinite backup ammo), with the spin-cock animation apparently serving as the reload animation.&lt;br /&gt;
&lt;br /&gt;
[[File: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;
[[File:Shot0060.jpg|600px|thumb|none|This scene looks a lot like [[Terminator 2]]...]]&lt;br /&gt;
[[File:Shot0065.jpg|600px|thumb|none|Mason spin-cocks the 1887 in an outlandish way, apparently attempting to get the most spectacular lever bite in history.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;(*)==&lt;br /&gt;
The [[Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;]] is available in zombie mode in the maps &amp;quot;Nacht der Untoten&amp;quot;, &amp;quot;Verrückt&amp;quot;, &amp;quot;Shi No Numa&amp;quot; and &amp;quot;Der Diese&amp;quot; for 1500 points.&lt;br /&gt;
[[File:1897.jpg|thumb|none|500px|Winchester Model 1897 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:Screenshot-Original (10).jpg|thumb|none|600px|Winchester 1897 in Zombies.]]&lt;br /&gt;
[[File:Screenshot-Original (11).jpg|thumb|none|600px|ADS of the M1897.]]&lt;br /&gt;
[[File:Screenshot-Original (12).jpg|thumb|none|600px|Tank Dempsey gets his thumb stuck in the loading gate....]]&lt;br /&gt;
[[File:Screenshot-Original (13).jpg|thumb|none|600px|....and of course, has to always rack the pump after loading in any amount of 12 gauge shells.]]&lt;br /&gt;
&lt;br /&gt;
= Machine Guns =&lt;br /&gt;
As with the ''Modern Warfare'' series and unlike Treyarch's ''World at War'', machine guns in multiplayer are incorrectly classified once again as &amp;quot;light machine guns&amp;quot;. The HK21 hybrid and the M60E3 are general-purpose machine guns, and while the Stoner 63 weapon system can be configurated into the belt-fed light machine gun, the one depicted in-game uses the assault rifle configuration, and thus it is listed under the &amp;quot;rifles&amp;quot; category in the wiki.&lt;br /&gt;
&lt;br /&gt;
== Browning Automatic Rifle M1918A2(*) ==&lt;br /&gt;
The [[Browning Automatic Rifle|Browning Automatic Rifle M1918A2]] can be purchased for 1800 points in the zombie maps &amp;quot;Nacht der Untoten&amp;quot;, &amp;quot;Verrückt&amp;quot;, &amp;quot;Shi No Numa&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:BAR.jpg|thumb|none|500px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:CODBOBAR.jpg|thumb|none|600px|Three Nazi zombies walk into a BAR....]]&lt;br /&gt;
[[File:CODBOBAR-1.jpg|thumb|none|600px|BAR iron sights.]]&lt;br /&gt;
[[File:Screenshot-Original (16).jpg|thumb|none|600px|Reloading the BAR. Not an easy weapon to hold upwards with one hand.]]&lt;br /&gt;
[[File:CODBOBAR-3.jpg|thumb|none|600px|Locking the bolt back.]]&lt;br /&gt;
&lt;br /&gt;
== GE M134 Minigun ==&lt;br /&gt;
A handheld [[GE M134 Minigun|M134 Minigun]] (the GAU-2B/A, according to a data plate on the weapon's model) is available the game under the name &amp;quot;Death Machine&amp;quot;. In the campaign, it is found in the level &amp;quot;Vorkuta&amp;quot;. In multiplayer, it appears as a killstreak reward. It is also available in Zombie mode as a power-up, with unlimited ammo but disappearing after 30 seconds.&lt;br /&gt;
&lt;br /&gt;
This weapon is a modified version of the now-standard ''[[Terminator 2: Judgement Day|Terminator 2]]''-style Minigun with some slight alterations. First the chainsaw grip and weapon are canted counter-clockwise (from the user's perspective). Because of this modification, the entire frame and grip assembly is only attached to the gun at the rear. This makes the recoil adapter assemblies (the Mickey Mouse &amp;quot;ear&amp;quot;-shaped mounting hard points) completely extraneous. The right-hand side recoil adapter assembly appears to have the weapon serial number placard attached to it, when in reality this would be affixed to the gun body housing and not visible from the first person perspective. Additionally the barrel cluster incorrectly spins clockwise from the player's perspective and features a custom three-disc barrel clamp (that appears to be loosely based on very early GE two-disc assemblies: see the photograph of the &amp;quot;Mounted M134&amp;quot; further down this page for reference) rather than the traditional four-disc clamp.&lt;br /&gt;
&lt;br /&gt;
Brass and links eject from the 12 o'clock position sending a stream of shells up and to the left. In reality the links would be ejected from the feeder/delinker where the chute is attached on the right side of the weapon and the brass would eject from the bottom. Likely this was altered for a more cinematic effect while using the gun. Finally the firing mechanism is a thumb switch on top of the rear grip rather than a traditional trigger.&lt;br /&gt;
&lt;br /&gt;
The gun itself is fed from a 999-round (499-round in multiplayer) belt loaded into a chute from the first person perspective. In the third person the weapon has no visible ammo or power source though the motor is labeled &amp;quot;Sparky&amp;quot; in the world model. Despite the rotational speed of the barrel cluster (it spins so fast that it appears to be slowly rotating the opposite direction) the weapon only fires 1200 rounds per minute. There is a slight spin up and spin down of the barrels before and after firing. Though it is only a fraction of a second and doesn't significantly impede gameplay, it is technically incorrect as the M134's action is cycled by barrel rotation and would start firing as soon as the cluster rotated and would continue to fire until the cluster stopped. Modern Miniguns feature an electric clutch that engages and disengages the feeder/delinker from the gun, but that accessory is not present on the in-game model and even if it was, would be anachronistic.&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that the Sentry gun and the Huey door gun Miniguns both use the handheld &amp;quot;Death Machine&amp;quot; model including custom hand grips and barrel clamps. The door gun version features an ammo can to the left of the gun with a chute that appears to feed into the left recoil adapter mounting assembly, which is incorrect since the feeder/delinker is installed on the right side of the weapon.&lt;br /&gt;
&lt;br /&gt;
[[File: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;
[[File:Shot0054.jpg|thumb|none|600px|An M134 Minigun that somehow appeared in Soviet prison in modern day Siberia. Note the offset chainsaw grip and Y-frame tilted in relation to the recoil adapter assemblies and the top of the weapon. The drive motor was positioned in relation to the Y-frame but since the gun is sitting askew, it should on the underside.]]&lt;br /&gt;
[[File:Shot0058.jpg|thumb|none|600px|Mason &amp;quot;raising hell&amp;quot; with the hand-held M134. The events of &amp;quot;Vorkuta&amp;quot; are actually based on a real uprising at the Vorkuta Gulag. The Vorkuta Gulag or Vorkutlag was a real forced labor camp built around coal mining, where quite a few Americans accused of being spies ended up during the Cold War. The real Vorkuta uprising was a series of strikes by inmates that was violently suppressed by the camp authorities after two weeks that occurred in July-August 1953. The level in the game is set a decade later, and one year after the Vorkuta Gulag was shut down, and involves much more action-movie tropes than the real events.]]&lt;br /&gt;
[[File:CODBODeathMachineTropasWield.jpg|thumb|none|400px|A member of the Cuban Revolutionary Armed Forces (called &amp;quot;Tropas&amp;quot; -the Spanish word for &amp;quot;Troops&amp;quot;- in game) fires the M134. How the communist nation of Cuba got their hands on an American made minigun can only be explained as &amp;quot;Treyarch logic&amp;quot;.]]&lt;br /&gt;
[[File:CODBOM134HueyGunner.jpg|thumb|none|600px|A chopper gunner on a UH-1 Huey with the GE M134.]]&lt;br /&gt;
[[File:CODBOM134SnetryGun.jpg|thumb|none|400px|The sentry gun with the GE M134. Note the fictional security camera setup presumably used as the &amp;quot;eyes&amp;quot; of the autonomous targeting AI.]]&lt;br /&gt;
[[File:CODBO M134BerlinWall.jpg|thumb|none|600px|A trio of Miniguns on a Beobachtungsturm-11 on the GDR side in the &amp;quot;Berlin Wall&amp;quot; multiplayer level. Again, precisely how communists got their hands on US miniguns is a question beyond the wit of man.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch HK21 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears, fitted with a magazine feed adapter. By default, it is loaded with a 20-round [[Heckler &amp;amp; Koch G3|G3]] magazine holding 30 rounds in-game. The extended drum magazine holds 80 rounds in singleplayer, and 60 rounds in multiplayer; other attachments include various optics.&lt;br /&gt;
&lt;br /&gt;
Note that the model is a hybrid, as it has the hooked buttstock, carrying handle, and bipod of the HK21E variant. While the original HK21 is not anachronistic to Black Ops (having been developed in 1961), the HK21E was not developed until the 1980s.&lt;br /&gt;
&lt;br /&gt;
In Zombies mode, the HK21 has a 125-round capacity, despite still being shown with the base box magazine; when upgraded with the Pack-A-Punch machine, it turns into a more powerful version called &amp;quot;H115 Oscillator&amp;quot;, firing laser-like rounds and with a capacity of 150 rounds. An HK21 appears as the twelfth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:HK21 Magazine Feed.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK21 with rear mounted bipod and magazine feed]]&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO HK21 (1).jpg|thumb|none|600px|HK21 in idle.]]&lt;br /&gt;
[[File:CODBO HK21 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO HK21 (3).jpg|thumb|none|600px|Throwing away the short G3 magazine.]]&lt;br /&gt;
[[File:CODBO HK21 (4).jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:CODBO HK21 (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CODBO HK21 (6).jpg|thumb|none|600px|Reloading the very-low detail drum magazine.]]&lt;br /&gt;
[[File:BlackOps-HK21-1.jpg|thumb|none|600px|Hudson examining a drum-magged HK21 in Clarke's weapon's cache.]]&lt;br /&gt;
&lt;br /&gt;
== M60E3 ==&lt;br /&gt;
The [[M60E3]] general purpose machine gun is available in the game, labelled as the &amp;quot;M60&amp;quot;. The M60E3 is anachronistic for the 1960s setting as it was not introduced until 1986; only the original [[M60]] was available at the time (the classic version can be seen in archival footage of the Vietnam War during some loading screens).&lt;br /&gt;
&lt;br /&gt;
In-game, the M60E3's forward pistol grip has been removed, and by default uses anachronistic rail mounted Troy Battle Sights instead its own original sights, like some other weapons available in ''Black Ops''. It is also fitted with an airsoft Matrix Aluminum Duckbill Flash Hider.&lt;br /&gt;
&lt;br /&gt;
Both mounted and portable versions of the M60 can be found in-game. In singleplayer, the portable M60 is only available in &amp;quot;S.O.G.&amp;quot; as one of the starting weapons, and can also be found in the level. Mounted M60s appear in &amp;quot;Operation 40&amp;quot;, &amp;quot;S.O.G.&amp;quot;, &amp;quot;The Defector&amp;quot;, and &amp;quot;Rebirth&amp;quot;, where it is nonsensically mounted on Mi-8 helicopters. The first M60 in the game, mounted on the plane at the end of Operation 40, has unlimited ammo and fires explosive rounds. An M60E3 appears as the thirteenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:M60E3Short.jpg|thumb|none|500px|M60E3 with short barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO M60E3 (1).jpg|thumb|none|600px|Holding the M60E3. Note the backwards mounted rear sight.]]&lt;br /&gt;
[[File:CODBO M60E3 (2).jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:CODBO M60E3 (3).jpg|thumb|none|600px|Racking the charging handle at the start of the reload.]]&lt;br /&gt;
[[File:CODBO M60E3 (4).jpg|thumb|none|600px|Flipping open the feed tray cover.]]&lt;br /&gt;
[[File:CODBO M60E3 (5).jpg|thumb|none|600px|Replacing the belt box.]]&lt;br /&gt;
[[File:CODBO M60E3 (6).jpg|thumb|none|600px|Manning an emplaced M60E3 in &amp;quot;S.O.G.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;RPK&amp;quot;==&lt;br /&gt;
The &amp;quot;RPK&amp;quot; is a hybrid of various weapons, including the [[RPK-74M]], the [[Saiga rifle series]] and the [[Zastava M72]] (all three being anachronistic, although an original RPK would be appropriate for the game's time period). The receiver is based on a Saiga rifle with a folding stock, as evidenced by the &amp;quot;SAIGA CAL 7.62x39&amp;quot; markings above the magazine, as well as the hardware for an AK/Saiga's folding stock (latch at the front of the receiver, button at the rear). Despite this, it is shown with an RPK's reinforced trunnion, which is not the case for the 7.62x39mm Saiga (while the Saiga 308 only has the reinforcement on the right side of the receiver). It has an RPK-74M's ribbed handguard and synthetic stock, although the handguard is depicted as wooden. By default, it feeds from an RPK-74's 45-round bakelite magazine (which holds 40 rounds in-game, like an original RPK), and can optionally use a 7.62x39mm RPK's drum magazine (holding correctly 75 rounds in singleplayer, but incorrectly 80 in multiplayer).&lt;br /&gt;
&lt;br /&gt;
The weapon features an anachronistic Tech Sight AK rear aperture sight, which is removed and replaced with the standard AK top cover when an optic is attached. The base of the barrel is oddly modeled after a Zastava M72, and the weapon is equipped with a carrying handle from the Romanian PM md. 64 (anachronistic to the first campaign level &amp;quot;Operation 40&amp;quot; set in 1961). When equipped with the &amp;quot;ACOG Scope&amp;quot; attachment, the weapon obtains a PK-AV scope. In a notable gaffe, the weapon visibly ejects disintegrating belt links along with its spent casings, despite not being belt-fed.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpk74m.jpg|thumb|none|500px|RPK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:Saiga 7.62x39.jpg|thumb|none|500px|Saiga - 7.62x39mm]]&lt;br /&gt;
[[File:ZastavaM72.jpg|thumb|none|500px|Zastava M72 - 7.62x39mm]]&lt;br /&gt;
[[File:CODBO RPK-74 (1).jpg|thumb|none|600px|Idle. Note the ribbed handguard.]]&lt;br /&gt;
[[File:CODBO RPK-74 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO RPK-74 (3).jpg|thumb|none|600px|The player character tosses up the new magazine in his left hand...]]&lt;br /&gt;
[[File:CODBO RPK-74 (4).jpg|thumb|none|600px|...and rocks the new mag into the weapon.]]&lt;br /&gt;
[[File:CODBO RPK-74 (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CODBO RPK-74 (6).jpg|thumb|none|600px|Reloading the &amp;quot;RPK&amp;quot; with a drum magazine.]]&lt;br /&gt;
[[File:BORPK.jpg|thumb|none|600px|An RPK with an &amp;quot;ACOG Scope&amp;quot; (actually a PK-AV scope).]]&lt;br /&gt;
[[File:BORPK2.jpg|thumb|none|600px|An RPK with &amp;quot;Dual Mags&amp;quot;.]]&lt;br /&gt;
[[File:Borpk.jpg|thumb|none|600px|The third-person model of the hybrid RPK.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles =&lt;br /&gt;
== Accuracy International Arctic Warfare Magnum ==&lt;br /&gt;
The [[Accuracy International Arctic Warfare Magnum]] is available in the game. The fluted barrel indicates that this is the Magnum variant of the AW. It is highly anachronistic, since the AWM entered British Military service in 1998, and the entire Arctic Warfare family of rifles wasn't developed until 1982. A less anachronistic British sniper rifle would be the L42A1 (1970), based on the long-running [[Lee-Enfield]] series of bolt-action rifles. Other, more period-accurate sniper rifle choices would have been the [[M40 sniper rifle]] (introduced in 1966) or the older [[Winchester Model 70]]. An AWM appears as the fourteenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
In-game, the AWM is called the &amp;quot;L96A1&amp;quot;, which is the incorrect designation for the weapon. The L96A1 is the British designation for the Accuracy International Precision Marksman. The British designation for the variant used in the game is L115A2, which has a folding stock.&lt;br /&gt;
&lt;br /&gt;
Incidentally, when upgraded with the Pack-A-Punch machine in Zombies mode, the weapon becomes the &amp;quot;L115 Isolator&amp;quot;, firing laser-like rounds from an 8-round magazine. Amusingly, while this name is most likely meant as a reference to Element 115 (which holds a great deal of importance to the Zombies storyline), it is actually more correct than the default name.&lt;br /&gt;
&lt;br /&gt;
[[File:Accuracy International Arctic WarfareM - Psg 90.jpg|thumb|none|500px|Accuracy International AWM (Arctic Warfare Magnum) - .338 Lapua Magnum]]&lt;br /&gt;
[[File:L96A1G.jpg|thumb|none|500px|A real L96A1 for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO AWM (1).jpg|thumb|none|600px|Drawing the AWM.]]&lt;br /&gt;
[[File:CODBO AWM (2).jpg|thumb|none|600px|The AWM in-game. Note the odd tint to the scope's lens.]]&lt;br /&gt;
[[File:CODBO AWM (3).jpg|thumb|none|600px|The scope overlay of the weapon.]]&lt;br /&gt;
[[File:CODBO AWM (4).jpg|thumb|none|600px|Pulling back the bolt.]]&lt;br /&gt;
[[File:CODBO AWM (5).jpg|thumb|none|600px|Reloading the weapon.]]&lt;br /&gt;
[[File:BLACKOPS-AW-3.jpg|thumb|none|600px|The player character holds his Arctic Warfare Magnum with Siberia camo while performing a forward jump. Note the fluted barrel. The rifle has &amp;quot;ACCURATELY NATIONAL EAGLELAND&amp;quot; written on the side.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch PSG-1 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch PSG-1]] is a selectable weapon when playing as Agent Jason Hudson in the slums of Kowloon. In multiplayer, it is unlocked after every other sniper rifle is purchased. Its appearance in the game is anachronistic as the [[PSG-1]] was not developed until the 1970s. In addition it seems to be, for some reason, modeled with the standard G3 tropical handguard, attached bipod, and a shorter barrel. This suggests it was partially modeled after the [[Heckler &amp;amp; Koch SR9]] rifle, which is the civilian version of the PSG-1, though the SR-9 was not designed until 1990.&lt;br /&gt;
&lt;br /&gt;
A more accurate (and somewhat similar looking) choice for the time frame of the game would have been the French [[MAS FR F1]] precision rifle introduced in 1966, although the F1 is a bolt-action rifle. An accurized, scoped variant of the G3 (1959) such as the G3A3 ZF1 could pass as a semi-automatic choice as the PSG-1 is based on the G3's design.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;KPSG01.jpg |thumb|none|500px|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO PSG-1 (1).jpg|thumb|none|600px|The equip animation has the soldier disengage the safety, similar to the HK91 from ''Call of Duty 4''.]]&lt;br /&gt;
[[File:CODBO PSG-1 (2).jpg|thumb|none|600px|The HK PSG-1 in idle.]]&lt;br /&gt;
[[File:CODBO PSG-1 (3).jpg|thumb|none|600px|Scope reticle of the PSG.]]&lt;br /&gt;
[[File:CODBO PSG-1 (4).jpg|thumb|none|600px|Locking the bolt back on an empty reload.]]&lt;br /&gt;
[[File:CODBO PSG-1 (5).jpg|thumb|none|600px|Tossing away a spent, flat magazine.]]&lt;br /&gt;
[[File:CODBO PSG-1 (6).jpg|thumb|none|600px|Putting in a new one.]]&lt;br /&gt;
[[File:CODBO PSG-1 (7).jpg|thumb|none|600px|Knocking the charging handle back.]]&lt;br /&gt;
[[File:CODBO PSG-1 (8).jpg|thumb|none|600px|A PSG-1 with the extended magazine model, which is a 20-round G3 magazine that only holds 10. The Variable Zoom scope is also mounted on a proper claw-mount.]]&lt;br /&gt;
[[File:Shot0032.jpg|thumb|none|600px|The H&amp;amp;K PSG-1 on wall, note G3 foregrip, bipod, and short barrel. Also visible are a SITES [[Spectre M4]], [[CZ 75]] and dual OTs-02 Kiparis.]]&lt;br /&gt;
&lt;br /&gt;
== Karabiner 98k(*) ==&lt;br /&gt;
The [[Karabiner 98k]] is 200 points in the zombie maps &amp;quot;Nacht der Untoten,&amp;quot; &amp;quot;Verrückt&amp;quot; and &amp;quot;Der Riese.&amp;quot; It also replaces the [[M1903 Springfield]] in &amp;quot;Verrükt,&amp;quot; probably due to file space and the Springfield's poor performance. Its effective power against zombies stops at round 4.&lt;br /&gt;
&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|500px|Karabiner 98k - 7.92x57mm]]&lt;br /&gt;
[[File:CODBO Kar98K (1).jpg|thumb|none|600px|A normal Kar 98k on &amp;quot;Verrükt.&amp;quot;]]&lt;br /&gt;
[[File:CODBO Kar98K (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CODBO Kar98K (3).jpg|thumb|none|600px|Reloading with a stripper clip.]]&lt;br /&gt;
[[File:Mauser g98 Sniper.jpg|thumb|none|500px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODBOK98scoped.jpg|thumb|none|600px|The scoped Karabiner 98 Kurz in Zombies.]]&lt;br /&gt;
[[File:CODBOK98scoped-1.jpg|thumb|none|600px|View down the Ajack 6x scope, although it has the reticule of the 4x ZF42 scope.]]&lt;br /&gt;
[[File:CODBOK98scoped-2.jpg|thumb|none|600px|Operating the Mauser's bolt handle.]]&lt;br /&gt;
[[File:CODBOK98scoped-3.jpg|thumb|none|600px|Loading in some fresh 8mm Mauser ammunition.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M38 Carbine(*)==&lt;br /&gt;
The [[Mosin Nagant Rifle|Mosin-Nagant M38 Carbine]] is found during the World War II Flashback mission &amp;quot;Project Nova&amp;quot;, available either with a PU scope or iron sights. As its model is recycled from ''[[Call of Duty: World at War]]'', all the rifles are fitted with a downturned bolt handle, regardless if have a scope or not. The 3rd-person model always has a straight bolt handle, even on the scoped rifles, another leftover from ''World at War''. NPCs hold the rifle as if it has a pistol grip; this is due to recycling animations used by weapons which do have pistol grips (similar issues in other games result in sights like an enemy replacing a non-existent box magazine on a belt fed weapon, for example).&lt;br /&gt;
[[File:M38Carbine.jpg|thumb|none|500px|Mosin-Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:Mosin-Nagant M38 Carbine Sniper.jpg|thumb|none|500px|Mosin-Nagant M38 Carbine with PU 3.5x sniper scope - 7.62x54mm R]]&lt;br /&gt;
[[File:CODBO Mosin (3).jpg|thumb|none|600px|The regular M38 Carbine (with downturned bolt handle) in idle.]]&lt;br /&gt;
[[File:CODBO Mosin (4).jpg|thumb|none|600px|Iron sights of the Mosin.]]&lt;br /&gt;
[[File:CODBO Mosin (5).jpg|thumb|none|600px|Working the bolt.]]&lt;br /&gt;
[[File:CODBO Mosin (6).jpg|thumb|none|600px|The M38 sniper carbine in first person view.]]&lt;br /&gt;
[[File:CODBO Mosin (1).jpg|thumb|none|600px|Cycling the Mosin's bolt, with an ejected cartridge visible.]]&lt;br /&gt;
[[File:CODBO Mosin (2).jpg|thumb|none|600px|Reloading, which is done basically all off-screen. This is actually with the scoped-version, and both seem to reload all rounds at once regardless.]]&lt;br /&gt;
[[File:CODBO Mosin (7).jpg|thumb|none|600px|The middle soldier is holding a scoped Mosin Nagant M38 Carbine while the other two are holding [[PPSh-41]]s.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Scavenger&amp;quot;==&lt;br /&gt;
A bolt-action sniper rifle called the &amp;quot;Scavenger&amp;quot; is one of the Wonder Weapons in Zombies mode; while fictional, it does appear to use some parts of real weapons in its design, most notably the scope and handguard of an [[FN F2000]] (the latter of which is merged into an upside-down and backwards [[M16]] carrying handle, for whatever reason), along with what appears to be a [[Barrett M82A1]]'s magazine well. Gameplay-wise, it is functionally similar to the explosive crossbow (to the point of re-using its HUD icon), firing large explosive darts that stick into targets and explode after a short delay; compared to said crossbow it is more or less a straight upgrade, with larger, more powerful explosions (albeit without any base impact damage, in defiance of conventional wisdom regarding shoving large darts into things; this can actually be a benefit in-game, since it ensures that enemies shot with the weapon will stick together with their group and maximize potential splash damage), a 3-round magazine, and a faster reload (recycled wholesale from ''[[Modern Warfare 2]]'''s [[Cheyenne Tactical M200 Intervention]]).&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant, the &amp;quot;Hyena Infra-Dead&amp;quot;, increases its already-high damage even further, doubles its ammo reserve and capacity (without changing the magazine model), and somehow converts the existing scope into an infrared one (as the name implies).&lt;br /&gt;
[[File:F2000.jpg|thumb|none|500px|FN F2000 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M82a1.jpg|thumb|none|500px|Barrett M82A1 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov Hybrid ==&lt;br /&gt;
The Soviet [[SVD Dragunov]] (introduced in 1963) is one of the sniper rifles available in the game. Its receiver appears to be recycled from the game's hybrid AK which makes it resemble the Romanian PSL, the open front sight is also from that sniper. In singleplayer, it can be found in &amp;quot;Crash Site,&amp;quot; &amp;quot;Executive Order,&amp;quot; and &amp;quot;Numbers.&amp;quot; By default it is equipped with an inappropriate modern civilian POSP scope but it can also be used with Variable Zoom, Infrared Scope, ACOG Scope, Suppressor, or Extended Mags.&lt;br /&gt;
&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[File:Aks-74.jpg|thumb|none|500px|AKS-74 - 5.45x39mm. Image used to show the receiver.]]&lt;br /&gt;
[[File:CODBO SVD (1).jpg|thumb|none|600px|Drawing the weapon with a dramatic rack of the charging handle.]]&lt;br /&gt;
[[File:CODBO SVD (2).jpg|thumb|none|600px|Idle with the SVD. Note that this weapon seems to use the exact same receiver as the game's hybrid AK, which could explain the AK-style safety lever present on this weapon (not visible in this shot).]]&lt;br /&gt;
[[File:CODBO SVD (3).jpg|thumb|none|600px|The SVD's POSP scope reticle. This is a poor replica of the modern civilian POSP scope reticle (the 1.5m and 0.5m height lines are for elk and deer, the military scope only has one 1.7m line for humans). Anyway, a period military PSO-1 scope should have been used instead.]]&lt;br /&gt;
[[File:CODBO SVD (4).jpg|thumb|none|600px|Reloading, the bolt still isn't locked back as with previous games. Note the AK-style safety lever.]]&lt;br /&gt;
[[File:CODBO SVD (5).jpg|thumb|none|600px|An SVD equipped with an Infrared Scope attachment and an alternate finish. The Infrared Scope's model is based on the NSPU, which is a nightvision scope in reality.]]&lt;br /&gt;
&lt;br /&gt;
== Type 99 Arisaka(*) ==&lt;br /&gt;
The [[Arisaka Type 99]] is able to be purchased in the zombie map &amp;quot;Shi No Numa&amp;quot; for 200 points.&lt;br /&gt;
&lt;br /&gt;
[[File:Arisaka-Type-99.jpg|thumb|none|500px|Arisaka Type 99 Rifle - 7.7mm Arisaka]]&lt;br /&gt;
[[File:CODBO Type99 Arisaka (1).jpg|thumb|none|600px|Holding the Type 99.]]&lt;br /&gt;
[[File:CODBO Type99 Arisaka (2).jpg|thumb|none|600px|Aiming down the iron sights of the rifle.]]&lt;br /&gt;
[[File:CODBO Type99 Arisaka (3).jpg|thumb|none|600px|Inserting a stripper clip.]]&lt;br /&gt;
[[File:CODBO Type99 Arisaka (4).jpg|thumb|none|600px|Cycling the bolt. This is only really visible in prone; as with the Mosin, the animation is somewhat hidden.]]&lt;br /&gt;
&lt;br /&gt;
== Walther WA 2000 ==&lt;br /&gt;
The [[Walther WA 2000]] appears in both singleplayer and multiplayer. In the singleplayer campaign, it appears as part of Mason's loadout in the mission &amp;quot;Victor Charlie&amp;quot;, which makes it anachronistic, because &amp;quot;Victor Charlie&amp;quot; takes place in 1968 and the WA 2000 was not manufactured until 1982. Even a prototype would be anachronistic because the gun was designed in the late 70s; its exorbitant cost and ill-suited design for the military also would have discouraged use. The ammo name for the WA 2000 in the game files is 7.62x51mm, which contradicts the .300 Win Mag caliber inscribed above the pistol grip. A WA 2000 appears as the fifteenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
A more adequate U.S. sniper rifle choice for that era would have been the [[M40 sniper rifle]] (introduced in 1966) or the older [[Winchester Model 70]], both used in Vietnam before 1968, and the [[Remington 700]] was used by the MACV-SOG during the Vietnam War. However, these were bolt-action rifles. The [[M21 Designated Marksman Rifle|XM21]] semi-automatic sniper rifle was used during the war since 1968, and before then, the US also modified their M14 with sniper scopes, including the M14E2 SAW. The older [[M1 Garand]] M1D and MC52 variants would also make good choices for semi-automatic sniper rifles used early in the war.&lt;br /&gt;
&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|none|500px|Walther WA 2000 - .300 Win Mag]]&lt;br /&gt;
[[File:CODBO WA2000 (1).jpg|thumb|none|600px|Initially-equipping the WA 2000, the sniper pops open the rear lens cover and the front one obligingly does so as well, of its own accord. Bringing up the rifle with any other sight equipped appropriately uses its non initial draw animation.]]&lt;br /&gt;
[[File:CODBO WA2000 (2).jpg|thumb|none|600px|The normal WA 2000 transition, which shows off some of the top of the rifle.]]&lt;br /&gt;
[[File:CODBO WA2000 (3).jpg|thumb|none|600px|The sniper rifle in idle.]]&lt;br /&gt;
[[File:CODBO WA2000 (4).jpg|thumb|none|600px|The Walther's scope reticle, which seems to be a re-use of scope_overlay_m40a3 from ''[[Call of Duty 4: Modern Warfare]]''.]]&lt;br /&gt;
[[File:CODBO WA2000 (5).jpg|thumb|none|600px|Reloading the WA 2000. Note the rather undersized magazine; not only is it too small in general, but it's far too small for the cartridges on the cheek rest (not that these are ever used anyway).]]&lt;br /&gt;
[[File:CODBO WA2000 (6).jpg|thumb|none|600px|Rechambering the Walther.]]&lt;br /&gt;
&lt;br /&gt;
= Launchers =&lt;br /&gt;
==China Lake Grenade Launcher==&lt;br /&gt;
The [[China Lake Launcher]] is available in ''Black Ops''. In singleplayer, it is found in &amp;quot;S.O.G.&amp;quot;, &amp;quot;Numbers&amp;quot;, and &amp;quot;Crash Site&amp;quot;, while in multiplayer it is the last launcher unlocked. It holds four grenades per tube in the campaign and two in multiplayer, rather than three in the tube magazine and one in the chamber as seen on the real weapon.&lt;br /&gt;
&lt;br /&gt;
The pumping animation has been deliberately made slow for game balance, to the point that when paired with the correct Multiplayer perk, it'd be faster to reload after every shot rather than waiting for the pump animation to play. It also cannot be fired without aiming down sights (except when upgraded with the Pack-A-Punch machine in Zombies mode); if a &amp;quot;no-scope&amp;quot; shot is attempted, the player character will automatically aim down sights before firing. A China Lake serves as the eighteenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
Unlike the M203, the ejected casings (seen when pumping) appropriately have their own model as opposed to being shown as full 40mm grenades.&lt;br /&gt;
&lt;br /&gt;
The China Lake is also used as the basis of the rather non-descriptively-named &amp;quot;31-79 JGb215&amp;quot; (apparently code for a set of coordinates), a Wonder Weapon in Zombies mode; functionally, it is a semi-automatic shrink ray.&lt;br /&gt;
[[File:US M79 pump-action four-shot 40x46mm grenade launcher.jpg|thumb|none|500px|China Lake Grenade Launcher - 40x46mm]]&lt;br /&gt;
[[File:CODBO China Lake (1).jpg|thumb|none|600px|Drawing the China Lake; the player character flips up the leaf sight and chambers a round. Note that a grenade can be seen in the presumably-open ejection port, despite the pump handle being all the way forward.]]&lt;br /&gt;
[[File:CODBO China Lake (2).jpg|thumb|none|600px|Holding the China Lake.]]&lt;br /&gt;
[[File:CODBO China Lake (3).jpg|thumb|none|600px|The iron sights of the China Lake Launcher, which are lined up to roughly 200 meters though the rear notch is being ignored.]]&lt;br /&gt;
[[File:CODBO China Lake (4).jpg|thumb|none|600px|Pumping the China Lake.]]&lt;br /&gt;
[[File:CODBO China Lake (5).jpg|thumb|none|600px|Loading new grenades into the weapon.]]&lt;br /&gt;
[[File:CODBO China Lake (6).jpg|thumb|none|600px|The player character flips down the leaf sight before putting away the China Lake.]]&lt;br /&gt;
&lt;br /&gt;
== M72 LAW ==&lt;br /&gt;
The [[M72 LAW]] appears in the game as a single shot rocket launcher. It is used by Mason to destroy NVA T-55 tanks in Vietnam. In multiplayer the M72 is the first launcher unlocked by the player and has the unrealistic capacity to lock-on to vehicles as opposed to the real life version, which is unguided. The M72 LAW appears as the seventeenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:M72 law.jpg|thumb|none|500px|M72 LAW with rocket - 66mm]]&lt;br /&gt;
[[File:CODBO M72 LAW (1).jpg|thumb|none|600px|Drawing the LAW.]]&lt;br /&gt;
[[File:CODBO M72 LAW (2).jpg|thumb|none|600px|Holding the launcher.]]&lt;br /&gt;
[[File:CODBO M72 LAW (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CODBO M72 LAW (4).jpg|thumb|none|600px|Putting away the LAW.]]&lt;br /&gt;
&lt;br /&gt;
== M202A1 FLASH ==&lt;br /&gt;
The [[M202A1 FLASH]], referred as the &amp;quot;Grim Reaper&amp;quot;, is found in the game. In singleplayer, it can be used by Mason in the missions &amp;quot;Victor Charlie&amp;quot; and &amp;quot;Numbers.&amp;quot; In the level &amp;quot;Crash Site,&amp;quot; a boat section has Woods and Bowman each armed with an M202, and the player controls what they shoot at. In multiplayer mode, the M202 can be obtained from a care package killstreak (awarded after five kills) just like the &amp;quot;Death Machine&amp;quot;. It also appears as the sixteenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
It holds 4 rockets per clip, and has the unrealistic ability to lock on to helicopters and planes. In singleplayer mode, multiple rockets can be fired at once, while in multiplayer the weapon is restricted to firing one round per trigger pull. The M202's appearance in Black Ops is slightly anachronistic, as it wasn't designed until the late 1960s and was used in Vietnam from 1970 onward. &lt;br /&gt;
&lt;br /&gt;
[[File:M202A2 FLASH.JPG|thumb|none|500px|M202A2 FLASH - 66mm]]&lt;br /&gt;
[[File:CODBO M202 (1).jpg|thumb|none|600px|The sight is unfolded when equipped. It is folded again when reloading or when put away.]]&lt;br /&gt;
[[File:CODBO M202 (2).jpg|thumb|none|600px|&amp;quot;Grim Reaper.&amp;quot; Note the writing on the side of the weapon declares it to be &amp;quot;Launcher, Rocket, 66mm, 4-tube, M202A1,&amp;quot; putting paid to any claim that the launcher shown in game is in any way supposed to be the earlier XM191.]]&lt;br /&gt;
[[File:CODBO M202 (3).jpg|thumb|none|600px|The Grim Reaper through its scope. Note the number dial next to the scope, indicating how many rockets will be simultaneously fired; this is changed using the &amp;quot;hold breath&amp;quot; control. In real life, the M202 can only fire rocket one at a time.]]&lt;br /&gt;
[[File:CODBO M202 (4).jpg|thumb|none|600px|Grim Reaper reloading. Regardless of how many shots from a volley were fired, all rockets are shown as having been fired when reloading.]]&lt;br /&gt;
[[File:CODBO M202 (5).jpg|thumb|none|600px|In with a new set.]]&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
The [[RPG-7]] is used by Cuban, North Vietnamese, and Russian troops in the campaign, and is available in multiplayer as well. The RPG-7 is not anachronistic per se, though in real life its first use in combat was by the Egyptians during the Arab-Israeli War in 1967.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:CODBO RPG-7 (1).jpg|thumb|none|600px|Holding the RPG-7.]]&lt;br /&gt;
[[File:CODBO RPG-7 (2).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:CODBO RPG-7 (3).jpg|thumb|none|600px|Loading a new rocket, it still lacks the propellant charge.]]&lt;br /&gt;
&lt;br /&gt;
== RPzB 54 Panzerschreck(*) ==&lt;br /&gt;
The [[Panzerschreck|RPzB 54 Panzerschreck]] is used by the German soldiers in the World War II flashback mission &amp;quot;Project Nova&amp;quot; and usable by Viktor Reznov.&lt;br /&gt;
&lt;br /&gt;
[[File:Tank h5.jpg|thumb|none|500px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
[[File:CODBO Panzerschrek (1).jpg|thumb|none|600px|The Panzerschreck in first-person.]]&lt;br /&gt;
[[File:CODBO Panzerschrek (2).jpg|thumb|none|600px|Aiming only uses the front sight, apparently stabbing the rear one into Reznov's cheek.]]&lt;br /&gt;
[[File:CODBO Panzerschrek (3).jpg|thumb|none|600px|Reloading. Given the average WW2 soldier was 68 inches tall while a Panzerschreck was 65 inches long, this view would require digging a small hole for the weapon's muzzle or a box to stand on. Additional, Reznov simply shoves the rocket into the tube, without pushing down the pin on the contact box (the box at the bottom-left of the shot), which was required to transfer electricity from the launcher to the rocket; failing to do so would mean that pulling the trigger would result in absolutely nothing whatsoever.]]&lt;br /&gt;
[[File:CODBO Panzerschrek (4).jpg|thumb|none|600px|A Panzerschreck leaning on a low wooden wall, next to a StG-44.]]&lt;br /&gt;
&lt;br /&gt;
== SA-14 Gremlin ==&lt;br /&gt;
The [[SA-14 Gremlin]], an updated version of the [[SA-7 Grail]], is referred to in-game by its Russian designation of &amp;quot;Strela-3&amp;quot;; it appears in both single and multiplayer mode, and is only capable of firing when locked onto a vehicle. Its appearance in the campaign is brief; Hudson uses a scavenged Strela-3 to shoot down two Mi-8 &amp;quot;Hip&amp;quot; gunships during the attack on Rebirth Island.&lt;br /&gt;
&lt;br /&gt;
The Gremlin is, like most weapons in the game, anachronistic, as ''Black Ops'' takes place in 1968, 6 years before its introduction in 1974. A more appropriate choice would have been the original Strela-2/SA-7 Grail, which was developed in 1967 and issued in 1968 (though in both cases the &amp;quot;Valkyrie&amp;quot; variant mentioned below would still be anachronistic to the 1963 level &amp;quot;Executive Order&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|500px|none|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
[[File:STRELABO.jpg|thumb|300px|none|SA-14 Gremlin in Create-A-Class menu.]]&lt;br /&gt;
[[File:CODBO 9K34 Strela-3 (1).jpg|thumb|600px|none|SA-14 Gremlin in idle.]]&lt;br /&gt;
[[File:CODBO 9K34 Strela-3 (2).jpg|thumb|600px|none|SA-14 Gremlin in ADS.]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Valkyrie&amp;quot; ===&lt;br /&gt;
A unique fictional version of the [[SA-14 Gremlin]], the &amp;quot;Valkyrie&amp;quot; has a MCLOS (Manual Command to Line of Sight) system, same as the in-game [[BGM-71 TOW]]. It is usable in the single-player missions &amp;quot;Executive Order&amp;quot;, wherein Alex Mason uses it to destroy the ''Soyuz II'' rocket in flight, and &amp;quot;Redemption&amp;quot;, where it's used to down a pair of Mi-8 helicopters. It also acts as a killstreak in multiplayer, awarded after seven kills and costing 4,000 COD Points.&lt;br /&gt;
&lt;br /&gt;
[[File:CODBO Valkyrie (1) bostore.jpg|thumb|600px|none|&amp;quot;Valkyrie&amp;quot; in idle.]]&lt;br /&gt;
[[File:CODBO Valkyrie (2).jpg|thumb|600px|none|Aiming at a Mi-8 &amp;quot;Hip.&amp;quot;]]&lt;br /&gt;
[[File:CODBO Valkyrie (3).jpg|thumb|600px|none|A &amp;quot;Valkyrie&amp;quot; rocket about to impact the engine area of the Mi-8.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Afanasev A-12.7==&lt;br /&gt;
The [[Afanasev A-12.7]] is mounted on Mi-24A helicopters in the game. Woods shows a remarkable knowledge on Soviet weaponry remarking that it is a &amp;quot;12mm nose cannon&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==82-PM-37==&lt;br /&gt;
The [[82-PM-37]] mortar is used by the Russian soldiers in the World War II mission &amp;quot;Project Nova&amp;quot;. The player can't use these first-hand, but can instead call in mortar strikes that are launched via these weapons by allies. Calling the mortars is done by throwing smoke grenades near the target. They appear on the ground as stun grenades, though this is simply a result of model reuse.&lt;br /&gt;
[[File:82mm BM-37 Mortar.jpg|thumb|none|450px|82-PM-37 mortar - 82mm]]&lt;br /&gt;
[[File:CODBO Mortar.jpg|thumb|none|600px|Russian soldiers using several 82-PM-37 mortars. Note the square baseplate of an [[M1 Mortar]].]]&lt;br /&gt;
&lt;br /&gt;
==BGM-71 TOW==&lt;br /&gt;
The [[BGM-71 TOW]] is seen mounted on a jeep only in the mission &amp;quot;S.O.G.&amp;quot; where the player needs to destroy the NVA tanks. Unlike the real TOW missile, this missile is guided by MCLOS (Manual Command Line of Sight) instead of SACLOS (Semi Active Command Line of Sight) which would be much simpler. Its appearance in &amp;quot;S.O.G.&amp;quot; (set in 1968) is anachronistic: the BGM-71 wasn't introduced into US military service until 1970, and though it saw service in Vietnam, the weapon didn't appear there until 1972. Era-appropriate anti-tank missiles would be the French-designed MGM-21A or MGM-32A or a captured [[AT-3 Sagger]], which were also actually MCLOS in real life: the other option would be to use an [[M40 Recoilless Rifle]].&lt;br /&gt;
[[File:ITAS-FTL.jpg|thumb|none|500px|BGM-71D TOW-2 with M41 ITAS-FTL launcher - 152mm. The FTL version differs in that it mounts a PADS device on top of the ITAS scope: the version in game does not have this.]]&lt;br /&gt;
[[File:CODBO TOW (1).jpg|thumb|none|600px|BGM-71 mounted on a jeep. Note that this is the the Jeep 2011 Wrangler model, which is very anachronistic. During the 60's the US army used the M151 MUTT. Jeep asked Treyarch to advertise their new vehicle through the game; the company even offers a &amp;quot;Black Ops&amp;quot; edition of it.]]&lt;br /&gt;
[[File:CODBO TOW (2).jpg|thumb|none|600px|The BGM-71. Notice the &amp;quot;TOW 2B&amp;quot; stencil on the tube; TOW 2B (BGM-71F) started production in 1991. It is also incorrect for how the weapon functions: TOW-2B is a top-attack variant that fires two explosively formed tantalum penetrators at the upper surface of the target, while the weapon in game uses a standard warhead. The sighting unit appears to be a very undersized replica of the modern ITAS integrated scope, which only entered production in the late 90s: the vertical cylinder on the right is the new SADA II cooling unit, not mounted on any previous TOW sight. Note also the &amp;quot;nose end&amp;quot; marking which suggests the missile is loaded backwards, though the brown stripe indicates the missile casing's tail end.]]&lt;br /&gt;
[[File:CODBO TOW (3).jpg|thumb|none|600px|About to look into the sighting unit.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
A [[Browning M2HB]] can be seen mounted on every M113 APC in the singleplayer and also on the PBRs in &amp;quot;Crash Site.&amp;quot;&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|500px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:CODBO-M2HB.jpg|thumb|none|600px|A M2HB is mounted on the APC.]]&lt;br /&gt;
[[File:CODBO M2HB (1).jpg|thumb|none|600px|An M113 with M2HB in Khe Sanh.]]&lt;br /&gt;
[[File:Twin M2 machine guns PBR.jpg|thumb|none|400px|Dual Browning M2HB in PBR - .50 BMG]] &lt;br /&gt;
[[File:CODBO M2HB (2).jpg|thumb|none|600px|The dual M2HBs on the PBR used in the level &amp;quot;Crash Site.&amp;quot;]]&lt;br /&gt;
[[File:CODBO M2HB (3).jpg|thumb|none|600px|Another view.]]&lt;br /&gt;
&lt;br /&gt;
==DShK==&lt;br /&gt;
The [[DShK]] is mostly seen mounted on trucks. The player uses one in &amp;quot;Vorkuta&amp;quot; and &amp;quot;WMD&amp;quot;, and NPCs operate them in several other missions. It is fitted with an anti-aircraft sight.&lt;br /&gt;
[[File:DSHK.jpg|thumb|none|450px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[File:CODBO DShK (1).jpg|thumb|none|600px|The DShK mounted on a GAZ-66 truck. Even the latter could not avoid the universal rule of Black Ops, since it was not serial produced until 1964, which does not prevent it appears in large quantities a year earlier.]]&lt;br /&gt;
[[File:CODBO DShK (2).jpg|thumb|none|600px|Manning the MG.]]&lt;br /&gt;
[[File:CODBO DShK (3).jpg|thumb|none|600px|Zooming in ADS view.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[M197 Vulcan]] is mounted on AH-1 Cobras during the mission &amp;quot;S.O.G.&amp;quot; and in multiplayer. It is noteworthy that the AH-1 Cobra was introduced in 1967 and was used during the Tet Offensive in 1968 making its appearance at the Battle of Khe Sahn historical. However, the appearance of the Cobra in multiplayer maps set before 1967 would be anachronistic.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|350px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==KPV==&lt;br /&gt;
[[KPV]] heavy machine guns mounted in the ZPU-4 quad anti-aircraft mount are used by Communist forces. Mason destroys a Viet Cong emplacement in &amp;quot;Victor Charlie&amp;quot; and the ''Rusalka'' is covered in them in the final mission &amp;quot;Redemption.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Like ''Modern Warfare 2'', it reuses the same model from ''Call of Duty 4''.&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;
[[File:CODBO KPV ZPU-4.jpg|thumb|none|600px|Two ZPU-4s as seen from Mason's UH-1 gunship. Another one can be seen in the background.]]&lt;br /&gt;
&lt;br /&gt;
==M60E3==&lt;br /&gt;
The [[M60E3]] from [[Call of Duty 4: Modern Warfare]] is reused on the PBR in &amp;quot;Crash Site&amp;quot; and is used by Mason.&lt;br /&gt;
[[File:USOM60E3.jpg|thumb|none|450px|M60E3 machine gun with the full length barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO M60E3 PBR (1).jpg|thumb|none|600px|A view of the mounted M60E3, showing that it is the COD4 model from the original full length barrel.]]&lt;br /&gt;
[[File:CODBO M60E3 PBR (2).jpg|thumb|none|600px|The M60 in use, note the ammo box shape as well. Also note how Bowman is also following Mason's aim with his M202A1.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
Huey gunships are armed with the M21 Armament System that consists of side mounted 70mm rocket pods and twin [[M134 Minigun]]s.&lt;br /&gt;
[[File:Armament.jpg|thumb|none|500px|M134 Minigun mounted on M21 Armament Subsystem, same as in the films (this also includes huge [[M158 Rocket Launcher]])]]&lt;br /&gt;
[[File:CODBOAR-15.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODBO M134 M21.jpg|thumb|none|600px|&amp;quot;RT Texas&amp;quot; lights up the side of a building with its miniguns. Note the unused M75 40mm grenade launcher mounted in the nose ball turret.]]&lt;br /&gt;
&lt;br /&gt;
==MG42(*)==&lt;br /&gt;
The [[MG42]] appears only as an emplaced weapon throughout the World War II flashback mission &amp;quot;Project Nova&amp;quot;. The first MG42 is seen fired by a Russian soldier and the rest by the Germans, but all are usable by the player.&lt;br /&gt;
[[File:MG42Bipod.jpg|thumb|none|500px|MG42 with bipod extended - 7.92mm Mauser]]&lt;br /&gt;
[[File:CODBO MG42 (1).jpg|thumb|none|600px|Reznov manning an MG42.]]&lt;br /&gt;
[[File:CODBO MG42 (2).jpg|thumb|none|600px|An MG42 in a ground emplacement.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
Twin [[Mk 19 Grenade Launcher]]s with extended barrels are bizarrely mounted on the BTR-60 APC turret that Hudson operates during the mission &amp;quot;Rebirth,&amp;quot; and the right gun fires machine gun rounds rather than 40mm grenades. It reuses the Mk 19 Mod 3 model from [[Call of Duty 4: Modern Warfare]], which is anachronistic, and a more appropriate choice would've been the Soviet [[KPV]] heavy machine gun or [[AGS-17]] automatic grenade launcher; interestingly, the in-game weapons both use the latter's distinctive belt drum, suggesting that they may have been meant to pass for actual AGS-17s.&lt;br /&gt;
[[Image:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|400px|Mk 19 Mod 3 grenade launcher on vehicle pintle mounting with 48-round belt box and older flash hider - 40x53mm]]&lt;br /&gt;
[[File:CODBO Mk 19 (1).jpg|thumb|none|600px|The Mark 19 duo as manned by Hudson. Note the charging handles only present on the outside sides of the weapon models.]]&lt;br /&gt;
[[File:CODBO Mk 19 (2).jpg|thumb|none|600px|Zooming in with the turret machination.]]&lt;br /&gt;
[[File:CODBO Mk 19 (3).jpg|thumb|none|600px|The weapon system as seen in third person after the BTR-60 eats a missile launched from an Mi-8.]]&lt;br /&gt;
&lt;br /&gt;
==Type 92 Heavy Machine Gun==&lt;br /&gt;
The sentry guns in the zombie map &amp;quot;Kino der Toten&amp;quot; are built around a [[Type 92 heavy machine gun]]. A double machine gun mount in the level &amp;quot;Victor Charlie&amp;quot; also uses Type 92s. The use icon for the emplacement reuses the icon for the Type 92 from ''[[Call of Duty: World at War]]''.&lt;br /&gt;
[[Image:Type 92 HMG.jpg|thumb|none|400px|Nambu Type 92 Heavy machine gun - 7.7x58mm Arisaka]]&lt;br /&gt;
[[File:CODBO Type 92 (1).jpg|thumb|none|600px|The twin Type 92 emplacement in &amp;quot;Victor Charlie.&amp;quot; It appears to feed from AGS-17-like drums.]]&lt;br /&gt;
[[File:CODBO Type 92 (2).jpg|thumb|none|600px|Manning the turret.]]&lt;br /&gt;
[[File:CODBO Type 92 (3).jpg|thumb|none|600px|Aiming with the odd improvised sights.]]&lt;br /&gt;
[[File:CODBO Type 92 (4).jpg|thumb|none|600px|A single Type 92 in &amp;quot;Kino Der Toten.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger Dual Mount System (mockup)==&lt;br /&gt;
A mockup of the [[FIM-92 Stinger]] Dual Mount System made of SA-14 Gremlin models appears as the SAM Turret. It is inaccurately depicted as an autonomous weapon system, with the sighting system replaced by a simple camera. Its appearance in the game is anachronistic as the base FIM-92 Stinger was developed in the 1970s and the Dual Mount System version was developed in the late 1990s. A slightly more realistic choice would be to use the [[FIM-43 Redeye]].&lt;br /&gt;
[[File:Stinger mount.jpg|thumb|none|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:BLACKOPS-SAM.jpg|thumb|none|600px|The SAM Turret killstreak. Apparently the 60s had such an advanced AI that it was capable of acquiring targets on its own only by the means of simple security cameras.]]&lt;br /&gt;
&lt;br /&gt;
==FN M249 SAW==&lt;br /&gt;
The [[FN Minimi|FN M249 SAW]] model from [[Call of Duty 4: Modern Warfare]] is seen in the level &amp;quot;Vorkuta&amp;quot;, where it is used by Soviet prison guard as an emplaced heavy machine gun. Being a Belgian-designed, US-issued light machine gun (and being a variant thereof that came into being in the mid-1980s), it is rather obviously inappropriate for the setting; a more reasonable choice would've been a [[DShKM]].&lt;br /&gt;
[[File:Fn_m249saw_mk2_10-1-.jpg|thumb|none|450px|FN M249 SAW - with 200-round belt box - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==UB-32 Rocket Pod==&lt;br /&gt;
Mi-24A helicopters utilize UB-32 Rocket Pods to fire S-5 rockets. Woods incorrectly calls the pods &amp;quot;UV-32 rockets&amp;quot;, apparently thinking that the &amp;quot;U'''B'''-32&amp;quot; in the English transliteration of the Russian &amp;quot;УБ-32&amp;quot; stands for &amp;quot;V&amp;quot;. This error might be caused by the fact that the Russian letter &amp;quot;B&amp;quot; is actually transliterated to &amp;quot;V&amp;quot; in English. When Mason commandeers a Mi-24A in &amp;quot;Payback&amp;quot; he can fire only four S-5 rockets per wing at a time then he needs to reload. The hind has two pods per wing for a total of 64 rockets per wing, however, Mason's supply of rockets never runs out.&lt;br /&gt;
&lt;br /&gt;
==B-8M Rocket Pod==&lt;br /&gt;
Mi-8 helicopters utilize B-8M Rocket Pods. However, they are inaccurately depicted as firing S-5 rockets instead of the appropriate S-8. Somewhat anachronistic as S-8 rockets were developed in the 1960s, but underwent preliminary testing in 1969 and entered service in 1984.&lt;br /&gt;
&lt;br /&gt;
==M-21 Field Rocket System==&lt;br /&gt;
BM-21 self-propelled multiple rocket launcher vehicles complete with M-21 Field Rocket Systems are seen rather inappropriately being parked in the US Beale Air Force Base in &amp;quot;WMD&amp;quot;. Standalone M-21 systems are also mounted throughout the Rusalka in &amp;quot;Redemption&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
== F1 hand grenade ==&lt;br /&gt;
The French [[F1 hand grenade]] is one of the grenades that aren't usable in-game. The designers appear to have confused it with the Soviet [[F-1 hand grenade|F-1]], which was directly based on the French grenade, even keeping its original name which caused a certain confusion.&lt;br /&gt;
&lt;br /&gt;
[[File:F1 Mle35 hand grenade.JPG|thumb|none|200px|F1 High-Explosive Fragmentation hand grenade with Mle1935 fuse.]]&lt;br /&gt;
[[File:Shot0219.jpg|thumb|none|600px|The grenades under the right shoulder are the F1s.]]&lt;br /&gt;
[[File:Shot0259.jpg|thumb|none|600px|F1 hand grenade on dead Russian soldier. An [[RGD-5 hand grenade]] is also visible.]]&lt;br /&gt;
&lt;br /&gt;
== M7 Gas Grenade ==&lt;br /&gt;
[[M7 CS gas grenade]]s are available in the game's multiplayer, dispersing a lethal load of the game's &amp;quot;Nova Gas&amp;quot;. They are also present on some character models.&lt;br /&gt;
[[File:M7A3.jpg|thumb|none|175px|M7A3 CS gas grenade.]]&lt;br /&gt;
[[File:CODBO M7 CS.jpg|thumb|none|600px|Preparing to throw a &amp;quot;Nova Gas&amp;quot; grenade.]]&lt;br /&gt;
[[File:Shot0219.jpg|thumb|none|600px|The black grenades on the waist are the M7.]]&lt;br /&gt;
&lt;br /&gt;
== M18A1 Claymore ==&lt;br /&gt;
The [[M18A1 Claymore]] anti-personnel mine is available once again as a defensive weapon. For 1000 points claymores X2 are able to purchase in the maps Kino Der Toten, Five, Ascention, Call of the Dead, and Moon. Shangri La features an alternate version for the same price, called the &amp;quot;Spikemore&amp;quot;, which (as its name indicates) launches spikes along with its usual shrapnel. &lt;br /&gt;
&lt;br /&gt;
As with other ''Call of Duty'' games, the mine is based on the depiction of the Claymore in ''Metal Gear Solid'', emitting two red laser beams from its iron sight when placed to show its damage radius and arming area, and is proximity triggered; such a system would require a level of laser technology that did not exist at the time the game is set, and would be of very little practical function since the beams are not associated with any kind of reflector. About the only way it could work, assuming the laser is actually the detonator, is if the laser unit was a rangefinder set to detonate the mine if anything passed closer than a preset distance, which would be an absurdly inefficient method of fuzing an antipersonnel mine. Real Claymore mines are typically command-detonated, though they can also be rigged up with a simple mechanical tripwire for use as a self-detonating mine.&lt;br /&gt;
&lt;br /&gt;
The M18A1 is somewhat anachronistic for most of the singleplayer since while it was adopted in 1960, it is not known to have been used in combat until 1966. For most of the game's events, the original, unreliable M18 would have been the only Claymore variant in use.&lt;br /&gt;
&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|500px|M18A1 Claymore anti-personnel mine.]]&lt;br /&gt;
[[File:CODBO Claymore (1).jpg|thumb|none|600px|The M18A1 Claymore mine in first person.]]&lt;br /&gt;
[[File:CODBO Claymore (2).jpg|thumb|none|600px|The Claymore mine as seen when deployed.]]&lt;br /&gt;
&lt;br /&gt;
== M34 White Phosphorous grenade ==&lt;br /&gt;
The [[M34 White Phosphorous grenade]], referred to as the &amp;quot;Willy Pete,&amp;quot; is used as a smoke grenade, minus most of its real-life incendiary effect: the smoke cloud lasts 8-9 seconds rather than the 60 or so of the real weapon. It still causes mild damage to enemies who are too close when it explodes, though. The grenade is incorrectly shown with a green casing: this colour was not used until STANAG 2321 was adopted in 1987, and a period M34 should be white.&lt;br /&gt;
&lt;br /&gt;
[[File:M34 2-1-.jpg|thumb|none|200px|M34 White Phosphorous grenade.]]&lt;br /&gt;
[[File:CODBO M34 WP.jpg|thumb|none|600px|About to throw the &amp;quot;Willy Pete&amp;quot; grenade.]]&lt;br /&gt;
[[File:Shot0219.jpg|thumb|none|600px|The green grenade on the belt is the M34.]]&lt;br /&gt;
&lt;br /&gt;
== M67 hand grenade ==&lt;br /&gt;
The [[M67 hand grenade]] once again returns as the primary grenade of every faction in-game (not including the World War II mission &amp;quot;Project Nova&amp;quot;). Because ''Black Ops'' takes place from 1961 to 1968, it would be slightly more accurate to see the [[M26 hand grenade]] instead of the M67, as it did not come into common use in the U.S. Military until 1969. Strictly speaking, though, it's not ''exactly'' anachronistic, as it was designed in the 50's. In the zombie maps Kino Der Toten, Five, and Ascension M67 hand grenades are 250 points for 4 grenades.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|500px|M67 fragmentation grenade.]]&lt;br /&gt;
[[File:CODBO M67.jpg|thumb|none|600px|Pulling the pin on a M67 Frag.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
&lt;br /&gt;
[[M84 stun grenade]]s appear as the Flashbangs and as the icon for Concussion Grenades; Flashbangs have a green stripe, while Concussion Grenades have a red stripe in the menu. In gameplay, however, the Concussion Grenade is actually a [[MK3 offensive hand grenade]]. It's appearance in the 60s is highly anachronistic as it was used from 1995 in reality.&lt;br /&gt;
&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:CODBO M84 Flashbang.jpg|thumb|none|600px|Pulling the pin on a M84 Flashbang.]]&lt;br /&gt;
&lt;br /&gt;
== Mk 2 hand grenade ==&lt;br /&gt;
The [[Mk 2 hand grenade]] is one of the grenades that aren't usable in-game. The Mk 2 can can be seen on Tank Dempsey in the zombie map &amp;quot;Kino Der Toten&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 &amp;quot;Pineapple&amp;quot; High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:Shot0032301.jpg|thumb|none|600px|Mk 2 hand grenade on Tank Dempsey's coat.]]&lt;br /&gt;
&lt;br /&gt;
== MK3 Offensive Hand Grenade ==&lt;br /&gt;
[[MK3 offensive hand grenade]]s are appropriately used as the Concussion Grenade in multiplayer gameplay.&lt;br /&gt;
[[Image:MK3A2.jpg|thumb|none|200px|MK3A2 offensive hand grenade]]&lt;br /&gt;
[[File:CODBO Mk3 Concussion.jpg|thumb|none|600px|About to toss a Mk3 grenade.]]&lt;br /&gt;
&lt;br /&gt;
== Model 24 Stielhandgranate(*) ==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] is used by the German soldiers in the World War II mission &amp;quot;Project Nova&amp;quot; and usable by the player. Also available in the zombie maps Nacht der Untoten, Verrückt, Shi No Numa and Der Riese for 250 points.&lt;br /&gt;
&lt;br /&gt;
[[File:24-43 grenade.jpg|thumb|none|500px|Model 24 Stielhandgranate.]]&lt;br /&gt;
[[File:CODBO Stielhandgranate (1).jpg|thumb|none|600px|Prepping a Model 24 Stielhandgranate.]]&lt;br /&gt;
[[File:CODBO Stielhandgrante (2).jpg|thumb|none|600px|A Stielhandgranate on the ground.]]&lt;br /&gt;
&lt;br /&gt;
== RGD-5 hand grenade ==&lt;br /&gt;
The [[RGD-5 hand grenade]] is one of the grenades that aren't usable in-game. It would be more accurate to see Soviet forces in the game use this grenade, rather than simply using the same M67 grenade as the player.&lt;br /&gt;
&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|600px|RGD-5 High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:Shot0259.jpg|thumb|none|600px|RGD-5 hand grenade on a dead Russian soldier. An [[F1 hand grenade]] is also visible.]]&lt;br /&gt;
&lt;br /&gt;
== RGD-33 stick grenade(*) ==&lt;br /&gt;
The [[RGD-33 stick grenade]] is used by the Russian soldiers in the World War II mission &amp;quot;Project Nova&amp;quot; and usable by the player.&lt;br /&gt;
&lt;br /&gt;
[[File:Rgd-33russianfrag mp.jpg|thumb|none|400px|RGD-33 stick grenade.]]&lt;br /&gt;
[[File:CODBO RGD-33 (1).jpg|thumb|none|600px|RGD-33 about to be thrown.]]&lt;br /&gt;
&lt;br /&gt;
== S-Mine(*) ==&lt;br /&gt;
In the classic Nazi Zombies maps, [[S-Mine]]s are available instead of Claymore mines. They are still referred to as &amp;quot;Bouncing Betty&amp;quot; mines.&lt;br /&gt;
&lt;br /&gt;
[[File:Schrapnellmine 35 mine.jpg|thumb|none|500p|S-Mine 35.]]&lt;br /&gt;
[[File:CODBO S-Mine (1).jpg|thumb|none|600px|Nikolai Belinksi holds a ''Schrapnellmine''.]]&lt;br /&gt;
[[File:CODBO S-Mine (2).jpg|thumb|none|600px|Pulling the pin and deploying a mine.]]&lt;br /&gt;
&lt;br /&gt;
= Attachments =&lt;br /&gt;
==GP-30==&lt;br /&gt;
A [[GP-30]] can be mounted on the &amp;quot;AK-47&amp;quot; and the Galil; as ever for the series, it is incorrectly called a &amp;quot;GP-25&amp;quot;. This time, there is not quadrant sight at all, but the presence of four ribs around the barrel (as opposed to three for an actual GP-25), coupled with the lack of a support frame behind the launcher, confirms that it is indeed modeled after a GP-30. Its appearance is anachronistic; the GP-30 entered service in 1989, and the GP-25 itself in 1978. A more accurate choice for the time period of the game could have been the OKG-40 &amp;quot;Iskra&amp;quot; prototype underbarrel grenade launcher that was developed in 1965, or else the standalone ''Device &amp;quot;D&amp;quot;'' noiseless grenade launcher / pistol combo, which was actually used by the Soviet Spetsnaz in the 1960s (and could be equipped with several attachments like a suppressor and a shoulder stock).&lt;br /&gt;
&lt;br /&gt;
Unlike ''[[Call of Duty 4: Modern Warfare]]'' and ''[[Modern Warfare 2]]'', which use a western 40mm grenade to stand in for the Soviet VOG-25 40mm grenade, ''Black Ops'' is the first game in the series to correctly depict a VOG-25 grenade being used. However, the game still portrays the Russian grenade as being cased, with the reload animation involving a downwards flick to eject a nonexistent casing, which, like previous games (and the M203), is stood in with a full 40mm grenade.&lt;br /&gt;
&lt;br /&gt;
[[File:GP-30.jpg|thumb|none|350px|GP-30 grenade launcher - 40mm]]&lt;br /&gt;
[[File:CODBO GP30 (1).jpg|thumb|none|600px|The launcher about to be fired.]]&lt;br /&gt;
[[File:CODBO GP30 (2).jpg|thumb|none|600px|Loading a new grenade.]]&lt;br /&gt;
[[File:Shot0047.jpg|thumb|none|600px|Third-person view of the &amp;quot;AK-47&amp;quot; equipped with a GP-30.]]&lt;br /&gt;
&lt;br /&gt;
==BS-1 grenade launcher==&lt;br /&gt;
The [[BS-1 grenade launcher]] is a unique attachment for the [[AKS-74U]] compact carbine, called by its alternate name &amp;quot;Tishina&amp;quot; in-game. First encountered in the single-player mission &amp;quot;Rebirth&amp;quot;. Anachronistic, as like the gun in question, the launcher was not developed until the 1970s. A more accurate choice for the time period of the game could have been the ''Device &amp;quot;D&amp;quot;'' noiseless grenade launcher / pistol combo (that could be equipped with several attachments like a suppressor and a shoulder stock) and was actually used by the Soviet Spetsnaz in the 1960s.&lt;br /&gt;
&lt;br /&gt;
[[File:GSN-19.jpg|thumb|none|400px|BS-1 grenade launcher - 30mm]]&lt;br /&gt;
[[File:CODBO Tishina (1).jpg|thumb|none|600px|BS-1 in idle. Note that it is actually mirrored; the bolt handle and ejection port for the blanks should actually be on the right side.]]&lt;br /&gt;
[[File:CODBO Tishina (2).jpg|thumb|none|600px|The player character operates the bolt of the BS-1. The game correctly portrays the reload procedure; because the 30mm grenade is fired with a blank instead of having its own propellant, when reloading, the user has to operate the bolt to eject the fired blank and chamber a new blank from the BS-1's detachable box magazine for blanks, and loads in a new 30mm grenade from the muzzle.]]&lt;br /&gt;
[[File:CODBO Tishina (3).jpg|thumb|none|600px|Reloading the BS-1 with a 30mm VOG-T grenade.]]&lt;br /&gt;
[[File:Shot005004.jpg |thumb|none|600px|AKS-74U with a BS-1 on a table.]]&lt;br /&gt;
&lt;br /&gt;
== Knight's Armament Masterkey ==&lt;br /&gt;
The [[Knight's Armament Masterkey]] is a purchasable attachment for some assault rifles in multiplayer, and is seen in singleplayer mounted on the [[M14]] and [[M16]] in &amp;quot;SOG&amp;quot;, the [[AK-47]] hybrid in &amp;quot;Victor Charlie&amp;quot;, the [[Enfield L85 rifle series#XL64E5|Enfield]] in &amp;quot;Rebirth&amp;quot; and the [[Galil]] in &amp;quot;Redemption&amp;quot;. Rather appropriately, readying the underbarrel shotgun does not make the user work the pump handle of the weapon, saving a good technically achievable shotgun shell (unlike the later ''Modern Warfare 3'' or ''Modern Warfare 2'', ''as well'' as its singleplayer remaster for that manner). The Masterkey's capacity inconsistent throughout the modes, while it technically holds four in both normal singleplayer and multiplayer, it incorrectly holds six in Zombies. The Masterkey shotguns in &amp;quot;Victor Charlie&amp;quot; on the other hand uniquely holds eight shells instead.&lt;br /&gt;
&lt;br /&gt;
It is anachronistic, since the Masterkey project was not initiated until the 1980s. The only historically accurate way to do this would be to jury-rig a sawed-off shotgun to the rifle (say with zipties) or have an armorer create a one-off mounting (as with, say, the custom [[Mossberg 500]] mounting seen in ''[[Predator]]''), using something like an XM148 mount or a custom M203-like handguard as a base.&lt;br /&gt;
&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:CODBO Masterkey (1).jpg|thumb|none|600px|The Masterkey mounted on a Colt Commando.]]&lt;br /&gt;
[[File:CODBO Masterkey (2).jpg|thumb|none|600px|Pumping the Masterkey.]]&lt;br /&gt;
[[File:CODBO Masterkey (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
== M203 grenade launcher ==&lt;br /&gt;
The [[M203 Grenade Launcher|M203 Grenade Launcher]] returns once again, but this time, it actually has the trigger and trigger guard, unlike in ''[[Call of Duty 4: Modern Warfare]]'' and ''[[Modern Warfare 2]]''. During the Beta, the M203 lacked the front and rear mountings seen below, but they were added in the final version. Since ''Black Ops'' takes place from 1961 to 1968, it is anachronistic to see the M203 in use as it entered service only in 1969, and even then, the XM203 was the grenade launcher, which was designed in 1968, was used in service until it became the M203 in 1971. A more historically-accurate choice would have been the [[XM148 grenade launcher]], or the experiment X-1 Grenade Launcher, which was used for the M14. Like earlier games, the full 40mm grenade stands in for the spent casing during the reload animation.&lt;br /&gt;
&lt;br /&gt;
[[File:M203.jpg|thumb|none|400px|]]&lt;br /&gt;
[[File:CODBO M203 (1).jpg|thumb|none|600px|M203A1 mounted on an M16.]]&lt;br /&gt;
[[File:CODBO M203 (2).jpg|thumb|none|600px|Reloading an M203A1 mounted on an M14.]]&lt;br /&gt;
[[File:Aug m203.jpg|thumb|none|400px|Steyr AUG A1 (5.56x45mm) with M203PI grenade launcher.]]&lt;br /&gt;
[[File:CODBO M203 (3).jpg|thumb|none|600px|Reloading an M203A1 mounted on an AUG. Note the heat shield; the AUG gains this heat shield when any of the three underbarrel attachments are attached, which appears to be based on the heat shield of the M203PI.]]&lt;br /&gt;
&lt;br /&gt;
=== Underbarrel Flamethrower ===&lt;br /&gt;
A seemingly improvised flamethrower appears as an underbarrel attachment. It appears to have been made from an M203 trigger mechanism mated with a miniature fuel tank and a modified GP-30 serving as igniter. When mounted on the M16, the flamethrower gains a rifle length M203 grenade launcher heat shield painted in red (with two less vent holes). Mounting it on the &amp;quot;Commando&amp;quot; gives it a shortened red M203 heat shield, and mounting it on the FAMAS gives it an even shorter one.&lt;br /&gt;
[[File:CODBO Flamethrower (1).jpg|thumb|none|600px|Flamethrower mounted on an IMI Galil.]]&lt;br /&gt;
[[File:CODBO Flamethrower (2).jpg|thumb|none|600px|Reloading the device. Regardless of any remaining fuel left in the first tank, it will be discarded.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Crossbow==&lt;br /&gt;
The Crossbow is a new weapon that featured in ''Call of Duty: Black Ops''. The crossbow appears in the campaign missions &amp;quot;Executive Order&amp;quot; and &amp;quot;WMD&amp;quot;, which are set in Baikonur and the Ural Mountains, respectively. In multiplayer, crossbows only fire explosive bolts; in singleplayer, they can also fire normal bolts and, on one occasion in &amp;quot;Executive Order&amp;quot;, a zipline. Crossbows in singleplayer also often have scopes attached, using anachronistic slotted accessory rails.&lt;br /&gt;
&lt;br /&gt;
Design-wise, the crossbow appears to be a custom made weapon using a stock and pistol grip from an [[AR-18]] rifle. In an apparent reference to ''[[Rambo: First Blood Part II]]'', the appearance of the explosive tips is modeled after the explosive tips in the cult action film.&lt;br /&gt;
&lt;br /&gt;
[[File:Armalite-AR18.jpg|thumb|none|500px|Armalite AR-18 - 5.56x45mm]]&lt;br /&gt;
[[File:RamboIItorquebow-1.jpg|thumb|none|500px|Rambo's explosive arrow tips as seen in ''Rambo: First Blood Part II''.]]&lt;br /&gt;
[[File:CODBO Crossbow (1).jpg|thumb|none|600px|The vanilla crossbow in multiplayer.]]&lt;br /&gt;
[[File:CODBO Crossbow (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CODBO Crossbow (3).jpg|thumb|none|600px|Resetting the drawstring.]]&lt;br /&gt;
[[File:CODBO Crossbow (4).jpg|thumb|none|600px|Hudson's crossbow in &amp;quot;WMD,&amp;quot; note the scope and &amp;quot;Siberia&amp;quot; camouflage.]]&lt;br /&gt;
[[File:CODBO Crossbow (5).jpg|thumb|none|600px|Loading an explosive arrow.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
The [[M2 Flamethrower]] appears exclusively in the top-down Zombies map Dead Ops Arcade. The in-game model only consists of the gun group; the tank group is missing.&lt;br /&gt;
&lt;br /&gt;
[[File:M2 Flamethrower.jpg|thumb|none|205px|M2A1-2 Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
==Flintlock Pistol==&lt;br /&gt;
Generic [[Flintlock Pistol]]s are seen in the prestige 2 badge.&lt;br /&gt;
&lt;br /&gt;
[[File:Sparroflintlock.jpg|thumb|none|300px|Prop replica of Jack Sparrow's 'Pirates' flintlock.]]&lt;br /&gt;
&lt;br /&gt;
=Stock Footage=&lt;br /&gt;
==Armalite AR-18==&lt;br /&gt;
An [[Armalite AR-18]] is briefly shown in a stock photo used in the introduction to the first mission, &amp;quot;Operation 40&amp;quot;, to illustrate Cuban exiles training for the Bay of Pigs invasion.&lt;br /&gt;
&lt;br /&gt;
[[File:Armalite-AR18.jpg|thumb|none|450px|Armalite AR-18 - 5.56x45mm]]&lt;br /&gt;
[[File:BO-AR18.jpg|thumb|none|600px|A still from the intro showing a soldier training with the AR-18. Also note the [[M1 Carbine]] with post-war upgrades used by the man to his right. The AR-18 along with the BDU uniforms is anachronistic to the Bay of Pigs, however, in this case the error is due to the stock image used to stand in for archival footage actually being a 1986 [https://www.gettyimages.dk/detail/news-photo/miami-cuban-exiled-community-rehearsing-mock-invasion-of-news-photo/200561388-001 photo] of Cuban exiled community rehearsing mock invasion of Cuba.]]&lt;br /&gt;
&lt;br /&gt;
==Carcano M91/38==&lt;br /&gt;
The actual [[Carcano M91/38]] carbine used on November 22, 1963 by Lee Harvey Oswald to assassinate U.S. President John F. Kennedy, can be seen for a second in a trailer. This is the first of many allusions to Kennedy's assassination throughout the game's campaign. This gun does not appear in-game.&lt;br /&gt;
[[File:Oswald-Carcano.jpg|thumb|none|500px|Actual Carcano M91/38 used by Lee Harvey Oswald to assassinate John F. Kennedy - 6.5x52mm]]&lt;br /&gt;
[[File:CoDBO-Carcano.jpg|thumb|none|500px|The rifle seen in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
An [[M1 Carbine]] briefly appears in the introduction to the &amp;quot;Operation 40&amp;quot; level, used in a stock photo of soldiers training with weapons to stand in for Cuban exiles being trained before the Bay of Pigs invasion.&lt;br /&gt;
&lt;br /&gt;
[[File:M1CarbineLateModel.jpg|thumb|none|450px|Korean War-era M1 Carbine with birch stock, adjustable rear sight, bayonet lug, and twin magazine pouch - .30 Carbine]]&lt;br /&gt;
[[File:BO-AR18.jpg|thumb|none|600px|The anachronistic still image from the &amp;quot;Operation 40&amp;quot; intro. The man to the right of the closest one is holding an M1 carbine, with the bayonet lug and adjustable rear sight clearly visible.]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
A Viet Cong fighter carrying a [[RPD]] light machine gun runs across the TV screens in the same setting.&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|500px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:CODBO RPD.jpg|thumb|none|600px|The RPD as seen on the four screens on the right side.]]&lt;br /&gt;
&lt;br /&gt;
==M79==&lt;br /&gt;
Archival footage of the Vietnam War seen on the televisions in the main menu interrogation room include footage of a US soldier firing an [[M79 grenade launcher]].&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:CODBO M79.jpg|thumb|none|600px|The M79 is visible in the far leftmost screen.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Zombie]]&lt;/div&gt;</summary>
		<author><name>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Black_Ops&amp;diff=1591161</id>
		<title>Talk:Call of Duty: Black Ops</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Black_Ops&amp;diff=1591161"/>
		<updated>2023-07-15T15:05:07Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: /* Ballistic Knife */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See [[Talk:Call of Duty: Black Ops/Archive 1]] and [[Talk:Call of Duty: Black Ops/Archive 2]] for older discussions.&lt;br /&gt;
&lt;br /&gt;
= Weapons only found in game files =&lt;br /&gt;
Many of these weapon models were tested or based on ''[[Call of Duty 4: Modern Warfare]]'' models.&lt;br /&gt;
&lt;br /&gt;
==Colt AR-15A3==&lt;br /&gt;
An AR-15A3 model, use in ''[[Call of Duty 4: Modern Warfare]]'', was used to test the &amp;quot;Commando&amp;quot;. It was incorrectly referred to as the M4A1 Carbine, just like the previous Call of Duty game. The Commando was referred to as the &amp;quot;M4A1 Carbine&amp;quot; in the game files.&lt;br /&gt;
[[File:ColtAR-15A3TacticalCarbine.jpg|thumb|none|450px|Colt AR-15A3 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:AR15A3BO1.jpg|thumb|none|600px|An AR-15A3 appears in the menu icon referred to as the M4A1 Carbine]]&lt;br /&gt;
&lt;br /&gt;
==HK MP5N==&lt;br /&gt;
An MP5N model, used in ''[[Call of Duty 4: Modern Warfare]]'', was used to test the MP5K. The MP5K was referred to as the &amp;quot;MP5&amp;quot; in the game files.&lt;br /&gt;
[[File:Hk-mp5n.jpg|thumb|none|450px|HK MP5A3 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:Mp5 ingame CoD BO.jpg|thumb|none|600px|An MP5N appears in the game]]&lt;br /&gt;
&lt;br /&gt;
= Live Action Commercial=&lt;br /&gt;
&lt;br /&gt;
==M1911A1==&lt;br /&gt;
&lt;br /&gt;
[[File:CODBOLiveActComM1911.jpg|thumb|none|600px|A chef fires two [[M1911A1]]s in different directions, an action that is impossible in game.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
&lt;br /&gt;
[[File:CODBOLiveActComRemington870.jpg|thumb|none|600px|The [[Mossberg 500]] being fired. This weapon is not ever available in the game but judging by the heatshield slapped attached, it may be standing in for the [[Ithaca 37|Ithaca 37 Stakeout]].]]&lt;br /&gt;
[[File:CODBOLiveActComRemington870Closeup.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODBOLiveActComRemington870FPS.jpg|thumb|none|600px|If you ever see yourself in a similar situation just remember, they're right behind you.]]&lt;br /&gt;
[[File:CODBOLiveActComAUG&amp;amp;PumpShotgun.jpg|thumb|none|600px|See girls do play COD.]]&lt;br /&gt;
&lt;br /&gt;
==Mini Uzi==&lt;br /&gt;
&lt;br /&gt;
[[File:CODBOLiveActComMiniUzi.jpg|thumb|none|600px|A player firing his [[Mini Uzi]], which appears to be standing in for it's full sized counterpart actually seen in game.]]&lt;br /&gt;
&lt;br /&gt;
==AUG==&lt;br /&gt;
&lt;br /&gt;
[[File:CODBOLiveActComAUG&amp;amp;PumpShotgun.jpg|thumb|none|600px|The [[AUG]] in the background. Note the black finish, where the one in game is olive drab.]]&lt;br /&gt;
[[File:CODBOLiveActComAUG.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1==&lt;br /&gt;
[[File:CODBOLiveActComM733.jpg|thumb|none|600px|&amp;quot;My emblem is bigger than yours&amp;quot;.]]&lt;br /&gt;
[[File:CODBOLiveActComAR15&amp;amp;M203.jpg|thumb|none|600px|Kobe Bryant of the NBA's Los Angeles Lakers with an [[M4A1]] with an [[M203]]. The &amp;quot;Mamba&amp;quot; emblem refers to his nickname, The Black Mamba.]]&lt;br /&gt;
&lt;br /&gt;
==WASR-2==&lt;br /&gt;
&lt;br /&gt;
[[File:CODBOLiveActComWASR2.jpg|thumb|none|600px|Hotel employee somehow gets into a shootout. Still not as crazy as spring break.]]&lt;br /&gt;
[[File:CODBOLiveActComWASR2(2).jpg|thumb|none|600px|A &amp;quot;player&amp;quot; holds the [[Romanian WASR|WASR-2]] before getting blown to bits by a crossbow bolt.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
&lt;br /&gt;
[[File:CODBOLiveActComRPG7.jpg|thumb|none|600px|A player about to fire his [[RPG-7]] as he gives a sneak peak at a faction that did not make it into the final game. The all powerful Best Buy faction.]]&lt;br /&gt;
[[File:CODBOLiveActComRPG7Kimmel.jpg|thumb|none|600px|Jimmy Kimmel (yes that Jimmy Kimmel) is about to fire the RPG-7. He humorously falls on his ass due to the back blast.]]&lt;br /&gt;
&lt;br /&gt;
==GE M134==&lt;br /&gt;
&lt;br /&gt;
[[File:CODBOLiveActComM134Huey.jpg|thumb|none|600px|The [[M134]] being fired from an UH-1 Huey.]]&lt;br /&gt;
[[File:CODBOLiveActComM134Huey2.jpg|thumb|none|600px|Thats... one way to do your job in the demolition business.]]&lt;br /&gt;
&lt;br /&gt;
==Crossbow==&lt;br /&gt;
&lt;br /&gt;
[[File:CODBOLiveActComCrossbow.jpg|thumb|none|600px|The Crossbow about to be fired.]]&lt;br /&gt;
&lt;br /&gt;
= Miscellaneous Weapons =&lt;br /&gt;
This section covers other throwables and melee weapons.&lt;br /&gt;
&lt;br /&gt;
==Semtex Grenades==&lt;br /&gt;
Semtex Grenades return from ''Modern Warfare 2''.&lt;br /&gt;
&lt;br /&gt;
==Decoy Grenades==&lt;br /&gt;
&lt;br /&gt;
What appears to be improvised grenades made out of rifle rounds can be used to create a decoy on enemy radars.&lt;br /&gt;
&lt;br /&gt;
== Tomahawk (Strider Hatchet) ==&lt;br /&gt;
The Tomahawk is a thrown weapon occupying the lethal grenade slot, serving the same role as the throwing knife from ''[[Modern Warfare 2]]'' in multiplayer. In singleplayer, it's only available on the mission &amp;quot;Rebirth&amp;quot; after obtaining it from a Russian harbor worker and killing him with it. It is based on the medium variant of the Strider Hatchet and is anachronistic. An M-1910 hand axe would have been more appropriate.&lt;br /&gt;
&lt;br /&gt;
[[Image:Tomahawk-BO.jpg|thumb|none|600px|Tomahawk in Create-a-Class.]]&lt;br /&gt;
[[Image:Tomahawk-BOthrow.jpg|thumb|none|400px|A Tomahawk being thrown.]]&lt;br /&gt;
&lt;br /&gt;
== Ballistic Knife ==&lt;br /&gt;
The ballistic knife is a powerful melee weapon that available only in multiplayer and zombie modes. The knife is firing blades with a spring inside the body. Even though the ballistic knife does not appear in single player, its appearance in multiplayer could be seen as anachronistic, as the ballistic knife was not developed until the early 1980's. A weird choice could have been a some type of VC spring pointed stick (VC uses stick to create weapons, including crossbows).&lt;br /&gt;
&lt;br /&gt;
The ballistic knife in game also has an unrealistically long range, the real ballistic knife has a maximum range of only twenty to thirty feet while the blades in game travels near infinitely in an arc. &lt;br /&gt;
&lt;br /&gt;
[[Image:BK-BO.jpg|thumb|none|600px|The ballistic knife being reloaded.]]&lt;br /&gt;
&lt;br /&gt;
== Knife ==&lt;br /&gt;
&lt;br /&gt;
The Rambo II inspired knife returns in Call of Duty: Black Ops. It is still a one-hit kill, but unlike the previous versions, seems to cause a very large fountain of blood to appear after knifing an enemy.&lt;br /&gt;
&lt;br /&gt;
Even if the fact that this particular knife wasn't actually used by the military is ignored, its appearance in the 60s would be technically anachronistic since it was developed for the 1985 movie ''[[Rambo: First Blood Part II]]''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rambo_knife_2.JPG‎|thumb|none|400px|Rambo II Survival Knife]]&lt;br /&gt;
[[Image:659px-KnifeBlackOpsMultiplayer.png|thumb|none|500px|The Knife in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Prison Knife ==&lt;br /&gt;
&lt;br /&gt;
The Prison Knife is a melee weapon used in the mission &amp;quot;Vorkuta&amp;quot; in Call of Duty: Black Ops. It appears to be a jagged piece of scrap metal, similar to a 'shank' or 'shiv'. After Mason acquires another weapon, the prison knife is no longer equipped, and is only used by pressing the melee button. You can see blood on the blade, probably from stabbing the prison guard.&lt;br /&gt;
&lt;br /&gt;
[[Image:624px-Prisonknife.jpg|thumb|none|500px|The Prison Knife in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Karambit Knife ==&lt;br /&gt;
&lt;br /&gt;
The Karambit Knife is a combat knife used in the mission &amp;quot;Executive Order&amp;quot;. It is used to kill a Soviet soldier by sticking it into the soldier's spinal cord, killing him, allowing the player and Frank Woods to take their uniform and infiltrate the launch site. Though this blade is used only by US Federal Air Marshals currently, Mason and Woods could have used it instead of a normal blade to aid in the purpose of the mission. Unlike a normal blade, it is shaped like a jungle cat's claw. It is based on the Emerson Karambit Fixed Blade which makes it heavily anachronistic as Emerson Knives was founded in 1996.&lt;br /&gt;
&lt;br /&gt;
[[Image:561px-Karambit_Knife.jpg|thumb|none|500px|Karambit Knife in-game.]]&lt;br /&gt;
&lt;br /&gt;
== SOG Knife ==&lt;br /&gt;
The SOG Knife is a special knife used by the Mason in the mission &amp;quot;Victor Charlie&amp;quot;. This is the only time the SOG Knife is used. It is based on Randall Model 14 &amp;quot;Attack&amp;quot; with sawteeth and a micarta handle.&lt;br /&gt;
&lt;br /&gt;
[[Image:Shot0159.jpg|thumb|none|600px|SOG Knife in idle. Note the tally marks.]]&lt;br /&gt;
[[Image:Shot0167.jpg|thumb|none|600px|SOG Knife been drawn.]]&lt;br /&gt;
&lt;br /&gt;
== Bowie Knife ==&lt;br /&gt;
&lt;br /&gt;
The Bowie Knife is a special melee weapon which can be bought for 3000 points in Der Riese, Kino der Toten and Five. It is larger and wider than the standard combat knife in Call of Duty: Black Ops (or any Call of Duty game for that matter). It increases Knife damage from 150 to 1150, making it a one-hit-kill for zombies from Round 1 to Round 11. It is a one-hit-kill to Hellhounds all the way up until the third hellround. &lt;br /&gt;
&lt;br /&gt;
[[Image:BowieKnifePolkCompetition2-1024.jpg|thumb|none|500px|The Bowie Knife in Real Life.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Bowie.jpg|thumb|none|400px|The Bowie Knife in-game.]]&lt;br /&gt;
&lt;br /&gt;
== M1942 Machete ==&lt;br /&gt;
The M1942 Machete is featured in the campaign. It is used by the Vietcong and is carried in a plastic sheath by US marines and MACV SOG operatives.&lt;br /&gt;
&lt;br /&gt;
= Attachments =&lt;br /&gt;
== Red Dot Sight ==&lt;br /&gt;
The Israeli '''Elbit Falcon sight''' appears as the &amp;quot;Red Dot Sight&amp;quot; for the western weapons. Its depiction in the 1960s is anachronistic as the Falcon was produced in the 1980s. A better optic would be the Nydar Sight (1945), even though it’s only available for shotguns.&lt;br /&gt;
&lt;br /&gt;
A fictionalized depiction of the Russian '''Kobra red dot sight''' appears as the &amp;quot;Red Dot Sight&amp;quot; for the Soviet weapons. Its depiction in the 1960s is anachronistic as it was introduced in 1996 in reality.&lt;br /&gt;
&lt;br /&gt;
== Reflex Sight ==&lt;br /&gt;
The Swedish '''Aimpoint Electronic''' also known as '''Aimpoint MarkII''' appears as the &amp;quot;Reflex Sight&amp;quot;. The Aimpoint Electronic is the first red dot sight in history. It was invented in 1974 and launched in 1975, however, that means its appearance in the 1960s is anachronistic. The Singlepoint Sight would have be the more appropriate scope as it was developed in 1968, but even then, it didn’t saw uses in Vietnam until the Son Tay Raid in November 1970.&lt;br /&gt;
&lt;br /&gt;
== ACOG Scope ==&lt;br /&gt;
The '''Colt 3×20 scope''' appears as the &amp;quot;ACOG Scope&amp;quot; for the western weapons. While the Colt scope was used in the Vietnam War, its appearance during the Bay of Pigs invasion is anachronistic considering that the earlier 3x20 version was developed around [http://www.sniperglass.com/Item/1028 1962].&lt;br /&gt;
&lt;br /&gt;
The Russian '''PK-A''' appears as the &amp;quot;ACOG Scope&amp;quot; for the Soviet weapons and the Galil. However, this is heavily anachronistic considering that it was developed around 2004. The more appropriate scope could have been the PGO-7 scope (1959).&lt;br /&gt;
&lt;br /&gt;
Equipping the AUG with an &amp;quot;ACOG Scope&amp;quot; turns it into an A1 version complete with a '''Swarovski scope''', however, the entire AUG platform is anachronistic.&lt;br /&gt;
&lt;br /&gt;
The XL 60 version of the '''SUSAT scope''' appears as the &amp;quot;ACOG Scope&amp;quot; for the Enfield. However, this is anachronistic considering that this iteration of the SUSAT appeared first on the XL 60 which itself was introduced after June 14, 1976. Also the left side of the scope appears to be a mirror of the right side. A slightly more appropriate scope would be the Enfield EM-2 Scope (1951).&lt;br /&gt;
&lt;br /&gt;
The actual Trijicon ACOG Scope really doesn't appear in the game, but its appearance would have been heavily anachronistic since it was introduced in 1987.&lt;br /&gt;
&lt;br /&gt;
== Infrared Scope ==&lt;br /&gt;
The '''AN/PVS-3A night vision sight''' appears as the &amp;quot;Infrared Scope&amp;quot; for the western weapons. Its depiction in the 1960s is anachronistic as it was produced circa 1970, but it was used in the Vietnam War for M16s and XM21s. It is depicted with a reticle from the AN/PVS-4 night vision scope. The older AN/PVS-2 (1967) would have been a better choice.&lt;br /&gt;
&lt;br /&gt;
The '''NSPU 1PN34''' appears as the &amp;quot;Infrared Scope&amp;quot; for the Soviet weapons. Its depiction in the 1960s is anachronistic as it was developed in the 1970s. It is depicted with its proper reticle. The NSP-2 (1957) would have been a better choice.&lt;br /&gt;
&lt;br /&gt;
Both the AN/PVS-3A and NSPU 1PN34 are depicted as dual band thermal/night vision optics, which is inaccurate to the real devices which are solely night vision devices; the concept of such dual band optics is also very anachronistic, appearing in the late 2000s at the earliest with fusion devices such as the AN/PSQ-20. Weirdly enough, the night vision sight appears to be a pale blue color, resembling the image from white phosphor image intensifiers; this is also anachronistic as white phosphor image intensifiers did not exist in the 1960s, and would not come into major use until the 1990s (in applications such as the AN/AVS-9's MX-10160 intensifiers). Both the PVS-3A and 1PN34 used green phosphor intensifiers and should produce a monochrome green image accordingly. &lt;br /&gt;
&lt;br /&gt;
The M41 ITAS sight on the BGM-71 TOW possesses a similar pale blue image but with no passive illumination of heat sources, which is also incorrect as TOW missile systems specifically used thermal optics (the M41 ITAS in particular is supposed to use second-generation FLIR).&lt;br /&gt;
&lt;br /&gt;
== Grip ==&lt;br /&gt;
The '''Knight's Armament vertical grip''' appears as the &amp;quot;Grip&amp;quot; attachment, though some SMGs use their stocks to represent the grip attachment instead. The appearance of the KAC vertical grip in the 1960s is heavily anachronistic as the KAC rail adapter system and presumably foregrip became available in 1997.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
&lt;br /&gt;
I just realize that the BUISs on the Commando looked kinda like Troy Industry sights and they they are...backwards. They are supposed to fold back down towards you and not forward [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 23:49, 1 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Regarding the HK21... ==&lt;br /&gt;
&lt;br /&gt;
Shouldn't an HK21E that feeds from magazines be referred to as an HK11E?&lt;br /&gt;
As I understand the numbers: 21 = 7.62x51mm belt fed, 11 = 7.62x51mm magazine fed, 23 = 5.56x45mm belt fed and 13 = 5.56x45mm magazine fed.&lt;br /&gt;
The original HK21 could be adapted to feed from G3 mags or drums but I don't know if the &amp;quot;E&amp;quot; for Export models could be modded in the same way.&lt;br /&gt;
Is there an obvious visual difference between an HK21E with an adaptor kit and an HK11E? If so, which one is it that's in the game? [[User:Stickie|Stickie]] ([[User talk:Stickie|talk]]) 19:11, 10 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
: According to HKPro.com I was right - an HK21E adapted to fire from G3 mags or drums *is* an HK11E. I'll change the entry now. [[User:Stickie|Stickie]] ([[User talk:Stickie|talk]]) 20:33, 10 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::From the images I get of the HK11, it has a G3-style magwell with no facility for a belt feed. If you look carefully at the in-game model of the HK21, it has a magwell but it ''also'' has a belt feed opening, so it's not right for an HK11. It also doesn't have the magazine adaptor on it that an HK21 would need to use G3 mags, so it's just wrong. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 02:26, 11 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::On looking at it the HK21E in this game is a bodge job. Firstly, it has the belt feed from and HK21 not an HK21E. On the original HK21 the gun had a rectangular magazine well with an open side into which was inserted either a belt feed or a flat sided mag adapter (see [http://www.hkparts.net/shop/pc/HK21-Factory-Magazine-Adapter-RARE-p233.htm here], the fuller grey part in the middle is the adapter). On an HK21E the whole thing is replaced with a G3 style well, and in this case the gun does become an HK11E as this is the only difference. However the belt feed on the HK21E looks different, protruding much further out the left side of the gun and isn't as &amp;quot;tall&amp;quot; as this feed system. It uses some HK21E parts though like the stock, so it is a mess. Not to mention, as Evil Tim said, it is impossible on either gun to insert a magazine if there is a belt feed. However it is ''more'' possible on a regular HK21 as that always has a magazine well of a sort that is just blocked by the belt feed, as opposed to the HK21E where the whole thing is swapped out.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 06:04, 11 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Legacy zombie maps ==&lt;br /&gt;
&lt;br /&gt;
Should we have to include the weapons from the legacy zombie maps? --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 14:26, 29 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I can only add that the WWII-guns, used in the Zombie maps, clearly taken from '''Wolrd at War'''. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 08:42, 9 February 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
== [[Call_of_Duty:_Black_Ops#82-PM-37|82-PM-37 mortar]] entry ==&lt;br /&gt;
The square shape of the baseplate allows to identify the in-game weapon as BM-36, the predecessor of BM-37. The &amp;quot;PM&amp;quot; in the name is also incorrect because &amp;quot;PM&amp;quot; means &amp;quot;polkovoy minomet&amp;quot; (&amp;quot;regimental mortar&amp;quot;), and it was used for 120mm mortars while 82mm mortars were &amp;quot;BM&amp;quot;s (&amp;quot;batalyonny minomet&amp;quot; - &amp;quot;battalion mortar&amp;quot;). So my question: is &amp;quot;82-PM-37&amp;quot; the name used for this weapon in the game? If so, at least a clarification will be useful that the in-game image is of a different weapon. In case if the weapon is called in game with some generic name (like &amp;quot;a Soviet mortar&amp;quot;), it would be better to rename this entry. Thanks. [[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 16:59, 26 October 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Enfield XL64E5==&lt;br /&gt;
Since [[List of firearms used by British Armed Forces#Experimental|this page]] states that the weapon was produced from 1964 to 1970, then how come the weapon is described as &amp;quot;anachronistic&amp;quot; in the main article? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 11:53, 5 October 2014 (EDT)&lt;br /&gt;
:Firstly, this was just a prototype weapon that never went into full production. Those dates are the period over which it was developed, so the prototype in this form would not be available until into the 70s whilst the level it appears in is set in 1968. Secondly, I think these dates might actually be wrong, but not sure as it is incredibly hard to come by solid data for these experimental weapons. I think that although earlier versions of the XL64 were finished in the early 70s, the final version (which was used in the NATO trials) which is depicted here, the XL64E5, was not finalised until 1976 or thereabouts.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 19:30, 5 October 2014 (EDT)&lt;br /&gt;
::Uh okay, thanks for the info. I've added to the main page that the EM-2 would be more accurate to the game. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:04, 6 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Multiplayer set in the 1970s? ==&lt;br /&gt;
&lt;br /&gt;
I'm playing against the bots on Berlin Wall. One of the buildings is a music store, some of the albums are labeled, &amp;quot;Sounds of the '70s&amp;quot;. So, I'm assuming the multiplayer portion takes place between 1970-1975 which would make some of the anachronistic weapons unanachronistic (excluding the campaign of course.) - [[User:1morey]] November 5, 2014 1:25 PM (EST)&lt;br /&gt;
:If they were advertising &amp;quot;Sounds of the '70's,&amp;quot; I would think that's definitely proof it's NOT in the seventies. If you listen to the radio, they never refer to the current decade (&amp;quot;Greatest hits of the seventies, eighties, nineties, and today!&amp;quot;). Given the DDR flag, I'm guessing eighties. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 15:33, 5 November 2014 (EST)&lt;br /&gt;
::On Stadium, there are also references to the year 1972, so it can be assumed some multiplayer maps may take place further than 1968.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 00:53, 6 November 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== SVD ==&lt;br /&gt;
Is it worth mentioning that the SVD has a safety lever of an AK and that the safety is on? --[[User:CnC Fin|CnC Fin]] ([[User talk:CnC Fin|talk]]) 04:31, 27 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Vz 58==&lt;br /&gt;
I really wonder why(thinking about the time when the action takes place)they didn't included a Sa. Vz. 58 used by NVA.It is pretty modern and accurate compared to an Ak 47. [[User:VLAD M|VLAD M]] ([[User talk:VLAD M|talk]]) 05:48, 14 July 2015 (EDT)&lt;br /&gt;
[[File:800px-Sa_58-JH01.jpg|thumb|none|600px|VZ 58  7.62x39]]&lt;br /&gt;
[[File:WASR10.jpg|thumb|none|600px|WASR 10  7.62x39]]&lt;br /&gt;
&lt;br /&gt;
Pretty sure they didn't start using Vz 58s until after the Vietnam War. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:37, 16 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== GP ==&lt;br /&gt;
&lt;br /&gt;
The GP grenade launcher doesn't have any quadrant sight in BO, unlike other CoD games. I will fix the info, but first, is it actually a GP-30? Probably yes, due to lack of support frame behind it; otherwise, we could assume that it is an actual GP-25, just like the game labels it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:43, 16 July 2015 (EDT)&lt;br /&gt;
:Have you checked the third person model? In Blops 2 there's no sight in first person but there is one in third. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 08:25, 16 July 2015 (EDT)&lt;br /&gt;
::Yeah, I checked it, and unlike BO2 the third-person model lacks the quadrant sight as well. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:13, 16 July 2015 (EDT)&lt;br /&gt;
:::I've changed the info on the page to GP-25. If there's anything that proves otherwise, such as the support frame stuff or something like that let us know. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:03, 15 August 2015 (EDT)&lt;br /&gt;
::::EDIT (three years later) : in addition to that component, the in-game launcher has four ribs around the barrel, in the same setup as a GP-30 (while a GP-25 has three). Therefore, I'll edit it back to GP-30. On another note, the version in CoD4, MW2, MW3, and BO2 only has two ribs, for some weird reason. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:05, 28 July 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== XM21 with IR Scope ==&lt;br /&gt;
&lt;br /&gt;
If you put the IR Scope on the M14, it becomes the XM21. [http://imageevent.com/willyp/firearmsalbums/usspringfieldxm21sniper;jsessionid=gef3ol6hr1.camel_s?p=55&amp;amp;n=1&amp;amp;m=-1&amp;amp;c=3&amp;amp;l=0&amp;amp;w=4&amp;amp;s=0&amp;amp;z=9 Look at the link right here.]&lt;br /&gt;
:XM21 doesn't have a pistol grip and the IR scope in Blops isn't a PVS-2. Also IIRC the PVS-2 isn't an IR scope anyway, it's an image intensifier. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 08:17, 21 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
==Weapon Sights==&lt;br /&gt;
Considering that this game takes place in the 1960s, wouldn't it be anachronistic for red dot sights and mid-ranged optics (is the ACOG anachronistic as well?) to appear in the game?  Did they really exist back in the 1960s or this game, as with most of the guns, adopt the &amp;quot;screw the rules, they had prototypes&amp;quot; attitude? - [[User:Kenny99|Kenny99]] ([[User talk:Kenny99|talk]]) 19:54, 27 January 2016 (EST)&lt;br /&gt;
:I believe most of them are anachronistic with the exception of the Colt &amp;quot;ACOG&amp;quot; 4x32 scope. The reflex sight appears to be the first Aimpoint from 1975, and I don't think the western red dot sight is even modeled on a real optic.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:58, 27 January 2016 (EST)&lt;br /&gt;
::I looked into the concept of red dot sights more closely and came across the idea of reflector sights.  They apparently existed since WW2 (although they were more commonly used on machine guns, AA cannons, and ship weaponry).  I read that after WW2, custom and detachable weapon sights started appearing, but most likely very obscure and not so widespread.  As for Infrared scopes and such, I think Germany made detachable scopes for the StG44 during WW2, including a prototype Infrared scope called the &amp;quot;Vampire&amp;quot;.  Then again, I'm not so certain about the plausibility of red dot sights, &amp;quot;reflex sights&amp;quot;, and Infrared scopes as well as attachable weapon mounts (such as rails) for optics.  - [[User:Kenny99|Kenny99]] ([[User talk:Kenny99|talk]]) 22:29, 27 January 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
:::The STG44's setup was nicknamed the &amp;quot;Vampyr&amp;quot; because Germans. The same set-up was used by the US Military in the M3 Carbine. Any rail or scope mount would have to be a custom make because Weaver Rails were still a while away. I always got the vibe with Black Ops that they intended it to be set in the 1980's, what with all the more 80's equipment, but the higher ups made them go to the Vietnam era because the Nam era is a reasonably untapped genre, like WWI or the Spanish-American War.  -- [[User:PaperCake|PaperCake]] 22:47, 27 January 2016 (EST)&lt;br /&gt;
::::Don't forget this sight, it's mounted on a BAR--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 01:01, 28 January 2016 (EST)&lt;br /&gt;
[[File:OM-BARa.jpg|thumb|600px|none|This movie came out in 1971, no idea how long this sight been around at that point. Nice suit.]]&lt;br /&gt;
::::::That's just the scope from an M3 mounted on a BAR. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 08:05, 28 January 2016 (EST)&lt;br /&gt;
:::::Was the PK-A that can be mounted on the AK around in the 60's? [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 01:57, 28 January 2016 (EST)&lt;br /&gt;
::::::I stand corrected....?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 10:48, 28 January 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
The Red Dot Sight was first introduced in 1970, when Singlepiont appears in the Vietnam War. --[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 12:33, 15 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Commando in Black Ops ==&lt;br /&gt;
&lt;br /&gt;
I think the Commando is an Colt 733 With a Flattop (Colt M4 Commando)?&lt;br /&gt;
&lt;br /&gt;
[[File:Colt_M733_with_Flattop.jpeg|thumb|450px|none|Colt Model 933 with Fiberlite stock, A1 profile barrel, slim handguards, and no bayonet lug - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
It looks similar to the Colt M933, but is an M733 with Flattop. The Commando has an Flip Up Iron Sight in the game.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 12:40, 15 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Firstly, as far as I know there is no such thing as a Model 733 with a flat top, that is just a Model 933. What do you think the difference is? The gun in the game isn't a Model 933 or a 733 though, as regardless of the different design of rail, it also has a slickside upper receiver without a FA or BD. The closest match I can come up with would be a GAU-5A/A with a flash hider rather than the moderator (which was actually done) with a fictional/custom upper with a sight rail.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:37, 15 April 2016 (EDT)&lt;br /&gt;
:: c552 is right about the Model 733/Model 933 remarks. I also concur with him about the game gun most closely resembling a GAU-5/A variant. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 01:24, 16 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::What it really is, is a gun model made by people that don't actually know anything about guns. In video games a gun can be a whole slew of things do to a dev team's poor gun modeling skills/lack of knowledge. As evidenced by the sling that blocks the bolt release that's used in the reload animation. The main problem is that Treyarch felt the need to make it a flattop AR-15 even though they were never used or made in numbers in the 60s, why would mounting optics on a XM177 carrying handle be so bad? I agree that it seems to be a GAU-5/A with a made-up flattop upper and &amp;quot;filled in&amp;quot; flash hider, I also noticed it has partial magazine fencing too.  [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 01:43, 16 April 2016 (EDT)&lt;br /&gt;
:::: There were experimental flat-top carbines back then, but as you said they were never actually used or issued. That said, I agree there's nothing wrong with actually having optics on the carry handle - indeed that was the case for the longest time. But it evidently doesn't follow their own rigidly self-imposed aesthetic for the game weapons. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 17:32, 16 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
The AR pictured above isn't ''exactly'' an M933, it looks like someone built themselves a lookalike. It has an A1 profile barrel, older slimline handguards, and no bayonet lug. A ''true'' M933 is simply an M4A1 with an 11.5&amp;quot; barrel, retaining the thicker barrel width, double heat shield handguards, and FSP with bayonet lug. That said, however, the Commando in this game is pure fictional franken gun, simply a way for Treyarch to include a &amp;quot;SOPMOD&amp;quot; AR long before the M4 was ever invented and justifying it with the weak excuse that &amp;quot;SOG can get whatever they want&amp;quot;. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:34, 16 April 2016 (EDT)&lt;br /&gt;
:The Colt carbines are kind of a crap-shoot in regards to what features they have, with the 933 being available with or without a bayonet lug, A1 or A2 profile barrel, and either handguard. [http://www.autoweapons.com/photos10/apr/3240m16j.jpg Here] is another 933 with no lug, an A1 barrel, slim handguards and the M4 style stock, and [http://www.autoweapons.com/photos14/sep/vk340m16a.jpg here] is one to the same spec but with the wide handguards. From what I have seen it seems that the thin barrel and no bayonet lug is the most common option (which makes the most sense as this features are pretty useless on a barrel of this length). I believe that all of these images (including the original posted above) are real Colt weapons advertised on Autoweapons. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]])&lt;br /&gt;
So I think it could be an GAU-5/A with Flash Hider.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 10:25, 16 April 2016 (EDT)&lt;br /&gt;
[[File:GAU-5AA with A1 flash hider.jpg|thumb|450px|none|GAU-5A/A with A1 flash hider - 5.56x45mm]]&lt;br /&gt;
:No, the GAU-5/A is a different gun with a 10&amp;quot; barrel, the game gun has a longer barrel more like the 11.5&amp;quot; barrel of the GAU-5A/A. This is the gun that you pictured above (which I have properly renamed as the image name was totally nonsensical). Also, when posting images use the code that I have changed it to above so that it is a thumbnail that can have a descriptive caption.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 12:29, 16 April 2016 (EDT)&lt;br /&gt;
::I've rewritten the Commando section to try and have it make some sort of sense, and I noticed that there is an image where it is fitted with optics and has the front sight present (albeit vertically stunted) and the caption reads &amp;quot;Suppressed Colt Commando with Kobra sight. Note clan tag engraved on the charging handle. Also note that, unlike in the released game, the front sight is still present&amp;quot;. Anybody know where this is from? Is it early promotional footage or from a beta or what?  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:06, 16 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think the reason why it has a removable carry handle because Treyarch do the same Flip up sights to the Enfield, Famas, G11, Aug, and M60. So if these Iron Sight were not in the game, than the Commando would have the M16's Iron sights.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 13:32, 16 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
Someone who's not on IMFDB told me that he believes that the Commando is exactly the GAU-5A/A configuration about the USAF flash hider in place of the moderator) &amp;quot;''and the flat-topped receiver is not fictional but what appears to be a chopped off carry handle with a bolted on rail. According to [http://www.ar15.com/forums/t_3_118/573301_History_of_flattop_uppers____.html this discussion], this was done in the late 80s and early 90s before the introduction of actual flat-topped receivers. That is also the case with the M16 when mounted with sight attachments apparently. While the article mentions the Model 656 receiver as some kind of justification for the flat-topped receiver actually that's not the case as the BO version is just a chopped off version and this is yet another anachronism''&amp;quot;. Ideas? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:17, 15 July 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
I swear that everything in this game makes me think they intended it to be set in the 1980's rather than the 1960's. The story about brain-washing and rogue Soviet soldiers feels like a cheesy Cannon Films B movie rather than a 1960's set story. The inclusion of several 80's guns over the more proper arsenal that has already been established by previous games like Vietcong seem to back that theory up. Even the Vietnam elements feel more like 1980's CIA shittery than 1960's. I have no leads on the development team, but it feels like the game was intended to be in the 1980's and was just shifted over to the 60's last minute, which could explain how almost every gun is an anachronism. --[[User:PaperCake|PaperCake]] 14:26, 15 July 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
Or the 1990's. Plus missions like &amp;quot;Executive Order&amp;quot; takes place in 1963, but in realism, it takes place in 1988. The mission &amp;quot;Rebirth&amp;quot; takes place in 1968, but it suppose to takes place in 1989. The mission &amp;quot;Numbers&amp;quot; takes place in 1968, but for realism, it takes place in 1990, and the mission &amp;quot;WMD&amp;quot; take place in 1968, but it should take place in 1997, which is 6 years after the cold war. Back to the Commando, I just figure out about the model. Treyarch wanted to make this gun like a combination with the older CAR-15s and the M4. The flattop rail was based on the MIL-STD-1913 scope rail, which never used in CAR-15s. When you look at the Commando on the E3 Demo, you can see the MIL-STD-1913 scope rail. The Troy Battle Sights was a modern 2000's sight, and the M203 was model after the M203A1. Black Ops was not suppose to go realism, but it was suppose to be more wacky unlike the Modern Warfare Series. Now, I heard rumors saying that the next Black Ops game was going to be a Vietnam Setting, but not as a wacky game, but focus on realism.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 10:05, 30 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Red Dot Sights ==&lt;br /&gt;
&lt;br /&gt;
Originally the RDS were Korba Sights, but on the AK47, AK-74U, and on the RPK, the RDS looks different. I trying to figure what kind of RDS it is.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 16:23, 10 July 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Commando Discussion ==&lt;br /&gt;
&lt;br /&gt;
I read the Topic, and I'm kinda want to search up some Variants of the Commando:&lt;br /&gt;
&lt;br /&gt;
XM177 Shorty (XM177 Short Barrel with A1 Flash Hider)&lt;br /&gt;
&lt;br /&gt;
GAU-5AA (On Topic)&lt;br /&gt;
&lt;br /&gt;
Colt 733 (M16A2/M4 Commando)&lt;br /&gt;
&lt;br /&gt;
Colt 933 (M4 Commando)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Crossfire has the same gun (But a XM177 Flash Hider), and it's based on the Commando in Black Ops, and it was refer as M4 Commando (Also they have an XM177 with flattop).&lt;br /&gt;
&lt;br /&gt;
The M60, Enfield, G11, AUG, Famas has the same iron sights. So Colt 933 can't count (Plus the optics on the M16 has a flattop, so that could be like the commando).&lt;br /&gt;
&lt;br /&gt;
Honestly, I don't think this is a GAU-5AA, because I don't see why is it this gun.&lt;br /&gt;
&lt;br /&gt;
In my theory, this might be a Fictional XM177 with A1 Flash Hider.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 02:49, 22 July 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
:XM177 is just the name used for the CAR-15 in US military use in Vietnam, a &amp;quot;fiction XM177 variant&amp;quot; ''is'' a CAR-15 variant. &lt;br /&gt;
:Also, it would not be remotely realistic for the CIA to be using MP40s in the 1960s, or the Soviet Union to be using PPShs in the 1960s, and the AKMS doesn't fit as a substitute for a shortened AK because it's full-length. The RPG-7, meanwhile, entered service in 1958, which was before the Cuban Missile Crisis: it just didn't see ''combat'' until Vietnam in real life. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 04:18, 22 July 2017 (EDT)&lt;br /&gt;
::Okay, I could agree with you, The RPG-7 was started in 1958, but it was in service in 1961 by the Soviets. In Cuba, the weapons were the FAL and some WW2 and Korean War Weapons. The RPG-7 first war was the Vietnam War, and it was use by the North Vietnamese and the VC in 1967. I was going to remove the WAW Gun, because it's not like realistic. I don't know the Commando is close to the GAU-5AA, I had to be honest.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 05:19, 22 July 2017 (EDT)&lt;br /&gt;
:::To clarify why the GAU-5A/A is stated as the closest match, the reason is that it has the combination of a slickside upper and an 11.5&amp;quot; barrel. The XM177 has a shorter 10&amp;quot; barrel, whilst the XM177E2 has an A1 upper with a forward assist. If you don't know what I mean by this, check out the [[Colt AR-15 Identification Guide]].  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 21:23, 22 July 2017 (EDT)&lt;br /&gt;
::::The in-game gun also appears to have a partial fence on the lower receiver (not a full one), which indeed matches the GAU-5A/A reference image that we have on the main page. By the way, the majority of the GAU-5A/A images that I found online have full fence lowers, while our reference image (with the moderator replaced) is an exception; are there any other images out there with partial fence lowers? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:30, 6 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I was looking though some models for the AUG, M14, WA2000, and M60. I don't know if it's based on the models from 007 QoS.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 23:45, 12 April 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== ray gun ==&lt;br /&gt;
&lt;br /&gt;
Where are the wonder weapons like the ray gun&lt;br /&gt;
http://callofduty.wikia.com/wiki/Ray_Gun&lt;br /&gt;
[[User:IRMacGuyver|IRMacGuyver]] ([[User talk:IRMacGuyver|talk]]) 08:27, 14 August 2018 (EDT)&lt;br /&gt;
:The silly ray gun doesn't really qualify for inclusion. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 14:28, 14 August 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Two-handed pistol shooting ==&lt;br /&gt;
&lt;br /&gt;
Is it period accurate to see the two-handed technique being used by almost all characters between 1961 and 1968 in the game? I'm reading that it was invented in 1959 (in this specific case the Weaver stance), but I wonder how much time it took for the technique to have become widespread enough. I suppose that if it became quickly popular, this would have been reflected in the movies of that era, which is not the case, as in a significant number of 1960s-1970s movies the handguns are still held with one hand (well, not all filmmakers must have automatically become familiar with the new stance, but still). There are some exceptions, but in these specific cases it's because the character is practice firing and not participating in actual combat; [[Last Adventure, The#Luger P08|here's]] an example (that's one of the earliest media appearances that I know regarding two-handed firing). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 12:37, 27 October 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Now let's start with a brief overview. The earliest pistol grip technique is the one-handed or &amp;quot;bullseye&amp;quot;. As we know for certain, this was common up until at least WW2. Some believe that this stance [https://www.reddit.com/r/AskHistorians/comments/26hcyv/why_were_soldiers_and_policemen_originally/ originated in the 18-19th century duels when it made sense to present as narrow a figure as possible to your opponent by standing sideways and firing one-handed]. As for the [https://callofduty.wikia.com/wiki/File:Delta_Force_Five_Seven_MW3.jpg grip featured in CoD games], it is not actually a weaver but a [https://www.armystudyguide.com/content/army_board_study_guide_topics/m9/grip-techniques-used-with.shtml &amp;quot;palm-supported grip&amp;quot; also known as &amp;quot;cup and saucer grip&amp;quot;] or &amp;quot;teacup grip&amp;quot;. The saucer grip appears to be [https://www.google.com/imgres?imgurl=https%3A%2F%2Fi.chzbgr.com%2Ffull%2F3197724928%2Fh8C2F490E%2F&amp;amp;imgrefurl=https%3A%2F%2Fcheezburger.com%2F3197724928&amp;amp;docid=p365NpQm3Y9W4M&amp;amp;tbnid=NVV7JAALiZ7G5M%3A&amp;amp;vet=10ahUKEwis5sii1qfeAhXyp4sKHWsKDlEQMwhaKBIwEg..i&amp;amp;w=492&amp;amp;h=488&amp;amp;bih=609&amp;amp;biw=1366&amp;amp;q=cup%20and%20saucer%20grip&amp;amp;ved=0ahUKEwis5sii1qfeAhXyp4sKHWsKDlEQMwhaKBIwEg&amp;amp;iact=mrc&amp;amp;uact=8 mocked and dismissed as impractical hollywoodism]. It is believed that it can be [http://firearmshistory.blogspot.com/2012/05/handgun-shooting-positions-bad-stances.html traced back to the revolver era of the Wild West and for a number of reasons it is ineffective with modern guns]. In spite of this, however, in [https://youtu.be/jP7J-JNSUu4?t=283 this video] we can clearly see that the saucer grip was taught back in WW2. In summary, the bullseye and saucer grips were both used in WW2 and I believe that was also the case in Vietnam. As for the actual weaver, I don't think I have ever seen a movie or archival footage of it being used back then, I suppose it was just a novelty in the first few decades. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:48, 27 October 2018 (EDT)&lt;br /&gt;
::So, the Weaver stance is not the first two-handed technique. But then my original question still stands, being whether the two-handed grip in general (not necessarily the Weaver) was used frequently enough in combat during the 1960s or not (as in, not merely for training purposes), and if it would have been more appropriate to see one-handed shooting for most part. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:21, 28 October 2018 (EDT)&lt;br /&gt;
:::I think we can't say if one technique was used more or less back then, all we can do is acknowledge if the given method existed. You see, it's a personal preference, as we can see in the WW2 training video, the two handed stance is more useful when crouching while one handed might have its benefits when standing so really it is a very situational thing. Also bear in mind that COD doesn't even try to portray such details in a realistic manner, I'm pretty sure that their inspiration comes from movies like Platoon or Full Metal Jacket. Considering that BO actually shows both grips (the ASP is one handed) I say that they should at least get credit for portraying both techniques. On another note, I'm just rewatching Terminator 2 and noticed how the T1000 was firing his gun one handed and that made sense since having a mechanical arm would have enough strength and this takes me back to BO3 where it is quite funny how your character uses two handed grip despite having cyborg arms. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:42, 29 October 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::&amp;quot;''bear in mind that COD doesn't even try to portray such details in a realistic manner''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::::[http://youtu.be/Ep85AkCkk-U?t=59 No shit!]&lt;br /&gt;
&lt;br /&gt;
::::&amp;lt;nowiki&amp;gt;:P&amp;lt;/nowiki&amp;gt; Now on a more serious note, that's the thing, the two-handed technique is shown as the most widespread in the game, even when standing. Mind you, the ASP is the only pistol shown fired one-handed during normal gameplay (as in, not during some scripted campaign sequences) - except when a player is downed and his third-person model also does this on all handguns, but that's another story. The thing with the ASP is that it only occurs in first-person view; heck, [http://callofduty.wikia.com/wiki/File:National_Revolutionary_Police_Force_member_Operation_40_BO.JPG just see] how the Cuban police officers are seen firing their ASPs in a level set in 1961; seems a bit far-fetched, don't ya think? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:47, 4 November 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
On another note, just talking about all these things in the game:&lt;br /&gt;
''&amp;quot;We use a lot of gun reference materials and spend a lot of time researching pre-production weapons. We basically make a list of every gun even remotely near our time period, some before some after – '''because if it's a prototype weapon you don't know what year it was introduced'''. And if you're an SOG officer, you're the perfect person to test these weapons.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Bravo. Seriously, I even like it. These guys say that &amp;quot;oh, how we explore all this&amp;quot;, but they don't even know when this or that weapon was created. On their spot, I would just honestly admit: &amp;quot;well, we just go to the Google Pictures, typing &amp;quot;weapons prototypes&amp;quot;, and chose those we liked without thinking about anything,&amp;quot; rather than trying to make a good face over a bad game. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 10:41, 22 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Quality Image Dump Part 2: Electric Boogaloo ==&lt;br /&gt;
&lt;br /&gt;
I'm about to upload some new images for this page, anyone is free to start putting them onto the page as they wish.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:09, 9 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'll start putting them on soon. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 18:37, 9 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:[[File:CODBO BrowningMG.jpg|thumb|none|600px|]] What is this machine gun? I know I've seen Browning M2 style machine guns with that barrel stabilizer but I can't figure out which one it is for the life of me.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:51, 9 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
::I also stumbled upon the same strange gun when researching the vehicle it's mounted on but didn't find anything. The vehicle is a Vietnam War gun truck and these appear to have been armed with pretty standard weaponry, M60 and M2s, nothing out of the ordinary. I don't know why but I have the feeling it's some kind of water cannon maybe modeled after something used in anti war protests of the period. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 14:05, 10 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
OK. I did the image replacements for the lower-quality sections. For the rest though, sometimes I will find an image that I don't know how to caption, and other times I feel like you've missed some important images (like the idle state image for the one-handed ASP), so I don't feel that confident going through the edit just yet. Can you help with adding some of the sections and maybe check if I missed any important images? Thanks. (and maybe check if I missed any images for your MW2 uploads too)&lt;br /&gt;
&lt;br /&gt;
In the end though I do expect all of the old images and the old non 16:9 images to be completely replaced. (the TT-33 images for example are 1,440 × 900, which is 16:10)--[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 20:03, 11 January 2019 (EST)&lt;br /&gt;
:OK, I have a little trouble figuring out which of those images are 16:10 so let me know which others need replacement. I'll be going through a lot of the uploads though, thanks for your help.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:33, 12 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
A suggestion: when screencapping scope reticles, you should aim at bright areas to make the reticle contrast more strongly with the background. Currently some of your scope images (SVD, PSG-1) have very dark or confusing backgrounds that makes it harder to see the reticle. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 23:40, 12 January 2019 (EST)&lt;br /&gt;
:Yeah I'll get better versions for those two, I usually try to do that with ADS images so every detail is easy to make out.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:53, 12 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 &amp;quot;Stakeout&amp;quot; anachronistic (SN/Date ranges) ==&lt;br /&gt;
&lt;br /&gt;
Apparently the page had received an overhaul, as there were some gaps in the page. That's fine and much appreciated, but oddly the fact that the Ithaca 37 &amp;quot;Stakeout&amp;quot; is anachronistic has been removed. Well, in case it was due to a lack of information on production dates, I found this site that provides information (with a source) on the serial number ranges for all shotguns made by the Ithaca Gun Co, and apparently the Stakeout was made from 1981 starting in the 371xxxxxxHG** range, to 1993, with the last serial number ending around 372000533. Just though this might be useful. As such, a sawn off Remington Model 870, sawn off Stevens 620A or a Model 37 S-Prefix &amp;quot;Trench gun&amp;quot; would probably suit the 1960s timeline better.&lt;br /&gt;
&lt;br /&gt;
https://ithacagun.com/serial-numbers/&lt;br /&gt;
:Thanks for the info; such input is much appreciated. One thing, though: make sure to sign your talk page posts, by typing &amp;quot;&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&amp;quot; without the quotes, or by hitting the pencil icon at the top-left of the editing box. Just a heads-up. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 15:50, 25 April 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== AR-18 ==&lt;br /&gt;
&lt;br /&gt;
Just started work on a video project centering around this game, and while taking a close look at the intro cutscene to the &amp;quot;Operation 40&amp;quot; level, I noticed there's a brief glimpse of a guy [https://i.imgur.com/fOqXPRY.jpg training with an AR-18]. The guy to his right looks to be using an M1 Carbine with the post-war upgrades as well. Didn't know whether to put it on the main page or in the misc section here. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 16:36, 8 May 2019 (EDT)&lt;br /&gt;
:Absolutely, it deserves a spot on the main page - the ''BOII'' page has a section for [[L85A2]]s that only appear in a cutscene, after all. Nice find. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 17:45, 8 May 2019 (EDT)&lt;br /&gt;
::IMO I think images of stock footage weapons should have their own section, like what I did with the RPD and M79 down at the bottom. It looks kind of misleading to see the AR-18 listed in the Table of Contents at the top of the page when it is not actually a usable weapon in the game. Also, the Crossbow also listed on the bottom is apparently made from an AR-18 lower receiver anyway, so we could merge the entries. That's my two cents --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:39, 17 May 2019 (EDT)&lt;br /&gt;
:::I support merging the stock footage weapons into their own section. However, I don't support merging the AR-18 with the Crossbow, due to their vastly different mechanisms. What do you think, Kadorhal? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 17:33, 17 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== M1911 one handed rack ==&lt;br /&gt;
&lt;br /&gt;
I'm curious about the way the character racks the slide with one hand. According to some random dudes that's &amp;quot;[https://www.youtube.com/watch?v=XkwhTTwKmJg Physically impossible]&amp;quot; so my question is, are they right? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 21:53, 14 May 2019 (EDT)&lt;br /&gt;
:Well, [http://youtu.be/-E-FxtDJLAk?t=75 at least with a single pistol] it's possible. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 01:57, 15 May 2019 (EDT)&lt;br /&gt;
::Very nice! Even though I'm pretty sure actual operators wouldn't employ it in an actual combat yet it's still cool. Interestingly, the character in BO3 also does it with his cybernetic arms which I suppose would be even more easier and efficient. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:58, 15 May 2019 (EDT)&lt;br /&gt;
:::I've read somewhere that soldiers have been trained to do it that way in case of injury, and Treyarch took the inspiration from this, although I don't know if it's exactly the case. On another note, you also have the [http://youtu.be/fOrYM-nuBO4 one-handed press check]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:42, 19 May 2019 (EDT)&lt;br /&gt;
::::On other videos I've also seen them recommend in case of injury to press the front of the slide against a wall or something or to clutch it between your thighs. But I gotta give props to Treyarch, they somehow managed to find the tacticoolest and rarest one handed reload haha the video you provided is literally the only place I've seen it IRL. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:19, 19 May 2019 (EDT)&lt;br /&gt;
:::::In fairness though (I should have mentioned it much earlier but I forgot), the guy in the video was just releasing the slide with that technique, and not pulling it back from its original position as in BO1 and BO3. Though I wouldn't be surprised if the latter were possible IRL. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:22, 30 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Question about Spetnatz's Guns ==&lt;br /&gt;
&lt;br /&gt;
I was wondering, if there proofs that Soviet Armed Forces used Warsaw Pact guns like [[PM-63]], [[Vz. 61 Skorpion]],AMD-63, etc? --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 04:30, 23 May 2019 (EDT)&lt;br /&gt;
::I doubt it. Firstly, they were brand new weapons when BO takes place and as we know, it takes some time before a new weapon goes into widespread use. Secondly, the Soviets had a very strong arms industry on their own so it wouldn't make sense for them to use Warsaw Pact guns even though I presume they could have obtained them easily. But we must also take into account that in BO they even use NATO weaponry from the future so this makes it an alternate reality anyway. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:21, 23 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
What do you mean by spetsnaz? Ordinary troops, of course not. But the Alpha antiterror group used Scorpion, although they did not exist until 1974. If we mean the special OGPU/NKVD/KGB units, then they used everything they wanted, including American submachine guns, sniper rifles, etc., without worrying about their origin (the USSR in general was extremely double-minded in this regard, not hesitating to buy anything from its &amp;quot;enemies&amp;quot;, if they don't have it yourself; and this tendency, I will tell you in confidence, is still relevant), just in the best spirit of these very video games. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 19:34, 23 May 2019 (EDT)&lt;br /&gt;
:Kiparis, by the way, was developed under the direct impression by the Scorpion, but was not put into use, as it was replaced by the AKS-74U for the unification of ammo and spare parts. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 12:55, 24 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Do we really need all the alternative options?==&lt;br /&gt;
While these alternative options provide some interesting historical context, do we really need all of them? Some of the alternatives are becoming more and more fringe and are degenerating into speculation on what the developers intended a weapon to be, and some of the suggestions I just find are plain unnecessary, like suggesting alternatives for the Minigun. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 16:01, 28 May 2019 (EDT)&lt;br /&gt;
:While I certainly agree that stuff like the minigun is kinda beyond saving, I think that the alternatives should definitely stay. There are a few that are a bit... out there, sure, but for the most part, they provide interesting historical and technical information, introduce people to guns they might not've been familiar with, and makes the page seem more constructive. If anything, I'd been thinking about adding these sorts of notes to other pages; it lets us teach not only what's wrong, but what's right. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:27, 28 May 2019 (EDT) P.S.: Man, did that last bit sound pretentious. I'm sorry to everybody that had to read that, but the point still stands.&lt;br /&gt;
:: The point is to ID the weapons used - that means describing what's there, not rambling about what isn't. Anything that is speculation or supposition should be done away with. As for any (actually accurate) technical or historical info, some is fine but at a certain point it's too much and comes off as overly encyclopedic.. and we're not supposed to be a gun encyclopedia. At the very least keep any factual 'should be' details simple and again factual; leave out anything along the lines of 'it could be..'. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 22:41, 28 May 2019 (EDT)&lt;br /&gt;
:::Yeah, some recent additions were pushing it a bit, but notable/accurate alternatives (such as the Stechkin APS, S&amp;amp;W Model 39, Sa vz. 23, Ithaca 37 Trench Gun, Remington 1100, SA-7 Grail, XM191, etc.) should definitely be kept. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:59, 29 May 2019 (EDT)&lt;br /&gt;
::::In addition, I think that for Vietnam, Stevens 77E would be an even more suitable choice (and some of them - this is interesting - subsequently ended up in the USSR). However, I am afraid to once again clutter up the article, so I will leave it at your discretion. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 18:54, 27 June 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== PK-AV ==&lt;br /&gt;
&lt;br /&gt;
I think this designation refers to the PK-A Venezuela contract variant, which has an Aimpoint-looking battery slot along the bottom left side of the optic that isn't present on the in-game model; I think it should probably just be listed as &amp;quot;PK-A.&amp;quot;--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:15, 4 December 2020 (EST) EDIT - nevermind, &amp;quot;PK-AV&amp;quot; must be the translation of &amp;quot;ПK-AB,&amp;quot; but the sight still looks more like the basic PK-A or whatever it is rather than that variant.&lt;br /&gt;
&lt;br /&gt;
:Done. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:57, 17 August 2022 (EDT)&lt;/div&gt;</summary>
		<author><name>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops&amp;diff=1591160</id>
		<title>Call of Duty: Black Ops</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops&amp;diff=1591160"/>
		<updated>2023-07-15T14:55:47Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: /* CZ 75 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Call of Duty: Black Ops&lt;br /&gt;
|picture = Cover BLACKOPS final.jpg&lt;br /&gt;
|caption = ''Official Box Art''&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|date= 2010&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&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Black Ops''''' (also known as ''CoD:BO'' or ''BO'' and often referred to as &amp;quot;''Blops''&amp;quot;) is the seventh main installment of the ''[[Call of Duty|Call of Duty series]]'' and the sequel to ''[[Call of Duty: World at War]]''. Developed by Treyarch and published by Activision, the game was released worldwide on November 9, 2010 for the PC, PS3, Xbox 360, Wii and Nintendo DS. The game sold over $1 billion after six weeks of its release.&lt;br /&gt;
&lt;br /&gt;
The storyline takes place during the Cold War of the 1960s, where the player assumes control of two main characters: Alex Mason (voiced by [[Sam Worthington]]), a Captain in the USMC who is recruited to the CIA and SOG, and his handler Jason Hudson (voiced by [[Ed Harris]]), a CIA special agent. Both are on a mission to track down the three men responsible for the development of a powerful biochemical weapon code-named Nova 6. Accompanying Mason and Hudson on their mission are several non-playable characters including Frank Woods (voiced by [[James C. Burns]]), a former USMC Sergeant and fellow member of SOG; Joseph Bowman (voiced by [[Ice Cube]]), a Chief Petty Officer of the U.S. Navy SEALs, and Viktor Reznov (voiced by [[Gary Oldman]]), a former World War II Soviet Army Captain (returning from ''[[Call of Duty: World at War]]'') who served under two of the men now being hunted, until he was betrayed by them.&lt;br /&gt;
&lt;br /&gt;
Legacy weapons featured in ''World at War'' exclusive to either singleplayer or Zombies are marked with (*) for the purposes of the wiki.&lt;br /&gt;
&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&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;
=Overview=&lt;br /&gt;
Many of the mechanics of the weapons, attachments and the loadouts were retained in previous entries (beyond renaming some of the perks). One significant difference is the method of unlocking weapons in this game: rather than obtaining the weapon from the get-go when leveling up, weapons must be purchased through the use of CODPoints (as in, normal game currency and not premium currency used in later games) in order to utilize them, though the player still needs to be leveled up in order to buy them. Attachments and camouflages can now be obtained as soon as the weapon is bought rather than completing challenges, though they must be purchased with CODPoints in order to be used as well. One weapon in every category in multiplayer (exempting the launchers) are designated as classified weapons, with the weapon information and icon hidden and locked until the player buys the weapon after obtaining all of the previous weapons in its category.&lt;br /&gt;
&lt;br /&gt;
Create-A-Class has been expanded from its previous iteration. Player characters can have their models changed by their perks instead of their primary weapons, and they can be customized with a variety of face camo. Reticles and lenses for the weapon sights can now be customized, and one can etch a clan tag to their weapon as well. Secondary weapons consist of fewer weapon categories compared to ''Modern Warfare 2'', being only able to carry a handgun, a launcher or a &amp;quot;special&amp;quot; weapon (which is either a ballistic knife or a crossbow). Shotguns return to the primary weapon category and some machine pistols are available as submachine guns. Some exotic special weapons are available in multiplayer as killstreaks.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, all handguns, the Skorpion, MAC-11, PM-63, Kiparis and the Model 10 can be dual-wielded. The CZ 75 as well the latter three machine pistols are available dual-wielded in singleplayer, while the M1911, HS-10 and PM-63 can be upgraded through the &amp;quot;Pack-A-Punch&amp;quot; machine to be dual-wielded. Standalone melee weapons have been expanded in ''Black Ops'', though most of them appear in singleplayer and Zombies, not in multiplayer. The new &amp;quot;Mule Kick&amp;quot; Perk-a-Cola in Zombies allows the player character to carry three weapons at once.&lt;br /&gt;
&lt;br /&gt;
'''See the [[Talk:Call of Duty: Black Ops|discussion page]] for miscellaneous weapon and attachment information.'''&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==ASP==&lt;br /&gt;
The [[ASP]] is featured in the game. In singleplayer, Mason uses an ASP in &amp;quot;Operation 40&amp;quot; set in 1961 Cuba, and it is also used by the Cuban soldiers and police in the same level. Its appearance in the hands of Cubans in 1961 is anachronistic and out-of-place, as it was not developed until the 1970s, and was developed in America for American special forces. A more historically-accurate choice would have been the [[Smith &amp;amp; Wesson Model 39]] (1954), on which the ASP was based. Another historically accurate choice would be the [[Walther PPK]] due to its similar round capacity and compact size.&lt;br /&gt;
&lt;br /&gt;
It is not available for the player in any fashion in Zombies mode, though game files of it are still referenced within the game.&lt;br /&gt;
&lt;br /&gt;
[[Image:ASP 9.jpg|thumb|none|300px|ASP - 9x19mm.  This is the firearm used in the production of the film ''[[Cobra (1986)|Cobra]]''.]]&lt;br /&gt;
[[File:CODBO ASP (1).jpg|thumb|none|600px|The initial draw animation of the ASP has a quick racking of the slide.]]&lt;br /&gt;
[[File:CODBO ASP (6).jpg|thumb|none|600px|An OP 40 holds an ASP in the &amp;quot;Hotel&amp;quot; DLC level.]]&lt;br /&gt;
[[File:CODBO ASP (7).jpg|thumb|none|600px|Aiming down the unique &amp;quot;guttersnipe&amp;quot; sight.]]&lt;br /&gt;
[[File:CODBO ASP (8).jpg|thumb|none|600px|Reloading. Due to the embargo on Cuba, shortages have forced the use of low-resolution ammunition.]]&lt;br /&gt;
[[File:CODBO ASP (2).jpg|thumb|none|600px|Empty reload, with the spent mag visible.]]&lt;br /&gt;
[[File:CODBO ASP (3).jpg|thumb|none|600px|Drawing dual ASPs - the slides are released to chamber both pistols.]]&lt;br /&gt;
[[File:CODBO ASP (4).jpg|thumb|none|600px|Dual ASPs in idle.]]&lt;br /&gt;
[[File:CODBO ASP (5).jpg|thumb|none|600px|Reloading; the left pistol's empty mag is barely visible.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
Just like in ''[[Call of Duty: World at War]]'', the M1911 resembles a mix between a WW2 A1 slide and trigger and an anachronistic Series 80 frame. It is found in singleplayer, multiplayer, and zombie mode. In multiplayer, it can be dual wielded, and available attachments include a suppressor, extended magazines, and upgraded iron sights. In Zombies, it is the starting weapon, and has an eight-round capacity instead of the seven-round capacity of the campaign and multiplayer.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, the M1911 has a standard parkerized finish, while in multiplayer and zombies, it has a bright nickel finish. The scene where Mason visualizes himself drawing an M1911 on President John F. Kennedy is the only instance where the multiplayer nickel-plated M1911 appears in singleplayer.&lt;br /&gt;
&lt;br /&gt;
Two [[M1911]]s can be seen in the hands of Alex Mason on the game's cover art; these have tally marks etched on them, and one of them has the name &amp;quot;Sally&amp;quot; engraved on it (based on the gun's upgrade in zombie mode, the other weapon is presumably &amp;quot;Mustang&amp;quot;). The upgraded variant allows to be dual-wielded and it fires deadly grenade rounds along with other benefits. The trend of having a starter handgun fire grenade rounds when upgraded is something that is repeated in other games that feature a Zombies mode, until ''Black Ops Cold War''.&lt;br /&gt;
&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|350px|none|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Series80blued.jpg|thumb|none|350px|Blued Colt MK IV Series 80 - .45 ACP]]&lt;br /&gt;
[[File:NickelPlatedM1911A1.jpg|thumb|350px|none|Nickel Plated Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:CODBO M1911 SP (1).jpg|thumb|none|600px|The original M1911, as used in singleplayer mode. Note that it appears to have the serrated hammer of a [[Colt MK IV Series 80]]. Note also the cocked hammer, just like in ''World At War''. Oddly, the slide is parkerized, but the frame and magazine are blued.]]&lt;br /&gt;
[[File:CODBO M1911 SP (2).jpg|thumb|none|600px|Aiming the campaign M1911.]]&lt;br /&gt;
[[File:CODBO M1911 SP (3).jpg|thumb|none|600px|Reloading the pistol.]]&lt;br /&gt;
[[File:CODBO M1911 JFK (1).jpg|thumb|none|600px|Mason visualizes himself drawing an M1911 on President John F. Kennedy. Perhaps one of the side effects of the brainwashing causes his brain to mirror objects: this 1911 is seen with its controls, markings, and ejection port on the wrong side. The hammer is also uncocked.]]&lt;br /&gt;
[[File:CODBO M1911 JFK (2).jpg|thumb|none|600px|Mason points his uncocked .45 at the President in his trance. Note the portrait of Abraham Lincoln in the background.]]&lt;br /&gt;
[[File:CODBO M1911 (1).jpg|thumb|none|600px|The initial draw animation of the M1911. The character locks the slide back (without reaching for it) and then releases it. Why you'd do this instead of racking the slide directly is a mystery.]]&lt;br /&gt;
[[File:CODBO M1911 (2).jpg|thumb|none|600px|The nickel-plated Colt in idle.]]&lt;br /&gt;
[[File:CODBO M1911 (3).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:CODBO M1911 (4).jpg|thumb|none|600px|Reloading the pistol.]]&lt;br /&gt;
[[File:CODBO M1911 (5).jpg|thumb|none|600px|When drawing dual M1911 pistols, the character flashily locks back the slides on both pistols, again, without using the slide release lever.]]&lt;br /&gt;
[[File:CODBO M1911 (6).jpg|thumb|none|600px|And then releases them. It looks like the ejection port of the pistol on the left is solid.]]&lt;br /&gt;
[[File:CODBO M1911 (7).jpg|thumb|none|600px|Holding dual M1911s.]]&lt;br /&gt;
[[File:CODBO M1911 (8).jpg|thumb|none|600px|Ejecting spent magazines.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The [[Colt Python]] appears in-game as the &amp;quot;Python&amp;quot;. In singleplayer, the Python appears to be Mason's preferred sidearm, as he starts with it in &amp;quot;Executive Order&amp;quot;, and pulls one out of nowhere to save a downed Woods in &amp;quot;SOG&amp;quot; and clear Vietcong tunnels in &amp;quot;Victor Charlie.&amp;quot; In &amp;quot;Payback,&amp;quot; a group of Viet Cong forces the captured Mason and Woods to play Russian roulette with a snub nosed Python. In multiplayer, it appears with the full length barrel by default, and the Snub Nose is available as an attachment, which decreases the amount of visual kick in exchange for less damage (in reality, this would increase kick and decrease range, so such a trade-off would make little sense on a real gun when concealability is not a concern).&lt;br /&gt;
&lt;br /&gt;
The Python has a rather nonsensical default reload animation, which shows the player character ejecting the entire contents of the cylinder (using gravity and not the ejector rod, no less) and then inserting as many rounds as would be needed to replace those actually fired, one at a time; the only way for this to work is if the ejector selectively ejected only the fired rounds, which it doesn't in reality. The speedloader attachment replaces the nonsensical individual round reload with a more sensible speedloader reload. Notably, the Python's reload shenanigans would be repeated in ''many'' of Treyarch's later ''Call of Duty'' games.&lt;br /&gt;
&lt;br /&gt;
Strangely, when firing the Python, the sound of casings hitting the ground can be heard as if it operated as a shell ejecting pistol.&lt;br /&gt;
&lt;br /&gt;
Aside from the Snub Nose and the Speedloader, a Colt Sporter Scope is also available as an attachment for the Python, under the incorrect moniker of &amp;quot;ACOG Scope&amp;quot;. A Python with speedloaders appears as the first weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:ColtPython6In.jpg|thumb|350px|none|Colt Python - .357 Magnum]]&lt;br /&gt;
[[File:Coltpython25.jpg|thumb|none|300px|Colt Python Snub Nose with 2.5&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:CODBO Python (1).jpg|thumb|none|600px|The draw animation has the player-character perform a quick brass check and cylinder spin.]]&lt;br /&gt;
[[File:CODBO Python (2).jpg|thumb|none|600px|Holding the Colt Python in Nuketown.]]&lt;br /&gt;
[[File:CODBO Python (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO Python (4).jpg|thumb|none|600px|Reloading the cylinder, round-by-round. The animation shows every round going into the same chamber as the cylinder never rotates, which is easily visible on PC with a high FoV setting.]]&lt;br /&gt;
[[File:CODBO Python (5).jpg|thumb|none|600px|Properly closing the cylinder, ''MW2''-style.]]&lt;br /&gt;
[[File:CODBO Python (6).jpg|thumb|none|600px|Ejecting all the rounds at the start of a speedloader reload.]]&lt;br /&gt;
[[File:CODBO Python (7).jpg|thumb|none|600px|Dropping the speedloader after loading in the rounds and about to swing the cylinder shut. This is the same animation as seen on the S&amp;amp;W Model 27 in [[Call of Duty: World at War]].]]&lt;br /&gt;
[[File:CODBO Python (8).jpg|thumb|none|600px|Drawing dual Colt Pythons.]]&lt;br /&gt;
[[File:CODBO Python (9).jpg|thumb|none|600px|Dual Colts in idle.]]&lt;br /&gt;
[[File:CODBO Python (10).jpg|thumb|none|600px|Reloading; also the same animations as the dual Colt Anacondas in ''MW2''.]]&lt;br /&gt;
[[File:CODBO Python (11).jpg|thumb|none|600px|Pointing a snub-nosed Python at comrade Castro.]]&lt;br /&gt;
[[File:BlackOps-Python-3.jpg|600px|thumb|none|A VC Bookie hands a snub-nosed Colt Python to Mason.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75==&lt;br /&gt;
The [[CZ 75|&amp;quot;Pre-B&amp;quot; CZ 75]] pistol is featured in the game, along with its machine pistol variant, the CZ 75 Automatic. In singleplayer, it is used by Hudson in the level &amp;quot;Numbers&amp;quot; and Mason in &amp;quot;Payback&amp;quot;, and the Soviet Spetsnaz use both the normal semi-auto and machine pistol variants. In multiplayer, the &amp;quot;Full-Auto Upgrade&amp;quot; attachment turns the weapon into the CZ 75 Automatic. Other multiplayer attachments include night sights, extended mags, suppressor, and dual-wielding.&lt;br /&gt;
&lt;br /&gt;
In-game, its basic capacity is 12 rounds in singleplayer and multiplayer and 15 rounds in zombies, and using the extended magazines attachment in multiplayer extends its capacity to 18 rounds. Dual-wielded CZ 75s in singleplayer have 20-round capacities, and dual wielding the CZ 75 in zombies reduces its capacity to 12. ''All'' these capacities are completely incorrect; the in-game CZ 75 is 9x19mm as identified in the game files, which has a 16-round capacity in reality.&lt;br /&gt;
&lt;br /&gt;
The CZ 75 is highly anachronistic to ''Black Ops'': not only did production first start in 1975, but the automatic variant wasn't introduced until 1992. A more historically accurate choice for a semi-automatic high-capacity 9mm pistol would have been the [[Browning Hi-Power]] (introduced in 1935, and actually used in Vietnam), and a historically accurate choice for a fully-automatic pistol would have been the Soviet [[Stechkin APS]] (introduced in 1951, and actually used by Spetsnaz). The [[CZ 52]] was also another period Czech sidearm within the Communist Bloc. The best choice however, is the [[Beretta M1951]] (introduced in 1951, and it was actually used by MACV-SOG units during the Vietnam War, and it has a fully-auto variant called the M1951 Raffica, which was introduced in 1955).&lt;br /&gt;
&lt;br /&gt;
[[File:Cz75.jpg|thumb|none|350px|&amp;quot;Pre-B&amp;quot; CZ 75 - 9x19mm]]&lt;br /&gt;
[[File:CODBO CZ75 (1).jpg|thumb|none|600px|Racking the CZ 75's slide in the equip animation.]]&lt;br /&gt;
[[File:CODBO CZ75 (2).jpg|thumb|none|600px|The CZ in-game.]]&lt;br /&gt;
[[File:CODBO CZ75 (3).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:CODBO CZ75 (4).jpg|thumb|none|600px|Reloading the CZ 75.]]&lt;br /&gt;
[[File:CODBO CZ75 (5).jpg|thumb|none|600px|Pulling the slide to chamber a round.]]&lt;br /&gt;
[[File:CODBO CZ75 (6).jpg|thumb|none|600px|Equipping dual CZs.]]&lt;br /&gt;
[[File:CODBO CZ75 (7).jpg|thumb|none|600px|Reloading the twin pistols.]]&lt;br /&gt;
[[File:Cz75fa.jpg|thumb|none|350px|CZ 75 Automatic with spare magazine - 9x19mm]]&lt;br /&gt;
[[File:CODBO CZ75 (8).jpg|thumb|none|600px|Reloading the CZ 75 Automatic.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] appears in in the game, though not available in Zombies mode. Although it has a heel-mounted magazine release, it still uses the same reload animation as the M1911 and the CZ 75, which have their magazine releases behind the trigger. It is modeled with an adjustable rear sight, which is only found on the civilian version. A pair of Makarovs make up the second weapon tier of Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File: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;
[[File:CODBO Makarov (1).jpg|thumb|none|600px|Drawing the Makarov PM; the second half of the same animation shown earlier on the M1911.]]&lt;br /&gt;
[[File:CODBO Makarov (2).jpg|thumb|none|600px|Holding the Makarov.]]&lt;br /&gt;
[[File:CODBO Makarov (3).jpg|thumb|none|600px|Aiming with the adjustable IJ-70-style rear sight, which is actually from the 1990s.]]&lt;br /&gt;
[[File:CODBO Makarov (4).jpg|thumb|none|600px|Reloading. Note that the bullets in the magazine are obviously just a texture put on the side of the mag.]]&lt;br /&gt;
[[File:CODBO Makarov (5).jpg|thumb|none|600px|Double the Makarovs.]]&lt;br /&gt;
[[File:CODBO Makarov (6).jpg|thumb|none|600px|Reloading the two Makarovs.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33(*)==&lt;br /&gt;
Capt. Viktor Reznov uses a [[Tokarev TT-33]] and flashlight to clear the ship in the World War II mission &amp;quot;Project Nova.&amp;quot; Kravchenko uses a TT-33 to execute German POWs in the same mission. British commandos that later appear during the same mission also nonsensically draw one if knocked into Last Stand (instead of it, they could have used a much more suitable M1911, which is already in the game).&lt;br /&gt;
&lt;br /&gt;
[[File:TT-33-Wartime.jpg|thumb|none|350px|Tokarev TT-33 - 7.62x25mm Tokarev. Pre-1947 version. Tula Arsenal (Soviet Union) Note CCCP printing around the star on the plastic grips.]]&lt;br /&gt;
[[File:CODBO TT-33 (1).jpg|thumb|none|600px|The Tokarev TT-33/flashlight combo in idle.]]&lt;br /&gt;
[[File:CODBO TT-33 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CODBO TT-33 (3).jpg|thumb|none|600px|Dropping a magazine while holding the flashlight with the left hand.]]&lt;br /&gt;
[[File:CODBO TT-33 (4).jpg|thumb|none|600px|About to thumb the slide release on an empty reload.]]&lt;br /&gt;
[[File:CODBO TT-33 (5).jpg|thumb|none|600px|Kravchenko executes prisoners with a TT. He kills the last one with a knife after running out of ammo, probably because the third-person model doesn't show the slide lock back or the slide stop was frozen in place. Note the guard behind him dual wielding a PPSh and a Mosin M38 sniper rifle as if the latter has a pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P38(*)==&lt;br /&gt;
At the end of the first part of the World War II flashback mission &amp;quot;Project Nova,&amp;quot; Dr. Friedrich Steiner waits for the Soviet troops with a [[Walther P38]] drawn, after using it to dispatch his own guards. In the following sequence, he holds a Mosin-Nagant M38 carbine with the P38 model still erroneously present in his hand. This is the only place where the Walther P38 is seen.&lt;br /&gt;
&lt;br /&gt;
[[File:P38Black.jpg|thumb|none|350px|Walther P38 WWII dated with black grips - 9x19mm]]&lt;br /&gt;
[[File:CODBO P38.jpg|thumb|none|600px|The Walther P38 is in the right hand of Steiner.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Many of the submachine guns lack a buttstock by default, and gain one when the &amp;quot;Grip&amp;quot; attachment is used in multiplayer. This will also change the first draw animation, with the user unfolding the stock.&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K (#0001)==&lt;br /&gt;
An early [[Heckler &amp;amp; Koch MP5K]] is featured in the game, with a threaded barrel, the special wooden foregrip unique to serial number 0001, and using waffle pattern magazines. It is the fifth weapon tier in Gun Game. Its appearance is anachronistic: it appears in &amp;quot;Executive Order&amp;quot;, a level set in 1963, while in reality the HK54 prototype of the MP5 was developed in 1964, and the [[H&amp;amp;K MP5]] did not enter service until 1966. The first MP5K variant, depicted in the game, was not developed until 1976. &lt;br /&gt;
&lt;br /&gt;
A less anachronistic choice could have been the above full-length HK54 (1964). A more period-accurate choice for a contemporary compact German SMG could have been the [[Walther MPK]] (1963).&lt;br /&gt;
&lt;br /&gt;
[[File:MP5Kprototype.JPG|thumb|none|400px|Heckler &amp;amp; Koch MP5K serial number 0001 with 15-round &amp;quot;waffle&amp;quot; magazine - 9x19mm. Note wooden foregrip unique to this weapon.]]&lt;br /&gt;
[[File:CODBO MP5K (1).jpg|thumb|none|600px|Drawing the MP5K.]]&lt;br /&gt;
[[File:CODBO MP5K (2).jpg|thumb|none|600px|The MP5K being held.]]&lt;br /&gt;
[[File:CODBO MP5K (3).jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:CODBO MP5K (4).jpg|thumb|none|600px|Pulling back the charging handle...]]&lt;br /&gt;
[[File:CODBO MP5K (5).jpg|thumb|none|600px|...inserting new magazine...]]&lt;br /&gt;
[[File:CODBO MP5K (6).jpg|thumb|none|600px|...and slapping the handle forwards.]]&lt;br /&gt;
[[File:CODBO-MP5K-FPV.jpg|thumb|none|600px|An MP5K with an Elbit Falcon red dot sight (the &amp;quot;Red Dot Sight&amp;quot; attachment of ''Black Ops'') attached via standard HK claw type mount in &amp;quot;Executive Order&amp;quot;. The Elbit Falcon gunsight is anachronistic as it was produced in the 1980s in reality.]]&lt;br /&gt;
[[File:Bomp5s.jpg|thumb|none|600px|Aiming down the red dot sight.]]&lt;br /&gt;
[[File:CODBO-SMG.jpg|thumb|none|600px|Pre-release footage of the same MP5K prototype as shown above, but with part of the vertical foregrip missing for unknown reasons, giving it an appearance similar to the H&amp;amp;K [[UMP]]. In the final game, Woods' MP5K appropriately has the foregrip.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] with olive drab furniture is one of the available SMGs in-game. By default, it lacks the underfolding stock, but can equip one in multiplayer. It is one of the few historically accurate weapons in the game as the Uzi was actually used by S.O.G. recon teams during the Vietnam War.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi.jpg|thumb|none|400px|IMI Uzi - 9x19mm]]&lt;br /&gt;
[[File:CODBO Uzi (1).jpg|thumb|none|600px|Drawing the Uzi, attaching any sort of sight makes the hand clip through the said sight.]]&lt;br /&gt;
[[File:CODBO Uzi (2).jpg|thumb|none|600px|The Uzi in idle.]]&lt;br /&gt;
[[File:CODBO Uzi (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO Uzi (4).jpg|thumb|none|600px|Reloading. Note the magazine is slightly shorter than normal. The markings at the rear label the gun as &amp;quot;IZI&amp;quot; and the manufacturer as IWI. The latter is an anachronism, as IWI was established in 2005 (&amp;quot;IMI&amp;quot; should have been written instead). Other markings include &amp;quot;semi auto&amp;quot; and &amp;quot;MODEL B&amp;quot;, and the fire selector has &amp;quot;A-F-S&amp;quot; markings; these indicate that the weapon is a civilian model converted to full-auto.]]&lt;br /&gt;
[[File:CODBO Uzi (5).jpg|thumb|none|600px|Racking the charging handle to finish the empty reload.]]&lt;br /&gt;
[[File:CODBO Uzi (7).jpg|thumb|none|600px|Unfolding the stock when the &amp;quot;Grip&amp;quot; is equipped. The extended mag is also present.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11==&lt;br /&gt;
The [[MAC-11]] is available in the game. It lacks its telescoping stock by default, but can receive one via the Grip and Dual-Wield attachments (though using the latter would remain unfolded). It can be found in the campaign level &amp;quot;Redemption&amp;quot; and is the player's secondary weapon in that level as well. Its appearance is also anachronistic as it was not developed until 1972; the MAC-11's predecessor, the [[MAC-10]], would be more period appropriate, since it was developed in 1964 and actually used during the Vietnam War (albeit not put into service until 1970).&lt;br /&gt;
&lt;br /&gt;
[[File:Mac m11 9k.jpg|thumb|none|300px|MAC-11 - .380 ACP]]&lt;br /&gt;
[[File:CODBO M11 (1).jpg|thumb|none|600px|The MAC-11 in-game. Note the weld seams on the receiver, and charging handle incorrectly being forward; the MAC is an open-bolt weapon. The player character opts to use it with just one hand, which may not be the wisest choice.]]&lt;br /&gt;
[[File:CODBO M11 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO M11 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO M11 (4).jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:CODBO M11 (5).jpg|thumb|none|600px|Dual-wielding MAC-11s. Though MAC-11s without the Grip attachment have the stock removed completely, dual wielded MACs have the stock in a collapsed position.]]&lt;br /&gt;
[[File:CODBO M11 (6).jpg|thumb|none|600px|MAC-11, now with its telescoping stock.]]&lt;br /&gt;
[[File:CODBO M11 (7).jpg|thumb|none|600px|Reloading a MAC-11 with the stock and extended mag. The extended magazine model is bugged and never moves during the animation.]]&lt;br /&gt;
[[File:BlackOps-MAC11-1.jpg|thumb|none|600px|A suppressed MAC-11 on a promotional artwork.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson(*)==&lt;br /&gt;
The [[Thompson M1A1]] fitted with a Cutts compensator is available in zombie mode for 1200 points in the zombie maps Nacht der Untoten, Verrückt, Shi No Numa and Der Riese, with a magazine capacity of 20 rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:Soldierwolf,20070107412.jpg|thumb|none|500px|M1A1 Thompson with 20-round magazine and Cutts compensator - .45 ACP]]&lt;br /&gt;
[[File:CODBOM1A1.jpg|thumb|none|600px|The Thompson in Zombies.]]&lt;br /&gt;
[[File:CODBOM1A1-1.jpg|thumb|none|600px|View down the &amp;quot;V&amp;quot; notch of the iron sights.]]&lt;br /&gt;
[[File:CODBO M1A1 (3).jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:CODBOM1A1-2.jpg|thumb|none|600px|Pulling the bolt back, which is not recommended on an open-bolt weapon with the finger still on the trigger.]]&lt;br /&gt;
&lt;br /&gt;
==MP40(*)==&lt;br /&gt;
The [[MP40]] is available for purchasing for 1,000 points in the Zombies maps &amp;quot;Kino der Toten,&amp;quot; &amp;quot;Verrückt,&amp;quot; &amp;quot;Shi No Numa,&amp;quot; &amp;quot;Der Riese&amp;quot; and &amp;quot;Call of the Dead.&amp;quot; It is also used by the Germans in the World War II flashback mission &amp;quot;Project Nova&amp;quot;. The MP40 in Zombies mode has a blued finish.&lt;br /&gt;
&lt;br /&gt;
[[File:MP40Side.jpg|thumb|none|500px|MP40 - 9x19mm]]&lt;br /&gt;
[[File:CODBO MP40 (2).jpg|thumb|none|600px|The MP40 in &amp;quot;Project Nova.&amp;quot;]]&lt;br /&gt;
[[File:CODBO MP40 (3).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:CODBO MP40 (4).jpg|thumb|none|600px|Reloading the SMG.]]&lt;br /&gt;
[[File:CODBO MP40 (1).jpg|thumb|none|600px|Pulling the bolt handle.]]&lt;br /&gt;
[[File:CODBO MP40 (5).jpg|thumb|none|600px|A not-frosty MP40 in &amp;quot;Kino der Toten.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==OTs-02 Kiparis==&lt;br /&gt;
The KBP Instrument Design Bureau [[OTs-02 Kiparis]] is an available submachine gun in-game. Its wire stock is removed by default, but is added back with the &amp;quot;Grip&amp;quot; attachment, like other submachine guns in the game. The final &amp;quot;classified&amp;quot; submachine gun unlocked in multiplayer (requiring all other submachine guns to be unlocked), it has a high rate of fire and tight hipfire spread, but has high recoil, low damage. It uses short 20 round magazines by default, and uses longer 30-rounders when Extended Mags is used. It appears in the hands of Spetsnaz operatives in the campaign and can be dual-wielded by the player.&lt;br /&gt;
&lt;br /&gt;
The Kiparis was designed in 1976, making it another anachronistic weapon. A similar looking and more adequate gun could have been the Soviet experimental Kalashnikov SMG (1947) or TKB-486 (1955).&lt;br /&gt;
&lt;br /&gt;
[[File:Kiparis1.jpg|thumb|none|500px|OTs-02 Kiparis with suppressor and LAM - 9x18mm Makarov]]&lt;br /&gt;
[[File:CODBO Kiparis (1).jpg|thumb|none|600px|Holding the Kiparis.]]&lt;br /&gt;
[[File:CODBO Kiparis (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO Kiparis (3).jpg|thumb|none|600px|Inserting a magazine.]]&lt;br /&gt;
[[File:CODBO Kiparis (4).jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
[[File:CODBO Kiparis (5).jpg|thumb|none|600px|Dual OTs-02 Kiparis submachine guns.]]&lt;br /&gt;
[[File:CODBO Kiparis (6).jpg|thumb|none|600px|Unfolding the Kiparis equipped with a stock.]]&lt;br /&gt;
[[File:BlackOps 2010-11-14 17-44-03-61.jpg|thumb|none|600px|A Kiparis with reflex sight during the mission &amp;quot;Numbers&amp;quot;. The reflex sight is based on the extremely rare Aimpoint Electronic (or Aimpoint MarkII), touted to be the first ever mass produced red dot sight. It is anachronistic as it was introduced in 1975.]]&lt;br /&gt;
[[File:BLACKOPS-OTS02.jpg|thumb|none|600px|A multiplayer character inserts a 30-round magazine into his gold plated OTs-02 Kiparis.]]&lt;br /&gt;
&lt;br /&gt;
==PM-63 RAK==&lt;br /&gt;
A [[PM-63 RAK]] is another available SMG. It uses 20 round magazines by default, and uses 30 round ones with Extended Mags (instead of the 15 and 25 round capacity in reality). The weapon gains its retractable stock when the Grip attachment is used. It appears in a level set in 1963, what can be conditionally considered historically correct, since the PM-63 was developed in 1956-1962 and introduced in 1963, although mass production did not start until the 1964. It is accurate for the rest of the game's time frame. A similar looking and more accurate submachine gun could have been the 7.62x25mm version of the Czech [[Sa.25]] SMG (1948), or, for a more exotic choice, the Soviet experimental Rukavishnikov SMG (1942).&lt;br /&gt;
&lt;br /&gt;
[[File:PM63.JPG|none|thumb|400px|PM-63 RAK - 9x18mm]]&lt;br /&gt;
[[File:CODBO PM-63 (1).jpg|thumb|none|600px|Drawing the weapon.]]&lt;br /&gt;
[[File:CODBO PM-63 (2).jpg|thumb|none|600px|Holding a PM-63.]]&lt;br /&gt;
[[File:CODBO PM-63 (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO PM-63 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO PM-63 (5).jpg|thumb|none|600px|Dual PM-63s. The front grips are folded down.]]&lt;br /&gt;
[[File:CODBO PM-63 (6).jpg|thumb|none|600px|Pulling out the retractable stock. This PM-63 also has the extended magazine.]]&lt;br /&gt;
[[File:CODBO PM-63 (7).jpg|thumb|none|600px|Holding the stocked PM-63.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41(*)==&lt;br /&gt;
The Russian soldiers, including Capt. Viktor Reznov and Pvt. Dimitri Petrenko, use the [[PPSh-41]] in the World War II flashback mission &amp;quot;Project Nova.&amp;quot; Since it is the same model, the PPSh-41 in Black Ops uses 35-round box-magazines like in ''[[Call of Duty: World at War]]'''s multiplayer mode.&lt;br /&gt;
&lt;br /&gt;
[[File:Ppsh41.jpg|thumb|none|500px|Soviet PPSh-41 Submachine Gun with 35 round stick magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:CODBO PPSh-41 (2).jpg|thumb|none|600px|The PPSh-41 in &amp;quot;Project Nova.&amp;quot;]]&lt;br /&gt;
[[File:CODBO PPSh-41 (3).jpg|thumb|none|600px|Aiming the PPSh.]]&lt;br /&gt;
[[File:CODBO PPSh-41 (4).jpg|thumb|none|600px|Reloading a 35-round stick magazine.]]&lt;br /&gt;
[[File:CODBO PPSh-41 (1).jpg|thumb|none|600px|Pulling the bolt.]]&lt;br /&gt;
[[File:CODBO PPSh-41 (5).jpg|thumb|none|600px|The PPSh-41 on Pvt. Gerasimov's back and also in Viktor Reznov's hands. Note the inaccurate proportions of the weapon, denoting that it is World at War's PPSh model.]]&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] is available in-game. It is depicted without its folding stock, but the unlockable Grip attachment adds and folds out the stock. It uses 20-round magazines, which increases to 30 with Extended Mags. It retains its 2-hit kill ability at close range from its ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'' counterpart, though it has a slightly altered bolt-racking animation on an empty reload. A pair of Vz. 61s makes up the sixth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
It first appears in 1961 segment during the mission &amp;quot;Operation 40&amp;quot;; while the vz. 61 was first made in 1961, it was not produced en masse until 1963, and there is no evidence of its use by Cuban forces at that time. The correct choice would be a [[Sa 23]], another compact Czech SMG, which was actually used by Cubans during the Bay of Pigs Invasion. The Skorpion is accurate for the rest of the game, including its use by the Viet Cong.&lt;br /&gt;
&lt;br /&gt;
[[File:CZ Vz.61.jpg|thumb|none|350px|Sa vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:CODBO Vz61 (1).jpg|thumb|none|600px|Drawing the Skorpion.]]&lt;br /&gt;
[[File:CODBO Vz61 (2).jpg|thumb|none|600px|Holding a Vz.61.]]&lt;br /&gt;
[[File:CODBO Vz61 (3).jpg|thumb|none|600px|Aiming down the rather small sights of the Vz. 61.]]&lt;br /&gt;
[[File:CODBO Vz61 (4).jpg|thumb|none|600px|Reloading the Skorpion.]]&lt;br /&gt;
[[File:CODBO Vz61 (5).jpg|thumb|none|600px|Racking the bolt, though the ejection port shows the bolt never moves.]]&lt;br /&gt;
[[File:CODBO Vz61 (6).jpg|thumb|none|600px|The Skorpion with a suppressor and its folding stock.]]&lt;br /&gt;
[[File:CODBO Vz61 (7).jpg|thumb|none|600px|Dual Vz. 61s, [[Goldeneye_007#Sa._Vz.61_Skorpion|Goldeneye style]].]]&lt;br /&gt;
[[File:CODBO Vz61 (8).jpg|thumb|none|600px|Tossing out spent magazines.]]&lt;br /&gt;
&lt;br /&gt;
==SITES Spectre M4==&lt;br /&gt;
The Italian [[Spectre M4]] is one of the available SMGs under the name &amp;quot;Spectre&amp;quot;, and has a 30-round capacity (increasing to 45 with extended mags). Its folding stock is absent by default, but is added when the &amp;quot;Grip&amp;quot; attachment is used in multiplayer. Its appearance is anachronistic, since it was not developed until the 1980s. More correct choices could have been the [[Franchi LF-57]] (1956) or the more similar looking [[Beretta M12|Beretta Model 12]] (1959), which saw use by American forces during the Tet Offensive in 1968.&lt;br /&gt;
&lt;br /&gt;
[[File:Sites Spectre.jpg|thumb|none|400px|Spectre M4 - 9x19mm]]&lt;br /&gt;
[[File:CODBO Spectre M4 (1).jpg|thumb|none|600px|A player character holds a Spectre M4.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (3).jpg|thumb|none|600px|Reloading the weapon.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (5).jpg|thumb|none|600px|Inserting a 45-round extended mag. Note that the magazine well is visibly modeled as a solid block.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (4).jpg|thumb|none|600px|Pulling back the bolt.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (6).jpg|thumb|none|600px|Unfolding the folding stock in the draw animation when the stock is equipped.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (7).jpg|thumb|none|600px|Holding the Spectre M4 with the stock, and also a suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk II(*)==&lt;br /&gt;
The [[Sten Mk II]] is carried by British commandos in the World War II flashback mission &amp;quot;Project Nova&amp;quot;, and is usable by the player.&lt;br /&gt;
&lt;br /&gt;
[[File:Sten.jpg|thumb|none|500px|Sten Mk II - 9x19mm]]&lt;br /&gt;
[[File:CODBO Sten (1).jpg|thumb|none|600px|The Sten in first person. As with most entries in the series, it is improperly held by the magazine.]]&lt;br /&gt;
[[File:CODBO Sten (2).jpg|thumb|none|600px|Looking through the weapon's rather simple iron sights. Like the [[Type 100 submachine gun|Type 100]], it is held at a slightly canted angle due to sharing the latter's animations.]]&lt;br /&gt;
[[File:CODBO Sten (3).jpg|thumb|none|600px|Reloading the Sten, with the uncharacteristically helpful aid of an empty magazine, also like the Type 100.]]&lt;br /&gt;
[[File:CODBO Sten (4).jpg|thumb|none|600px|Charging the SMG.]]&lt;br /&gt;
[[File:CODBO Sten (5).jpg|thumb|none|600px|British commandos with Sten Mk. II submachine guns. Note that, as a result of animation recycling, the man in the front of the shot isn't really &amp;quot;holding&amp;quot; his Sten ''per se''; instead, he seems to be supporting it with a grand total of about 3 fingers. The bolt is also incorrectly closed, on a side note.]]&lt;br /&gt;
[[File:CODBO Sten (6).jpg|thumb|none|600px|A Sten Mk II on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Type 100(*)==&lt;br /&gt;
The [[Type 100 submachine gun|Type 100]] appears in Shi No Numa and Der Riese for 1000 points.&lt;br /&gt;
&lt;br /&gt;
[[File:Type100 1944.jpg|thumb|none|500px|Arisaka Type 100 submachine gun (1944 - 1945 model) with magazine removed - 8x22mm Nambu]]&lt;br /&gt;
[[File:CODBO Type100 (1).jpg|thumb|none|600px|Holding the Type 100.]]&lt;br /&gt;
[[File:CODBO Type100 (2).jpg|thumb|none|600px|Aiming down sights. Note the rear sight appears to have been updated with white dots.]]&lt;br /&gt;
[[File:CODBO Type100 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO Type100 (4).jpg|thumb|none|600px|Pulling the bolt handle as Nikolai's wadded sleeves conspire to block out everything in the image.]]&lt;br /&gt;
&lt;br /&gt;
==Walther MPL==&lt;br /&gt;
The [[Walther MPL]] is one of the available SMGs, with a 32-round magazine. It can also be purchased off the wall in Zombies mode, where it incorrectly holds 24 rounds. It lacks a stock by default, but gets its wireframe folding stock when the &amp;quot;Grip&amp;quot; attachment is used. Despite being one of the few period-appropriate guns (1963), the MPL is not available in the single player campaign, and appears only in the multiplayer and Zombies modes.&lt;br /&gt;
&lt;br /&gt;
[[File:Walther mpl 1.jpg|thumb|none|450px|Walther MPL with stock extended - 9x19mm]]&lt;br /&gt;
[[File:CODBO MPL (1).jpg|thumb|none|600px|Drawing the MPL.]]&lt;br /&gt;
[[File:CODBO MPL (2).jpg|thumb|none|600px|The weapon in idle.]]&lt;br /&gt;
[[File:CODBO MPL (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO MPL (4).jpg|thumb|none|600px|The Walther MPL being reloaded.]]&lt;br /&gt;
[[File:CODBO MPL (5).jpg|thumb|none|600px|Pulling the bolt handle.]]&lt;br /&gt;
[[File:CODBO MPL (6).jpg|thumb|none|600px|The alternate draw animation when the weapon is equipped with the &amp;quot;Grip&amp;quot; attachment, which unfolds the &amp;quot;Grip&amp;quot;.]]&lt;br /&gt;
[[File:BLACKOPS-MPL-1.jpg|thumb|none|600px|An MPL with Elbit Falcon red dot sight and red camo. Note the HK claw mount.]]&lt;br /&gt;
&lt;br /&gt;
=Assault/Battle Rifles= &lt;br /&gt;
==AK Hybrid==&lt;br /&gt;
The weapon referred to as the &amp;quot;AK47&amp;quot; in-game is in fact a composite of several different AK variants. The main receiver of the rifle appears to be taken from an [[AKS-74]] (which is anachronistic, since it didn't see service until the very late 70s), along with an early 5.45x39mm steel magazine. The model has however been modified with other parts (possibly to make it more closely resemble the time period appropriate [[AK-47]] or [[AKM]] variants), including an AKM style front sight block and gas block, a Type 2 AK-47 wooden stock with a metal ferrule (which is actually a part of the receiver, not the stock), and a Type 3 AK-47 receiver-mounted rear sling loop. The handguard and grip resemble those from an ATI GSG AK47 .22LR rifle.&lt;br /&gt;
&lt;br /&gt;
In the singleplayer campaign, the Soviets and North Vietnamese Army use the hybrid AK with a variety of accessories. In both singleplayer and multiplayer, the Extended Mag attachment gives the AK an [[RPK-74]] magazine.&lt;br /&gt;
&lt;br /&gt;
[[File:Aks-74.jpg|thumb|none|500px|AKS-74 - 5.45x39mm. Image used to show the receiver.]]&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|500px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:AK-47 type II Part DM.jpg|thumb|none|500px|Type II AK-47 - 7.62x39mm. Image used to show the handguard and stock.]]&lt;br /&gt;
[[File:Ak74p.jpg|thumb|none|500px|Prototype AK-74 - 5.45x39mm. Image used to show the steel 5.45x39mm magazine.]]&lt;br /&gt;
[[File:CODBO AK-47 (1).jpg|thumb|none|600px|The AK in idle.]]&lt;br /&gt;
[[File:CODBO AK-47 (2).jpg|thumb|none|600px|Aiming down the hybrid AK's sights.]]&lt;br /&gt;
[[File:CODBO AK-47 (3).jpg|thumb|none|600px|Reloading; note the ATI GSG handguard lacking vent holes, which would probably cause overheating issues on a real AK, and an empty magazine being inserted. Also visible in this shot is the protrusion at the front of the receiver below the pair of rivets for the barrel trunion which is used to retain the AKS-74 stock in the folded position.]]&lt;br /&gt;
[[File:CODBO AK-47 (4).jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:BlackOps 2010-11-10 21-24-02-22.jpg|thumb|none|600px|An on-screen blip for picking up a dropped AK with the &amp;quot;Dual Mag&amp;quot; attachment, which consists of two magazines jungle-taped together, and speeds up the process of reloading. The player's own AK is equipped with a PK-AV scope, which serves as the &amp;quot;ACOG Scope&amp;quot; attachment for the AK-type and AK-like weapons in multiplayer, including the RPK, AKS-74U, Galil, and the SVD.]]&lt;br /&gt;
[[File:BlackOps 2010-11-14 17-09-41-46.jpg|thumb|none|600px|The hybrid AK with a 45-round RPK-74 magazine. Note the button at the rear of the receiver, which is used to fold the stock on the original AKS-74 rifle, along with the Type 3 AK-47-style sling loop fitted to the receiver just ahead of it.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] appears with the same &amp;quot;AK-74u&amp;quot; name used for the JG Beta-F Airsoft gun in ''[[Call of Duty 4: Modern Warfare]]'' and the same erroneous designation as a submachine gun; this one, however, is an actual AKS-74U, albeit depicted with a slightly longer barrel and gas tube. It has a black handguard, steel magazines, and no stock. An AKS-74U appears as the seventh weapon tier in Gun Game. Equipping a foregrip or the BS-1 grenade launcher alters the first draw animation to not dramatically chamber the first round.&lt;br /&gt;
&lt;br /&gt;
It is anachronistic to Black Ops, as it was not developed until 1979 (the full size variant, the AK-74, didn't enter service until 1974). A more accurate option would have been the Hungarian [[AMD-65]] carbine (1965), which was used as a compact weapon for Warsaw Pact vehicle crews.&lt;br /&gt;
&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:CODBO AKS-74U (1).jpg|thumb|none|600px|The AKS-74U in idle.]]&lt;br /&gt;
[[File:CODBO AKS-74U (2).jpg|thumb|none|600px|Looking through the sights.]]&lt;br /&gt;
[[File:CODBO AKS-74U (3).jpg|thumb|none|600px|Reloading. Note the odd shape of the gas tube/top handguard.]]&lt;br /&gt;
[[File:CODBO AKS-74U (4).jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Colt USAF M16 (Colt Model 604)==&lt;br /&gt;
The USAF variant of the original [[M16]] is available in the game, and can be identified by its M16E1 partial magazine fence lower and lack of forward assist. Its default 20-round magazine holds 30 rounds in gameplay, and the 30-round mag only appears with the Extended Mags attachment and holds 45 rounds (the same situation occurs with the &amp;quot;Commando&amp;quot; below).&lt;br /&gt;
&lt;br /&gt;
It is correctly depicted as firing fully-automatic in single player, but incorrectly uses a three-round burst fire mode in multiplayer and Zombie mode. Treyarch developer Josh Olin has stated that it was &amp;quot;an early prototype&amp;quot;, although the first variant that was capable of burst fire was the Model 605B (essentially a shorter barreled M16 with a four position selector switch tested in 1964) was fitted with a forward assist, unlike the weapon in game which also appears to have a standard weight barrel.&lt;br /&gt;
&lt;br /&gt;
When the M16 is mounted with optics, its carry handle, front sight and gas block are removed, which would prevent the gun from firing automatically. The shooter would have to manually rack the bolt to load the next round into the chamber, effectively making the gun a bolt action. This same goof was previously seen on the M16 and M4A1 in ''Call of Duty 4: Modern Warfare'' and ''Modern Warfare 2'', and can also be seen on the &amp;quot;Commando&amp;quot; in this game. Pre-release footage however, showed that the front sight was originally not removed when optics are mounted.&lt;br /&gt;
&lt;br /&gt;
Upgrading the M16 with the Pack-A-Punch machine in zombie mode turns it into the &amp;quot;Skullcrusher,&amp;quot; which fires laser-like rounds and mounts an [[M203 grenade launcher]]. Both the M16 and the M203 keep their normal ammunition count. An M16 appears as the ninth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:USAF Colt Model 604.jpg|thumb|none|500px|USAF M16 (Colt Model 604) - 5.56x45mm. This is an early model as indicated by its M16E1 type partial magazine fence lower.]]&lt;br /&gt;
[[File:CODBO M16 (1).jpg|thumb|none|600px|Drawing the M16.]]&lt;br /&gt;
[[File:CODBO M16 (2).jpg|thumb|none|600px|An M16 in idle.]]&lt;br /&gt;
[[File:CODBO M16 (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO M16 (4).jpg|thumb|none|600px|Reloading. Note the 20-round mag.]]&lt;br /&gt;
[[File:CODBO M16 (5).jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:CODBO M16 (6).jpg|thumb|none|600px|Reloading a 30-round-sized-45-round magazine.]]&lt;br /&gt;
[[File:M16 CoDBO SlabSide.jpg|thumb|none|600px|Carlos throws Mason an M16. Visible in this shot is the partial fence lower and lack of forward assist which identifies this as a Colt Model 604. Another thing to point out is the unusual length of the M203's barrel. A standard barrel length of an M203 is 12 inches (305mm) and usually the tip of the M203 runs parallel to the Bayonet lug of the M16. This might be due to the M16 being modeled smaller in 3rd person.]] &lt;br /&gt;
[[File:Shot0119.jpg|thumb|none|600px|Frank Woods with his M16. Note that the 3rd person model for the M16 is smaller than its real life counterpart.]]&lt;br /&gt;
[[File:BLOPS M16 misc1.jpg|thumb|600px|none|Mason gets ready to start blasting with his M16. The charging handle is not fully seated for some reason.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Commando&amp;quot;==&lt;br /&gt;
The weapon referred to in-game as the &amp;quot;Commando&amp;quot; appears to most closely resemble a [[GAU-5A/A]] with a fictional flat-topped receiver; the name likely refers to the Colt Commando series (a series of early AR-15 carbines made during the Vietnam War) which the GAU-5A/A is related to.&lt;br /&gt;
&lt;br /&gt;
It is fitted with a flash hider in place of the moderator, a configuration which was actually used by the US Air Force. Although the flat top appears to consist of a chopped off carry handle with bolted on rail, something that was actually done in the 80s by Olympic Arms and some other manufacturers before the introduction of actual flat-topped receivers by Colt, this setup would still be anachronistic for the time depicted period in this game (along with being a configuration never used by the US military). The concept of a scope rail fitted directly to the receiver in place of the carry handle is not completely anachronistic though, as the Rock Island Arsenal did an experiment with an AR-15 fitted with an integral Weaver scope rail known as the Model 656; however, the details of the design are significantly different, and the presence of a rail mounted Troy Battle Sight on the weapon can be considered anachronistic.&lt;br /&gt;
&lt;br /&gt;
Like the M16, the weapon by default uses 20-round magazines that hold 30 rounds in gameplay, and equipping the Extended Mags attachment gives it curved 30-round magazines that hold 45 rounds. Early screenshots and footage showed the straight magazine being modeled unusually long, as if it were stretched or partly falling out, but the final game has it at its proper length. &lt;br /&gt;
&lt;br /&gt;
Upgrading the &amp;quot;Commando&amp;quot; with the Pack-A-Punch machine in zombie mode turns it into the &amp;quot;Predator&amp;quot; (a reference to the [[Arnold Schwarzenegger|Schwarzenegger]] movie ''[[Predator]]''. ''[[Commando]]'' is also the name of another movie in which Schwarzenegger starred, hence the reference). The &amp;quot;Predator&amp;quot; fires laser-like rounds and has a forty-round magazine instead of thirty.&lt;br /&gt;
&lt;br /&gt;
Like the M16, mounting optics will remove the front sight and the gas block, which would realistically prevent the gun from firing automatically. This is only the case for the 1st person model however, with the 3rd person model correctly retaining the front sight and gas block.&lt;br /&gt;
&lt;br /&gt;
[[File:GAU-5AA with A1 flash hider.jpg|thumb|none|500px|GAU-5A/A with birdcage flash hider in place of the standard moderator - 5.56x45mm]]&lt;br /&gt;
[[File:CODBO Commando (1).jpg|thumb|none|600px|&amp;quot;Commando&amp;quot; in idle. Note the sling wrapped around the weapon and wedged behind the bolt release button; this would only be possible with the bolt locked open, meaning that the bolt would be permanently locked to the rear, rendering the weapon totally inoperable.]]&lt;br /&gt;
[[File:CODBO Commando (2).jpg|thumb|none|600px|Iron sights, which are rail-mounted Troy Battle Sights, similar to MW2. These sights are used on several other weapons. Interestingly, the Troy Battle Sight's model has improved from MW2, being depicted with more true to life knobs. These sights are however anachronistic to the setting, and the rear sight is also mounted backwards.]]&lt;br /&gt;
[[File:CODBO Commando (3).jpg|thumb|none|600px|Reloading the Commando. Note the lack of auto sear pin.]]&lt;br /&gt;
[[File:CODBO Commando (4).jpg|thumb|none|600px|Slapping the bolt release button.]]&lt;br /&gt;
[[File:CODBO Commando (5).jpg|thumb|none|600px|Reloading a Commando with several attachments, including dual mags.]]&lt;br /&gt;
[[File:Snapshot20100809133031.jpg|thumb|none|600px|Pre-release footage of a suppressed Commando with Elbit Falcon sight. Note the clan tag engraved on the charging handle. Also note that unlike in the final game, the front sight is shortened but still present.]]&lt;br /&gt;
[[File:CODBOAR-15a.jpg|thumb|none|600px|Frank Woods with his Commando and early Colt Scope. Note the early modeling mistake of the magazine.]]&lt;br /&gt;
[[File:CODBOAR15.JPG|thumb|none|600px|Promotional image showing the Commando. Note the Colt scope and the solid flash hider. The Colt Scope appears in BO1 as one of the many models for the &amp;quot;ACOG Scope&amp;quot; attachment (none of which being the Trijicon ACOG, which would be an anachronism).]]&lt;br /&gt;
&lt;br /&gt;
==Enfield XL60==&lt;br /&gt;
The [[Enfield L85 rifle series#XL64E5 IW|Enfield XL60]] is one the assault rifles available in the game, under the name &amp;quot;Enfield&amp;quot;. Hudson carries an Enfield fitted with an infrared scope and a Masterkey under-barrel shotgun during the singleplayer mission &amp;quot;Rebirth.&amp;quot; The Enfield is anachronistic as it was introduced after June 14, 1976; the presence of the [[Enfield EM-2]] ''Mamba'' (1951) would be more accurate (though it would extremely scarce, however). The ammo name for the Enfield XL60 in the game files is 7x43mm, which is the metric size of the .280 British caliber that was actually tested on the EM-2, but not on the XL60, which was chambered in 4.85x49mm.&lt;br /&gt;
&lt;br /&gt;
[[File:EnfieldXL64.jpg|thumb|none|500px|XL64E5 - 4.85x49mm]]&lt;br /&gt;
[[File:CODBO XL64 (1).jpg|thumb|none|600px|Drawing the XL60.]]&lt;br /&gt;
[[File:CODBO XL64 (2).jpg|thumb|none|600px|XL60 in idle.]]&lt;br /&gt;
[[File:CODBO XL64 (3).jpg|thumb|none|600px|Aiming through the iron sights, which are the same anachronistic Troy Battle iron sights as used on some of the other guns.]]&lt;br /&gt;
[[File:CODBO XL64 (4).jpg|thumb|none|600px|Reloading the XL60.]]&lt;br /&gt;
[[File:CODBO XL64 (5).jpg|thumb|none|600px|As in MW2, the &amp;quot;ACOG scope&amp;quot; model for the XL64 is a SUSAT. The SUSAT is also used as the &amp;quot;ACOG Scope&amp;quot; model for the AWM.]]&lt;br /&gt;
[[File:CODBO XL64 (6).jpg|thumb|none|600px|Aiming through the SUSAT.]]&lt;br /&gt;
[[File:Shot009120.jpg|thumb|none|600px|An XL60 on the ground with an IR scope attached.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
A prototype version of the [[FAMAS Valorisé]] appears in several levels, used by both CIA and Spetsnaz troops. Mason carries a FAMAS with multiple attachments in final level, &amp;quot;Redemption&amp;quot;. The FAMAS Valorisé is incredibly anachronistic (even for the game's standards) for the time period the game is set in (the 1960s): not only was the base weapon not developed until 1978, this specific variant didn't come into existence until the early 2000s. A more correct choice could have been the FA-MAS 54B bullpup configuration prototype (1954). A much more period and country-accurate choice for Spetsnaz could have been the one of the many Tula Arms Arsenal Soviet TKB prototypes from the 60s. The default iron sights of the weapon are the anachronistic rail mounted Troy Battle Sights. A FAMAS appears as the tenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
If upgraded with the Pack-A-Punch machine in zombies mode, it will turn into the &amp;quot;G16-GL35&amp;quot; (leet speak for GIGGLES), which fires laser-like rounds, has a forty-five round magazine instead of thirty, and a custom red dot sight. &lt;br /&gt;
&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|500px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm. This prototype can be distinguished from the final variant by the lack of fixed front sight ahead of the scope rail.]]&lt;br /&gt;
[[File:CODBO FAMAS (1).jpg|thumb|none|600px|Holding the FAMAS. Note it has the standard FAMAS bipod, compared to the Valorisé's bent bipod legs.]]&lt;br /&gt;
[[File:CODBO FAMAS (2).jpg|thumb|none|600px|Aiming through the rail-mounted iron sights.]]&lt;br /&gt;
[[File:CODBO FAMAS (3).jpg|thumb|none|600px|Reloading the FAMAS.]]&lt;br /&gt;
[[File:CODBO FAMAS (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==FG 42(*)==&lt;br /&gt;
The [[FG 42]] can be purchased in the Zombies map Der Riese for 1800 points and incorrectly holds 32 rounds instead of 20.&lt;br /&gt;
[[File:FG421stPattern.jpg|thumb|none|500px|First pattern FG 42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODBO FG 42 (1).jpg|thumb|none|600px|Holding the FG42 on Der Riese, near its spawn point.]]&lt;br /&gt;
[[File:CODBO FG 42 (2).jpg|thumb|none|600px|Aiming down sights, which still have a lot of zoom as they did in ''World at War'' outside of its multiplayer mode. The weapon is also visible on the wall here.]]&lt;br /&gt;
[[File:CODBO FG 42 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO FG 42 (4).jpg|thumb|none|600px|Takeo works the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] is seen mostly in the hands of Cuban soldiers and some NVA soldiers in the campaign, despite being the main service rifle of most of the Western powers throughout the Cold War. The rifle is aesthetically period correct, however the wooden furniture and semi-automatic fire mode would suggest that this weapon is more specifically the &amp;quot;G Series&amp;quot; FAL, the civilian version of the FAL which was imported into the US in the 1960s. It has an L1A1 &amp;quot;Hythe&amp;quot; foldable rear sight with the front leaf of the sight absent and only the rear leaf with enlarged aperture being used in game.&lt;br /&gt;
&lt;br /&gt;
It appears to stand in for the so called &amp;quot;Cuban FALs&amp;quot;, a batch of Belgian made FALs which were ordered by the Battista government just before its end. The FALs ended up in the Communist rebels' hands and were eventually used in the Bay of Pigs invasion. The G series were essentially the same as the Cuban rifles but with slight modification. The usage of FALs by the NVA forces meanwhile is historically dubious.&lt;br /&gt;
&lt;br /&gt;
[[File:Fn fal g series.jpg|thumb|none|500px|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO FAL (1).jpg|thumb|none|600px|The FN FAL in idle.]]&lt;br /&gt;
[[File:CODBO FAL (2).jpg|thumb|none|600px|Looking through the &amp;quot;Hythe&amp;quot; sights, the presence of which on Cuban FALs would be historically questionable.]]&lt;br /&gt;
[[File:CODBO FAL (3).jpg|thumb|none|600px|Inserting a new magazine, which is visibly empty.]]&lt;br /&gt;
[[File:CODBO FAL (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CODBO FAL (5).jpg|thumb|none|600px|Reloading the jungle-style dual mags on a FAL with a custom weapon finish.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43(*)==&lt;br /&gt;
The [[Gewehr 43]] costs 600 points in the Zombies maps Verrückt, Shi No Numa, and Der Riese. Holds 10 shots in the magazine.&lt;br /&gt;
&lt;br /&gt;
[[File:K43 nc.jpg|thumb|none|500px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODBO G43 (1).jpg|thumb|none|600px|Holding the G43.]]&lt;br /&gt;
[[File:CODBO G43 (2).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CODBO G43 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO G43 (4).jpg|thumb|none|600px|Inserting a new magazine on empty.]]&lt;br /&gt;
[[File:CODBO G43 (5).jpg|thumb|none|600px|Releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G11 K2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G11|Heckler &amp;amp; Koch G11 K2]] is one of the assault rifles in the game, and is used by Dr. Daniel Clarke in the level &amp;quot;Numbers.&amp;quot; As in real life, it fires in 3-round bursts, at a very high rate of fire with incredible accuracy and close to zero recoil, but suffers from low damage. The magazine is correctly depicted as reciprocating when firing. &lt;br /&gt;
&lt;br /&gt;
The weapon is erroneously depicted with rail mounted iron sights by default (which are in themselves anachronistic Troy Battle Sights); G11s were never designed with iron sights, and instead incorporated a scope (which is an available attachment in-game). In multiplayer, it can be fitted with only two attachments: &amp;quot;Low Power Scope&amp;quot; or &amp;quot;Variable Zoom&amp;quot;. The Low Power Scope is actually based on the actual sight built into the real G11 K2, and replaces the rail assembly. The scope of the Variable Zoom is a rail-mounted sniper scope instead.&lt;br /&gt;
&lt;br /&gt;
Its appearance in the 1960s is anachronistic; the G11 was not fully developed until the late 1980s, and working prototypes were not created until the early 1970s. The particular G11 K2 variant depicted in game was made in 1989. A more appropriate choice of exotic rifle for the era would have been one of the Project SALVO (1951) prototypes, the bullpup SPIW (Special Purpose Individual Weapon) from Project NIBLICK (1960s) or one of the many Tula Arms Arsenal Soviet TKB prototypes from the 60s; though how would a British scientist hiding in Hong Kong procure any of such prototypes is a mystery.&lt;br /&gt;
&lt;br /&gt;
Upgrading the G11K2 with the Pack-A-Punch machine in Zombies mode turns it into a more powerful version called &amp;quot;G115 Generator&amp;quot;; it fires laser-like rounds, but has the normal ammunition capacity.&lt;br /&gt;
&lt;br /&gt;
[[File:G11K2 left.jpg|thumb|none|500px|Heckler &amp;amp; Koch G11 K2 - 4.73x33mm]]&lt;br /&gt;
[[File:CODBO G11K2 (1).jpg|thumb|none|600px|Drawing the G11 shows its cocking animation, which is a full rotation of the charging knob.]]&lt;br /&gt;
[[File:CODBO G11K2 (2).jpg|thumb|none|600px|Holding the default railed G11.]]&lt;br /&gt;
[[File:CODBO G11K2 (3).jpg|thumb|none|600px|Aiming down through the Troy Battle Sights.]]&lt;br /&gt;
[[File:CODBO G11K2 (4).jpg|thumb|none|600px|The G11 with its Low Power Scope.]]&lt;br /&gt;
[[File:CODBO G11K2 (5).jpg|thumb|none|600px|The reticle of the Low Power Scope.]]&lt;br /&gt;
[[File:CODBO G11K2 (6).jpg|thumb|none|600px|Reloading the G11. The player removes the magazine without pressing the release button behind the sight, though given the scarce information of the weapon at the time, it would be somewhat understandable.]]&lt;br /&gt;
[[File:CODBO G11K2 (7).jpg|thumb|none|600px|Inserting a new magazine stick. The two extra mags are never used.]]&lt;br /&gt;
[[File:CODBO G11K2 (8).jpg|thumb|none|600px|Looking at the ''Aurora australis'' with a white, scoped G11 K2.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[IMI Galil ARM]] is available in the game. It has a thirty-five round magazine with a medium rate of fire. The standard rear sight for the Galil is the flip-up tritium night sights instead of the flip peep-sights, raised dramatically to accommodate the camera's point of view. The carry handle is on the wrong side and the handguard is from the Galil AR, which does not have the underside cutout for the bipod, although it appears to still contain it. The ammo name for the Galil in the game files is 7.62x51mm, despite the in-game weapon clearly being the 5.56x45mm version.&lt;br /&gt;
&lt;br /&gt;
Its appearance is anachronistic, as the Galil series of rifles was not developed until the late 1960s, and did not enter service until 1972. A more adequate choice could have been a full auto [[AR-18]] (1962), a somewhat similar-looking rifle that fired the same 5.56 round. Another adequate choice could have been the [[Rk 62]] (also 1962), a Finnish rifle that inspired the Galil but fired the Russian 7.62x39mm round.&lt;br /&gt;
&lt;br /&gt;
Upgrading a Galil with the Pack-A-Punch machine in zombie mode will turn it into the &amp;quot;Lamentation&amp;quot;; fitted with a red dot sight (which has a blue lens and an unusual blue reticle) and a sci-fi camo pattern, it fires laser-like rounds. &lt;br /&gt;
&lt;br /&gt;
[[File:Galil.jpg|thumb|500px|none|IMI Galil ARM - 5.56x45mm]]&lt;br /&gt;
[[File:CODBO Galil (1).jpg|thumb|600px|none|Drawing the Galil. In an inversion of all the other weapons, the Galil is simply brought to hand when first equipped but the character uses the carry handle when re-equipping it from secondary weapons or gadgets.]]&lt;br /&gt;
[[File:CODBO Galil (2).jpg|thumb|600px|none|Holding a Galil ARM.]]&lt;br /&gt;
[[File:CODBO Galil (3)mwstore.jpg|thumb|600px|none|Aiming down the flip-up night sights, though the front sight is a little too high. Note also that one of the rear peep sights has been removed to clear the sight plane, despite that the night sight has also been lengthened enough that this wouldn't be a problem.]]&lt;br /&gt;
[[File:CODBO Galil (4).jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
[[File:CODBO Galil (5).jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:CODBO Galil (6).jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[File:Shot0022222.jpg|thumb|600px|none|Upgraded Galil in Zombies mode. Note the added rail mount mounting the red dot sight.]]&lt;br /&gt;
[[File:Shot002783.jpg|thumb|600px|none|Looking through the red dot sight of the upgraded weapon. Note the unusual reticle.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine(*)==&lt;br /&gt;
The [[M1 Carbine]] can be purchased in zombie mode for 600 points in the maps Nacht der Untoten, Shi No Numa and Der Riese. It is now appropriately called M1 Carbine (unlike in ''World at War'', where it was referred to as the M1A1 folding stock variant).&lt;br /&gt;
&lt;br /&gt;
[[File:M1-Carbine.jpg|thumb|none|500px|WW2 era M1 Carbine with spare magazine pouch - .30 Carbine]]&lt;br /&gt;
[[File:CODBOM1Carbine.jpg|thumb|none|600px|An M1 Carbine in &amp;quot;Nacht der Untoten.&amp;quot;]]&lt;br /&gt;
[[File:CODBOM1Carbine-1.jpg|thumb|none|600px|View down the aperture sights.]]&lt;br /&gt;
[[File:CODBOM1Carbine-2.jpg|thumb|none|600px|Reloading the M1 after seeing off some of the Third Reich's undead.]]&lt;br /&gt;
[[File:CODBOM1Carbine-3.jpg|thumb|none|600px|Chambering a fresh round.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand(*)==&lt;br /&gt;
The [[M1 Garand]] is available for 600 points in the Zombies maps Verrückt and Shi No Numa.&lt;br /&gt;
[[File:M1 Garand.jpg |thumb|none|500px|M1 Garand - .30-06]]&lt;br /&gt;
[[File:CODBO M1 Garand (1).jpg|thumb|none|600px|Holding the Garand.]]&lt;br /&gt;
[[File:CODBO M1 Garand (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO M1 Garand (3).jpg|thumb|none|600px|Reloading the Garand mid-clip.]]&lt;br /&gt;
[[File:CODBO M1 Garand (4).jpg|thumb|none|600px|Inserting a new clip.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14 Rifle]] is one of the assault rifles (correctly, battle rifle) used in-game and also distinguished by its firepower, it is not present in the singleplayer campaign, despite being historically accurate. For some reason, it uses an eight-round magazine in zombie mode despite using a twenty-round one in single-player and multiplayer modes. The magazine change is likely to substitute the M1 Garand in Zombies mode maps present in ''Black Ops'', though it is inferior in some statistics (namely reload time and reserve ammo) when compared to each other.&lt;br /&gt;
&lt;br /&gt;
Various attachments can be fitted: [[M203 grenade launcher]], flamethrower, Colt scope, red dot sight, reflex sight, [[Knight's Armament Masterkey]] shotgun, suppressor, foregrip, IR scope and extended magazine. It is the only weapon in its class that can use the Grip attachment; in turn, it is one of only two weapons that whose models are not modified in any way with the Extended Mags attachment equipped (the other being the M60), and the only mag-fed one of the two. An M14 is used as the eighth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
Though the weapon is semi-automatic only, the in-game model bears a heavy resemblance to the M14E2/M14A1 LMG variation, including its pistol grip and a bipod (albeit one of the same Harris-like design used on the Mk 14 in ''[[Call of Duty: Modern Warfare 2]]'' rather than the E2's normal bipod), with the Grip attachment also taking the form of the E2's folding grip.&lt;br /&gt;
&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|500px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M14E2SAW.jpg|thumb|none|500px|M14E2 Light Machine Gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO M14 (1).jpg|thumb|none|600px|Drawing the M14.]]&lt;br /&gt;
[[File:CODBO M14 (2).jpg|thumb|none|600px|Holding the M14. ]]&lt;br /&gt;
[[File:CODBO M14 (3).jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:CODBO M14 (4).jpg|thumb|none|600px|Reloading. Its reload animations are taken from ''[[Call of Duty: Modern Warfare 2]]'''s [[Call of Duty: Modern Warfare 2#Mk. 14 Mod 1 EBR|Mk 14 EBR]].]]&lt;br /&gt;
[[File:CODBO M14 (5).jpg|thumb|none|600px|Pulling the bolt.]]&lt;br /&gt;
[[File:CODBO M14 (6).jpg|thumb|none|600px|The M14 with a foregrip.]]&lt;br /&gt;
[[File:CODBO M14 (7).jpg|thumb|none|600px|The M14 with the M203 grenade launcher, which gives it big M16-styled heat shields.]]&lt;br /&gt;
[[File:Shot0083.jpg|thumb|none|600px|M14 with Colt scope and Ice camo in idle. Note the cut-off front sight.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG==&lt;br /&gt;
The [[Steyr AUG]] is available in the game. The AUG A1 with its Swarovski scope is found in the singleplayer and Zombie mode, while the railed AUG A2 is used in multiplayer, with the anachronistic rail mounted Troy Battle Sights by default. Attaching the &amp;quot;ACOG Scope&amp;quot; to the multiplayer AUG A2 turns it back into the AUG A1 with its Swarovski scope. In singleplayer, the AUG A1 only used in levels set in the Ural Mountains. It is painted with an arctic camo, and is equipped with a suppressor in some of the scenes.&lt;br /&gt;
&lt;br /&gt;
Its appearance in the game is anachronistic, as the level takes place in 1968 but the prototype for the AUG was not patented until 1974 and was not introduced into Austrian military service until 1977, entering wide service in 1978. The A2 variant depicted in multiplayer was not developed until 1997. A more period-accurate choice could have been the [[H&amp;amp;K G3]] (1958) or [[HK33]] (1968). Another option is the prototype Model 45A (1945), which was designed by the US during World War II, and look similar to the AUG. The AUG appears as the eleventh weapon tier in Gun Game.&lt;br /&gt;
 &lt;br /&gt;
A weird visual glitch exists on the AUG when it is equipped with any of the sights; the scope mount will actually slide backwards along the weapon to meet the user's eye when the weapon is aimed.&lt;br /&gt;
&lt;br /&gt;
If upgraded with the Pack-A-Punch machine in zombie mode, it will turn into the &amp;quot;AUG-50M3&amp;quot; (leet speak for AUGSOME, a play on the word awesome), firing laser-like rounds and attached with a [[Knight's Armament Masterkey]], but both weapons keep their normal ammunition counts. Reloading the AUG-50M3's Masterkey counts each reloaded shell twice, allowing the player to reload all six rounds with just three shells.&lt;br /&gt;
&lt;br /&gt;
The AUG lacked its foregrip in the beta, but has it in the final game.&lt;br /&gt;
&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|500px|Steyr AUG A1- 5.56x45mm]]&lt;br /&gt;
[[File:SteyrAUGSR.jpg|thumb|none|500px|Steyr AUG Special Receiver - 5.56x45mm. NATO AUG A2 models are the Austrian military firearm, the imported weapon into the U.S. was named the AUG Special Receiver.]]&lt;br /&gt;
[[File:CODBO AUG (1).jpg|thumb|none|600px|The default multiplayer AUG A2, with its Picatinny rails.]]&lt;br /&gt;
[[File:CODBO AUG (2).jpg|thumb|none|600px|Aiming down the rail mounted iron sights.]]&lt;br /&gt;
[[File:CODBO AUG (3).jpg|thumb|none|600px|The multiplayer AUG fitted with the &amp;quot;ACOG Scope&amp;quot;, which turns it into an AUG A1 with a Swarovski scope.]]&lt;br /&gt;
[[File:CODBO AUG (4).jpg|thumb|none|600px|Aiming down the scope.]]&lt;br /&gt;
[[File:CODBO AUG (5).jpg|thumb|none|600px|Reloading the surprisingly detailed, but empty magazine.]]&lt;br /&gt;
[[File:CODBO AUG (6).jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
[[File:CODBO AUG (7).jpg|thumb|none|600px|The AUG as seen with a higher-than-normal FoV in &amp;quot;WMD,&amp;quot; when the game shifts player control between the SR-71 Blackbird navigator and Hudson.]]&lt;br /&gt;
[[File:Skydivingcodbo.jpg|thumb|none|600px|Our skydiving protagonist takes &amp;quot;two is one and one is none&amp;quot; to a new level when he carries an AUG to complement his primary weapon: another AUG. You know, in case one explodes or something.]]&lt;br /&gt;
[[File:59.jpg|thumb|none|600px|Beta Steyr AUG without foregrip in hands of Agent Weaver. Note how he's holding it by the barrel; a bad idea in real life...]]&lt;br /&gt;
[[File:COD BO AUG 3rd person.jpg|thumb|none|600px|Agent Weaver with a Steyr AUG in the final version of the game. Note the foregrip, the presence of which Weaver seems to still be ignoring.]]&lt;br /&gt;
&lt;br /&gt;
== Stoner 63A ==&lt;br /&gt;
The [[Stoner 63A]] in its assault rifle configuration appears in the game, classified as a light machine gun. In singleplayer, it is found in the final level &amp;quot;Redemption&amp;quot;, where it is always found with an Extended Mag. In multiplayer, it is unlocked as the last light machine gun. The extended mags attachment gives the weapon just a longer standard magazine that increases the ammo count from 30 to 60 rounds, while in reality belt-fed LMG configuration of the Stoner could also be equipped with a 100 round ammo box or a 150 round drum magazine for special operations.&lt;br /&gt;
&lt;br /&gt;
[[File:Stoner 63 Assault Rifle.jpg|thumb|none|500px|Stoner 63, Assault Rifle configuration - 5.56x45mm NATO]]&lt;br /&gt;
[[File:CODBO Stoner63 (1).jpg|thumb|none|600px|Holding the Stoner 63.]]&lt;br /&gt;
[[File:CODBO Stoner63 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO Stoner63 (3).jpg|thumb|none|600px|Reloading the magazine.]]&lt;br /&gt;
[[File:CODBO Stoner63 (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CODBO-Stoner63-FPV.jpg|thumb|none|600px|Stoner 63 in the final level of the game &amp;quot;Redemption&amp;quot;, which is equipped with an anachronistic Aimpoint Electronic &amp;quot;Reflex Sight&amp;quot;, mounted on a piece of rail that replaces the original rear sight.]]&lt;br /&gt;
&lt;br /&gt;
== Sturmgewehr 44(*) ==&lt;br /&gt;
The [[Sturmgewehr 44]] is used by the Germans in the World War II mission &amp;quot;Project Nova&amp;quot; and can be used by the player. It can also be purchased for 1200 points in the zombie maps Verrückt, Shi No Numa, and Der Riese.&lt;br /&gt;
&lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|500px|Sturmgewehr 44 - 7.92x33mm]]&lt;br /&gt;
[[File:CODBO STG-44 (2).jpg|thumb|none|600px|Holding an StG-44 that was left out in the cold for too long given how thin it is.]]&lt;br /&gt;
[[File:CODBO STG-44 (3).jpg|thumb|none|600px|Aiming the Sturmgewehr.]]&lt;br /&gt;
[[File:CODBO STG-44 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO StG-44 (1).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== Beretta Model 682 ==&lt;br /&gt;
One of the shotguns available in the game. While named after the Rottweil Olympia Over/Under 72 shotgun, the &amp;quot;Olympia&amp;quot; is in fact modeled on a [[Beretta 682]]. Either way, it is anachronistic; not only was the Rottweil Olympia introduced in 1972, but the Beretta 682 was not invented until 1985. A more historically accurate choice would have been a [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|Browning O/U]] (1931) or a [[TOZ-34]] (1964).&lt;br /&gt;
&lt;br /&gt;
[[File:BM682.jpg|thumb|none|450px|Beretta Model 682 Gold E - 12 gauge]]&lt;br /&gt;
[[File:RS Olympia 72.jpg|thumb|500px|none|Rottweil Skeet Olympia 72 - 12 gauge]]&lt;br /&gt;
[[File:CODBO Olympia (1).jpg|thumb|none|600px|&amp;lt;s&amp;gt;Double Rainbow!&amp;lt;/s&amp;gt; Drawing the &amp;quot;Olympia&amp;quot;.]]&lt;br /&gt;
[[File:CODBO Olympia (2).jpg|thumb|none|600px|Holding the shotgun.]]&lt;br /&gt;
[[File:CODBO Olympia (3).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:CODBO Olympia (4).jpg|thumb|none|600px|Popping out the fired shells.]]&lt;br /&gt;
[[File:CODBO Olympia (5).jpg|thumb|none|600px|Inserting new shells. If one shell is fired, only that shell will be ejected and reloaded.]]&lt;br /&gt;
&lt;br /&gt;
==Double-barreled shotgun(*)==&lt;br /&gt;
A full-length [[12 Gauge Double Barreled Shotgun|Double-barreled shotgun]] can be purchased in zombie mode maps &amp;quot;Nacht der Untoten&amp;quot;, &amp;quot;Verrückt&amp;quot;, and &amp;quot;Der Riese&amp;quot; for 1200 points. A sawed-off version can be purchased in &amp;quot;Nacht der Untoten&amp;quot; and &amp;quot;Verrückt&amp;quot;, also for 1200 points. Their models appear to be reused from ''[[Call of Duty: World at War]]'', and they still have the issue of showing spent cartridges being ejected when firing. This time at least, they are proper shotgun shells, but for some reason two are ejected with each shot.&lt;br /&gt;
&lt;br /&gt;
In the opening cutscene of the zombie-movie themed zombie map &amp;quot;Call of the Dead&amp;quot;, [[Michael Rooker]] (voiced by himself) is seen using a pair of sawn-off Double-Barreled Shotguns while acting for a zombie film, later using them to kill real zombies when they appear and abduct film director George Romero. These are not found on the actual map, however. During the cutscene, he also fires three shots from one of the shotguns without reloading.&lt;br /&gt;
[[File:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|500px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
[[File:CODBOSxS.jpg|thumb|none|600px|The Double Barrel shotgun in &amp;quot;Nacht der Untoten&amp;quot;. Note the barrels floating above the player's supporting hand; this appears to be due to it re-using the animations (but not the model) of the side-by-side from ''World at War'' fitted with its &amp;quot;Grip&amp;quot; attachment (a larger forend).]]&lt;br /&gt;
[[File:CODBOSxS-1.jpg|thumb|none|600px|Bead sight view.]]&lt;br /&gt;
[[File:CODBOSxS-2.jpg|thumb|none|600px|Cracking open the barrels. Remember, shop smart, shop S-Mart.]]&lt;br /&gt;
[[File:CODBO Doublebarrel (1).jpg|thumb|none|600px|Dumping out the shotgun shells. Oddly, the Double-Barreled Shotgun always uses a different spent shell model from the &amp;quot;Spicy 3-Inch&amp;quot; shells that most of the other shotguns use.]]&lt;br /&gt;
[[File:CODBO Doublebarrel (2).jpg|thumb|none|600px|Inserting new shells.]]&lt;br /&gt;
[[File:FuryRoadSarasqueta.jpg|thumb|none|500px|Screen-used sawed-off Victor Sarasqueta shotgun from ''[[Mad Max: Fury Road]]''. Image from MIL.SPEC.]]&lt;br /&gt;
[[File:DBShotgun-BO.jpg|thumb|none|600px|Michael Rooker aiming one of his sawed-off double barreled shotguns at a zombie.]]&lt;br /&gt;
[[File:CODBO Sawnoff (1).jpg|thumb|none|600px|Doctor Edward Richtofen holds a sawn-off Double-barreled shotgun on &amp;quot;Verrückt&amp;quot;; note how this version has the larger forend, and is thus held correctly.]]&lt;br /&gt;
[[File:CODBO Sawnoff (2).jpg|thumb|none|600px|&amp;quot;Aiming.&amp;quot;]]&lt;br /&gt;
[[File:CODBO Sawnoff (3).jpg|thumb|none|600px|Reloading a single shell.]]&lt;br /&gt;
&lt;br /&gt;
== Franchi SPAS-12 ==&lt;br /&gt;
The [[Franchi SPAS-12]] is featured in ''Black Ops''. In contrast to ''MW2'''s SPAS, the one featured in ''Black Ops'' is semi-auto and has its stock folded. Despite being locked in semi-auto, the pump is racked when the SPAS-12 is picked up and when reloading, even though the pump is locked forward when the SPAS-12 operates in semi-auto, requiring the use of the charging handle to chamber a new shell.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, it is found in &amp;quot;The Defector&amp;quot; and &amp;quot;Numbers&amp;quot; missions set in 1968, used by the NVA and Spetsnaz respectively. The SPAS-12's appearance is anachronistic because it first entered production in 1979. A more period-accurate semi-auto Franchi shotgun could have been the AL-48 model (1948), but a more correct choice of semi-automatic shotgun for the Vietnam War could have been the [[Remington Model 1100]] (1963), or its combat select-fire version Model 7188 (1967) specifically created for use in that war. The Soviet forces haven't officially adopted shotguns by that point, but a suitable choice of origin would be the [[MTs 21-12|MTs 21]] (1956) or the [[Baikal Semi Auto Shotgun Series|IZh-20]] (1964), the latter being a clone of the Model 1100.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, it can be equipped with a sound suppressor. A SPAS-12 is used as the third weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;The Defector,&amp;quot; Woods kills a SPAS-12 wielding NVA and gives it to Mason at the start of the level, telling Mason to use his incendiary &amp;quot;Dragon's Breath&amp;quot; rounds on the SPAS-12. Realistically, the Dragon's Breath rounds wouldn't be powerful enough to cycle the action in semi-automatic shotguns.&lt;br /&gt;
&lt;br /&gt;
Upgrading the SPAS-12 with the Pack-A-Punch machine in Zombies mode turns it into a more powerful version called &amp;quot;SPAZ-24&amp;quot;; it fires laser-like rounds, holds 24 shells instead of 8, and reloads the entire magazine by loading one shell, which only takes a second.&lt;br /&gt;
&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|none|500px|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[File:CODBO SPAS-12 (1).jpg|thumb|none|600px|Drawing the SPAS-12.]]&lt;br /&gt;
[[File:CODBO SPAS-12 (2).jpg|thumb|none|600px|Holding the shotgun.]]&lt;br /&gt;
[[File:CODBO SPAS-12 (3).jpg|thumb|none|600px|Aiming down sights. The middle of the butt-pad on the folding stock is hollowed out, leaving only two rectangular sheets on the ends the stock, similar to ''[[F.E.A.R.]]'', allowing the user to use its iron sights which are normally unusable whilst the stock is folded.]]&lt;br /&gt;
[[File:CODBO SPAS-12 (4).jpg|thumb|none|600px|Reloading the shotgun. As is incredibly common in media, the carrier latch button on the SPAS-12 is not depressed when reloading when it needs to be held down to unlock the carrier and allow for the tube to be loaded.]]&lt;br /&gt;
[[File:CODBO SPAS-12 (6).jpg|thumb|none|600px|Obligatory pump. The pump is locked forward in semi-auto mode; the bolt would have to be locked back and then released to rechamber in this mode.]]&lt;br /&gt;
&lt;br /&gt;
== High Standard Model 10 ==&lt;br /&gt;
The semi-automatic [[High Standard Model 10B]] is found in the game under the name &amp;quot;HS-10&amp;quot;. It is the last shotgun unlocked in multiplayer (being the &amp;quot;Classified&amp;quot; weapon of the class, it requires purchasing the other three).  It holds 4 shells in multiplayer and 6 shells in zombie mode.&lt;br /&gt;
&lt;br /&gt;
Its only &amp;quot;attachment&amp;quot; is Dual Wielding. While the Model 10 can be easily fired single-handedly, firing one with the left arm would be a very bad idea; due to the ejection port's location, firing the weapon left-handed will result in hot plastic flying in the user's face, and the Model 10 even features a warning label that reads, &amp;quot;Caution: Do not fire from left shoulder&amp;quot; to specifically stop people from doing it. It is unclear why the multiplayer version doesn't have an &amp;quot;extended mags&amp;quot; attachment, since the capacity of the real Model 10 magazine tube can be extended from 4 to 6 shells - and, in fact, the in-game model features the extended 6-shell tube.&lt;br /&gt;
&lt;br /&gt;
The upgraded Model 10 in Zombie mode is called ''Typhoid &amp;amp; Mary''.&lt;br /&gt;
&lt;br /&gt;
[[File:High standard 10 SHG.jpg|thumb|500px|none|High Standard Model 10B - 12 gauge]]&lt;br /&gt;
[[File:CODBO HS-10 (1).jpg|thumb|none|600px|Drawing the shotgun with a rack of the bolt handle.]]&lt;br /&gt;
[[File:CODBO HS-10 (2).jpg|thumb|none|600px|Holding the HS-10,]]&lt;br /&gt;
[[File:CODBO HS-10 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CODBO HS-10 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO HS-10 (5).jpg|thumb|none|600px|Charging the shotgun.]]&lt;br /&gt;
[[File:CODBO HS-10 (6).jpg|thumb|none|600px|Dual-wielding.]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 &amp;quot;Stakeout&amp;quot; ==&lt;br /&gt;
An [[Ithaca 37|Ithaca 37 &amp;quot;Stakeout&amp;quot;]] with a heat shield and unusable shell holder wrapped around the receiver is available in the game. While the Ithaca 37 was first introduced in 1937, the Stakeout is anachronistic as it was not produced until 1981. A more accurate weapon would be the Ithaca 37 &amp;quot;Trench Gun&amp;quot; S-prefix variant (1962), as it was around during the time period and was actually used by special forces during the Vietnam War. The Ithaca is used as the fourth weapon tier in Gun Game. As with the AKS-74U above, using a grip alters its first draw animation: the user bringing up the weapon without pumping the action.&lt;br /&gt;
&lt;br /&gt;
[[File:Stakeout-1-.jpg|thumb|none|450px|Ithaca 37 &amp;quot;Stakeout&amp;quot; - 12 gauge]]&lt;br /&gt;
[[File:CODBO Ithaca 37 (1).jpg|thumb|none|600px|Idle.]]&lt;br /&gt;
[[File:CODBO Ithaca 37 (2).jpg|thumb|none|600px|ADS.]]&lt;br /&gt;
[[File:CODBO Ithaca 37 (3).jpg|thumb|none|600px|Pump-action.]]&lt;br /&gt;
[[File:CODBO Ithaca 37 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
== KS-23 ==&lt;br /&gt;
The Soviet [[KS-23]] shotgun/carbine is only found in the game's single-player mode. It holds more rounds (seven) than it actually does in reality (three in the tube mag, one in the chamber); for some reason, it also seems to eject two shells at once every time the player pumps it after firing.&lt;br /&gt;
&lt;br /&gt;
It first appears during the mission &amp;quot;Operation 40&amp;quot;, set on Cuba in 1961, further KS-23 used by the Soviet forces since &amp;quot;Vorkuta&amp;quot; in 1963, and later it used by Viet Cong in &amp;quot;Crash Site&amp;quot; mission set in 1968. All of these appearances are anachronistic and inappropriate. The KS-23 wasn't designed until the 1970s, and first guns weren't produced until the 1981. The shotgun also was only used in the Soviet Union and former USSR territories, meaning that Cuban and Vietnamese usage were unlikely.&lt;br /&gt;
&lt;br /&gt;
More appropriate pump-action shotguns for the Cubans and Vietnamese would be popular and common models, such as the [[Remington Model 870]] (1950). The Soviet military had no interest in shotguns until the 80s, but a period-appropriate Soviet pump-action shotgun would've been the [[Baikal Pump Action Shotgun Series|IZh-21]] (1964), clone of the above Remington 870.&lt;br /&gt;
[[File:Ks23-1.jpg|thumb|none|500px|KS-23 with a fixed wooden stock - 23mm]]&lt;br /&gt;
[[File:CODBO KS-23 (1).jpg|thumb|none|600px|A pile of KS-23s lie on the ground.]]&lt;br /&gt;
[[File:CODBO KS-23 (2).jpg|thumb|none|600px|Mason chamber checks his KS-23 when he first picks it up.]]&lt;br /&gt;
[[File:CODBO KS-23 (4).jpg|thumb|none|600px|Mason holds his KS-23. It has a serial number &amp;quot;FS259&amp;quot;.]]&lt;br /&gt;
[[File:CODBO KS-23 (3).jpg|thumb|none|600px|KS-23 iron sights.]]&lt;br /&gt;
[[File:CODBO KS-23 (5).jpg|thumb|none|600px|Mason pumps the shotgun, ejecting a dirty 23mm shell.]]&lt;br /&gt;
[[File:CODBO KS-23 (7).jpg|thumb|none|600px|Mason reloads his KS-23.]]&lt;br /&gt;
&lt;br /&gt;
=== KS-23 with Harpoon ===&lt;br /&gt;
A KS-23 with a harpoon and cable is used by Mason to shoot down a Soviet helicopter (or &amp;quot;skewer the wing-ed beast,&amp;quot; as the plan describes it) during &amp;quot;Vorkuta&amp;quot;. It is worth noting that launching a harpoon with the KS-23 required a special muzzle attachment known as the OTs-06 «Koshka» (&amp;quot;The Cat&amp;quot;), which was introduced in 1993. In-game, Mason launches the harpoon without the attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:Cowaduty.jpg|thumb|none|500px|KS-23M with a synthetic stock and a OTs-06 «Koshka» harpoon attachment.]]&lt;br /&gt;
[[File:CODBO KS-23 (8).jpg|thumb|none|600px|Mason finds the KS-23 harpoon gun and its past owner.]]&lt;br /&gt;
[[File:CODBO KS-23 (9).jpg|thumb|none|600px|With no time to waste, Mason picks up the harpoon gun, which is wrapped with ropes.]]&lt;br /&gt;
[[File:CODBO KS-23 (6).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the harpoon gun.]]&lt;br /&gt;
&lt;br /&gt;
== Sawed-Off Winchester Model 1887 ==&lt;br /&gt;
Near the end of the singlepalyer level &amp;quot;Vorkuta&amp;quot;, Mason wields a [[Winchester Model 1887]] (that he seemingly acquired out of thin air) with one hand while escaping the Vorkuta gulag on a motorcycle. The model appears to the same one from ''[[Modern Warfare 2#Winchester Model 1887|Modern Warfare 2]]'', which was based on the 1887 used in ''[[Terminator 2: Judgment Day]]''. How such an old and unusual shotgun made its way into a Siberian prison camp is unexplained, made worse by the fact that it had been out of production for 40 years (and no common commercial reproductions would be made until the 1980s). While M1887s can still be found in the Russia, it surely would be an ordinary full-size shotgun, not a T2-style sawed-off. &lt;br /&gt;
&lt;br /&gt;
The 1887 has essentially infinite ammo during the setpiece (Mason is never seen loading any ammo into the weapon), and is erroneously shown being only spin-cocked once after every two shots. The weapon is most likely coded with a 2-round magazine in the game code (and infinite backup ammo), with the spin-cock animation apparently serving as the reload animation.&lt;br /&gt;
&lt;br /&gt;
[[File: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;
[[File:Shot0060.jpg|600px|thumb|none|This scene looks a lot like [[Terminator 2]]...]]&lt;br /&gt;
[[File:Shot0065.jpg|600px|thumb|none|Mason spin-cocks the 1887 in an outlandish way, apparently attempting to get the most spectacular lever bite in history.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;(*)==&lt;br /&gt;
The [[Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;]] is available in zombie mode in the maps &amp;quot;Nacht der Untoten&amp;quot;, &amp;quot;Verrückt&amp;quot;, &amp;quot;Shi No Numa&amp;quot; and &amp;quot;Der Diese&amp;quot; for 1500 points.&lt;br /&gt;
[[File:1897.jpg|thumb|none|500px|Winchester Model 1897 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:Screenshot-Original (10).jpg|thumb|none|600px|Winchester 1897 in Zombies.]]&lt;br /&gt;
[[File:Screenshot-Original (11).jpg|thumb|none|600px|ADS of the M1897.]]&lt;br /&gt;
[[File:Screenshot-Original (12).jpg|thumb|none|600px|Tank Dempsey gets his thumb stuck in the loading gate....]]&lt;br /&gt;
[[File:Screenshot-Original (13).jpg|thumb|none|600px|....and of course, has to always rack the pump after loading in any amount of 12 gauge shells.]]&lt;br /&gt;
&lt;br /&gt;
= Machine Guns =&lt;br /&gt;
As with the ''Modern Warfare'' series and unlike Treyarch's ''World at War'', machine guns in multiplayer are incorrectly classified once again as &amp;quot;light machine guns&amp;quot;. The HK21 hybrid and the M60E3 are general-purpose machine guns, and while the Stoner 63 weapon system can be configurated into the belt-fed light machine gun, the one depicted in-game uses the assault rifle configuration, and thus it is listed under the &amp;quot;rifles&amp;quot; category in the wiki.&lt;br /&gt;
&lt;br /&gt;
== Browning Automatic Rifle M1918A2(*) ==&lt;br /&gt;
The [[Browning Automatic Rifle|Browning Automatic Rifle M1918A2]] can be purchased for 1800 points in the zombie maps &amp;quot;Nacht der Untoten&amp;quot;, &amp;quot;Verrückt&amp;quot;, &amp;quot;Shi No Numa&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:BAR.jpg|thumb|none|500px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:CODBOBAR.jpg|thumb|none|600px|Three Nazi zombies walk into a BAR....]]&lt;br /&gt;
[[File:CODBOBAR-1.jpg|thumb|none|600px|BAR iron sights.]]&lt;br /&gt;
[[File:Screenshot-Original (16).jpg|thumb|none|600px|Reloading the BAR. Not an easy weapon to hold upwards with one hand.]]&lt;br /&gt;
[[File:CODBOBAR-3.jpg|thumb|none|600px|Locking the bolt back.]]&lt;br /&gt;
&lt;br /&gt;
== GE M134 Minigun ==&lt;br /&gt;
A handheld [[GE M134 Minigun|M134 Minigun]] (the GAU-2B/A, according to a data plate on the weapon's model) is available the game under the name &amp;quot;Death Machine&amp;quot;. In the campaign, it is found in the level &amp;quot;Vorkuta&amp;quot;. In multiplayer, it appears as a killstreak reward. It is also available in Zombie mode as a power-up, with unlimited ammo but disappearing after 30 seconds.&lt;br /&gt;
&lt;br /&gt;
This weapon is a modified version of the now-standard ''[[Terminator 2: Judgement Day|Terminator 2]]''-style Minigun with some slight alterations. First the chainsaw grip and weapon are canted counter-clockwise (from the user's perspective). Because of this modification, the entire frame and grip assembly is only attached to the gun at the rear. This makes the recoil adapter assemblies (the Mickey Mouse &amp;quot;ear&amp;quot;-shaped mounting hard points) completely extraneous. The right-hand side recoil adapter assembly appears to have the weapon serial number placard attached to it, when in reality this would be affixed to the gun body housing and not visible from the first person perspective. Additionally the barrel cluster incorrectly spins clockwise from the player's perspective and features a custom three-disc barrel clamp (that appears to be loosely based on very early GE two-disc assemblies: see the photograph of the &amp;quot;Mounted M134&amp;quot; further down this page for reference) rather than the traditional four-disc clamp.&lt;br /&gt;
&lt;br /&gt;
Brass and links eject from the 12 o'clock position sending a stream of shells up and to the left. In reality the links would be ejected from the feeder/delinker where the chute is attached on the right side of the weapon and the brass would eject from the bottom. Likely this was altered for a more cinematic effect while using the gun. Finally the firing mechanism is a thumb switch on top of the rear grip rather than a traditional trigger.&lt;br /&gt;
&lt;br /&gt;
The gun itself is fed from a 999-round (499-round in multiplayer) belt loaded into a chute from the first person perspective. In the third person the weapon has no visible ammo or power source though the motor is labeled &amp;quot;Sparky&amp;quot; in the world model. Despite the rotational speed of the barrel cluster (it spins so fast that it appears to be slowly rotating the opposite direction) the weapon only fires 1200 rounds per minute. There is a slight spin up and spin down of the barrels before and after firing. Though it is only a fraction of a second and doesn't significantly impede gameplay, it is technically incorrect as the M134's action is cycled by barrel rotation and would start firing as soon as the cluster rotated and would continue to fire until the cluster stopped. Modern Miniguns feature an electric clutch that engages and disengages the feeder/delinker from the gun, but that accessory is not present on the in-game model and even if it was, would be anachronistic.&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that the Sentry gun and the Huey door gun Miniguns both use the handheld &amp;quot;Death Machine&amp;quot; model including custom hand grips and barrel clamps. The door gun version features an ammo can to the left of the gun with a chute that appears to feed into the left recoil adapter mounting assembly, which is incorrect since the feeder/delinker is installed on the right side of the weapon.&lt;br /&gt;
&lt;br /&gt;
[[File: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;
[[File:Shot0054.jpg|thumb|none|600px|An M134 Minigun that somehow appeared in Soviet prison in modern day Siberia. Note the offset chainsaw grip and Y-frame tilted in relation to the recoil adapter assemblies and the top of the weapon. The drive motor was positioned in relation to the Y-frame but since the gun is sitting askew, it should on the underside.]]&lt;br /&gt;
[[File:Shot0058.jpg|thumb|none|600px|Mason &amp;quot;raising hell&amp;quot; with the hand-held M134. The events of &amp;quot;Vorkuta&amp;quot; are actually based on a real uprising at the Vorkuta Gulag. The Vorkuta Gulag or Vorkutlag was a real forced labor camp built around coal mining, where quite a few Americans accused of being spies ended up during the Cold War. The real Vorkuta uprising was a series of strikes by inmates that was violently suppressed by the camp authorities after two weeks that occurred in July-August 1953. The level in the game is set a decade later, and one year after the Vorkuta Gulag was shut down, and involves much more action-movie tropes than the real events.]]&lt;br /&gt;
[[File:CODBODeathMachineTropasWield.jpg|thumb|none|400px|A member of the Cuban Revolutionary Armed Forces (called &amp;quot;Tropas&amp;quot; -the Spanish word for &amp;quot;Troops&amp;quot;- in game) fires the M134. How the communist nation of Cuba got their hands on an American made minigun can only be explained as &amp;quot;Treyarch logic&amp;quot;.]]&lt;br /&gt;
[[File:CODBOM134HueyGunner.jpg|thumb|none|600px|A chopper gunner on a UH-1 Huey with the GE M134.]]&lt;br /&gt;
[[File:CODBOM134SnetryGun.jpg|thumb|none|400px|The sentry gun with the GE M134. Note the fictional security camera setup presumably used as the &amp;quot;eyes&amp;quot; of the autonomous targeting AI.]]&lt;br /&gt;
[[File:CODBO M134BerlinWall.jpg|thumb|none|600px|A trio of Miniguns on a Beobachtungsturm-11 on the GDR side in the &amp;quot;Berlin Wall&amp;quot; multiplayer level. Again, precisely how communists got their hands on US miniguns is a question beyond the wit of man.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch HK21 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears, fitted with a magazine feed adapter. By default, it is loaded with a 20-round [[Heckler &amp;amp; Koch G3|G3]] magazine holding 30 rounds in-game. The extended drum magazine holds 80 rounds in singleplayer, and 60 rounds in multiplayer; other attachments include various optics.&lt;br /&gt;
&lt;br /&gt;
Note that the model is a hybrid, as it has the hooked buttstock, carrying handle, and bipod of the HK21E variant. While the original HK21 is not anachronistic to Black Ops (having been developed in 1961), the HK21E was not developed until the 1980s.&lt;br /&gt;
&lt;br /&gt;
In Zombies mode, the HK21 has a 125-round capacity, despite still being shown with the base box magazine; when upgraded with the Pack-A-Punch machine, it turns into a more powerful version called &amp;quot;H115 Oscillator&amp;quot;, firing laser-like rounds and with a capacity of 150 rounds. An HK21 appears as the twelfth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:HK21 Magazine Feed.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK21 with rear mounted bipod and magazine feed]]&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO HK21 (1).jpg|thumb|none|600px|HK21 in idle.]]&lt;br /&gt;
[[File:CODBO HK21 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO HK21 (3).jpg|thumb|none|600px|Throwing away the short G3 magazine.]]&lt;br /&gt;
[[File:CODBO HK21 (4).jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:CODBO HK21 (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CODBO HK21 (6).jpg|thumb|none|600px|Reloading the very-low detail drum magazine.]]&lt;br /&gt;
[[File:BlackOps-HK21-1.jpg|thumb|none|600px|Hudson examining a drum-magged HK21 in Clarke's weapon's cache.]]&lt;br /&gt;
&lt;br /&gt;
== M60E3 ==&lt;br /&gt;
The [[M60E3]] general purpose machine gun is available in the game, labelled as the &amp;quot;M60&amp;quot;. The M60E3 is anachronistic for the 1960s setting as it was not introduced until 1986; only the original [[M60]] was available at the time (the classic version can be seen in archival footage of the Vietnam War during some loading screens).&lt;br /&gt;
&lt;br /&gt;
In-game, the M60E3's forward pistol grip has been removed, and by default uses anachronistic rail mounted Troy Battle Sights instead its own original sights, like some other weapons available in ''Black Ops''. It is also fitted with an airsoft Matrix Aluminum Duckbill Flash Hider.&lt;br /&gt;
&lt;br /&gt;
Both mounted and portable versions of the M60 can be found in-game. In singleplayer, the portable M60 is only available in &amp;quot;S.O.G.&amp;quot; as one of the starting weapons, and can also be found in the level. Mounted M60s appear in &amp;quot;Operation 40&amp;quot;, &amp;quot;S.O.G.&amp;quot;, &amp;quot;The Defector&amp;quot;, and &amp;quot;Rebirth&amp;quot;, where it is nonsensically mounted on Mi-8 helicopters. The first M60 in the game, mounted on the plane at the end of Operation 40, has unlimited ammo and fires explosive rounds. An M60E3 appears as the thirteenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:M60E3Short.jpg|thumb|none|500px|M60E3 with short barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO M60E3 (1).jpg|thumb|none|600px|Holding the M60E3. Note the backwards mounted rear sight.]]&lt;br /&gt;
[[File:CODBO M60E3 (2).jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:CODBO M60E3 (3).jpg|thumb|none|600px|Racking the charging handle at the start of the reload.]]&lt;br /&gt;
[[File:CODBO M60E3 (4).jpg|thumb|none|600px|Flipping open the feed tray cover.]]&lt;br /&gt;
[[File:CODBO M60E3 (5).jpg|thumb|none|600px|Replacing the belt box.]]&lt;br /&gt;
[[File:CODBO M60E3 (6).jpg|thumb|none|600px|Manning an emplaced M60E3 in &amp;quot;S.O.G.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;RPK&amp;quot;==&lt;br /&gt;
The &amp;quot;RPK&amp;quot; is a hybrid of various weapons, including the [[RPK-74M]], the [[Saiga rifle series]] and the [[Zastava M72]] (all three being anachronistic, although an original RPK would be appropriate for the game's time period). The receiver is based on a Saiga rifle with a folding stock, as evidenced by the &amp;quot;SAIGA CAL 7.62x39&amp;quot; markings above the magazine, as well as the hardware for an AK/Saiga's folding stock (latch at the front of the receiver, button at the rear). Despite this, it is shown with an RPK's reinforced trunnion, which is not the case for the 7.62x39mm Saiga (while the Saiga 308 only has the reinforcement on the right side of the receiver). It has an RPK-74M's ribbed handguard and synthetic stock, although the handguard is depicted as wooden. By default, it feeds from an RPK-74's 45-round bakelite magazine (which holds 40 rounds in-game, like an original RPK), and can optionally use a 7.62x39mm RPK's drum magazine (holding correctly 75 rounds in singleplayer, but incorrectly 80 in multiplayer).&lt;br /&gt;
&lt;br /&gt;
The weapon features an anachronistic Tech Sight AK rear aperture sight, which is removed and replaced with the standard AK top cover when an optic is attached. The base of the barrel is oddly modeled after a Zastava M72, and the weapon is equipped with a carrying handle from the Romanian PM md. 64 (anachronistic to the first campaign level &amp;quot;Operation 40&amp;quot; set in 1961). When equipped with the &amp;quot;ACOG Scope&amp;quot; attachment, the weapon obtains a PK-AV scope. In a notable gaffe, the weapon visibly ejects disintegrating belt links along with its spent casings, despite not being belt-fed.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpk74m.jpg|thumb|none|500px|RPK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:Saiga 7.62x39.jpg|thumb|none|500px|Saiga - 7.62x39mm]]&lt;br /&gt;
[[File:ZastavaM72.jpg|thumb|none|500px|Zastava M72 - 7.62x39mm]]&lt;br /&gt;
[[File:CODBO RPK-74 (1).jpg|thumb|none|600px|Idle. Note the ribbed handguard.]]&lt;br /&gt;
[[File:CODBO RPK-74 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO RPK-74 (3).jpg|thumb|none|600px|The player character tosses up the new magazine in his left hand...]]&lt;br /&gt;
[[File:CODBO RPK-74 (4).jpg|thumb|none|600px|...and rocks the new mag into the weapon.]]&lt;br /&gt;
[[File:CODBO RPK-74 (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CODBO RPK-74 (6).jpg|thumb|none|600px|Reloading the &amp;quot;RPK&amp;quot; with a drum magazine.]]&lt;br /&gt;
[[File:BORPK.jpg|thumb|none|600px|An RPK with an &amp;quot;ACOG Scope&amp;quot; (actually a PK-AV scope).]]&lt;br /&gt;
[[File:BORPK2.jpg|thumb|none|600px|An RPK with &amp;quot;Dual Mags&amp;quot;.]]&lt;br /&gt;
[[File:Borpk.jpg|thumb|none|600px|The third-person model of the hybrid RPK.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles =&lt;br /&gt;
== Accuracy International Arctic Warfare Magnum ==&lt;br /&gt;
The [[Accuracy International Arctic Warfare Magnum]] is available in the game. The fluted barrel indicates that this is the Magnum variant of the AW. It is highly anachronistic, since the AWM entered British Military service in 1998, and the entire Arctic Warfare family of rifles wasn't developed until 1982. A less anachronistic British sniper rifle would be the L42A1 (1970), based on the long-running [[Lee-Enfield]] series of bolt-action rifles. Other, more period-accurate sniper rifle choices would have been the [[M40 sniper rifle]] (introduced in 1966) or the older [[Winchester Model 70]]. An AWM appears as the fourteenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
In-game, the AWM is called the &amp;quot;L96A1&amp;quot;, which is the incorrect designation for the weapon. The L96A1 is the British designation for the Accuracy International Precision Marksman. The British designation for the variant used in the game is L115A2, which has a folding stock.&lt;br /&gt;
&lt;br /&gt;
Incidentally, when upgraded with the Pack-A-Punch machine in Zombies mode, the weapon becomes the &amp;quot;L115 Isolator&amp;quot;, firing laser-like rounds from an 8-round magazine. Amusingly, while this name is most likely meant as a reference to Element 115 (which holds a great deal of importance to the Zombies storyline), it is actually more correct than the default name.&lt;br /&gt;
&lt;br /&gt;
[[File:Accuracy International Arctic WarfareM - Psg 90.jpg|thumb|none|500px|Accuracy International AWM (Arctic Warfare Magnum) - .338 Lapua Magnum]]&lt;br /&gt;
[[File:L96A1G.jpg|thumb|none|500px|A real L96A1 for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO AWM (1).jpg|thumb|none|600px|Drawing the AWM.]]&lt;br /&gt;
[[File:CODBO AWM (2).jpg|thumb|none|600px|The AWM in-game. Note the odd tint to the scope's lens.]]&lt;br /&gt;
[[File:CODBO AWM (3).jpg|thumb|none|600px|The scope overlay of the weapon.]]&lt;br /&gt;
[[File:CODBO AWM (4).jpg|thumb|none|600px|Pulling back the bolt.]]&lt;br /&gt;
[[File:CODBO AWM (5).jpg|thumb|none|600px|Reloading the weapon.]]&lt;br /&gt;
[[File:BLACKOPS-AW-3.jpg|thumb|none|600px|The player character holds his Arctic Warfare Magnum with Siberia camo while performing a forward jump. Note the fluted barrel. The rifle has &amp;quot;ACCURATELY NATIONAL EAGLELAND&amp;quot; written on the side.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch PSG-1 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch PSG-1]] is a selectable weapon when playing as Agent Jason Hudson in the slums of Kowloon. In multiplayer, it is unlocked after every other sniper rifle is purchased. Its appearance in the game is anachronistic as the [[PSG-1]] was not developed until the 1970s. In addition it seems to be, for some reason, modeled with the standard G3 tropical handguard, attached bipod, and a shorter barrel. This suggests it was partially modeled after the [[Heckler &amp;amp; Koch SR9]] rifle, which is the civilian version of the PSG-1, though the SR-9 was not designed until 1990.&lt;br /&gt;
&lt;br /&gt;
A more accurate (and somewhat similar looking) choice for the time frame of the game would have been the French [[MAS FR F1]] precision rifle introduced in 1966, although the F1 is a bolt-action rifle. An accurized, scoped variant of the G3 (1959) such as the G3A3 ZF1 could pass as a semi-automatic choice as the PSG-1 is based on the G3's design.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;KPSG01.jpg |thumb|none|500px|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO PSG-1 (1).jpg|thumb|none|600px|The equip animation has the soldier disengage the safety, similar to the HK91 from ''Call of Duty 4''.]]&lt;br /&gt;
[[File:CODBO PSG-1 (2).jpg|thumb|none|600px|The HK PSG-1 in idle.]]&lt;br /&gt;
[[File:CODBO PSG-1 (3).jpg|thumb|none|600px|Scope reticle of the PSG.]]&lt;br /&gt;
[[File:CODBO PSG-1 (4).jpg|thumb|none|600px|Locking the bolt back on an empty reload.]]&lt;br /&gt;
[[File:CODBO PSG-1 (5).jpg|thumb|none|600px|Tossing away a spent, flat magazine.]]&lt;br /&gt;
[[File:CODBO PSG-1 (6).jpg|thumb|none|600px|Putting in a new one.]]&lt;br /&gt;
[[File:CODBO PSG-1 (7).jpg|thumb|none|600px|Knocking the charging handle back.]]&lt;br /&gt;
[[File:CODBO PSG-1 (8).jpg|thumb|none|600px|A PSG-1 with the extended magazine model, which is a 20-round G3 magazine that only holds 10. The Variable Zoom scope is also mounted on a proper claw-mount.]]&lt;br /&gt;
[[File:Shot0032.jpg|thumb|none|600px|The H&amp;amp;K PSG-1 on wall, note G3 foregrip, bipod, and short barrel. Also visible are a SITES [[Spectre M4]], [[CZ 75]] and dual OTs-02 Kiparis.]]&lt;br /&gt;
&lt;br /&gt;
== Karabiner 98k(*) ==&lt;br /&gt;
The [[Karabiner 98k]] is 200 points in the zombie maps &amp;quot;Nacht der Untoten,&amp;quot; &amp;quot;Verrückt&amp;quot; and &amp;quot;Der Riese.&amp;quot; It also replaces the [[M1903 Springfield]] in &amp;quot;Verrükt,&amp;quot; probably due to file space and the Springfield's poor performance. Its effective power against zombies stops at round 4.&lt;br /&gt;
&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|500px|Karabiner 98k - 7.92x57mm]]&lt;br /&gt;
[[File:CODBO Kar98K (1).jpg|thumb|none|600px|A normal Kar 98k on &amp;quot;Verrükt.&amp;quot;]]&lt;br /&gt;
[[File:CODBO Kar98K (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CODBO Kar98K (3).jpg|thumb|none|600px|Reloading with a stripper clip.]]&lt;br /&gt;
[[File:Mauser g98 Sniper.jpg|thumb|none|500px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODBOK98scoped.jpg|thumb|none|600px|The scoped Karabiner 98 Kurz in Zombies.]]&lt;br /&gt;
[[File:CODBOK98scoped-1.jpg|thumb|none|600px|View down the Ajack 6x scope, although it has the reticule of the 4x ZF42 scope.]]&lt;br /&gt;
[[File:CODBOK98scoped-2.jpg|thumb|none|600px|Operating the Mauser's bolt handle.]]&lt;br /&gt;
[[File:CODBOK98scoped-3.jpg|thumb|none|600px|Loading in some fresh 8mm Mauser ammunition.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M38 Carbine(*)==&lt;br /&gt;
The [[Mosin Nagant Rifle|Mosin-Nagant M38 Carbine]] is found during the World War II Flashback mission &amp;quot;Project Nova&amp;quot;, available either with a PU scope or iron sights. As its model is recycled from ''[[Call of Duty: World at War]]'', all the rifles are fitted with a downturned bolt handle, regardless if have a scope or not. The 3rd-person model always has a straight bolt handle, even on the scoped rifles, another leftover from ''World at War''. NPCs hold the rifle as if it has a pistol grip; this is due to recycling animations used by weapons which do have pistol grips (similar issues in other games result in sights like an enemy replacing a non-existent box magazine on a belt fed weapon, for example).&lt;br /&gt;
[[File:M38Carbine.jpg|thumb|none|500px|Mosin-Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:Mosin-Nagant M38 Carbine Sniper.jpg|thumb|none|500px|Mosin-Nagant M38 Carbine with PU 3.5x sniper scope - 7.62x54mm R]]&lt;br /&gt;
[[File:CODBO Mosin (3).jpg|thumb|none|600px|The regular M38 Carbine (with downturned bolt handle) in idle.]]&lt;br /&gt;
[[File:CODBO Mosin (4).jpg|thumb|none|600px|Iron sights of the Mosin.]]&lt;br /&gt;
[[File:CODBO Mosin (5).jpg|thumb|none|600px|Working the bolt.]]&lt;br /&gt;
[[File:CODBO Mosin (6).jpg|thumb|none|600px|The M38 sniper carbine in first person view.]]&lt;br /&gt;
[[File:CODBO Mosin (1).jpg|thumb|none|600px|Cycling the Mosin's bolt, with an ejected cartridge visible.]]&lt;br /&gt;
[[File:CODBO Mosin (2).jpg|thumb|none|600px|Reloading, which is done basically all off-screen. This is actually with the scoped-version, and both seem to reload all rounds at once regardless.]]&lt;br /&gt;
[[File:CODBO Mosin (7).jpg|thumb|none|600px|The middle soldier is holding a scoped Mosin Nagant M38 Carbine while the other two are holding [[PPSh-41]]s.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Scavenger&amp;quot;==&lt;br /&gt;
A bolt-action sniper rifle called the &amp;quot;Scavenger&amp;quot; is one of the Wonder Weapons in Zombies mode; while fictional, it does appear to use some parts of real weapons in its design, most notably the scope and handguard of an [[FN F2000]] (the latter of which is merged into an upside-down and backwards [[M16]] carrying handle, for whatever reason), along with what appears to be a [[Barrett M82A1]]'s magazine well. Gameplay-wise, it is functionally similar to the explosive crossbow (to the point of re-using its HUD icon), firing large explosive darts that stick into targets and explode after a short delay; compared to said crossbow it is more or less a straight upgrade, with larger, more powerful explosions (albeit without any base impact damage, in defiance of conventional wisdom regarding shoving large darts into things; this can actually be a benefit in-game, since it ensures that enemies shot with the weapon will stick together with their group and maximize potential splash damage), a 3-round magazine, and a faster reload (recycled wholesale from ''[[Modern Warfare 2]]'''s [[Cheyenne Tactical M200 Intervention]]).&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant, the &amp;quot;Hyena Infra-Dead&amp;quot;, increases its already-high damage even further, doubles its ammo reserve and capacity (without changing the magazine model), and somehow converts the existing scope into an infrared one (as the name implies).&lt;br /&gt;
[[File:F2000.jpg|thumb|none|500px|FN F2000 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M82a1.jpg|thumb|none|500px|Barrett M82A1 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov Hybrid ==&lt;br /&gt;
The Soviet [[SVD Dragunov]] (introduced in 1963) is one of the sniper rifles available in the game. Its receiver appears to be recycled from the game's hybrid AK which makes it resemble the Romanian PSL, the open front sight is also from that sniper. In singleplayer, it can be found in &amp;quot;Crash Site,&amp;quot; &amp;quot;Executive Order,&amp;quot; and &amp;quot;Numbers.&amp;quot; By default it is equipped with an inappropriate modern civilian POSP scope but it can also be used with Variable Zoom, Infrared Scope, ACOG Scope, Suppressor, or Extended Mags.&lt;br /&gt;
&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[File:Aks-74.jpg|thumb|none|500px|AKS-74 - 5.45x39mm. Image used to show the receiver.]]&lt;br /&gt;
[[File:CODBO SVD (1).jpg|thumb|none|600px|Drawing the weapon with a dramatic rack of the charging handle.]]&lt;br /&gt;
[[File:CODBO SVD (2).jpg|thumb|none|600px|Idle with the SVD. Note that this weapon seems to use the exact same receiver as the game's hybrid AK, which could explain the AK-style safety lever present on this weapon (not visible in this shot).]]&lt;br /&gt;
[[File:CODBO SVD (3).jpg|thumb|none|600px|The SVD's POSP scope reticle. This is a poor replica of the modern civilian POSP scope reticle (the 1.5m and 0.5m height lines are for elk and deer, the military scope only has one 1.7m line for humans). Anyway, a period military PSO-1 scope should have been used instead.]]&lt;br /&gt;
[[File:CODBO SVD (4).jpg|thumb|none|600px|Reloading, the bolt still isn't locked back as with previous games. Note the AK-style safety lever.]]&lt;br /&gt;
[[File:CODBO SVD (5).jpg|thumb|none|600px|An SVD equipped with an Infrared Scope attachment and an alternate finish. The Infrared Scope's model is based on the NSPU, which is a nightvision scope in reality.]]&lt;br /&gt;
&lt;br /&gt;
== Type 99 Arisaka(*) ==&lt;br /&gt;
The [[Arisaka Type 99]] is able to be purchased in the zombie map &amp;quot;Shi No Numa&amp;quot; for 200 points.&lt;br /&gt;
&lt;br /&gt;
[[File:Arisaka-Type-99.jpg|thumb|none|500px|Arisaka Type 99 Rifle - 7.7mm Arisaka]]&lt;br /&gt;
[[File:CODBO Type99 Arisaka (1).jpg|thumb|none|600px|Holding the Type 99.]]&lt;br /&gt;
[[File:CODBO Type99 Arisaka (2).jpg|thumb|none|600px|Aiming down the iron sights of the rifle.]]&lt;br /&gt;
[[File:CODBO Type99 Arisaka (3).jpg|thumb|none|600px|Inserting a stripper clip.]]&lt;br /&gt;
[[File:CODBO Type99 Arisaka (4).jpg|thumb|none|600px|Cycling the bolt. This is only really visible in prone; as with the Mosin, the animation is somewhat hidden.]]&lt;br /&gt;
&lt;br /&gt;
== Walther WA 2000 ==&lt;br /&gt;
The [[Walther WA 2000]] appears in both singleplayer and multiplayer. In the singleplayer campaign, it appears as part of Mason's loadout in the mission &amp;quot;Victor Charlie&amp;quot;, which makes it anachronistic, because &amp;quot;Victor Charlie&amp;quot; takes place in 1968 and the WA 2000 was not manufactured until 1982. Even a prototype would be anachronistic because the gun was designed in the late 70s; its exorbitant cost and ill-suited design for the military also would have discouraged use. The ammo name for the WA 2000 in the game files is 7.62x51mm, which contradicts the .300 Win Mag caliber inscribed above the pistol grip. A WA 2000 appears as the fifteenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
A more adequate U.S. sniper rifle choice for that era would have been the [[M40 sniper rifle]] (introduced in 1966) or the older [[Winchester Model 70]], both used in Vietnam before 1968, and the [[Remington 700]] was used by the MACV-SOG during the Vietnam War. However, these were bolt-action rifles. The [[M21 Designated Marksman Rifle|XM21]] semi-automatic sniper rifle was used during the war since 1968, and before then, the US also modified their M14 with sniper scopes, including the M14E2 SAW. The older [[M1 Garand]] M1D and MC52 variants would also make good choices for semi-automatic sniper rifles used early in the war.&lt;br /&gt;
&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|none|500px|Walther WA 2000 - .300 Win Mag]]&lt;br /&gt;
[[File:CODBO WA2000 (1).jpg|thumb|none|600px|Initially-equipping the WA 2000, the sniper pops open the rear lens cover and the front one obligingly does so as well, of its own accord. Bringing up the rifle with any other sight equipped appropriately uses its non initial draw animation.]]&lt;br /&gt;
[[File:CODBO WA2000 (2).jpg|thumb|none|600px|The normal WA 2000 transition, which shows off some of the top of the rifle.]]&lt;br /&gt;
[[File:CODBO WA2000 (3).jpg|thumb|none|600px|The sniper rifle in idle.]]&lt;br /&gt;
[[File:CODBO WA2000 (4).jpg|thumb|none|600px|The Walther's scope reticle, which seems to be a re-use of scope_overlay_m40a3 from ''[[Call of Duty 4: Modern Warfare]]''.]]&lt;br /&gt;
[[File:CODBO WA2000 (5).jpg|thumb|none|600px|Reloading the WA 2000. Note the rather undersized magazine; not only is it too small in general, but it's far too small for the cartridges on the cheek rest (not that these are ever used anyway).]]&lt;br /&gt;
[[File:CODBO WA2000 (6).jpg|thumb|none|600px|Rechambering the Walther.]]&lt;br /&gt;
&lt;br /&gt;
= Launchers =&lt;br /&gt;
==China Lake Grenade Launcher==&lt;br /&gt;
The [[China Lake Launcher]] is available in ''Black Ops''. In singleplayer, it is found in &amp;quot;S.O.G.&amp;quot;, &amp;quot;Numbers&amp;quot;, and &amp;quot;Crash Site&amp;quot;, while in multiplayer it is the last launcher unlocked. It holds four grenades per tube in the campaign and two in multiplayer, rather than three in the tube magazine and one in the chamber as seen on the real weapon.&lt;br /&gt;
&lt;br /&gt;
The pumping animation has been deliberately made slow for game balance, to the point that when paired with the correct Multiplayer perk, it'd be faster to reload after every shot rather than waiting for the pump animation to play. It also cannot be fired without aiming down sights (except when upgraded with the Pack-A-Punch machine in Zombies mode); if a &amp;quot;no-scope&amp;quot; shot is attempted, the player character will automatically aim down sights before firing. A China Lake serves as the eighteenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
Unlike the M203, the ejected casings (seen when pumping) appropriately have their own model as opposed to being shown as full 40mm grenades.&lt;br /&gt;
&lt;br /&gt;
The China Lake is also used as the basis of the rather non-descriptively-named &amp;quot;31-79 JGb215&amp;quot; (apparently code for a set of coordinates), a Wonder Weapon in Zombies mode; functionally, it is a semi-automatic shrink ray.&lt;br /&gt;
[[File:US M79 pump-action four-shot 40x46mm grenade launcher.jpg|thumb|none|500px|China Lake Grenade Launcher - 40x46mm]]&lt;br /&gt;
[[File:CODBO China Lake (1).jpg|thumb|none|600px|Drawing the China Lake; the player character flips up the leaf sight and chambers a round. Note that a grenade can be seen in the presumably-open ejection port, despite the pump handle being all the way forward.]]&lt;br /&gt;
[[File:CODBO China Lake (2).jpg|thumb|none|600px|Holding the China Lake.]]&lt;br /&gt;
[[File:CODBO China Lake (3).jpg|thumb|none|600px|The iron sights of the China Lake Launcher, which are lined up to roughly 200 meters though the rear notch is being ignored.]]&lt;br /&gt;
[[File:CODBO China Lake (4).jpg|thumb|none|600px|Pumping the China Lake.]]&lt;br /&gt;
[[File:CODBO China Lake (5).jpg|thumb|none|600px|Loading new grenades into the weapon.]]&lt;br /&gt;
[[File:CODBO China Lake (6).jpg|thumb|none|600px|The player character flips down the leaf sight before putting away the China Lake.]]&lt;br /&gt;
&lt;br /&gt;
== M72 LAW ==&lt;br /&gt;
The [[M72 LAW]] appears in the game as a single shot rocket launcher. It is used by Mason to destroy NVA T-55 tanks in Vietnam. In multiplayer the M72 is the first launcher unlocked by the player and has the unrealistic capacity to lock-on to vehicles as opposed to the real life version, which is unguided. The M72 LAW appears as the seventeenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:M72 law.jpg|thumb|none|500px|M72 LAW with rocket - 66mm]]&lt;br /&gt;
[[File:CODBO M72 LAW (1).jpg|thumb|none|600px|Drawing the LAW.]]&lt;br /&gt;
[[File:CODBO M72 LAW (2).jpg|thumb|none|600px|Holding the launcher.]]&lt;br /&gt;
[[File:CODBO M72 LAW (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CODBO M72 LAW (4).jpg|thumb|none|600px|Putting away the LAW.]]&lt;br /&gt;
&lt;br /&gt;
== M202A1 FLASH ==&lt;br /&gt;
The [[M202A1 FLASH]], referred as the &amp;quot;Grim Reaper&amp;quot;, is found in the game. In singleplayer, it can be used by Mason in the missions &amp;quot;Victor Charlie&amp;quot; and &amp;quot;Numbers.&amp;quot; In the level &amp;quot;Crash Site,&amp;quot; a boat section has Woods and Bowman each armed with an M202, and the player controls what they shoot at. In multiplayer mode, the M202 can be obtained from a care package killstreak (awarded after five kills) just like the &amp;quot;Death Machine&amp;quot;. It also appears as the sixteenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
It holds 4 rockets per clip, and has the unrealistic ability to lock on to helicopters and planes. In singleplayer mode, multiple rockets can be fired at once, while in multiplayer the weapon is restricted to firing one round per trigger pull. The M202's appearance in Black Ops is slightly anachronistic, as it wasn't designed until the late 1960s and was used in Vietnam from 1970 onward. &lt;br /&gt;
&lt;br /&gt;
[[File:M202A2 FLASH.JPG|thumb|none|500px|M202A2 FLASH - 66mm]]&lt;br /&gt;
[[File:CODBO M202 (1).jpg|thumb|none|600px|The sight is unfolded when equipped. It is folded again when reloading or when put away.]]&lt;br /&gt;
[[File:CODBO M202 (2).jpg|thumb|none|600px|&amp;quot;Grim Reaper.&amp;quot; Note the writing on the side of the weapon declares it to be &amp;quot;Launcher, Rocket, 66mm, 4-tube, M202A1,&amp;quot; putting paid to any claim that the launcher shown in game is in any way supposed to be the earlier XM191.]]&lt;br /&gt;
[[File:CODBO M202 (3).jpg|thumb|none|600px|The Grim Reaper through its scope. Note the number dial next to the scope, indicating how many rockets will be simultaneously fired; this is changed using the &amp;quot;hold breath&amp;quot; control. In real life, the M202 can only fire rocket one at a time.]]&lt;br /&gt;
[[File:CODBO M202 (4).jpg|thumb|none|600px|Grim Reaper reloading. Regardless of how many shots from a volley were fired, all rockets are shown as having been fired when reloading.]]&lt;br /&gt;
[[File:CODBO M202 (5).jpg|thumb|none|600px|In with a new set.]]&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
The [[RPG-7]] is used by Cuban, North Vietnamese, and Russian troops in the campaign, and is available in multiplayer as well. The RPG-7 is not anachronistic per se, though in real life its first use in combat was by the Egyptians during the Arab-Israeli War in 1967.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:CODBO RPG-7 (1).jpg|thumb|none|600px|Holding the RPG-7.]]&lt;br /&gt;
[[File:CODBO RPG-7 (2).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:CODBO RPG-7 (3).jpg|thumb|none|600px|Loading a new rocket, it still lacks the propellant charge.]]&lt;br /&gt;
&lt;br /&gt;
== RPzB 54 Panzerschreck(*) ==&lt;br /&gt;
The [[Panzerschreck|RPzB 54 Panzerschreck]] is used by the German soldiers in the World War II flashback mission &amp;quot;Project Nova&amp;quot; and usable by Viktor Reznov.&lt;br /&gt;
&lt;br /&gt;
[[File:Tank h5.jpg|thumb|none|500px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
[[File:CODBO Panzerschrek (1).jpg|thumb|none|600px|The Panzerschreck in first-person.]]&lt;br /&gt;
[[File:CODBO Panzerschrek (2).jpg|thumb|none|600px|Aiming only uses the front sight, apparently stabbing the rear one into Reznov's cheek.]]&lt;br /&gt;
[[File:CODBO Panzerschrek (3).jpg|thumb|none|600px|Reloading. Given the average WW2 soldier was 68 inches tall while a Panzerschreck was 65 inches long, this view would require digging a small hole for the weapon's muzzle or a box to stand on. Additional, Reznov simply shoves the rocket into the tube, without pushing down the pin on the contact box (the box at the bottom-left of the shot), which was required to transfer electricity from the launcher to the rocket; failing to do so would mean that pulling the trigger would result in absolutely nothing whatsoever.]]&lt;br /&gt;
[[File:CODBO Panzerschrek (4).jpg|thumb|none|600px|A Panzerschreck leaning on a low wooden wall, next to a StG-44.]]&lt;br /&gt;
&lt;br /&gt;
== SA-14 Gremlin ==&lt;br /&gt;
The [[SA-14 Gremlin]], an updated version of the [[SA-7 Grail]], is referred to in-game by its Russian designation of &amp;quot;Strela-3&amp;quot;; it appears in both single and multiplayer mode, and is only capable of firing when locked onto a vehicle. Its appearance in the campaign is brief; Hudson uses a scavenged Strela-3 to shoot down two Mi-8 &amp;quot;Hip&amp;quot; gunships during the attack on Rebirth Island.&lt;br /&gt;
&lt;br /&gt;
The Gremlin is, like most weapons in the game, anachronistic, as ''Black Ops'' takes place in 1968, 6 years before its introduction in 1974. A more appropriate choice would have been the original Strela-2/SA-7 Grail, which was developed in 1967 and issued in 1968 (though in both cases the &amp;quot;Valkyrie&amp;quot; variant mentioned below would still be anachronistic to the 1963 level &amp;quot;Executive Order&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|500px|none|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
[[File:STRELABO.jpg|thumb|300px|none|SA-14 Gremlin in Create-A-Class menu.]]&lt;br /&gt;
[[File:CODBO 9K34 Strela-3 (1).jpg|thumb|600px|none|SA-14 Gremlin in idle.]]&lt;br /&gt;
[[File:CODBO 9K34 Strela-3 (2).jpg|thumb|600px|none|SA-14 Gremlin in ADS.]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Valkyrie&amp;quot; ===&lt;br /&gt;
A unique fictional version of the [[SA-14 Gremlin]], the &amp;quot;Valkyrie&amp;quot; has a MCLOS (Manual Command to Line of Sight) system, same as the in-game [[BGM-71 TOW]]. It is usable in the single-player missions &amp;quot;Executive Order&amp;quot;, wherein Alex Mason uses it to destroy the ''Soyuz II'' rocket in flight, and &amp;quot;Redemption&amp;quot;, where it's used to down a pair of Mi-8 helicopters. It also acts as a killstreak in multiplayer, awarded after seven kills and costing 4,000 COD Points.&lt;br /&gt;
&lt;br /&gt;
[[File:CODBO Valkyrie (1) bostore.jpg|thumb|600px|none|&amp;quot;Valkyrie&amp;quot; in idle.]]&lt;br /&gt;
[[File:CODBO Valkyrie (2).jpg|thumb|600px|none|Aiming at a Mi-8 &amp;quot;Hip.&amp;quot;]]&lt;br /&gt;
[[File:CODBO Valkyrie (3).jpg|thumb|600px|none|A &amp;quot;Valkyrie&amp;quot; rocket about to impact the engine area of the Mi-8.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Afanasev A-12.7==&lt;br /&gt;
The [[Afanasev A-12.7]] is mounted on Mi-24A helicopters in the game. Woods shows a remarkable knowledge on Soviet weaponry remarking that it is a &amp;quot;12mm nose cannon&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==82-PM-37==&lt;br /&gt;
The [[82-PM-37]] mortar is used by the Russian soldiers in the World War II mission &amp;quot;Project Nova&amp;quot;. The player can't use these first-hand, but can instead call in mortar strikes that are launched via these weapons by allies. Calling the mortars is done by throwing smoke grenades near the target. They appear on the ground as stun grenades, though this is simply a result of model reuse.&lt;br /&gt;
[[File:82mm BM-37 Mortar.jpg|thumb|none|450px|82-PM-37 mortar - 82mm]]&lt;br /&gt;
[[File:CODBO Mortar.jpg|thumb|none|600px|Russian soldiers using several 82-PM-37 mortars. Note the square baseplate of an [[M1 Mortar]].]]&lt;br /&gt;
&lt;br /&gt;
==BGM-71 TOW==&lt;br /&gt;
The [[BGM-71 TOW]] is seen mounted on a jeep only in the mission &amp;quot;S.O.G.&amp;quot; where the player needs to destroy the NVA tanks. Unlike the real TOW missile, this missile is guided by MCLOS (Manual Command Line of Sight) instead of SACLOS (Semi Active Command Line of Sight) which would be much simpler. Its appearance in &amp;quot;S.O.G.&amp;quot; (set in 1968) is anachronistic: the BGM-71 wasn't introduced into US military service until 1970, and though it saw service in Vietnam, the weapon didn't appear there until 1972. Era-appropriate anti-tank missiles would be the French-designed MGM-21A or MGM-32A or a captured [[AT-3 Sagger]], which were also actually MCLOS in real life: the other option would be to use an [[M40 Recoilless Rifle]].&lt;br /&gt;
[[File:ITAS-FTL.jpg|thumb|none|500px|BGM-71D TOW-2 with M41 ITAS-FTL launcher - 152mm. The FTL version differs in that it mounts a PADS device on top of the ITAS scope: the version in game does not have this.]]&lt;br /&gt;
[[File:CODBO TOW (1).jpg|thumb|none|600px|BGM-71 mounted on a jeep. Note that this is the the Jeep 2011 Wrangler model, which is very anachronistic. During the 60's the US army used the M151 MUTT. Jeep asked Treyarch to advertise their new vehicle through the game; the company even offers a &amp;quot;Black Ops&amp;quot; edition of it.]]&lt;br /&gt;
[[File:CODBO TOW (2).jpg|thumb|none|600px|The BGM-71. Notice the &amp;quot;TOW 2B&amp;quot; stencil on the tube; TOW 2B (BGM-71F) started production in 1991. It is also incorrect for how the weapon functions: TOW-2B is a top-attack variant that fires two explosively formed tantalum penetrators at the upper surface of the target, while the weapon in game uses a standard warhead. The sighting unit appears to be a very undersized replica of the modern ITAS integrated scope, which only entered production in the late 90s: the vertical cylinder on the right is the new SADA II cooling unit, not mounted on any previous TOW sight. Note also the &amp;quot;nose end&amp;quot; marking which suggests the missile is loaded backwards, though the brown stripe indicates the missile casing's tail end.]]&lt;br /&gt;
[[File:CODBO TOW (3).jpg|thumb|none|600px|About to look into the sighting unit.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
A [[Browning M2HB]] can be seen mounted on every M113 APC in the singleplayer and also on the PBRs in &amp;quot;Crash Site.&amp;quot;&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|500px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:CODBO-M2HB.jpg|thumb|none|600px|A M2HB is mounted on the APC.]]&lt;br /&gt;
[[File:CODBO M2HB (1).jpg|thumb|none|600px|An M113 with M2HB in Khe Sanh.]]&lt;br /&gt;
[[File:Twin M2 machine guns PBR.jpg|thumb|none|400px|Dual Browning M2HB in PBR - .50 BMG]] &lt;br /&gt;
[[File:CODBO M2HB (2).jpg|thumb|none|600px|The dual M2HBs on the PBR used in the level &amp;quot;Crash Site.&amp;quot;]]&lt;br /&gt;
[[File:CODBO M2HB (3).jpg|thumb|none|600px|Another view.]]&lt;br /&gt;
&lt;br /&gt;
==DShK==&lt;br /&gt;
The [[DShK]] is mostly seen mounted on trucks. The player uses one in &amp;quot;Vorkuta&amp;quot; and &amp;quot;WMD&amp;quot;, and NPCs operate them in several other missions. It is fitted with an anti-aircraft sight.&lt;br /&gt;
[[File:DSHK.jpg|thumb|none|450px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[File:CODBO DShK (1).jpg|thumb|none|600px|The DShK mounted on a GAZ-66 truck. Even the latter could not avoid the universal rule of Black Ops, since it was not serial produced until 1964, which does not prevent it appears in large quantities a year earlier.]]&lt;br /&gt;
[[File:CODBO DShK (2).jpg|thumb|none|600px|Manning the MG.]]&lt;br /&gt;
[[File:CODBO DShK (3).jpg|thumb|none|600px|Zooming in ADS view.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[M197 Vulcan]] is mounted on AH-1 Cobras during the mission &amp;quot;S.O.G.&amp;quot; and in multiplayer. It is noteworthy that the AH-1 Cobra was introduced in 1967 and was used during the Tet Offensive in 1968 making its appearance at the Battle of Khe Sahn historical. However, the appearance of the Cobra in multiplayer maps set before 1967 would be anachronistic.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|350px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==KPV==&lt;br /&gt;
[[KPV]] heavy machine guns mounted in the ZPU-4 quad anti-aircraft mount are used by Communist forces. Mason destroys a Viet Cong emplacement in &amp;quot;Victor Charlie&amp;quot; and the ''Rusalka'' is covered in them in the final mission &amp;quot;Redemption.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Like ''Modern Warfare 2'', it reuses the same model from ''Call of Duty 4''.&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;
[[File:CODBO KPV ZPU-4.jpg|thumb|none|600px|Two ZPU-4s as seen from Mason's UH-1 gunship. Another one can be seen in the background.]]&lt;br /&gt;
&lt;br /&gt;
==M60E3==&lt;br /&gt;
The [[M60E3]] from [[Call of Duty 4: Modern Warfare]] is reused on the PBR in &amp;quot;Crash Site&amp;quot; and is used by Mason.&lt;br /&gt;
[[File:USOM60E3.jpg|thumb|none|450px|M60E3 machine gun with the full length barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO M60E3 PBR (1).jpg|thumb|none|600px|A view of the mounted M60E3, showing that it is the COD4 model from the original full length barrel.]]&lt;br /&gt;
[[File:CODBO M60E3 PBR (2).jpg|thumb|none|600px|The M60 in use, note the ammo box shape as well. Also note how Bowman is also following Mason's aim with his M202A1.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
Huey gunships are armed with the M21 Armament System that consists of side mounted 70mm rocket pods and twin [[M134 Minigun]]s.&lt;br /&gt;
[[File:Armament.jpg|thumb|none|500px|M134 Minigun mounted on M21 Armament Subsystem, same as in the films (this also includes huge [[M158 Rocket Launcher]])]]&lt;br /&gt;
[[File:CODBOAR-15.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODBO M134 M21.jpg|thumb|none|600px|&amp;quot;RT Texas&amp;quot; lights up the side of a building with its miniguns. Note the unused M75 40mm grenade launcher mounted in the nose ball turret.]]&lt;br /&gt;
&lt;br /&gt;
==MG42(*)==&lt;br /&gt;
The [[MG42]] appears only as an emplaced weapon throughout the World War II flashback mission &amp;quot;Project Nova&amp;quot;. The first MG42 is seen fired by a Russian soldier and the rest by the Germans, but all are usable by the player.&lt;br /&gt;
[[File:MG42Bipod.jpg|thumb|none|500px|MG42 with bipod extended - 7.92mm Mauser]]&lt;br /&gt;
[[File:CODBO MG42 (1).jpg|thumb|none|600px|Reznov manning an MG42.]]&lt;br /&gt;
[[File:CODBO MG42 (2).jpg|thumb|none|600px|An MG42 in a ground emplacement.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
Twin [[Mk 19 Grenade Launcher]]s with extended barrels are bizarrely mounted on the BTR-60 APC turret that Hudson operates during the mission &amp;quot;Rebirth,&amp;quot; and the right gun fires machine gun rounds rather than 40mm grenades. It reuses the Mk 19 Mod 3 model from [[Call of Duty 4: Modern Warfare]], which is anachronistic, and a more appropriate choice would've been the Soviet [[KPV]] heavy machine gun or [[AGS-17]] automatic grenade launcher; interestingly, the in-game weapons both use the latter's distinctive belt drum, suggesting that they may have been meant to pass for actual AGS-17s.&lt;br /&gt;
[[Image:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|400px|Mk 19 Mod 3 grenade launcher on vehicle pintle mounting with 48-round belt box and older flash hider - 40x53mm]]&lt;br /&gt;
[[File:CODBO Mk 19 (1).jpg|thumb|none|600px|The Mark 19 duo as manned by Hudson. Note the charging handles only present on the outside sides of the weapon models.]]&lt;br /&gt;
[[File:CODBO Mk 19 (2).jpg|thumb|none|600px|Zooming in with the turret machination.]]&lt;br /&gt;
[[File:CODBO Mk 19 (3).jpg|thumb|none|600px|The weapon system as seen in third person after the BTR-60 eats a missile launched from an Mi-8.]]&lt;br /&gt;
&lt;br /&gt;
==Type 92 Heavy Machine Gun==&lt;br /&gt;
The sentry guns in the zombie map &amp;quot;Kino der Toten&amp;quot; are built around a [[Type 92 heavy machine gun]]. A double machine gun mount in the level &amp;quot;Victor Charlie&amp;quot; also uses Type 92s. The use icon for the emplacement reuses the icon for the Type 92 from ''[[Call of Duty: World at War]]''.&lt;br /&gt;
[[Image:Type 92 HMG.jpg|thumb|none|400px|Nambu Type 92 Heavy machine gun - 7.7x58mm Arisaka]]&lt;br /&gt;
[[File:CODBO Type 92 (1).jpg|thumb|none|600px|The twin Type 92 emplacement in &amp;quot;Victor Charlie.&amp;quot; It appears to feed from AGS-17-like drums.]]&lt;br /&gt;
[[File:CODBO Type 92 (2).jpg|thumb|none|600px|Manning the turret.]]&lt;br /&gt;
[[File:CODBO Type 92 (3).jpg|thumb|none|600px|Aiming with the odd improvised sights.]]&lt;br /&gt;
[[File:CODBO Type 92 (4).jpg|thumb|none|600px|A single Type 92 in &amp;quot;Kino Der Toten.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger Dual Mount System (mockup)==&lt;br /&gt;
A mockup of the [[FIM-92 Stinger]] Dual Mount System made of SA-14 Gremlin models appears as the SAM Turret. It is inaccurately depicted as an autonomous weapon system, with the sighting system replaced by a simple camera. Its appearance in the game is anachronistic as the base FIM-92 Stinger was developed in the 1970s and the Dual Mount System version was developed in the late 1990s. A slightly more realistic choice would be to use the [[FIM-43 Redeye]].&lt;br /&gt;
[[File:Stinger mount.jpg|thumb|none|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:BLACKOPS-SAM.jpg|thumb|none|600px|The SAM Turret killstreak. Apparently the 60s had such an advanced AI that it was capable of acquiring targets on its own only by the means of simple security cameras.]]&lt;br /&gt;
&lt;br /&gt;
==FN M249 SAW==&lt;br /&gt;
The [[FN Minimi|FN M249 SAW]] model from [[Call of Duty 4: Modern Warfare]] is seen in the level &amp;quot;Vorkuta&amp;quot;, where it is used by Soviet prison guard as an emplaced heavy machine gun. Being a Belgian-designed, US-issued light machine gun (and being a variant thereof that came into being in the mid-1980s), it is rather obviously inappropriate for the setting; a more reasonable choice would've been a [[DShKM]].&lt;br /&gt;
[[File:Fn_m249saw_mk2_10-1-.jpg|thumb|none|450px|FN M249 SAW - with 200-round belt box - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==UB-32 Rocket Pod==&lt;br /&gt;
Mi-24A helicopters utilize UB-32 Rocket Pods to fire S-5 rockets. Woods incorrectly calls the pods &amp;quot;UV-32 rockets&amp;quot;, apparently thinking that the &amp;quot;U'''B'''-32&amp;quot; in the English transliteration of the Russian &amp;quot;УБ-32&amp;quot; stands for &amp;quot;V&amp;quot;. This error might be caused by the fact that the Russian letter &amp;quot;B&amp;quot; is actually transliterated to &amp;quot;V&amp;quot; in English. When Mason commandeers a Mi-24A in &amp;quot;Payback&amp;quot; he can fire only four S-5 rockets per wing at a time then he needs to reload. The hind has two pods per wing for a total of 64 rockets per wing, however, Mason's supply of rockets never runs out.&lt;br /&gt;
&lt;br /&gt;
==B-8M Rocket Pod==&lt;br /&gt;
Mi-8 helicopters utilize B-8M Rocket Pods. However, they are inaccurately depicted as firing S-5 rockets instead of the appropriate S-8. Somewhat anachronistic as S-8 rockets were developed in the 1960s, but underwent preliminary testing in 1969 and entered service in 1984.&lt;br /&gt;
&lt;br /&gt;
==M-21 Field Rocket System==&lt;br /&gt;
BM-21 self-propelled multiple rocket launcher vehicles complete with M-21 Field Rocket Systems are seen rather inappropriately being parked in the US Beale Air Force Base in &amp;quot;WMD&amp;quot;. Standalone M-21 systems are also mounted throughout the Rusalka in &amp;quot;Redemption&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
== F1 hand grenade ==&lt;br /&gt;
The French [[F1 hand grenade]] is one of the grenades that aren't usable in-game. The designers appear to have confused it with the Soviet [[F-1 hand grenade|F-1]], which was directly based on the French grenade, even keeping its original name which caused a certain confusion.&lt;br /&gt;
&lt;br /&gt;
[[File:F1 Mle35 hand grenade.JPG|thumb|none|200px|F1 High-Explosive Fragmentation hand grenade with Mle1935 fuse.]]&lt;br /&gt;
[[File:Shot0219.jpg|thumb|none|600px|The grenades under the right shoulder are the F1s.]]&lt;br /&gt;
[[File:Shot0259.jpg|thumb|none|600px|F1 hand grenade on dead Russian soldier. An [[RGD-5 hand grenade]] is also visible.]]&lt;br /&gt;
&lt;br /&gt;
== M7 Gas Grenade ==&lt;br /&gt;
[[M7 CS gas grenade]]s are available in the game's multiplayer, dispersing a lethal load of the game's &amp;quot;Nova Gas&amp;quot;. They are also present on some character models.&lt;br /&gt;
[[File:M7A3.jpg|thumb|none|175px|M7A3 CS gas grenade.]]&lt;br /&gt;
[[File:CODBO M7 CS.jpg|thumb|none|600px|Preparing to throw a &amp;quot;Nova Gas&amp;quot; grenade.]]&lt;br /&gt;
[[File:Shot0219.jpg|thumb|none|600px|The black grenades on the waist are the M7.]]&lt;br /&gt;
&lt;br /&gt;
== M18A1 Claymore ==&lt;br /&gt;
The [[M18A1 Claymore]] anti-personnel mine is available once again as a defensive weapon. For 1000 points claymores X2 are able to purchase in the maps Kino Der Toten, Five, Ascention, Call of the Dead, and Moon. Shangri La features an alternate version for the same price, called the &amp;quot;Spikemore&amp;quot;, which (as its name indicates) launches spikes along with its usual shrapnel. &lt;br /&gt;
&lt;br /&gt;
As with other ''Call of Duty'' games, the mine is based on the depiction of the Claymore in ''Metal Gear Solid'', emitting two red laser beams from its iron sight when placed to show its damage radius and arming area, and is proximity triggered; such a system would require a level of laser technology that did not exist at the time the game is set, and would be of very little practical function since the beams are not associated with any kind of reflector. About the only way it could work, assuming the laser is actually the detonator, is if the laser unit was a rangefinder set to detonate the mine if anything passed closer than a preset distance, which would be an absurdly inefficient method of fuzing an antipersonnel mine. Real Claymore mines are typically command-detonated, though they can also be rigged up with a simple mechanical tripwire for use as a self-detonating mine.&lt;br /&gt;
&lt;br /&gt;
The M18A1 is somewhat anachronistic for most of the singleplayer since while it was adopted in 1960, it is not known to have been used in combat until 1966. For most of the game's events, the original, unreliable M18 would have been the only Claymore variant in use.&lt;br /&gt;
&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|500px|M18A1 Claymore anti-personnel mine.]]&lt;br /&gt;
[[File:CODBO Claymore (1).jpg|thumb|none|600px|The M18A1 Claymore mine in first person.]]&lt;br /&gt;
[[File:CODBO Claymore (2).jpg|thumb|none|600px|The Claymore mine as seen when deployed.]]&lt;br /&gt;
&lt;br /&gt;
== M34 White Phosphorous grenade ==&lt;br /&gt;
The [[M34 White Phosphorous grenade]], referred to as the &amp;quot;Willy Pete,&amp;quot; is used as a smoke grenade, minus most of its real-life incendiary effect: the smoke cloud lasts 8-9 seconds rather than the 60 or so of the real weapon. It still causes mild damage to enemies who are too close when it explodes, though. The grenade is incorrectly shown with a green casing: this colour was not used until STANAG 2321 was adopted in 1987, and a period M34 should be white.&lt;br /&gt;
&lt;br /&gt;
[[File:M34 2-1-.jpg|thumb|none|200px|M34 White Phosphorous grenade.]]&lt;br /&gt;
[[File:CODBO M34 WP.jpg|thumb|none|600px|About to throw the &amp;quot;Willy Pete&amp;quot; grenade.]]&lt;br /&gt;
[[File:Shot0219.jpg|thumb|none|600px|The green grenade on the belt is the M34.]]&lt;br /&gt;
&lt;br /&gt;
== M67 hand grenade ==&lt;br /&gt;
The [[M67 hand grenade]] once again returns as the primary grenade of every faction in-game (not including the World War II mission &amp;quot;Project Nova&amp;quot;). Because ''Black Ops'' takes place from 1961 to 1968, it would be slightly more accurate to see the [[M26 hand grenade]] instead of the M67, as it did not come into common use in the U.S. Military until 1969. Strictly speaking, though, it's not ''exactly'' anachronistic, as it was designed in the 50's. In the zombie maps Kino Der Toten, Five, and Ascension M67 hand grenades are 250 points for 4 grenades.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|500px|M67 fragmentation grenade.]]&lt;br /&gt;
[[File:CODBO M67.jpg|thumb|none|600px|Pulling the pin on a M67 Frag.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
&lt;br /&gt;
[[M84 stun grenade]]s appear as the Flashbangs and as the icon for Concussion Grenades; Flashbangs have a green stripe, while Concussion Grenades have a red stripe in the menu. In gameplay, however, the Concussion Grenade is actually a [[MK3 offensive hand grenade]]. It's appearance in the 60s is highly anachronistic as it was used from 1995 in reality.&lt;br /&gt;
&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:CODBO M84 Flashbang.jpg|thumb|none|600px|Pulling the pin on a M84 Flashbang.]]&lt;br /&gt;
&lt;br /&gt;
== Mk 2 hand grenade ==&lt;br /&gt;
The [[Mk 2 hand grenade]] is one of the grenades that aren't usable in-game. The Mk 2 can can be seen on Tank Dempsey in the zombie map &amp;quot;Kino Der Toten&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 &amp;quot;Pineapple&amp;quot; High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:Shot0032301.jpg|thumb|none|600px|Mk 2 hand grenade on Tank Dempsey's coat.]]&lt;br /&gt;
&lt;br /&gt;
== MK3 Offensive Hand Grenade ==&lt;br /&gt;
[[MK3 offensive hand grenade]]s are appropriately used as the Concussion Grenade in multiplayer gameplay.&lt;br /&gt;
[[Image:MK3A2.jpg|thumb|none|200px|MK3A2 offensive hand grenade]]&lt;br /&gt;
[[File:CODBO Mk3 Concussion.jpg|thumb|none|600px|About to toss a Mk3 grenade.]]&lt;br /&gt;
&lt;br /&gt;
== Model 24 Stielhandgranate(*) ==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] is used by the German soldiers in the World War II mission &amp;quot;Project Nova&amp;quot; and usable by the player. Also available in the zombie maps Nacht der Untoten, Verrückt, Shi No Numa and Der Riese for 250 points.&lt;br /&gt;
&lt;br /&gt;
[[File:24-43 grenade.jpg|thumb|none|500px|Model 24 Stielhandgranate.]]&lt;br /&gt;
[[File:CODBO Stielhandgranate (1).jpg|thumb|none|600px|Prepping a Model 24 Stielhandgranate.]]&lt;br /&gt;
[[File:CODBO Stielhandgrante (2).jpg|thumb|none|600px|A Stielhandgranate on the ground.]]&lt;br /&gt;
&lt;br /&gt;
== RGD-5 hand grenade ==&lt;br /&gt;
The [[RGD-5 hand grenade]] is one of the grenades that aren't usable in-game. It would be more accurate to see Soviet forces in the game use this grenade, rather than simply using the same M67 grenade as the player.&lt;br /&gt;
&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|600px|RGD-5 High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:Shot0259.jpg|thumb|none|600px|RGD-5 hand grenade on a dead Russian soldier. An [[F1 hand grenade]] is also visible.]]&lt;br /&gt;
&lt;br /&gt;
== RGD-33 stick grenade(*) ==&lt;br /&gt;
The [[RGD-33 stick grenade]] is used by the Russian soldiers in the World War II mission &amp;quot;Project Nova&amp;quot; and usable by the player.&lt;br /&gt;
&lt;br /&gt;
[[File:Rgd-33russianfrag mp.jpg|thumb|none|400px|RGD-33 stick grenade.]]&lt;br /&gt;
[[File:CODBO RGD-33 (1).jpg|thumb|none|600px|RGD-33 about to be thrown.]]&lt;br /&gt;
&lt;br /&gt;
== S-Mine(*) ==&lt;br /&gt;
In the classic Nazi Zombies maps, [[S-Mine]]s are available instead of Claymore mines. They are still referred to as &amp;quot;Bouncing Betty&amp;quot; mines.&lt;br /&gt;
&lt;br /&gt;
[[File:Schrapnellmine 35 mine.jpg|thumb|none|500p|S-Mine 35.]]&lt;br /&gt;
[[File:CODBO S-Mine (1).jpg|thumb|none|600px|Nikolai Belinksi holds a ''Schrapnellmine''.]]&lt;br /&gt;
[[File:CODBO S-Mine (2).jpg|thumb|none|600px|Pulling the pin and deploying a mine.]]&lt;br /&gt;
&lt;br /&gt;
= Attachments =&lt;br /&gt;
==GP-30==&lt;br /&gt;
A [[GP-30]] can be mounted on the &amp;quot;AK-47&amp;quot; and the Galil; as ever for the series, it is incorrectly called a &amp;quot;GP-25&amp;quot;. This time, there is not quadrant sight at all, but the presence of four ribs around the barrel (as opposed to three for an actual GP-25), coupled with the lack of a support frame behind the launcher, confirms that it is indeed modeled after a GP-30. Its appearance is anachronistic; the GP-30 entered service in 1989, and the GP-25 itself in 1978. A more accurate choice for the time period of the game could have been the OKG-40 &amp;quot;Iskra&amp;quot; prototype underbarrel grenade launcher that was developed in 1965, or else the standalone ''Device &amp;quot;D&amp;quot;'' noiseless grenade launcher / pistol combo, which was actually used by the Soviet Spetsnaz in the 1960s (and could be equipped with several attachments like a suppressor and a shoulder stock).&lt;br /&gt;
&lt;br /&gt;
Unlike ''[[Call of Duty 4: Modern Warfare]]'' and ''[[Modern Warfare 2]]'', which use a western 40mm grenade to stand in for the Soviet VOG-25 40mm grenade, ''Black Ops'' is the first game in the series to correctly depict a VOG-25 grenade being used. However, the game still portrays the Russian grenade as being cased, with the reload animation involving a downwards flick to eject a nonexistent casing, which, like previous games (and the M203), is stood in with a full 40mm grenade.&lt;br /&gt;
&lt;br /&gt;
[[File:GP-30.jpg|thumb|none|350px|GP-30 grenade launcher - 40mm]]&lt;br /&gt;
[[File:CODBO GP30 (1).jpg|thumb|none|600px|The launcher about to be fired.]]&lt;br /&gt;
[[File:CODBO GP30 (2).jpg|thumb|none|600px|Loading a new grenade.]]&lt;br /&gt;
[[File:Shot0047.jpg|thumb|none|600px|Third-person view of the &amp;quot;AK-47&amp;quot; equipped with a GP-30.]]&lt;br /&gt;
&lt;br /&gt;
==BS-1 grenade launcher==&lt;br /&gt;
The [[BS-1 grenade launcher]] is a unique attachment for the [[AKS-74U]] compact carbine, called by its alternate name &amp;quot;Tishina&amp;quot; in-game. First encountered in the single-player mission &amp;quot;Rebirth&amp;quot;. Anachronistic, as like the gun in question, the launcher was not developed until the 1970s. A more accurate choice for the time period of the game could have been the ''Device &amp;quot;D&amp;quot;'' noiseless grenade launcher / pistol combo (that could be equipped with several attachments like a suppressor and a shoulder stock) and was actually used by the Soviet Spetsnaz in the 1960s.&lt;br /&gt;
&lt;br /&gt;
[[File:GSN-19.jpg|thumb|none|400px|BS-1 grenade launcher - 30mm]]&lt;br /&gt;
[[File:CODBO Tishina (1).jpg|thumb|none|600px|BS-1 in idle. Note that it is actually mirrored; the bolt handle and ejection port for the blanks should actually be on the right side.]]&lt;br /&gt;
[[File:CODBO Tishina (2).jpg|thumb|none|600px|The player character operates the bolt of the BS-1. The game correctly portrays the reload procedure; because the 30mm grenade is fired with a blank instead of having its own propellant, when reloading, the user has to operate the bolt to eject the fired blank and chamber a new blank from the BS-1's detachable box magazine for blanks, and loads in a new 30mm grenade from the muzzle.]]&lt;br /&gt;
[[File:CODBO Tishina (3).jpg|thumb|none|600px|Reloading the BS-1 with a 30mm VOG-T grenade.]]&lt;br /&gt;
[[File:Shot005004.jpg |thumb|none|600px|AKS-74U with a BS-1 on a table.]]&lt;br /&gt;
&lt;br /&gt;
== Knight's Armament Masterkey ==&lt;br /&gt;
The [[Knight's Armament Masterkey]] is a purchasable attachment for some assault rifles in multiplayer, and is seen in singleplayer mounted on the [[M14]] and [[M16]] in &amp;quot;SOG&amp;quot;, the [[AK-47]] hybrid in &amp;quot;Victor Charlie&amp;quot;, the [[Enfield L85 rifle series#XL64E5|Enfield]] in &amp;quot;Rebirth&amp;quot; and the [[Galil]] in &amp;quot;Redemption&amp;quot;. Rather appropriately, readying the underbarrel shotgun does not make the user work the pump handle of the weapon, saving a good technically achievable shotgun shell (unlike the later ''Modern Warfare 3'' or ''Modern Warfare 2'', ''as well'' as its singleplayer remaster for that manner). The Masterkey's capacity inconsistent throughout the modes, while it technically holds four in both normal singleplayer and multiplayer, it incorrectly holds six in Zombies. The Masterkey shotguns in &amp;quot;Victor Charlie&amp;quot; on the other hand uniquely holds eight shells instead.&lt;br /&gt;
&lt;br /&gt;
It is anachronistic, since the Masterkey project was not initiated until the 1980s. The only historically accurate way to do this would be to jury-rig a sawed-off shotgun to the rifle (say with zipties) or have an armorer create a one-off mounting (as with, say, the custom [[Mossberg 500]] mounting seen in ''[[Predator]]''), using something like an XM148 mount or a custom M203-like handguard as a base.&lt;br /&gt;
&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:CODBO Masterkey (1).jpg|thumb|none|600px|The Masterkey mounted on a Colt Commando.]]&lt;br /&gt;
[[File:CODBO Masterkey (2).jpg|thumb|none|600px|Pumping the Masterkey.]]&lt;br /&gt;
[[File:CODBO Masterkey (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
== M203 grenade launcher ==&lt;br /&gt;
The [[M203 Grenade Launcher|M203 Grenade Launcher]] returns once again, but this time, it actually has the trigger and trigger guard, unlike in ''[[Call of Duty 4: Modern Warfare]]'' and ''[[Modern Warfare 2]]''. During the Beta, the M203 lacked the front and rear mountings seen below, but they were added in the final version. Since ''Black Ops'' takes place from 1961 to 1968, it is anachronistic to see the M203 in use as it entered service only in 1969, and even then, the XM203 was the grenade launcher, which was designed in 1968, was used in service until it became the M203 in 1971. A more historically-accurate choice would have been the [[XM148 grenade launcher]], or the experiment X-1 Grenade Launcher, which was used for the M14. Like earlier games, the full 40mm grenade stands in for the spent casing during the reload animation.&lt;br /&gt;
&lt;br /&gt;
[[File:M203.jpg|thumb|none|400px|]]&lt;br /&gt;
[[File:CODBO M203 (1).jpg|thumb|none|600px|M203A1 mounted on an M16.]]&lt;br /&gt;
[[File:CODBO M203 (2).jpg|thumb|none|600px|Reloading an M203A1 mounted on an M14.]]&lt;br /&gt;
[[File:Aug m203.jpg|thumb|none|400px|Steyr AUG A1 (5.56x45mm) with M203PI grenade launcher.]]&lt;br /&gt;
[[File:CODBO M203 (3).jpg|thumb|none|600px|Reloading an M203A1 mounted on an AUG. Note the heat shield; the AUG gains this heat shield when any of the three underbarrel attachments are attached, which appears to be based on the heat shield of the M203PI.]]&lt;br /&gt;
&lt;br /&gt;
=== Underbarrel Flamethrower ===&lt;br /&gt;
A seemingly improvised flamethrower appears as an underbarrel attachment. It appears to have been made from an M203 trigger mechanism mated with a miniature fuel tank and a modified GP-30 serving as igniter. When mounted on the M16, the flamethrower gains a rifle length M203 grenade launcher heat shield painted in red (with two less vent holes). Mounting it on the &amp;quot;Commando&amp;quot; gives it a shortened red M203 heat shield, and mounting it on the FAMAS gives it an even shorter one.&lt;br /&gt;
[[File:CODBO Flamethrower (1).jpg|thumb|none|600px|Flamethrower mounted on an IMI Galil.]]&lt;br /&gt;
[[File:CODBO Flamethrower (2).jpg|thumb|none|600px|Reloading the device. Regardless of any remaining fuel left in the first tank, it will be discarded.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Crossbow==&lt;br /&gt;
The Crossbow is a new weapon that featured in ''Call of Duty: Black Ops''. The crossbow appears in the campaign missions &amp;quot;Executive Order&amp;quot; and &amp;quot;WMD&amp;quot;, which are set in Baikonur and the Ural Mountains, respectively. In multiplayer, crossbows only fire explosive bolts; in singleplayer, they can also fire normal bolts and, on one occasion in &amp;quot;Executive Order&amp;quot;, a zipline. Crossbows in singleplayer also often have scopes attached, using anachronistic slotted accessory rails.&lt;br /&gt;
&lt;br /&gt;
Design-wise, the crossbow appears to be a custom made weapon using a stock and pistol grip from an [[AR-18]] rifle. In an apparent reference to ''[[Rambo: First Blood Part II]]'', the appearance of the explosive tips is modeled after the explosive tips in the cult action film.&lt;br /&gt;
&lt;br /&gt;
[[File:Armalite-AR18.jpg|thumb|none|500px|Armalite AR-18 - 5.56x45mm]]&lt;br /&gt;
[[File:RamboIItorquebow-1.jpg|thumb|none|500px|Rambo's explosive arrow tips as seen in ''Rambo: First Blood Part II''.]]&lt;br /&gt;
[[File:CODBO Crossbow (1).jpg|thumb|none|600px|The vanilla crossbow in multiplayer.]]&lt;br /&gt;
[[File:CODBO Crossbow (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CODBO Crossbow (3).jpg|thumb|none|600px|Resetting the drawstring.]]&lt;br /&gt;
[[File:CODBO Crossbow (4).jpg|thumb|none|600px|Hudson's crossbow in &amp;quot;WMD,&amp;quot; note the scope and &amp;quot;Siberia&amp;quot; camouflage.]]&lt;br /&gt;
[[File:CODBO Crossbow (5).jpg|thumb|none|600px|Loading an explosive arrow.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
The [[M2 Flamethrower]] appears exclusively in the top-down Zombies map Dead Ops Arcade. The in-game model only consists of the gun group; the tank group is missing.&lt;br /&gt;
&lt;br /&gt;
[[File:M2 Flamethrower.jpg|thumb|none|205px|M2A1-2 Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
==Flintlock Pistol==&lt;br /&gt;
Generic [[Flintlock Pistol]]s are seen in the prestige 2 badge.&lt;br /&gt;
&lt;br /&gt;
[[File:Sparroflintlock.jpg|thumb|none|300px|Prop replica of Jack Sparrow's 'Pirates' flintlock.]]&lt;br /&gt;
&lt;br /&gt;
=Stock Footage=&lt;br /&gt;
==Armalite AR-18==&lt;br /&gt;
An [[Armalite AR-18]] is briefly shown in a stock photo used in the introduction to the first mission, &amp;quot;Operation 40&amp;quot;, to illustrate Cuban exiles training for the Bay of Pigs invasion.&lt;br /&gt;
&lt;br /&gt;
[[File:Armalite-AR18.jpg|thumb|none|450px|Armalite AR-18 - 5.56x45mm]]&lt;br /&gt;
[[File:BO-AR18.jpg|thumb|none|600px|A still from the intro showing a soldier training with the AR-18. Also note the [[M1 Carbine]] with post-war upgrades used by the man to his right. The AR-18 along with the BDU uniforms is anachronistic to the Bay of Pigs, however, in this case the error is due to the stock image used to stand in for archival footage actually being a 1986 [https://www.gettyimages.dk/detail/news-photo/miami-cuban-exiled-community-rehearsing-mock-invasion-of-news-photo/200561388-001 photo] of Cuban exiled community rehearsing mock invasion of Cuba.]]&lt;br /&gt;
&lt;br /&gt;
==Carcano M91/38==&lt;br /&gt;
The actual [[Carcano M91/38]] carbine used on November 22, 1963 by Lee Harvey Oswald to assassinate U.S. President John F. Kennedy, can be seen for a second in a trailer. This is the first of many allusions to Kennedy's assassination throughout the game's campaign. This gun does not appear in-game.&lt;br /&gt;
[[File:Oswald-Carcano.jpg|thumb|none|500px|Actual Carcano M91/38 used by Lee Harvey Oswald to assassinate John F. Kennedy - 6.5x52mm]]&lt;br /&gt;
[[File:CoDBO-Carcano.jpg|thumb|none|500px|The rifle seen in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
An [[M1 Carbine]] briefly appears in the introduction to the &amp;quot;Operation 40&amp;quot; level, used in a stock photo of soldiers training with weapons to stand in for Cuban exiles being trained before the Bay of Pigs invasion.&lt;br /&gt;
&lt;br /&gt;
[[File:M1CarbineLateModel.jpg|thumb|none|450px|Korean War-era M1 Carbine with birch stock, adjustable rear sight, bayonet lug, and twin magazine pouch - .30 Carbine]]&lt;br /&gt;
[[File:BO-AR18.jpg|thumb|none|600px|The anachronistic still image from the &amp;quot;Operation 40&amp;quot; intro. The man to the right of the closest one is holding an M1 carbine, with the bayonet lug and adjustable rear sight clearly visible.]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
A Viet Cong fighter carrying a [[RPD]] light machine gun runs across the TV screens in the same setting.&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|500px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:CODBO RPD.jpg|thumb|none|600px|The RPD as seen on the four screens on the right side.]]&lt;br /&gt;
&lt;br /&gt;
==M79==&lt;br /&gt;
Archival footage of the Vietnam War seen on the televisions in the main menu interrogation room include footage of a US soldier firing an [[M79 grenade launcher]].&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:CODBO M79.jpg|thumb|none|600px|The M79 is visible in the far leftmost screen.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Zombie]]&lt;/div&gt;</summary>
		<author><name>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops&amp;diff=1591159</id>
		<title>Call of Duty: Black Ops</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops&amp;diff=1591159"/>
		<updated>2023-07-15T14:55:04Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: /* CZ 75 */ The best choice could have been the Beretta M1951, because not only it’s a 9mm handgun, but it has a full-auto variant, and it was used in the Vietnam War.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Call of Duty: Black Ops&lt;br /&gt;
|picture = Cover BLACKOPS final.jpg&lt;br /&gt;
|caption = ''Official Box Art''&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|date= 2010&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&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Black Ops''''' (also known as ''CoD:BO'' or ''BO'' and often referred to as &amp;quot;''Blops''&amp;quot;) is the seventh main installment of the ''[[Call of Duty|Call of Duty series]]'' and the sequel to ''[[Call of Duty: World at War]]''. Developed by Treyarch and published by Activision, the game was released worldwide on November 9, 2010 for the PC, PS3, Xbox 360, Wii and Nintendo DS. The game sold over $1 billion after six weeks of its release.&lt;br /&gt;
&lt;br /&gt;
The storyline takes place during the Cold War of the 1960s, where the player assumes control of two main characters: Alex Mason (voiced by [[Sam Worthington]]), a Captain in the USMC who is recruited to the CIA and SOG, and his handler Jason Hudson (voiced by [[Ed Harris]]), a CIA special agent. Both are on a mission to track down the three men responsible for the development of a powerful biochemical weapon code-named Nova 6. Accompanying Mason and Hudson on their mission are several non-playable characters including Frank Woods (voiced by [[James C. Burns]]), a former USMC Sergeant and fellow member of SOG; Joseph Bowman (voiced by [[Ice Cube]]), a Chief Petty Officer of the U.S. Navy SEALs, and Viktor Reznov (voiced by [[Gary Oldman]]), a former World War II Soviet Army Captain (returning from ''[[Call of Duty: World at War]]'') who served under two of the men now being hunted, until he was betrayed by them.&lt;br /&gt;
&lt;br /&gt;
Legacy weapons featured in ''World at War'' exclusive to either singleplayer or Zombies are marked with (*) for the purposes of the wiki.&lt;br /&gt;
&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&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;
=Overview=&lt;br /&gt;
Many of the mechanics of the weapons, attachments and the loadouts were retained in previous entries (beyond renaming some of the perks). One significant difference is the method of unlocking weapons in this game: rather than obtaining the weapon from the get-go when leveling up, weapons must be purchased through the use of CODPoints (as in, normal game currency and not premium currency used in later games) in order to utilize them, though the player still needs to be leveled up in order to buy them. Attachments and camouflages can now be obtained as soon as the weapon is bought rather than completing challenges, though they must be purchased with CODPoints in order to be used as well. One weapon in every category in multiplayer (exempting the launchers) are designated as classified weapons, with the weapon information and icon hidden and locked until the player buys the weapon after obtaining all of the previous weapons in its category.&lt;br /&gt;
&lt;br /&gt;
Create-A-Class has been expanded from its previous iteration. Player characters can have their models changed by their perks instead of their primary weapons, and they can be customized with a variety of face camo. Reticles and lenses for the weapon sights can now be customized, and one can etch a clan tag to their weapon as well. Secondary weapons consist of fewer weapon categories compared to ''Modern Warfare 2'', being only able to carry a handgun, a launcher or a &amp;quot;special&amp;quot; weapon (which is either a ballistic knife or a crossbow). Shotguns return to the primary weapon category and some machine pistols are available as submachine guns. Some exotic special weapons are available in multiplayer as killstreaks.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, all handguns, the Skorpion, MAC-11, PM-63, Kiparis and the Model 10 can be dual-wielded. The CZ 75 as well the latter three machine pistols are available dual-wielded in singleplayer, while the M1911, HS-10 and PM-63 can be upgraded through the &amp;quot;Pack-A-Punch&amp;quot; machine to be dual-wielded. Standalone melee weapons have been expanded in ''Black Ops'', though most of them appear in singleplayer and Zombies, not in multiplayer. The new &amp;quot;Mule Kick&amp;quot; Perk-a-Cola in Zombies allows the player character to carry three weapons at once.&lt;br /&gt;
&lt;br /&gt;
'''See the [[Talk:Call of Duty: Black Ops|discussion page]] for miscellaneous weapon and attachment information.'''&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==ASP==&lt;br /&gt;
The [[ASP]] is featured in the game. In singleplayer, Mason uses an ASP in &amp;quot;Operation 40&amp;quot; set in 1961 Cuba, and it is also used by the Cuban soldiers and police in the same level. Its appearance in the hands of Cubans in 1961 is anachronistic and out-of-place, as it was not developed until the 1970s, and was developed in America for American special forces. A more historically-accurate choice would have been the [[Smith &amp;amp; Wesson Model 39]] (1954), on which the ASP was based. Another historically accurate choice would be the [[Walther PPK]] due to its similar round capacity and compact size.&lt;br /&gt;
&lt;br /&gt;
It is not available for the player in any fashion in Zombies mode, though game files of it are still referenced within the game.&lt;br /&gt;
&lt;br /&gt;
[[Image:ASP 9.jpg|thumb|none|300px|ASP - 9x19mm.  This is the firearm used in the production of the film ''[[Cobra (1986)|Cobra]]''.]]&lt;br /&gt;
[[File:CODBO ASP (1).jpg|thumb|none|600px|The initial draw animation of the ASP has a quick racking of the slide.]]&lt;br /&gt;
[[File:CODBO ASP (6).jpg|thumb|none|600px|An OP 40 holds an ASP in the &amp;quot;Hotel&amp;quot; DLC level.]]&lt;br /&gt;
[[File:CODBO ASP (7).jpg|thumb|none|600px|Aiming down the unique &amp;quot;guttersnipe&amp;quot; sight.]]&lt;br /&gt;
[[File:CODBO ASP (8).jpg|thumb|none|600px|Reloading. Due to the embargo on Cuba, shortages have forced the use of low-resolution ammunition.]]&lt;br /&gt;
[[File:CODBO ASP (2).jpg|thumb|none|600px|Empty reload, with the spent mag visible.]]&lt;br /&gt;
[[File:CODBO ASP (3).jpg|thumb|none|600px|Drawing dual ASPs - the slides are released to chamber both pistols.]]&lt;br /&gt;
[[File:CODBO ASP (4).jpg|thumb|none|600px|Dual ASPs in idle.]]&lt;br /&gt;
[[File:CODBO ASP (5).jpg|thumb|none|600px|Reloading; the left pistol's empty mag is barely visible.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
Just like in ''[[Call of Duty: World at War]]'', the M1911 resembles a mix between a WW2 A1 slide and trigger and an anachronistic Series 80 frame. It is found in singleplayer, multiplayer, and zombie mode. In multiplayer, it can be dual wielded, and available attachments include a suppressor, extended magazines, and upgraded iron sights. In Zombies, it is the starting weapon, and has an eight-round capacity instead of the seven-round capacity of the campaign and multiplayer.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, the M1911 has a standard parkerized finish, while in multiplayer and zombies, it has a bright nickel finish. The scene where Mason visualizes himself drawing an M1911 on President John F. Kennedy is the only instance where the multiplayer nickel-plated M1911 appears in singleplayer.&lt;br /&gt;
&lt;br /&gt;
Two [[M1911]]s can be seen in the hands of Alex Mason on the game's cover art; these have tally marks etched on them, and one of them has the name &amp;quot;Sally&amp;quot; engraved on it (based on the gun's upgrade in zombie mode, the other weapon is presumably &amp;quot;Mustang&amp;quot;). The upgraded variant allows to be dual-wielded and it fires deadly grenade rounds along with other benefits. The trend of having a starter handgun fire grenade rounds when upgraded is something that is repeated in other games that feature a Zombies mode, until ''Black Ops Cold War''.&lt;br /&gt;
&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|350px|none|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Series80blued.jpg|thumb|none|350px|Blued Colt MK IV Series 80 - .45 ACP]]&lt;br /&gt;
[[File:NickelPlatedM1911A1.jpg|thumb|350px|none|Nickel Plated Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:CODBO M1911 SP (1).jpg|thumb|none|600px|The original M1911, as used in singleplayer mode. Note that it appears to have the serrated hammer of a [[Colt MK IV Series 80]]. Note also the cocked hammer, just like in ''World At War''. Oddly, the slide is parkerized, but the frame and magazine are blued.]]&lt;br /&gt;
[[File:CODBO M1911 SP (2).jpg|thumb|none|600px|Aiming the campaign M1911.]]&lt;br /&gt;
[[File:CODBO M1911 SP (3).jpg|thumb|none|600px|Reloading the pistol.]]&lt;br /&gt;
[[File:CODBO M1911 JFK (1).jpg|thumb|none|600px|Mason visualizes himself drawing an M1911 on President John F. Kennedy. Perhaps one of the side effects of the brainwashing causes his brain to mirror objects: this 1911 is seen with its controls, markings, and ejection port on the wrong side. The hammer is also uncocked.]]&lt;br /&gt;
[[File:CODBO M1911 JFK (2).jpg|thumb|none|600px|Mason points his uncocked .45 at the President in his trance. Note the portrait of Abraham Lincoln in the background.]]&lt;br /&gt;
[[File:CODBO M1911 (1).jpg|thumb|none|600px|The initial draw animation of the M1911. The character locks the slide back (without reaching for it) and then releases it. Why you'd do this instead of racking the slide directly is a mystery.]]&lt;br /&gt;
[[File:CODBO M1911 (2).jpg|thumb|none|600px|The nickel-plated Colt in idle.]]&lt;br /&gt;
[[File:CODBO M1911 (3).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:CODBO M1911 (4).jpg|thumb|none|600px|Reloading the pistol.]]&lt;br /&gt;
[[File:CODBO M1911 (5).jpg|thumb|none|600px|When drawing dual M1911 pistols, the character flashily locks back the slides on both pistols, again, without using the slide release lever.]]&lt;br /&gt;
[[File:CODBO M1911 (6).jpg|thumb|none|600px|And then releases them. It looks like the ejection port of the pistol on the left is solid.]]&lt;br /&gt;
[[File:CODBO M1911 (7).jpg|thumb|none|600px|Holding dual M1911s.]]&lt;br /&gt;
[[File:CODBO M1911 (8).jpg|thumb|none|600px|Ejecting spent magazines.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The [[Colt Python]] appears in-game as the &amp;quot;Python&amp;quot;. In singleplayer, the Python appears to be Mason's preferred sidearm, as he starts with it in &amp;quot;Executive Order&amp;quot;, and pulls one out of nowhere to save a downed Woods in &amp;quot;SOG&amp;quot; and clear Vietcong tunnels in &amp;quot;Victor Charlie.&amp;quot; In &amp;quot;Payback,&amp;quot; a group of Viet Cong forces the captured Mason and Woods to play Russian roulette with a snub nosed Python. In multiplayer, it appears with the full length barrel by default, and the Snub Nose is available as an attachment, which decreases the amount of visual kick in exchange for less damage (in reality, this would increase kick and decrease range, so such a trade-off would make little sense on a real gun when concealability is not a concern).&lt;br /&gt;
&lt;br /&gt;
The Python has a rather nonsensical default reload animation, which shows the player character ejecting the entire contents of the cylinder (using gravity and not the ejector rod, no less) and then inserting as many rounds as would be needed to replace those actually fired, one at a time; the only way for this to work is if the ejector selectively ejected only the fired rounds, which it doesn't in reality. The speedloader attachment replaces the nonsensical individual round reload with a more sensible speedloader reload. Notably, the Python's reload shenanigans would be repeated in ''many'' of Treyarch's later ''Call of Duty'' games.&lt;br /&gt;
&lt;br /&gt;
Strangely, when firing the Python, the sound of casings hitting the ground can be heard as if it operated as a shell ejecting pistol.&lt;br /&gt;
&lt;br /&gt;
Aside from the Snub Nose and the Speedloader, a Colt Sporter Scope is also available as an attachment for the Python, under the incorrect moniker of &amp;quot;ACOG Scope&amp;quot;. A Python with speedloaders appears as the first weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:ColtPython6In.jpg|thumb|350px|none|Colt Python - .357 Magnum]]&lt;br /&gt;
[[File:Coltpython25.jpg|thumb|none|300px|Colt Python Snub Nose with 2.5&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:CODBO Python (1).jpg|thumb|none|600px|The draw animation has the player-character perform a quick brass check and cylinder spin.]]&lt;br /&gt;
[[File:CODBO Python (2).jpg|thumb|none|600px|Holding the Colt Python in Nuketown.]]&lt;br /&gt;
[[File:CODBO Python (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO Python (4).jpg|thumb|none|600px|Reloading the cylinder, round-by-round. The animation shows every round going into the same chamber as the cylinder never rotates, which is easily visible on PC with a high FoV setting.]]&lt;br /&gt;
[[File:CODBO Python (5).jpg|thumb|none|600px|Properly closing the cylinder, ''MW2''-style.]]&lt;br /&gt;
[[File:CODBO Python (6).jpg|thumb|none|600px|Ejecting all the rounds at the start of a speedloader reload.]]&lt;br /&gt;
[[File:CODBO Python (7).jpg|thumb|none|600px|Dropping the speedloader after loading in the rounds and about to swing the cylinder shut. This is the same animation as seen on the S&amp;amp;W Model 27 in [[Call of Duty: World at War]].]]&lt;br /&gt;
[[File:CODBO Python (8).jpg|thumb|none|600px|Drawing dual Colt Pythons.]]&lt;br /&gt;
[[File:CODBO Python (9).jpg|thumb|none|600px|Dual Colts in idle.]]&lt;br /&gt;
[[File:CODBO Python (10).jpg|thumb|none|600px|Reloading; also the same animations as the dual Colt Anacondas in ''MW2''.]]&lt;br /&gt;
[[File:CODBO Python (11).jpg|thumb|none|600px|Pointing a snub-nosed Python at comrade Castro.]]&lt;br /&gt;
[[File:BlackOps-Python-3.jpg|600px|thumb|none|A VC Bookie hands a snub-nosed Colt Python to Mason.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75==&lt;br /&gt;
The [[CZ 75|&amp;quot;Pre-B&amp;quot; CZ 75]] pistol is featured in the game, along with its machine pistol variant, the CZ 75 Automatic. In singleplayer, it is used by Hudson in the level &amp;quot;Numbers&amp;quot; and Mason in &amp;quot;Payback&amp;quot;, and the Soviet Spetsnaz use both the normal semi-auto and machine pistol variants. In multiplayer, the &amp;quot;Full-Auto Upgrade&amp;quot; attachment turns the weapon into the CZ 75 Automatic. Other multiplayer attachments include night sights, extended mags, suppressor, and dual-wielding.&lt;br /&gt;
&lt;br /&gt;
In-game, its basic capacity is 12 rounds in singleplayer and multiplayer and 15 rounds in zombies, and using the extended magazines attachment in multiplayer extends its capacity to 18 rounds. Dual-wielded CZ 75s in singleplayer have 20-round capacities, and dual wielding the CZ 75 in zombies reduces its capacity to 12. ''All'' these capacities are completely incorrect; the in-game CZ 75 is 9x19mm as identified in the game files, which has a 16-round capacity in reality.&lt;br /&gt;
&lt;br /&gt;
The CZ 75 is highly anachronistic to ''Black Ops'': not only did production first start in 1975, but the automatic variant wasn't introduced until 1992. A more historically accurate choice for a semi-automatic high-capacity 9mm pistol would have been the [[Browning Hi-Power]] (introduced in 1935, and actually used in Vietnam), and a historically accurate choice for a fully-automatic pistol would have been the Soviet [[Stechkin APS]] (introduced in 1951, and actually used by Spetsnaz). The [[CZ 52]] was also another period Czech sidearm within the Communist Bloc. The best choice however is the the [[Beretta M1951]] (introduced in 1951, and it was actually used by MACV-SOG units during the Vietnam War, and it has a fully-auto variant called the M1951 Raffica, which was introduced in 1955).&lt;br /&gt;
&lt;br /&gt;
[[File:Cz75.jpg|thumb|none|350px|&amp;quot;Pre-B&amp;quot; CZ 75 - 9x19mm]]&lt;br /&gt;
[[File:CODBO CZ75 (1).jpg|thumb|none|600px|Racking the CZ 75's slide in the equip animation.]]&lt;br /&gt;
[[File:CODBO CZ75 (2).jpg|thumb|none|600px|The CZ in-game.]]&lt;br /&gt;
[[File:CODBO CZ75 (3).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:CODBO CZ75 (4).jpg|thumb|none|600px|Reloading the CZ 75.]]&lt;br /&gt;
[[File:CODBO CZ75 (5).jpg|thumb|none|600px|Pulling the slide to chamber a round.]]&lt;br /&gt;
[[File:CODBO CZ75 (6).jpg|thumb|none|600px|Equipping dual CZs.]]&lt;br /&gt;
[[File:CODBO CZ75 (7).jpg|thumb|none|600px|Reloading the twin pistols.]]&lt;br /&gt;
[[File:Cz75fa.jpg|thumb|none|350px|CZ 75 Automatic with spare magazine - 9x19mm]]&lt;br /&gt;
[[File:CODBO CZ75 (8).jpg|thumb|none|600px|Reloading the CZ 75 Automatic.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] appears in in the game, though not available in Zombies mode. Although it has a heel-mounted magazine release, it still uses the same reload animation as the M1911 and the CZ 75, which have their magazine releases behind the trigger. It is modeled with an adjustable rear sight, which is only found on the civilian version. A pair of Makarovs make up the second weapon tier of Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File: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;
[[File:CODBO Makarov (1).jpg|thumb|none|600px|Drawing the Makarov PM; the second half of the same animation shown earlier on the M1911.]]&lt;br /&gt;
[[File:CODBO Makarov (2).jpg|thumb|none|600px|Holding the Makarov.]]&lt;br /&gt;
[[File:CODBO Makarov (3).jpg|thumb|none|600px|Aiming with the adjustable IJ-70-style rear sight, which is actually from the 1990s.]]&lt;br /&gt;
[[File:CODBO Makarov (4).jpg|thumb|none|600px|Reloading. Note that the bullets in the magazine are obviously just a texture put on the side of the mag.]]&lt;br /&gt;
[[File:CODBO Makarov (5).jpg|thumb|none|600px|Double the Makarovs.]]&lt;br /&gt;
[[File:CODBO Makarov (6).jpg|thumb|none|600px|Reloading the two Makarovs.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33(*)==&lt;br /&gt;
Capt. Viktor Reznov uses a [[Tokarev TT-33]] and flashlight to clear the ship in the World War II mission &amp;quot;Project Nova.&amp;quot; Kravchenko uses a TT-33 to execute German POWs in the same mission. British commandos that later appear during the same mission also nonsensically draw one if knocked into Last Stand (instead of it, they could have used a much more suitable M1911, which is already in the game).&lt;br /&gt;
&lt;br /&gt;
[[File:TT-33-Wartime.jpg|thumb|none|350px|Tokarev TT-33 - 7.62x25mm Tokarev. Pre-1947 version. Tula Arsenal (Soviet Union) Note CCCP printing around the star on the plastic grips.]]&lt;br /&gt;
[[File:CODBO TT-33 (1).jpg|thumb|none|600px|The Tokarev TT-33/flashlight combo in idle.]]&lt;br /&gt;
[[File:CODBO TT-33 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CODBO TT-33 (3).jpg|thumb|none|600px|Dropping a magazine while holding the flashlight with the left hand.]]&lt;br /&gt;
[[File:CODBO TT-33 (4).jpg|thumb|none|600px|About to thumb the slide release on an empty reload.]]&lt;br /&gt;
[[File:CODBO TT-33 (5).jpg|thumb|none|600px|Kravchenko executes prisoners with a TT. He kills the last one with a knife after running out of ammo, probably because the third-person model doesn't show the slide lock back or the slide stop was frozen in place. Note the guard behind him dual wielding a PPSh and a Mosin M38 sniper rifle as if the latter has a pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P38(*)==&lt;br /&gt;
At the end of the first part of the World War II flashback mission &amp;quot;Project Nova,&amp;quot; Dr. Friedrich Steiner waits for the Soviet troops with a [[Walther P38]] drawn, after using it to dispatch his own guards. In the following sequence, he holds a Mosin-Nagant M38 carbine with the P38 model still erroneously present in his hand. This is the only place where the Walther P38 is seen.&lt;br /&gt;
&lt;br /&gt;
[[File:P38Black.jpg|thumb|none|350px|Walther P38 WWII dated with black grips - 9x19mm]]&lt;br /&gt;
[[File:CODBO P38.jpg|thumb|none|600px|The Walther P38 is in the right hand of Steiner.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Many of the submachine guns lack a buttstock by default, and gain one when the &amp;quot;Grip&amp;quot; attachment is used in multiplayer. This will also change the first draw animation, with the user unfolding the stock.&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K (#0001)==&lt;br /&gt;
An early [[Heckler &amp;amp; Koch MP5K]] is featured in the game, with a threaded barrel, the special wooden foregrip unique to serial number 0001, and using waffle pattern magazines. It is the fifth weapon tier in Gun Game. Its appearance is anachronistic: it appears in &amp;quot;Executive Order&amp;quot;, a level set in 1963, while in reality the HK54 prototype of the MP5 was developed in 1964, and the [[H&amp;amp;K MP5]] did not enter service until 1966. The first MP5K variant, depicted in the game, was not developed until 1976. &lt;br /&gt;
&lt;br /&gt;
A less anachronistic choice could have been the above full-length HK54 (1964). A more period-accurate choice for a contemporary compact German SMG could have been the [[Walther MPK]] (1963).&lt;br /&gt;
&lt;br /&gt;
[[File:MP5Kprototype.JPG|thumb|none|400px|Heckler &amp;amp; Koch MP5K serial number 0001 with 15-round &amp;quot;waffle&amp;quot; magazine - 9x19mm. Note wooden foregrip unique to this weapon.]]&lt;br /&gt;
[[File:CODBO MP5K (1).jpg|thumb|none|600px|Drawing the MP5K.]]&lt;br /&gt;
[[File:CODBO MP5K (2).jpg|thumb|none|600px|The MP5K being held.]]&lt;br /&gt;
[[File:CODBO MP5K (3).jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:CODBO MP5K (4).jpg|thumb|none|600px|Pulling back the charging handle...]]&lt;br /&gt;
[[File:CODBO MP5K (5).jpg|thumb|none|600px|...inserting new magazine...]]&lt;br /&gt;
[[File:CODBO MP5K (6).jpg|thumb|none|600px|...and slapping the handle forwards.]]&lt;br /&gt;
[[File:CODBO-MP5K-FPV.jpg|thumb|none|600px|An MP5K with an Elbit Falcon red dot sight (the &amp;quot;Red Dot Sight&amp;quot; attachment of ''Black Ops'') attached via standard HK claw type mount in &amp;quot;Executive Order&amp;quot;. The Elbit Falcon gunsight is anachronistic as it was produced in the 1980s in reality.]]&lt;br /&gt;
[[File:Bomp5s.jpg|thumb|none|600px|Aiming down the red dot sight.]]&lt;br /&gt;
[[File:CODBO-SMG.jpg|thumb|none|600px|Pre-release footage of the same MP5K prototype as shown above, but with part of the vertical foregrip missing for unknown reasons, giving it an appearance similar to the H&amp;amp;K [[UMP]]. In the final game, Woods' MP5K appropriately has the foregrip.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] with olive drab furniture is one of the available SMGs in-game. By default, it lacks the underfolding stock, but can equip one in multiplayer. It is one of the few historically accurate weapons in the game as the Uzi was actually used by S.O.G. recon teams during the Vietnam War.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi.jpg|thumb|none|400px|IMI Uzi - 9x19mm]]&lt;br /&gt;
[[File:CODBO Uzi (1).jpg|thumb|none|600px|Drawing the Uzi, attaching any sort of sight makes the hand clip through the said sight.]]&lt;br /&gt;
[[File:CODBO Uzi (2).jpg|thumb|none|600px|The Uzi in idle.]]&lt;br /&gt;
[[File:CODBO Uzi (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO Uzi (4).jpg|thumb|none|600px|Reloading. Note the magazine is slightly shorter than normal. The markings at the rear label the gun as &amp;quot;IZI&amp;quot; and the manufacturer as IWI. The latter is an anachronism, as IWI was established in 2005 (&amp;quot;IMI&amp;quot; should have been written instead). Other markings include &amp;quot;semi auto&amp;quot; and &amp;quot;MODEL B&amp;quot;, and the fire selector has &amp;quot;A-F-S&amp;quot; markings; these indicate that the weapon is a civilian model converted to full-auto.]]&lt;br /&gt;
[[File:CODBO Uzi (5).jpg|thumb|none|600px|Racking the charging handle to finish the empty reload.]]&lt;br /&gt;
[[File:CODBO Uzi (7).jpg|thumb|none|600px|Unfolding the stock when the &amp;quot;Grip&amp;quot; is equipped. The extended mag is also present.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11==&lt;br /&gt;
The [[MAC-11]] is available in the game. It lacks its telescoping stock by default, but can receive one via the Grip and Dual-Wield attachments (though using the latter would remain unfolded). It can be found in the campaign level &amp;quot;Redemption&amp;quot; and is the player's secondary weapon in that level as well. Its appearance is also anachronistic as it was not developed until 1972; the MAC-11's predecessor, the [[MAC-10]], would be more period appropriate, since it was developed in 1964 and actually used during the Vietnam War (albeit not put into service until 1970).&lt;br /&gt;
&lt;br /&gt;
[[File:Mac m11 9k.jpg|thumb|none|300px|MAC-11 - .380 ACP]]&lt;br /&gt;
[[File:CODBO M11 (1).jpg|thumb|none|600px|The MAC-11 in-game. Note the weld seams on the receiver, and charging handle incorrectly being forward; the MAC is an open-bolt weapon. The player character opts to use it with just one hand, which may not be the wisest choice.]]&lt;br /&gt;
[[File:CODBO M11 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO M11 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO M11 (4).jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:CODBO M11 (5).jpg|thumb|none|600px|Dual-wielding MAC-11s. Though MAC-11s without the Grip attachment have the stock removed completely, dual wielded MACs have the stock in a collapsed position.]]&lt;br /&gt;
[[File:CODBO M11 (6).jpg|thumb|none|600px|MAC-11, now with its telescoping stock.]]&lt;br /&gt;
[[File:CODBO M11 (7).jpg|thumb|none|600px|Reloading a MAC-11 with the stock and extended mag. The extended magazine model is bugged and never moves during the animation.]]&lt;br /&gt;
[[File:BlackOps-MAC11-1.jpg|thumb|none|600px|A suppressed MAC-11 on a promotional artwork.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson(*)==&lt;br /&gt;
The [[Thompson M1A1]] fitted with a Cutts compensator is available in zombie mode for 1200 points in the zombie maps Nacht der Untoten, Verrückt, Shi No Numa and Der Riese, with a magazine capacity of 20 rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:Soldierwolf,20070107412.jpg|thumb|none|500px|M1A1 Thompson with 20-round magazine and Cutts compensator - .45 ACP]]&lt;br /&gt;
[[File:CODBOM1A1.jpg|thumb|none|600px|The Thompson in Zombies.]]&lt;br /&gt;
[[File:CODBOM1A1-1.jpg|thumb|none|600px|View down the &amp;quot;V&amp;quot; notch of the iron sights.]]&lt;br /&gt;
[[File:CODBO M1A1 (3).jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:CODBOM1A1-2.jpg|thumb|none|600px|Pulling the bolt back, which is not recommended on an open-bolt weapon with the finger still on the trigger.]]&lt;br /&gt;
&lt;br /&gt;
==MP40(*)==&lt;br /&gt;
The [[MP40]] is available for purchasing for 1,000 points in the Zombies maps &amp;quot;Kino der Toten,&amp;quot; &amp;quot;Verrückt,&amp;quot; &amp;quot;Shi No Numa,&amp;quot; &amp;quot;Der Riese&amp;quot; and &amp;quot;Call of the Dead.&amp;quot; It is also used by the Germans in the World War II flashback mission &amp;quot;Project Nova&amp;quot;. The MP40 in Zombies mode has a blued finish.&lt;br /&gt;
&lt;br /&gt;
[[File:MP40Side.jpg|thumb|none|500px|MP40 - 9x19mm]]&lt;br /&gt;
[[File:CODBO MP40 (2).jpg|thumb|none|600px|The MP40 in &amp;quot;Project Nova.&amp;quot;]]&lt;br /&gt;
[[File:CODBO MP40 (3).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:CODBO MP40 (4).jpg|thumb|none|600px|Reloading the SMG.]]&lt;br /&gt;
[[File:CODBO MP40 (1).jpg|thumb|none|600px|Pulling the bolt handle.]]&lt;br /&gt;
[[File:CODBO MP40 (5).jpg|thumb|none|600px|A not-frosty MP40 in &amp;quot;Kino der Toten.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==OTs-02 Kiparis==&lt;br /&gt;
The KBP Instrument Design Bureau [[OTs-02 Kiparis]] is an available submachine gun in-game. Its wire stock is removed by default, but is added back with the &amp;quot;Grip&amp;quot; attachment, like other submachine guns in the game. The final &amp;quot;classified&amp;quot; submachine gun unlocked in multiplayer (requiring all other submachine guns to be unlocked), it has a high rate of fire and tight hipfire spread, but has high recoil, low damage. It uses short 20 round magazines by default, and uses longer 30-rounders when Extended Mags is used. It appears in the hands of Spetsnaz operatives in the campaign and can be dual-wielded by the player.&lt;br /&gt;
&lt;br /&gt;
The Kiparis was designed in 1976, making it another anachronistic weapon. A similar looking and more adequate gun could have been the Soviet experimental Kalashnikov SMG (1947) or TKB-486 (1955).&lt;br /&gt;
&lt;br /&gt;
[[File:Kiparis1.jpg|thumb|none|500px|OTs-02 Kiparis with suppressor and LAM - 9x18mm Makarov]]&lt;br /&gt;
[[File:CODBO Kiparis (1).jpg|thumb|none|600px|Holding the Kiparis.]]&lt;br /&gt;
[[File:CODBO Kiparis (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO Kiparis (3).jpg|thumb|none|600px|Inserting a magazine.]]&lt;br /&gt;
[[File:CODBO Kiparis (4).jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
[[File:CODBO Kiparis (5).jpg|thumb|none|600px|Dual OTs-02 Kiparis submachine guns.]]&lt;br /&gt;
[[File:CODBO Kiparis (6).jpg|thumb|none|600px|Unfolding the Kiparis equipped with a stock.]]&lt;br /&gt;
[[File:BlackOps 2010-11-14 17-44-03-61.jpg|thumb|none|600px|A Kiparis with reflex sight during the mission &amp;quot;Numbers&amp;quot;. The reflex sight is based on the extremely rare Aimpoint Electronic (or Aimpoint MarkII), touted to be the first ever mass produced red dot sight. It is anachronistic as it was introduced in 1975.]]&lt;br /&gt;
[[File:BLACKOPS-OTS02.jpg|thumb|none|600px|A multiplayer character inserts a 30-round magazine into his gold plated OTs-02 Kiparis.]]&lt;br /&gt;
&lt;br /&gt;
==PM-63 RAK==&lt;br /&gt;
A [[PM-63 RAK]] is another available SMG. It uses 20 round magazines by default, and uses 30 round ones with Extended Mags (instead of the 15 and 25 round capacity in reality). The weapon gains its retractable stock when the Grip attachment is used. It appears in a level set in 1963, what can be conditionally considered historically correct, since the PM-63 was developed in 1956-1962 and introduced in 1963, although mass production did not start until the 1964. It is accurate for the rest of the game's time frame. A similar looking and more accurate submachine gun could have been the 7.62x25mm version of the Czech [[Sa.25]] SMG (1948), or, for a more exotic choice, the Soviet experimental Rukavishnikov SMG (1942).&lt;br /&gt;
&lt;br /&gt;
[[File:PM63.JPG|none|thumb|400px|PM-63 RAK - 9x18mm]]&lt;br /&gt;
[[File:CODBO PM-63 (1).jpg|thumb|none|600px|Drawing the weapon.]]&lt;br /&gt;
[[File:CODBO PM-63 (2).jpg|thumb|none|600px|Holding a PM-63.]]&lt;br /&gt;
[[File:CODBO PM-63 (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO PM-63 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO PM-63 (5).jpg|thumb|none|600px|Dual PM-63s. The front grips are folded down.]]&lt;br /&gt;
[[File:CODBO PM-63 (6).jpg|thumb|none|600px|Pulling out the retractable stock. This PM-63 also has the extended magazine.]]&lt;br /&gt;
[[File:CODBO PM-63 (7).jpg|thumb|none|600px|Holding the stocked PM-63.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41(*)==&lt;br /&gt;
The Russian soldiers, including Capt. Viktor Reznov and Pvt. Dimitri Petrenko, use the [[PPSh-41]] in the World War II flashback mission &amp;quot;Project Nova.&amp;quot; Since it is the same model, the PPSh-41 in Black Ops uses 35-round box-magazines like in ''[[Call of Duty: World at War]]'''s multiplayer mode.&lt;br /&gt;
&lt;br /&gt;
[[File:Ppsh41.jpg|thumb|none|500px|Soviet PPSh-41 Submachine Gun with 35 round stick magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:CODBO PPSh-41 (2).jpg|thumb|none|600px|The PPSh-41 in &amp;quot;Project Nova.&amp;quot;]]&lt;br /&gt;
[[File:CODBO PPSh-41 (3).jpg|thumb|none|600px|Aiming the PPSh.]]&lt;br /&gt;
[[File:CODBO PPSh-41 (4).jpg|thumb|none|600px|Reloading a 35-round stick magazine.]]&lt;br /&gt;
[[File:CODBO PPSh-41 (1).jpg|thumb|none|600px|Pulling the bolt.]]&lt;br /&gt;
[[File:CODBO PPSh-41 (5).jpg|thumb|none|600px|The PPSh-41 on Pvt. Gerasimov's back and also in Viktor Reznov's hands. Note the inaccurate proportions of the weapon, denoting that it is World at War's PPSh model.]]&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] is available in-game. It is depicted without its folding stock, but the unlockable Grip attachment adds and folds out the stock. It uses 20-round magazines, which increases to 30 with Extended Mags. It retains its 2-hit kill ability at close range from its ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'' counterpart, though it has a slightly altered bolt-racking animation on an empty reload. A pair of Vz. 61s makes up the sixth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
It first appears in 1961 segment during the mission &amp;quot;Operation 40&amp;quot;; while the vz. 61 was first made in 1961, it was not produced en masse until 1963, and there is no evidence of its use by Cuban forces at that time. The correct choice would be a [[Sa 23]], another compact Czech SMG, which was actually used by Cubans during the Bay of Pigs Invasion. The Skorpion is accurate for the rest of the game, including its use by the Viet Cong.&lt;br /&gt;
&lt;br /&gt;
[[File:CZ Vz.61.jpg|thumb|none|350px|Sa vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:CODBO Vz61 (1).jpg|thumb|none|600px|Drawing the Skorpion.]]&lt;br /&gt;
[[File:CODBO Vz61 (2).jpg|thumb|none|600px|Holding a Vz.61.]]&lt;br /&gt;
[[File:CODBO Vz61 (3).jpg|thumb|none|600px|Aiming down the rather small sights of the Vz. 61.]]&lt;br /&gt;
[[File:CODBO Vz61 (4).jpg|thumb|none|600px|Reloading the Skorpion.]]&lt;br /&gt;
[[File:CODBO Vz61 (5).jpg|thumb|none|600px|Racking the bolt, though the ejection port shows the bolt never moves.]]&lt;br /&gt;
[[File:CODBO Vz61 (6).jpg|thumb|none|600px|The Skorpion with a suppressor and its folding stock.]]&lt;br /&gt;
[[File:CODBO Vz61 (7).jpg|thumb|none|600px|Dual Vz. 61s, [[Goldeneye_007#Sa._Vz.61_Skorpion|Goldeneye style]].]]&lt;br /&gt;
[[File:CODBO Vz61 (8).jpg|thumb|none|600px|Tossing out spent magazines.]]&lt;br /&gt;
&lt;br /&gt;
==SITES Spectre M4==&lt;br /&gt;
The Italian [[Spectre M4]] is one of the available SMGs under the name &amp;quot;Spectre&amp;quot;, and has a 30-round capacity (increasing to 45 with extended mags). Its folding stock is absent by default, but is added when the &amp;quot;Grip&amp;quot; attachment is used in multiplayer. Its appearance is anachronistic, since it was not developed until the 1980s. More correct choices could have been the [[Franchi LF-57]] (1956) or the more similar looking [[Beretta M12|Beretta Model 12]] (1959), which saw use by American forces during the Tet Offensive in 1968.&lt;br /&gt;
&lt;br /&gt;
[[File:Sites Spectre.jpg|thumb|none|400px|Spectre M4 - 9x19mm]]&lt;br /&gt;
[[File:CODBO Spectre M4 (1).jpg|thumb|none|600px|A player character holds a Spectre M4.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (3).jpg|thumb|none|600px|Reloading the weapon.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (5).jpg|thumb|none|600px|Inserting a 45-round extended mag. Note that the magazine well is visibly modeled as a solid block.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (4).jpg|thumb|none|600px|Pulling back the bolt.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (6).jpg|thumb|none|600px|Unfolding the folding stock in the draw animation when the stock is equipped.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (7).jpg|thumb|none|600px|Holding the Spectre M4 with the stock, and also a suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk II(*)==&lt;br /&gt;
The [[Sten Mk II]] is carried by British commandos in the World War II flashback mission &amp;quot;Project Nova&amp;quot;, and is usable by the player.&lt;br /&gt;
&lt;br /&gt;
[[File:Sten.jpg|thumb|none|500px|Sten Mk II - 9x19mm]]&lt;br /&gt;
[[File:CODBO Sten (1).jpg|thumb|none|600px|The Sten in first person. As with most entries in the series, it is improperly held by the magazine.]]&lt;br /&gt;
[[File:CODBO Sten (2).jpg|thumb|none|600px|Looking through the weapon's rather simple iron sights. Like the [[Type 100 submachine gun|Type 100]], it is held at a slightly canted angle due to sharing the latter's animations.]]&lt;br /&gt;
[[File:CODBO Sten (3).jpg|thumb|none|600px|Reloading the Sten, with the uncharacteristically helpful aid of an empty magazine, also like the Type 100.]]&lt;br /&gt;
[[File:CODBO Sten (4).jpg|thumb|none|600px|Charging the SMG.]]&lt;br /&gt;
[[File:CODBO Sten (5).jpg|thumb|none|600px|British commandos with Sten Mk. II submachine guns. Note that, as a result of animation recycling, the man in the front of the shot isn't really &amp;quot;holding&amp;quot; his Sten ''per se''; instead, he seems to be supporting it with a grand total of about 3 fingers. The bolt is also incorrectly closed, on a side note.]]&lt;br /&gt;
[[File:CODBO Sten (6).jpg|thumb|none|600px|A Sten Mk II on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Type 100(*)==&lt;br /&gt;
The [[Type 100 submachine gun|Type 100]] appears in Shi No Numa and Der Riese for 1000 points.&lt;br /&gt;
&lt;br /&gt;
[[File:Type100 1944.jpg|thumb|none|500px|Arisaka Type 100 submachine gun (1944 - 1945 model) with magazine removed - 8x22mm Nambu]]&lt;br /&gt;
[[File:CODBO Type100 (1).jpg|thumb|none|600px|Holding the Type 100.]]&lt;br /&gt;
[[File:CODBO Type100 (2).jpg|thumb|none|600px|Aiming down sights. Note the rear sight appears to have been updated with white dots.]]&lt;br /&gt;
[[File:CODBO Type100 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO Type100 (4).jpg|thumb|none|600px|Pulling the bolt handle as Nikolai's wadded sleeves conspire to block out everything in the image.]]&lt;br /&gt;
&lt;br /&gt;
==Walther MPL==&lt;br /&gt;
The [[Walther MPL]] is one of the available SMGs, with a 32-round magazine. It can also be purchased off the wall in Zombies mode, where it incorrectly holds 24 rounds. It lacks a stock by default, but gets its wireframe folding stock when the &amp;quot;Grip&amp;quot; attachment is used. Despite being one of the few period-appropriate guns (1963), the MPL is not available in the single player campaign, and appears only in the multiplayer and Zombies modes.&lt;br /&gt;
&lt;br /&gt;
[[File:Walther mpl 1.jpg|thumb|none|450px|Walther MPL with stock extended - 9x19mm]]&lt;br /&gt;
[[File:CODBO MPL (1).jpg|thumb|none|600px|Drawing the MPL.]]&lt;br /&gt;
[[File:CODBO MPL (2).jpg|thumb|none|600px|The weapon in idle.]]&lt;br /&gt;
[[File:CODBO MPL (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO MPL (4).jpg|thumb|none|600px|The Walther MPL being reloaded.]]&lt;br /&gt;
[[File:CODBO MPL (5).jpg|thumb|none|600px|Pulling the bolt handle.]]&lt;br /&gt;
[[File:CODBO MPL (6).jpg|thumb|none|600px|The alternate draw animation when the weapon is equipped with the &amp;quot;Grip&amp;quot; attachment, which unfolds the &amp;quot;Grip&amp;quot;.]]&lt;br /&gt;
[[File:BLACKOPS-MPL-1.jpg|thumb|none|600px|An MPL with Elbit Falcon red dot sight and red camo. Note the HK claw mount.]]&lt;br /&gt;
&lt;br /&gt;
=Assault/Battle Rifles= &lt;br /&gt;
==AK Hybrid==&lt;br /&gt;
The weapon referred to as the &amp;quot;AK47&amp;quot; in-game is in fact a composite of several different AK variants. The main receiver of the rifle appears to be taken from an [[AKS-74]] (which is anachronistic, since it didn't see service until the very late 70s), along with an early 5.45x39mm steel magazine. The model has however been modified with other parts (possibly to make it more closely resemble the time period appropriate [[AK-47]] or [[AKM]] variants), including an AKM style front sight block and gas block, a Type 2 AK-47 wooden stock with a metal ferrule (which is actually a part of the receiver, not the stock), and a Type 3 AK-47 receiver-mounted rear sling loop. The handguard and grip resemble those from an ATI GSG AK47 .22LR rifle.&lt;br /&gt;
&lt;br /&gt;
In the singleplayer campaign, the Soviets and North Vietnamese Army use the hybrid AK with a variety of accessories. In both singleplayer and multiplayer, the Extended Mag attachment gives the AK an [[RPK-74]] magazine.&lt;br /&gt;
&lt;br /&gt;
[[File:Aks-74.jpg|thumb|none|500px|AKS-74 - 5.45x39mm. Image used to show the receiver.]]&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|500px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:AK-47 type II Part DM.jpg|thumb|none|500px|Type II AK-47 - 7.62x39mm. Image used to show the handguard and stock.]]&lt;br /&gt;
[[File:Ak74p.jpg|thumb|none|500px|Prototype AK-74 - 5.45x39mm. Image used to show the steel 5.45x39mm magazine.]]&lt;br /&gt;
[[File:CODBO AK-47 (1).jpg|thumb|none|600px|The AK in idle.]]&lt;br /&gt;
[[File:CODBO AK-47 (2).jpg|thumb|none|600px|Aiming down the hybrid AK's sights.]]&lt;br /&gt;
[[File:CODBO AK-47 (3).jpg|thumb|none|600px|Reloading; note the ATI GSG handguard lacking vent holes, which would probably cause overheating issues on a real AK, and an empty magazine being inserted. Also visible in this shot is the protrusion at the front of the receiver below the pair of rivets for the barrel trunion which is used to retain the AKS-74 stock in the folded position.]]&lt;br /&gt;
[[File:CODBO AK-47 (4).jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:BlackOps 2010-11-10 21-24-02-22.jpg|thumb|none|600px|An on-screen blip for picking up a dropped AK with the &amp;quot;Dual Mag&amp;quot; attachment, which consists of two magazines jungle-taped together, and speeds up the process of reloading. The player's own AK is equipped with a PK-AV scope, which serves as the &amp;quot;ACOG Scope&amp;quot; attachment for the AK-type and AK-like weapons in multiplayer, including the RPK, AKS-74U, Galil, and the SVD.]]&lt;br /&gt;
[[File:BlackOps 2010-11-14 17-09-41-46.jpg|thumb|none|600px|The hybrid AK with a 45-round RPK-74 magazine. Note the button at the rear of the receiver, which is used to fold the stock on the original AKS-74 rifle, along with the Type 3 AK-47-style sling loop fitted to the receiver just ahead of it.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] appears with the same &amp;quot;AK-74u&amp;quot; name used for the JG Beta-F Airsoft gun in ''[[Call of Duty 4: Modern Warfare]]'' and the same erroneous designation as a submachine gun; this one, however, is an actual AKS-74U, albeit depicted with a slightly longer barrel and gas tube. It has a black handguard, steel magazines, and no stock. An AKS-74U appears as the seventh weapon tier in Gun Game. Equipping a foregrip or the BS-1 grenade launcher alters the first draw animation to not dramatically chamber the first round.&lt;br /&gt;
&lt;br /&gt;
It is anachronistic to Black Ops, as it was not developed until 1979 (the full size variant, the AK-74, didn't enter service until 1974). A more accurate option would have been the Hungarian [[AMD-65]] carbine (1965), which was used as a compact weapon for Warsaw Pact vehicle crews.&lt;br /&gt;
&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:CODBO AKS-74U (1).jpg|thumb|none|600px|The AKS-74U in idle.]]&lt;br /&gt;
[[File:CODBO AKS-74U (2).jpg|thumb|none|600px|Looking through the sights.]]&lt;br /&gt;
[[File:CODBO AKS-74U (3).jpg|thumb|none|600px|Reloading. Note the odd shape of the gas tube/top handguard.]]&lt;br /&gt;
[[File:CODBO AKS-74U (4).jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Colt USAF M16 (Colt Model 604)==&lt;br /&gt;
The USAF variant of the original [[M16]] is available in the game, and can be identified by its M16E1 partial magazine fence lower and lack of forward assist. Its default 20-round magazine holds 30 rounds in gameplay, and the 30-round mag only appears with the Extended Mags attachment and holds 45 rounds (the same situation occurs with the &amp;quot;Commando&amp;quot; below).&lt;br /&gt;
&lt;br /&gt;
It is correctly depicted as firing fully-automatic in single player, but incorrectly uses a three-round burst fire mode in multiplayer and Zombie mode. Treyarch developer Josh Olin has stated that it was &amp;quot;an early prototype&amp;quot;, although the first variant that was capable of burst fire was the Model 605B (essentially a shorter barreled M16 with a four position selector switch tested in 1964) was fitted with a forward assist, unlike the weapon in game which also appears to have a standard weight barrel.&lt;br /&gt;
&lt;br /&gt;
When the M16 is mounted with optics, its carry handle, front sight and gas block are removed, which would prevent the gun from firing automatically. The shooter would have to manually rack the bolt to load the next round into the chamber, effectively making the gun a bolt action. This same goof was previously seen on the M16 and M4A1 in ''Call of Duty 4: Modern Warfare'' and ''Modern Warfare 2'', and can also be seen on the &amp;quot;Commando&amp;quot; in this game. Pre-release footage however, showed that the front sight was originally not removed when optics are mounted.&lt;br /&gt;
&lt;br /&gt;
Upgrading the M16 with the Pack-A-Punch machine in zombie mode turns it into the &amp;quot;Skullcrusher,&amp;quot; which fires laser-like rounds and mounts an [[M203 grenade launcher]]. Both the M16 and the M203 keep their normal ammunition count. An M16 appears as the ninth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:USAF Colt Model 604.jpg|thumb|none|500px|USAF M16 (Colt Model 604) - 5.56x45mm. This is an early model as indicated by its M16E1 type partial magazine fence lower.]]&lt;br /&gt;
[[File:CODBO M16 (1).jpg|thumb|none|600px|Drawing the M16.]]&lt;br /&gt;
[[File:CODBO M16 (2).jpg|thumb|none|600px|An M16 in idle.]]&lt;br /&gt;
[[File:CODBO M16 (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO M16 (4).jpg|thumb|none|600px|Reloading. Note the 20-round mag.]]&lt;br /&gt;
[[File:CODBO M16 (5).jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:CODBO M16 (6).jpg|thumb|none|600px|Reloading a 30-round-sized-45-round magazine.]]&lt;br /&gt;
[[File:M16 CoDBO SlabSide.jpg|thumb|none|600px|Carlos throws Mason an M16. Visible in this shot is the partial fence lower and lack of forward assist which identifies this as a Colt Model 604. Another thing to point out is the unusual length of the M203's barrel. A standard barrel length of an M203 is 12 inches (305mm) and usually the tip of the M203 runs parallel to the Bayonet lug of the M16. This might be due to the M16 being modeled smaller in 3rd person.]] &lt;br /&gt;
[[File:Shot0119.jpg|thumb|none|600px|Frank Woods with his M16. Note that the 3rd person model for the M16 is smaller than its real life counterpart.]]&lt;br /&gt;
[[File:BLOPS M16 misc1.jpg|thumb|600px|none|Mason gets ready to start blasting with his M16. The charging handle is not fully seated for some reason.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Commando&amp;quot;==&lt;br /&gt;
The weapon referred to in-game as the &amp;quot;Commando&amp;quot; appears to most closely resemble a [[GAU-5A/A]] with a fictional flat-topped receiver; the name likely refers to the Colt Commando series (a series of early AR-15 carbines made during the Vietnam War) which the GAU-5A/A is related to.&lt;br /&gt;
&lt;br /&gt;
It is fitted with a flash hider in place of the moderator, a configuration which was actually used by the US Air Force. Although the flat top appears to consist of a chopped off carry handle with bolted on rail, something that was actually done in the 80s by Olympic Arms and some other manufacturers before the introduction of actual flat-topped receivers by Colt, this setup would still be anachronistic for the time depicted period in this game (along with being a configuration never used by the US military). The concept of a scope rail fitted directly to the receiver in place of the carry handle is not completely anachronistic though, as the Rock Island Arsenal did an experiment with an AR-15 fitted with an integral Weaver scope rail known as the Model 656; however, the details of the design are significantly different, and the presence of a rail mounted Troy Battle Sight on the weapon can be considered anachronistic.&lt;br /&gt;
&lt;br /&gt;
Like the M16, the weapon by default uses 20-round magazines that hold 30 rounds in gameplay, and equipping the Extended Mags attachment gives it curved 30-round magazines that hold 45 rounds. Early screenshots and footage showed the straight magazine being modeled unusually long, as if it were stretched or partly falling out, but the final game has it at its proper length. &lt;br /&gt;
&lt;br /&gt;
Upgrading the &amp;quot;Commando&amp;quot; with the Pack-A-Punch machine in zombie mode turns it into the &amp;quot;Predator&amp;quot; (a reference to the [[Arnold Schwarzenegger|Schwarzenegger]] movie ''[[Predator]]''. ''[[Commando]]'' is also the name of another movie in which Schwarzenegger starred, hence the reference). The &amp;quot;Predator&amp;quot; fires laser-like rounds and has a forty-round magazine instead of thirty.&lt;br /&gt;
&lt;br /&gt;
Like the M16, mounting optics will remove the front sight and the gas block, which would realistically prevent the gun from firing automatically. This is only the case for the 1st person model however, with the 3rd person model correctly retaining the front sight and gas block.&lt;br /&gt;
&lt;br /&gt;
[[File:GAU-5AA with A1 flash hider.jpg|thumb|none|500px|GAU-5A/A with birdcage flash hider in place of the standard moderator - 5.56x45mm]]&lt;br /&gt;
[[File:CODBO Commando (1).jpg|thumb|none|600px|&amp;quot;Commando&amp;quot; in idle. Note the sling wrapped around the weapon and wedged behind the bolt release button; this would only be possible with the bolt locked open, meaning that the bolt would be permanently locked to the rear, rendering the weapon totally inoperable.]]&lt;br /&gt;
[[File:CODBO Commando (2).jpg|thumb|none|600px|Iron sights, which are rail-mounted Troy Battle Sights, similar to MW2. These sights are used on several other weapons. Interestingly, the Troy Battle Sight's model has improved from MW2, being depicted with more true to life knobs. These sights are however anachronistic to the setting, and the rear sight is also mounted backwards.]]&lt;br /&gt;
[[File:CODBO Commando (3).jpg|thumb|none|600px|Reloading the Commando. Note the lack of auto sear pin.]]&lt;br /&gt;
[[File:CODBO Commando (4).jpg|thumb|none|600px|Slapping the bolt release button.]]&lt;br /&gt;
[[File:CODBO Commando (5).jpg|thumb|none|600px|Reloading a Commando with several attachments, including dual mags.]]&lt;br /&gt;
[[File:Snapshot20100809133031.jpg|thumb|none|600px|Pre-release footage of a suppressed Commando with Elbit Falcon sight. Note the clan tag engraved on the charging handle. Also note that unlike in the final game, the front sight is shortened but still present.]]&lt;br /&gt;
[[File:CODBOAR-15a.jpg|thumb|none|600px|Frank Woods with his Commando and early Colt Scope. Note the early modeling mistake of the magazine.]]&lt;br /&gt;
[[File:CODBOAR15.JPG|thumb|none|600px|Promotional image showing the Commando. Note the Colt scope and the solid flash hider. The Colt Scope appears in BO1 as one of the many models for the &amp;quot;ACOG Scope&amp;quot; attachment (none of which being the Trijicon ACOG, which would be an anachronism).]]&lt;br /&gt;
&lt;br /&gt;
==Enfield XL60==&lt;br /&gt;
The [[Enfield L85 rifle series#XL64E5 IW|Enfield XL60]] is one the assault rifles available in the game, under the name &amp;quot;Enfield&amp;quot;. Hudson carries an Enfield fitted with an infrared scope and a Masterkey under-barrel shotgun during the singleplayer mission &amp;quot;Rebirth.&amp;quot; The Enfield is anachronistic as it was introduced after June 14, 1976; the presence of the [[Enfield EM-2]] ''Mamba'' (1951) would be more accurate (though it would extremely scarce, however). The ammo name for the Enfield XL60 in the game files is 7x43mm, which is the metric size of the .280 British caliber that was actually tested on the EM-2, but not on the XL60, which was chambered in 4.85x49mm.&lt;br /&gt;
&lt;br /&gt;
[[File:EnfieldXL64.jpg|thumb|none|500px|XL64E5 - 4.85x49mm]]&lt;br /&gt;
[[File:CODBO XL64 (1).jpg|thumb|none|600px|Drawing the XL60.]]&lt;br /&gt;
[[File:CODBO XL64 (2).jpg|thumb|none|600px|XL60 in idle.]]&lt;br /&gt;
[[File:CODBO XL64 (3).jpg|thumb|none|600px|Aiming through the iron sights, which are the same anachronistic Troy Battle iron sights as used on some of the other guns.]]&lt;br /&gt;
[[File:CODBO XL64 (4).jpg|thumb|none|600px|Reloading the XL60.]]&lt;br /&gt;
[[File:CODBO XL64 (5).jpg|thumb|none|600px|As in MW2, the &amp;quot;ACOG scope&amp;quot; model for the XL64 is a SUSAT. The SUSAT is also used as the &amp;quot;ACOG Scope&amp;quot; model for the AWM.]]&lt;br /&gt;
[[File:CODBO XL64 (6).jpg|thumb|none|600px|Aiming through the SUSAT.]]&lt;br /&gt;
[[File:Shot009120.jpg|thumb|none|600px|An XL60 on the ground with an IR scope attached.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
A prototype version of the [[FAMAS Valorisé]] appears in several levels, used by both CIA and Spetsnaz troops. Mason carries a FAMAS with multiple attachments in final level, &amp;quot;Redemption&amp;quot;. The FAMAS Valorisé is incredibly anachronistic (even for the game's standards) for the time period the game is set in (the 1960s): not only was the base weapon not developed until 1978, this specific variant didn't come into existence until the early 2000s. A more correct choice could have been the FA-MAS 54B bullpup configuration prototype (1954). A much more period and country-accurate choice for Spetsnaz could have been the one of the many Tula Arms Arsenal Soviet TKB prototypes from the 60s. The default iron sights of the weapon are the anachronistic rail mounted Troy Battle Sights. A FAMAS appears as the tenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
If upgraded with the Pack-A-Punch machine in zombies mode, it will turn into the &amp;quot;G16-GL35&amp;quot; (leet speak for GIGGLES), which fires laser-like rounds, has a forty-five round magazine instead of thirty, and a custom red dot sight. &lt;br /&gt;
&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|500px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm. This prototype can be distinguished from the final variant by the lack of fixed front sight ahead of the scope rail.]]&lt;br /&gt;
[[File:CODBO FAMAS (1).jpg|thumb|none|600px|Holding the FAMAS. Note it has the standard FAMAS bipod, compared to the Valorisé's bent bipod legs.]]&lt;br /&gt;
[[File:CODBO FAMAS (2).jpg|thumb|none|600px|Aiming through the rail-mounted iron sights.]]&lt;br /&gt;
[[File:CODBO FAMAS (3).jpg|thumb|none|600px|Reloading the FAMAS.]]&lt;br /&gt;
[[File:CODBO FAMAS (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==FG 42(*)==&lt;br /&gt;
The [[FG 42]] can be purchased in the Zombies map Der Riese for 1800 points and incorrectly holds 32 rounds instead of 20.&lt;br /&gt;
[[File:FG421stPattern.jpg|thumb|none|500px|First pattern FG 42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODBO FG 42 (1).jpg|thumb|none|600px|Holding the FG42 on Der Riese, near its spawn point.]]&lt;br /&gt;
[[File:CODBO FG 42 (2).jpg|thumb|none|600px|Aiming down sights, which still have a lot of zoom as they did in ''World at War'' outside of its multiplayer mode. The weapon is also visible on the wall here.]]&lt;br /&gt;
[[File:CODBO FG 42 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO FG 42 (4).jpg|thumb|none|600px|Takeo works the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] is seen mostly in the hands of Cuban soldiers and some NVA soldiers in the campaign, despite being the main service rifle of most of the Western powers throughout the Cold War. The rifle is aesthetically period correct, however the wooden furniture and semi-automatic fire mode would suggest that this weapon is more specifically the &amp;quot;G Series&amp;quot; FAL, the civilian version of the FAL which was imported into the US in the 1960s. It has an L1A1 &amp;quot;Hythe&amp;quot; foldable rear sight with the front leaf of the sight absent and only the rear leaf with enlarged aperture being used in game.&lt;br /&gt;
&lt;br /&gt;
It appears to stand in for the so called &amp;quot;Cuban FALs&amp;quot;, a batch of Belgian made FALs which were ordered by the Battista government just before its end. The FALs ended up in the Communist rebels' hands and were eventually used in the Bay of Pigs invasion. The G series were essentially the same as the Cuban rifles but with slight modification. The usage of FALs by the NVA forces meanwhile is historically dubious.&lt;br /&gt;
&lt;br /&gt;
[[File:Fn fal g series.jpg|thumb|none|500px|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO FAL (1).jpg|thumb|none|600px|The FN FAL in idle.]]&lt;br /&gt;
[[File:CODBO FAL (2).jpg|thumb|none|600px|Looking through the &amp;quot;Hythe&amp;quot; sights, the presence of which on Cuban FALs would be historically questionable.]]&lt;br /&gt;
[[File:CODBO FAL (3).jpg|thumb|none|600px|Inserting a new magazine, which is visibly empty.]]&lt;br /&gt;
[[File:CODBO FAL (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CODBO FAL (5).jpg|thumb|none|600px|Reloading the jungle-style dual mags on a FAL with a custom weapon finish.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43(*)==&lt;br /&gt;
The [[Gewehr 43]] costs 600 points in the Zombies maps Verrückt, Shi No Numa, and Der Riese. Holds 10 shots in the magazine.&lt;br /&gt;
&lt;br /&gt;
[[File:K43 nc.jpg|thumb|none|500px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODBO G43 (1).jpg|thumb|none|600px|Holding the G43.]]&lt;br /&gt;
[[File:CODBO G43 (2).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CODBO G43 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO G43 (4).jpg|thumb|none|600px|Inserting a new magazine on empty.]]&lt;br /&gt;
[[File:CODBO G43 (5).jpg|thumb|none|600px|Releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G11 K2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G11|Heckler &amp;amp; Koch G11 K2]] is one of the assault rifles in the game, and is used by Dr. Daniel Clarke in the level &amp;quot;Numbers.&amp;quot; As in real life, it fires in 3-round bursts, at a very high rate of fire with incredible accuracy and close to zero recoil, but suffers from low damage. The magazine is correctly depicted as reciprocating when firing. &lt;br /&gt;
&lt;br /&gt;
The weapon is erroneously depicted with rail mounted iron sights by default (which are in themselves anachronistic Troy Battle Sights); G11s were never designed with iron sights, and instead incorporated a scope (which is an available attachment in-game). In multiplayer, it can be fitted with only two attachments: &amp;quot;Low Power Scope&amp;quot; or &amp;quot;Variable Zoom&amp;quot;. The Low Power Scope is actually based on the actual sight built into the real G11 K2, and replaces the rail assembly. The scope of the Variable Zoom is a rail-mounted sniper scope instead.&lt;br /&gt;
&lt;br /&gt;
Its appearance in the 1960s is anachronistic; the G11 was not fully developed until the late 1980s, and working prototypes were not created until the early 1970s. The particular G11 K2 variant depicted in game was made in 1989. A more appropriate choice of exotic rifle for the era would have been one of the Project SALVO (1951) prototypes, the bullpup SPIW (Special Purpose Individual Weapon) from Project NIBLICK (1960s) or one of the many Tula Arms Arsenal Soviet TKB prototypes from the 60s; though how would a British scientist hiding in Hong Kong procure any of such prototypes is a mystery.&lt;br /&gt;
&lt;br /&gt;
Upgrading the G11K2 with the Pack-A-Punch machine in Zombies mode turns it into a more powerful version called &amp;quot;G115 Generator&amp;quot;; it fires laser-like rounds, but has the normal ammunition capacity.&lt;br /&gt;
&lt;br /&gt;
[[File:G11K2 left.jpg|thumb|none|500px|Heckler &amp;amp; Koch G11 K2 - 4.73x33mm]]&lt;br /&gt;
[[File:CODBO G11K2 (1).jpg|thumb|none|600px|Drawing the G11 shows its cocking animation, which is a full rotation of the charging knob.]]&lt;br /&gt;
[[File:CODBO G11K2 (2).jpg|thumb|none|600px|Holding the default railed G11.]]&lt;br /&gt;
[[File:CODBO G11K2 (3).jpg|thumb|none|600px|Aiming down through the Troy Battle Sights.]]&lt;br /&gt;
[[File:CODBO G11K2 (4).jpg|thumb|none|600px|The G11 with its Low Power Scope.]]&lt;br /&gt;
[[File:CODBO G11K2 (5).jpg|thumb|none|600px|The reticle of the Low Power Scope.]]&lt;br /&gt;
[[File:CODBO G11K2 (6).jpg|thumb|none|600px|Reloading the G11. The player removes the magazine without pressing the release button behind the sight, though given the scarce information of the weapon at the time, it would be somewhat understandable.]]&lt;br /&gt;
[[File:CODBO G11K2 (7).jpg|thumb|none|600px|Inserting a new magazine stick. The two extra mags are never used.]]&lt;br /&gt;
[[File:CODBO G11K2 (8).jpg|thumb|none|600px|Looking at the ''Aurora australis'' with a white, scoped G11 K2.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[IMI Galil ARM]] is available in the game. It has a thirty-five round magazine with a medium rate of fire. The standard rear sight for the Galil is the flip-up tritium night sights instead of the flip peep-sights, raised dramatically to accommodate the camera's point of view. The carry handle is on the wrong side and the handguard is from the Galil AR, which does not have the underside cutout for the bipod, although it appears to still contain it. The ammo name for the Galil in the game files is 7.62x51mm, despite the in-game weapon clearly being the 5.56x45mm version.&lt;br /&gt;
&lt;br /&gt;
Its appearance is anachronistic, as the Galil series of rifles was not developed until the late 1960s, and did not enter service until 1972. A more adequate choice could have been a full auto [[AR-18]] (1962), a somewhat similar-looking rifle that fired the same 5.56 round. Another adequate choice could have been the [[Rk 62]] (also 1962), a Finnish rifle that inspired the Galil but fired the Russian 7.62x39mm round.&lt;br /&gt;
&lt;br /&gt;
Upgrading a Galil with the Pack-A-Punch machine in zombie mode will turn it into the &amp;quot;Lamentation&amp;quot;; fitted with a red dot sight (which has a blue lens and an unusual blue reticle) and a sci-fi camo pattern, it fires laser-like rounds. &lt;br /&gt;
&lt;br /&gt;
[[File:Galil.jpg|thumb|500px|none|IMI Galil ARM - 5.56x45mm]]&lt;br /&gt;
[[File:CODBO Galil (1).jpg|thumb|600px|none|Drawing the Galil. In an inversion of all the other weapons, the Galil is simply brought to hand when first equipped but the character uses the carry handle when re-equipping it from secondary weapons or gadgets.]]&lt;br /&gt;
[[File:CODBO Galil (2).jpg|thumb|600px|none|Holding a Galil ARM.]]&lt;br /&gt;
[[File:CODBO Galil (3)mwstore.jpg|thumb|600px|none|Aiming down the flip-up night sights, though the front sight is a little too high. Note also that one of the rear peep sights has been removed to clear the sight plane, despite that the night sight has also been lengthened enough that this wouldn't be a problem.]]&lt;br /&gt;
[[File:CODBO Galil (4).jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
[[File:CODBO Galil (5).jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:CODBO Galil (6).jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[File:Shot0022222.jpg|thumb|600px|none|Upgraded Galil in Zombies mode. Note the added rail mount mounting the red dot sight.]]&lt;br /&gt;
[[File:Shot002783.jpg|thumb|600px|none|Looking through the red dot sight of the upgraded weapon. Note the unusual reticle.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine(*)==&lt;br /&gt;
The [[M1 Carbine]] can be purchased in zombie mode for 600 points in the maps Nacht der Untoten, Shi No Numa and Der Riese. It is now appropriately called M1 Carbine (unlike in ''World at War'', where it was referred to as the M1A1 folding stock variant).&lt;br /&gt;
&lt;br /&gt;
[[File:M1-Carbine.jpg|thumb|none|500px|WW2 era M1 Carbine with spare magazine pouch - .30 Carbine]]&lt;br /&gt;
[[File:CODBOM1Carbine.jpg|thumb|none|600px|An M1 Carbine in &amp;quot;Nacht der Untoten.&amp;quot;]]&lt;br /&gt;
[[File:CODBOM1Carbine-1.jpg|thumb|none|600px|View down the aperture sights.]]&lt;br /&gt;
[[File:CODBOM1Carbine-2.jpg|thumb|none|600px|Reloading the M1 after seeing off some of the Third Reich's undead.]]&lt;br /&gt;
[[File:CODBOM1Carbine-3.jpg|thumb|none|600px|Chambering a fresh round.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand(*)==&lt;br /&gt;
The [[M1 Garand]] is available for 600 points in the Zombies maps Verrückt and Shi No Numa.&lt;br /&gt;
[[File:M1 Garand.jpg |thumb|none|500px|M1 Garand - .30-06]]&lt;br /&gt;
[[File:CODBO M1 Garand (1).jpg|thumb|none|600px|Holding the Garand.]]&lt;br /&gt;
[[File:CODBO M1 Garand (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO M1 Garand (3).jpg|thumb|none|600px|Reloading the Garand mid-clip.]]&lt;br /&gt;
[[File:CODBO M1 Garand (4).jpg|thumb|none|600px|Inserting a new clip.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14 Rifle]] is one of the assault rifles (correctly, battle rifle) used in-game and also distinguished by its firepower, it is not present in the singleplayer campaign, despite being historically accurate. For some reason, it uses an eight-round magazine in zombie mode despite using a twenty-round one in single-player and multiplayer modes. The magazine change is likely to substitute the M1 Garand in Zombies mode maps present in ''Black Ops'', though it is inferior in some statistics (namely reload time and reserve ammo) when compared to each other.&lt;br /&gt;
&lt;br /&gt;
Various attachments can be fitted: [[M203 grenade launcher]], flamethrower, Colt scope, red dot sight, reflex sight, [[Knight's Armament Masterkey]] shotgun, suppressor, foregrip, IR scope and extended magazine. It is the only weapon in its class that can use the Grip attachment; in turn, it is one of only two weapons that whose models are not modified in any way with the Extended Mags attachment equipped (the other being the M60), and the only mag-fed one of the two. An M14 is used as the eighth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
Though the weapon is semi-automatic only, the in-game model bears a heavy resemblance to the M14E2/M14A1 LMG variation, including its pistol grip and a bipod (albeit one of the same Harris-like design used on the Mk 14 in ''[[Call of Duty: Modern Warfare 2]]'' rather than the E2's normal bipod), with the Grip attachment also taking the form of the E2's folding grip.&lt;br /&gt;
&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|500px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M14E2SAW.jpg|thumb|none|500px|M14E2 Light Machine Gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO M14 (1).jpg|thumb|none|600px|Drawing the M14.]]&lt;br /&gt;
[[File:CODBO M14 (2).jpg|thumb|none|600px|Holding the M14. ]]&lt;br /&gt;
[[File:CODBO M14 (3).jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:CODBO M14 (4).jpg|thumb|none|600px|Reloading. Its reload animations are taken from ''[[Call of Duty: Modern Warfare 2]]'''s [[Call of Duty: Modern Warfare 2#Mk. 14 Mod 1 EBR|Mk 14 EBR]].]]&lt;br /&gt;
[[File:CODBO M14 (5).jpg|thumb|none|600px|Pulling the bolt.]]&lt;br /&gt;
[[File:CODBO M14 (6).jpg|thumb|none|600px|The M14 with a foregrip.]]&lt;br /&gt;
[[File:CODBO M14 (7).jpg|thumb|none|600px|The M14 with the M203 grenade launcher, which gives it big M16-styled heat shields.]]&lt;br /&gt;
[[File:Shot0083.jpg|thumb|none|600px|M14 with Colt scope and Ice camo in idle. Note the cut-off front sight.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG==&lt;br /&gt;
The [[Steyr AUG]] is available in the game. The AUG A1 with its Swarovski scope is found in the singleplayer and Zombie mode, while the railed AUG A2 is used in multiplayer, with the anachronistic rail mounted Troy Battle Sights by default. Attaching the &amp;quot;ACOG Scope&amp;quot; to the multiplayer AUG A2 turns it back into the AUG A1 with its Swarovski scope. In singleplayer, the AUG A1 only used in levels set in the Ural Mountains. It is painted with an arctic camo, and is equipped with a suppressor in some of the scenes.&lt;br /&gt;
&lt;br /&gt;
Its appearance in the game is anachronistic, as the level takes place in 1968 but the prototype for the AUG was not patented until 1974 and was not introduced into Austrian military service until 1977, entering wide service in 1978. The A2 variant depicted in multiplayer was not developed until 1997. A more period-accurate choice could have been the [[H&amp;amp;K G3]] (1958) or [[HK33]] (1968). Another option is the prototype Model 45A (1945), which was designed by the US during World War II, and look similar to the AUG. The AUG appears as the eleventh weapon tier in Gun Game.&lt;br /&gt;
 &lt;br /&gt;
A weird visual glitch exists on the AUG when it is equipped with any of the sights; the scope mount will actually slide backwards along the weapon to meet the user's eye when the weapon is aimed.&lt;br /&gt;
&lt;br /&gt;
If upgraded with the Pack-A-Punch machine in zombie mode, it will turn into the &amp;quot;AUG-50M3&amp;quot; (leet speak for AUGSOME, a play on the word awesome), firing laser-like rounds and attached with a [[Knight's Armament Masterkey]], but both weapons keep their normal ammunition counts. Reloading the AUG-50M3's Masterkey counts each reloaded shell twice, allowing the player to reload all six rounds with just three shells.&lt;br /&gt;
&lt;br /&gt;
The AUG lacked its foregrip in the beta, but has it in the final game.&lt;br /&gt;
&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|500px|Steyr AUG A1- 5.56x45mm]]&lt;br /&gt;
[[File:SteyrAUGSR.jpg|thumb|none|500px|Steyr AUG Special Receiver - 5.56x45mm. NATO AUG A2 models are the Austrian military firearm, the imported weapon into the U.S. was named the AUG Special Receiver.]]&lt;br /&gt;
[[File:CODBO AUG (1).jpg|thumb|none|600px|The default multiplayer AUG A2, with its Picatinny rails.]]&lt;br /&gt;
[[File:CODBO AUG (2).jpg|thumb|none|600px|Aiming down the rail mounted iron sights.]]&lt;br /&gt;
[[File:CODBO AUG (3).jpg|thumb|none|600px|The multiplayer AUG fitted with the &amp;quot;ACOG Scope&amp;quot;, which turns it into an AUG A1 with a Swarovski scope.]]&lt;br /&gt;
[[File:CODBO AUG (4).jpg|thumb|none|600px|Aiming down the scope.]]&lt;br /&gt;
[[File:CODBO AUG (5).jpg|thumb|none|600px|Reloading the surprisingly detailed, but empty magazine.]]&lt;br /&gt;
[[File:CODBO AUG (6).jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
[[File:CODBO AUG (7).jpg|thumb|none|600px|The AUG as seen with a higher-than-normal FoV in &amp;quot;WMD,&amp;quot; when the game shifts player control between the SR-71 Blackbird navigator and Hudson.]]&lt;br /&gt;
[[File:Skydivingcodbo.jpg|thumb|none|600px|Our skydiving protagonist takes &amp;quot;two is one and one is none&amp;quot; to a new level when he carries an AUG to complement his primary weapon: another AUG. You know, in case one explodes or something.]]&lt;br /&gt;
[[File:59.jpg|thumb|none|600px|Beta Steyr AUG without foregrip in hands of Agent Weaver. Note how he's holding it by the barrel; a bad idea in real life...]]&lt;br /&gt;
[[File:COD BO AUG 3rd person.jpg|thumb|none|600px|Agent Weaver with a Steyr AUG in the final version of the game. Note the foregrip, the presence of which Weaver seems to still be ignoring.]]&lt;br /&gt;
&lt;br /&gt;
== Stoner 63A ==&lt;br /&gt;
The [[Stoner 63A]] in its assault rifle configuration appears in the game, classified as a light machine gun. In singleplayer, it is found in the final level &amp;quot;Redemption&amp;quot;, where it is always found with an Extended Mag. In multiplayer, it is unlocked as the last light machine gun. The extended mags attachment gives the weapon just a longer standard magazine that increases the ammo count from 30 to 60 rounds, while in reality belt-fed LMG configuration of the Stoner could also be equipped with a 100 round ammo box or a 150 round drum magazine for special operations.&lt;br /&gt;
&lt;br /&gt;
[[File:Stoner 63 Assault Rifle.jpg|thumb|none|500px|Stoner 63, Assault Rifle configuration - 5.56x45mm NATO]]&lt;br /&gt;
[[File:CODBO Stoner63 (1).jpg|thumb|none|600px|Holding the Stoner 63.]]&lt;br /&gt;
[[File:CODBO Stoner63 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO Stoner63 (3).jpg|thumb|none|600px|Reloading the magazine.]]&lt;br /&gt;
[[File:CODBO Stoner63 (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CODBO-Stoner63-FPV.jpg|thumb|none|600px|Stoner 63 in the final level of the game &amp;quot;Redemption&amp;quot;, which is equipped with an anachronistic Aimpoint Electronic &amp;quot;Reflex Sight&amp;quot;, mounted on a piece of rail that replaces the original rear sight.]]&lt;br /&gt;
&lt;br /&gt;
== Sturmgewehr 44(*) ==&lt;br /&gt;
The [[Sturmgewehr 44]] is used by the Germans in the World War II mission &amp;quot;Project Nova&amp;quot; and can be used by the player. It can also be purchased for 1200 points in the zombie maps Verrückt, Shi No Numa, and Der Riese.&lt;br /&gt;
&lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|500px|Sturmgewehr 44 - 7.92x33mm]]&lt;br /&gt;
[[File:CODBO STG-44 (2).jpg|thumb|none|600px|Holding an StG-44 that was left out in the cold for too long given how thin it is.]]&lt;br /&gt;
[[File:CODBO STG-44 (3).jpg|thumb|none|600px|Aiming the Sturmgewehr.]]&lt;br /&gt;
[[File:CODBO STG-44 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO StG-44 (1).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== Beretta Model 682 ==&lt;br /&gt;
One of the shotguns available in the game. While named after the Rottweil Olympia Over/Under 72 shotgun, the &amp;quot;Olympia&amp;quot; is in fact modeled on a [[Beretta 682]]. Either way, it is anachronistic; not only was the Rottweil Olympia introduced in 1972, but the Beretta 682 was not invented until 1985. A more historically accurate choice would have been a [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|Browning O/U]] (1931) or a [[TOZ-34]] (1964).&lt;br /&gt;
&lt;br /&gt;
[[File:BM682.jpg|thumb|none|450px|Beretta Model 682 Gold E - 12 gauge]]&lt;br /&gt;
[[File:RS Olympia 72.jpg|thumb|500px|none|Rottweil Skeet Olympia 72 - 12 gauge]]&lt;br /&gt;
[[File:CODBO Olympia (1).jpg|thumb|none|600px|&amp;lt;s&amp;gt;Double Rainbow!&amp;lt;/s&amp;gt; Drawing the &amp;quot;Olympia&amp;quot;.]]&lt;br /&gt;
[[File:CODBO Olympia (2).jpg|thumb|none|600px|Holding the shotgun.]]&lt;br /&gt;
[[File:CODBO Olympia (3).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:CODBO Olympia (4).jpg|thumb|none|600px|Popping out the fired shells.]]&lt;br /&gt;
[[File:CODBO Olympia (5).jpg|thumb|none|600px|Inserting new shells. If one shell is fired, only that shell will be ejected and reloaded.]]&lt;br /&gt;
&lt;br /&gt;
==Double-barreled shotgun(*)==&lt;br /&gt;
A full-length [[12 Gauge Double Barreled Shotgun|Double-barreled shotgun]] can be purchased in zombie mode maps &amp;quot;Nacht der Untoten&amp;quot;, &amp;quot;Verrückt&amp;quot;, and &amp;quot;Der Riese&amp;quot; for 1200 points. A sawed-off version can be purchased in &amp;quot;Nacht der Untoten&amp;quot; and &amp;quot;Verrückt&amp;quot;, also for 1200 points. Their models appear to be reused from ''[[Call of Duty: World at War]]'', and they still have the issue of showing spent cartridges being ejected when firing. This time at least, they are proper shotgun shells, but for some reason two are ejected with each shot.&lt;br /&gt;
&lt;br /&gt;
In the opening cutscene of the zombie-movie themed zombie map &amp;quot;Call of the Dead&amp;quot;, [[Michael Rooker]] (voiced by himself) is seen using a pair of sawn-off Double-Barreled Shotguns while acting for a zombie film, later using them to kill real zombies when they appear and abduct film director George Romero. These are not found on the actual map, however. During the cutscene, he also fires three shots from one of the shotguns without reloading.&lt;br /&gt;
[[File:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|500px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
[[File:CODBOSxS.jpg|thumb|none|600px|The Double Barrel shotgun in &amp;quot;Nacht der Untoten&amp;quot;. Note the barrels floating above the player's supporting hand; this appears to be due to it re-using the animations (but not the model) of the side-by-side from ''World at War'' fitted with its &amp;quot;Grip&amp;quot; attachment (a larger forend).]]&lt;br /&gt;
[[File:CODBOSxS-1.jpg|thumb|none|600px|Bead sight view.]]&lt;br /&gt;
[[File:CODBOSxS-2.jpg|thumb|none|600px|Cracking open the barrels. Remember, shop smart, shop S-Mart.]]&lt;br /&gt;
[[File:CODBO Doublebarrel (1).jpg|thumb|none|600px|Dumping out the shotgun shells. Oddly, the Double-Barreled Shotgun always uses a different spent shell model from the &amp;quot;Spicy 3-Inch&amp;quot; shells that most of the other shotguns use.]]&lt;br /&gt;
[[File:CODBO Doublebarrel (2).jpg|thumb|none|600px|Inserting new shells.]]&lt;br /&gt;
[[File:FuryRoadSarasqueta.jpg|thumb|none|500px|Screen-used sawed-off Victor Sarasqueta shotgun from ''[[Mad Max: Fury Road]]''. Image from MIL.SPEC.]]&lt;br /&gt;
[[File:DBShotgun-BO.jpg|thumb|none|600px|Michael Rooker aiming one of his sawed-off double barreled shotguns at a zombie.]]&lt;br /&gt;
[[File:CODBO Sawnoff (1).jpg|thumb|none|600px|Doctor Edward Richtofen holds a sawn-off Double-barreled shotgun on &amp;quot;Verrückt&amp;quot;; note how this version has the larger forend, and is thus held correctly.]]&lt;br /&gt;
[[File:CODBO Sawnoff (2).jpg|thumb|none|600px|&amp;quot;Aiming.&amp;quot;]]&lt;br /&gt;
[[File:CODBO Sawnoff (3).jpg|thumb|none|600px|Reloading a single shell.]]&lt;br /&gt;
&lt;br /&gt;
== Franchi SPAS-12 ==&lt;br /&gt;
The [[Franchi SPAS-12]] is featured in ''Black Ops''. In contrast to ''MW2'''s SPAS, the one featured in ''Black Ops'' is semi-auto and has its stock folded. Despite being locked in semi-auto, the pump is racked when the SPAS-12 is picked up and when reloading, even though the pump is locked forward when the SPAS-12 operates in semi-auto, requiring the use of the charging handle to chamber a new shell.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, it is found in &amp;quot;The Defector&amp;quot; and &amp;quot;Numbers&amp;quot; missions set in 1968, used by the NVA and Spetsnaz respectively. The SPAS-12's appearance is anachronistic because it first entered production in 1979. A more period-accurate semi-auto Franchi shotgun could have been the AL-48 model (1948), but a more correct choice of semi-automatic shotgun for the Vietnam War could have been the [[Remington Model 1100]] (1963), or its combat select-fire version Model 7188 (1967) specifically created for use in that war. The Soviet forces haven't officially adopted shotguns by that point, but a suitable choice of origin would be the [[MTs 21-12|MTs 21]] (1956) or the [[Baikal Semi Auto Shotgun Series|IZh-20]] (1964), the latter being a clone of the Model 1100.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, it can be equipped with a sound suppressor. A SPAS-12 is used as the third weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;The Defector,&amp;quot; Woods kills a SPAS-12 wielding NVA and gives it to Mason at the start of the level, telling Mason to use his incendiary &amp;quot;Dragon's Breath&amp;quot; rounds on the SPAS-12. Realistically, the Dragon's Breath rounds wouldn't be powerful enough to cycle the action in semi-automatic shotguns.&lt;br /&gt;
&lt;br /&gt;
Upgrading the SPAS-12 with the Pack-A-Punch machine in Zombies mode turns it into a more powerful version called &amp;quot;SPAZ-24&amp;quot;; it fires laser-like rounds, holds 24 shells instead of 8, and reloads the entire magazine by loading one shell, which only takes a second.&lt;br /&gt;
&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|none|500px|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[File:CODBO SPAS-12 (1).jpg|thumb|none|600px|Drawing the SPAS-12.]]&lt;br /&gt;
[[File:CODBO SPAS-12 (2).jpg|thumb|none|600px|Holding the shotgun.]]&lt;br /&gt;
[[File:CODBO SPAS-12 (3).jpg|thumb|none|600px|Aiming down sights. The middle of the butt-pad on the folding stock is hollowed out, leaving only two rectangular sheets on the ends the stock, similar to ''[[F.E.A.R.]]'', allowing the user to use its iron sights which are normally unusable whilst the stock is folded.]]&lt;br /&gt;
[[File:CODBO SPAS-12 (4).jpg|thumb|none|600px|Reloading the shotgun. As is incredibly common in media, the carrier latch button on the SPAS-12 is not depressed when reloading when it needs to be held down to unlock the carrier and allow for the tube to be loaded.]]&lt;br /&gt;
[[File:CODBO SPAS-12 (6).jpg|thumb|none|600px|Obligatory pump. The pump is locked forward in semi-auto mode; the bolt would have to be locked back and then released to rechamber in this mode.]]&lt;br /&gt;
&lt;br /&gt;
== High Standard Model 10 ==&lt;br /&gt;
The semi-automatic [[High Standard Model 10B]] is found in the game under the name &amp;quot;HS-10&amp;quot;. It is the last shotgun unlocked in multiplayer (being the &amp;quot;Classified&amp;quot; weapon of the class, it requires purchasing the other three).  It holds 4 shells in multiplayer and 6 shells in zombie mode.&lt;br /&gt;
&lt;br /&gt;
Its only &amp;quot;attachment&amp;quot; is Dual Wielding. While the Model 10 can be easily fired single-handedly, firing one with the left arm would be a very bad idea; due to the ejection port's location, firing the weapon left-handed will result in hot plastic flying in the user's face, and the Model 10 even features a warning label that reads, &amp;quot;Caution: Do not fire from left shoulder&amp;quot; to specifically stop people from doing it. It is unclear why the multiplayer version doesn't have an &amp;quot;extended mags&amp;quot; attachment, since the capacity of the real Model 10 magazine tube can be extended from 4 to 6 shells - and, in fact, the in-game model features the extended 6-shell tube.&lt;br /&gt;
&lt;br /&gt;
The upgraded Model 10 in Zombie mode is called ''Typhoid &amp;amp; Mary''.&lt;br /&gt;
&lt;br /&gt;
[[File:High standard 10 SHG.jpg|thumb|500px|none|High Standard Model 10B - 12 gauge]]&lt;br /&gt;
[[File:CODBO HS-10 (1).jpg|thumb|none|600px|Drawing the shotgun with a rack of the bolt handle.]]&lt;br /&gt;
[[File:CODBO HS-10 (2).jpg|thumb|none|600px|Holding the HS-10,]]&lt;br /&gt;
[[File:CODBO HS-10 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CODBO HS-10 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO HS-10 (5).jpg|thumb|none|600px|Charging the shotgun.]]&lt;br /&gt;
[[File:CODBO HS-10 (6).jpg|thumb|none|600px|Dual-wielding.]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 &amp;quot;Stakeout&amp;quot; ==&lt;br /&gt;
An [[Ithaca 37|Ithaca 37 &amp;quot;Stakeout&amp;quot;]] with a heat shield and unusable shell holder wrapped around the receiver is available in the game. While the Ithaca 37 was first introduced in 1937, the Stakeout is anachronistic as it was not produced until 1981. A more accurate weapon would be the Ithaca 37 &amp;quot;Trench Gun&amp;quot; S-prefix variant (1962), as it was around during the time period and was actually used by special forces during the Vietnam War. The Ithaca is used as the fourth weapon tier in Gun Game. As with the AKS-74U above, using a grip alters its first draw animation: the user bringing up the weapon without pumping the action.&lt;br /&gt;
&lt;br /&gt;
[[File:Stakeout-1-.jpg|thumb|none|450px|Ithaca 37 &amp;quot;Stakeout&amp;quot; - 12 gauge]]&lt;br /&gt;
[[File:CODBO Ithaca 37 (1).jpg|thumb|none|600px|Idle.]]&lt;br /&gt;
[[File:CODBO Ithaca 37 (2).jpg|thumb|none|600px|ADS.]]&lt;br /&gt;
[[File:CODBO Ithaca 37 (3).jpg|thumb|none|600px|Pump-action.]]&lt;br /&gt;
[[File:CODBO Ithaca 37 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
== KS-23 ==&lt;br /&gt;
The Soviet [[KS-23]] shotgun/carbine is only found in the game's single-player mode. It holds more rounds (seven) than it actually does in reality (three in the tube mag, one in the chamber); for some reason, it also seems to eject two shells at once every time the player pumps it after firing.&lt;br /&gt;
&lt;br /&gt;
It first appears during the mission &amp;quot;Operation 40&amp;quot;, set on Cuba in 1961, further KS-23 used by the Soviet forces since &amp;quot;Vorkuta&amp;quot; in 1963, and later it used by Viet Cong in &amp;quot;Crash Site&amp;quot; mission set in 1968. All of these appearances are anachronistic and inappropriate. The KS-23 wasn't designed until the 1970s, and first guns weren't produced until the 1981. The shotgun also was only used in the Soviet Union and former USSR territories, meaning that Cuban and Vietnamese usage were unlikely.&lt;br /&gt;
&lt;br /&gt;
More appropriate pump-action shotguns for the Cubans and Vietnamese would be popular and common models, such as the [[Remington Model 870]] (1950). The Soviet military had no interest in shotguns until the 80s, but a period-appropriate Soviet pump-action shotgun would've been the [[Baikal Pump Action Shotgun Series|IZh-21]] (1964), clone of the above Remington 870.&lt;br /&gt;
[[File:Ks23-1.jpg|thumb|none|500px|KS-23 with a fixed wooden stock - 23mm]]&lt;br /&gt;
[[File:CODBO KS-23 (1).jpg|thumb|none|600px|A pile of KS-23s lie on the ground.]]&lt;br /&gt;
[[File:CODBO KS-23 (2).jpg|thumb|none|600px|Mason chamber checks his KS-23 when he first picks it up.]]&lt;br /&gt;
[[File:CODBO KS-23 (4).jpg|thumb|none|600px|Mason holds his KS-23. It has a serial number &amp;quot;FS259&amp;quot;.]]&lt;br /&gt;
[[File:CODBO KS-23 (3).jpg|thumb|none|600px|KS-23 iron sights.]]&lt;br /&gt;
[[File:CODBO KS-23 (5).jpg|thumb|none|600px|Mason pumps the shotgun, ejecting a dirty 23mm shell.]]&lt;br /&gt;
[[File:CODBO KS-23 (7).jpg|thumb|none|600px|Mason reloads his KS-23.]]&lt;br /&gt;
&lt;br /&gt;
=== KS-23 with Harpoon ===&lt;br /&gt;
A KS-23 with a harpoon and cable is used by Mason to shoot down a Soviet helicopter (or &amp;quot;skewer the wing-ed beast,&amp;quot; as the plan describes it) during &amp;quot;Vorkuta&amp;quot;. It is worth noting that launching a harpoon with the KS-23 required a special muzzle attachment known as the OTs-06 «Koshka» (&amp;quot;The Cat&amp;quot;), which was introduced in 1993. In-game, Mason launches the harpoon without the attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:Cowaduty.jpg|thumb|none|500px|KS-23M with a synthetic stock and a OTs-06 «Koshka» harpoon attachment.]]&lt;br /&gt;
[[File:CODBO KS-23 (8).jpg|thumb|none|600px|Mason finds the KS-23 harpoon gun and its past owner.]]&lt;br /&gt;
[[File:CODBO KS-23 (9).jpg|thumb|none|600px|With no time to waste, Mason picks up the harpoon gun, which is wrapped with ropes.]]&lt;br /&gt;
[[File:CODBO KS-23 (6).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the harpoon gun.]]&lt;br /&gt;
&lt;br /&gt;
== Sawed-Off Winchester Model 1887 ==&lt;br /&gt;
Near the end of the singlepalyer level &amp;quot;Vorkuta&amp;quot;, Mason wields a [[Winchester Model 1887]] (that he seemingly acquired out of thin air) with one hand while escaping the Vorkuta gulag on a motorcycle. The model appears to the same one from ''[[Modern Warfare 2#Winchester Model 1887|Modern Warfare 2]]'', which was based on the 1887 used in ''[[Terminator 2: Judgment Day]]''. How such an old and unusual shotgun made its way into a Siberian prison camp is unexplained, made worse by the fact that it had been out of production for 40 years (and no common commercial reproductions would be made until the 1980s). While M1887s can still be found in the Russia, it surely would be an ordinary full-size shotgun, not a T2-style sawed-off. &lt;br /&gt;
&lt;br /&gt;
The 1887 has essentially infinite ammo during the setpiece (Mason is never seen loading any ammo into the weapon), and is erroneously shown being only spin-cocked once after every two shots. The weapon is most likely coded with a 2-round magazine in the game code (and infinite backup ammo), with the spin-cock animation apparently serving as the reload animation.&lt;br /&gt;
&lt;br /&gt;
[[File: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;
[[File:Shot0060.jpg|600px|thumb|none|This scene looks a lot like [[Terminator 2]]...]]&lt;br /&gt;
[[File:Shot0065.jpg|600px|thumb|none|Mason spin-cocks the 1887 in an outlandish way, apparently attempting to get the most spectacular lever bite in history.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;(*)==&lt;br /&gt;
The [[Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;]] is available in zombie mode in the maps &amp;quot;Nacht der Untoten&amp;quot;, &amp;quot;Verrückt&amp;quot;, &amp;quot;Shi No Numa&amp;quot; and &amp;quot;Der Diese&amp;quot; for 1500 points.&lt;br /&gt;
[[File:1897.jpg|thumb|none|500px|Winchester Model 1897 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:Screenshot-Original (10).jpg|thumb|none|600px|Winchester 1897 in Zombies.]]&lt;br /&gt;
[[File:Screenshot-Original (11).jpg|thumb|none|600px|ADS of the M1897.]]&lt;br /&gt;
[[File:Screenshot-Original (12).jpg|thumb|none|600px|Tank Dempsey gets his thumb stuck in the loading gate....]]&lt;br /&gt;
[[File:Screenshot-Original (13).jpg|thumb|none|600px|....and of course, has to always rack the pump after loading in any amount of 12 gauge shells.]]&lt;br /&gt;
&lt;br /&gt;
= Machine Guns =&lt;br /&gt;
As with the ''Modern Warfare'' series and unlike Treyarch's ''World at War'', machine guns in multiplayer are incorrectly classified once again as &amp;quot;light machine guns&amp;quot;. The HK21 hybrid and the M60E3 are general-purpose machine guns, and while the Stoner 63 weapon system can be configurated into the belt-fed light machine gun, the one depicted in-game uses the assault rifle configuration, and thus it is listed under the &amp;quot;rifles&amp;quot; category in the wiki.&lt;br /&gt;
&lt;br /&gt;
== Browning Automatic Rifle M1918A2(*) ==&lt;br /&gt;
The [[Browning Automatic Rifle|Browning Automatic Rifle M1918A2]] can be purchased for 1800 points in the zombie maps &amp;quot;Nacht der Untoten&amp;quot;, &amp;quot;Verrückt&amp;quot;, &amp;quot;Shi No Numa&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:BAR.jpg|thumb|none|500px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:CODBOBAR.jpg|thumb|none|600px|Three Nazi zombies walk into a BAR....]]&lt;br /&gt;
[[File:CODBOBAR-1.jpg|thumb|none|600px|BAR iron sights.]]&lt;br /&gt;
[[File:Screenshot-Original (16).jpg|thumb|none|600px|Reloading the BAR. Not an easy weapon to hold upwards with one hand.]]&lt;br /&gt;
[[File:CODBOBAR-3.jpg|thumb|none|600px|Locking the bolt back.]]&lt;br /&gt;
&lt;br /&gt;
== GE M134 Minigun ==&lt;br /&gt;
A handheld [[GE M134 Minigun|M134 Minigun]] (the GAU-2B/A, according to a data plate on the weapon's model) is available the game under the name &amp;quot;Death Machine&amp;quot;. In the campaign, it is found in the level &amp;quot;Vorkuta&amp;quot;. In multiplayer, it appears as a killstreak reward. It is also available in Zombie mode as a power-up, with unlimited ammo but disappearing after 30 seconds.&lt;br /&gt;
&lt;br /&gt;
This weapon is a modified version of the now-standard ''[[Terminator 2: Judgement Day|Terminator 2]]''-style Minigun with some slight alterations. First the chainsaw grip and weapon are canted counter-clockwise (from the user's perspective). Because of this modification, the entire frame and grip assembly is only attached to the gun at the rear. This makes the recoil adapter assemblies (the Mickey Mouse &amp;quot;ear&amp;quot;-shaped mounting hard points) completely extraneous. The right-hand side recoil adapter assembly appears to have the weapon serial number placard attached to it, when in reality this would be affixed to the gun body housing and not visible from the first person perspective. Additionally the barrel cluster incorrectly spins clockwise from the player's perspective and features a custom three-disc barrel clamp (that appears to be loosely based on very early GE two-disc assemblies: see the photograph of the &amp;quot;Mounted M134&amp;quot; further down this page for reference) rather than the traditional four-disc clamp.&lt;br /&gt;
&lt;br /&gt;
Brass and links eject from the 12 o'clock position sending a stream of shells up and to the left. In reality the links would be ejected from the feeder/delinker where the chute is attached on the right side of the weapon and the brass would eject from the bottom. Likely this was altered for a more cinematic effect while using the gun. Finally the firing mechanism is a thumb switch on top of the rear grip rather than a traditional trigger.&lt;br /&gt;
&lt;br /&gt;
The gun itself is fed from a 999-round (499-round in multiplayer) belt loaded into a chute from the first person perspective. In the third person the weapon has no visible ammo or power source though the motor is labeled &amp;quot;Sparky&amp;quot; in the world model. Despite the rotational speed of the barrel cluster (it spins so fast that it appears to be slowly rotating the opposite direction) the weapon only fires 1200 rounds per minute. There is a slight spin up and spin down of the barrels before and after firing. Though it is only a fraction of a second and doesn't significantly impede gameplay, it is technically incorrect as the M134's action is cycled by barrel rotation and would start firing as soon as the cluster rotated and would continue to fire until the cluster stopped. Modern Miniguns feature an electric clutch that engages and disengages the feeder/delinker from the gun, but that accessory is not present on the in-game model and even if it was, would be anachronistic.&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that the Sentry gun and the Huey door gun Miniguns both use the handheld &amp;quot;Death Machine&amp;quot; model including custom hand grips and barrel clamps. The door gun version features an ammo can to the left of the gun with a chute that appears to feed into the left recoil adapter mounting assembly, which is incorrect since the feeder/delinker is installed on the right side of the weapon.&lt;br /&gt;
&lt;br /&gt;
[[File: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;
[[File:Shot0054.jpg|thumb|none|600px|An M134 Minigun that somehow appeared in Soviet prison in modern day Siberia. Note the offset chainsaw grip and Y-frame tilted in relation to the recoil adapter assemblies and the top of the weapon. The drive motor was positioned in relation to the Y-frame but since the gun is sitting askew, it should on the underside.]]&lt;br /&gt;
[[File:Shot0058.jpg|thumb|none|600px|Mason &amp;quot;raising hell&amp;quot; with the hand-held M134. The events of &amp;quot;Vorkuta&amp;quot; are actually based on a real uprising at the Vorkuta Gulag. The Vorkuta Gulag or Vorkutlag was a real forced labor camp built around coal mining, where quite a few Americans accused of being spies ended up during the Cold War. The real Vorkuta uprising was a series of strikes by inmates that was violently suppressed by the camp authorities after two weeks that occurred in July-August 1953. The level in the game is set a decade later, and one year after the Vorkuta Gulag was shut down, and involves much more action-movie tropes than the real events.]]&lt;br /&gt;
[[File:CODBODeathMachineTropasWield.jpg|thumb|none|400px|A member of the Cuban Revolutionary Armed Forces (called &amp;quot;Tropas&amp;quot; -the Spanish word for &amp;quot;Troops&amp;quot;- in game) fires the M134. How the communist nation of Cuba got their hands on an American made minigun can only be explained as &amp;quot;Treyarch logic&amp;quot;.]]&lt;br /&gt;
[[File:CODBOM134HueyGunner.jpg|thumb|none|600px|A chopper gunner on a UH-1 Huey with the GE M134.]]&lt;br /&gt;
[[File:CODBOM134SnetryGun.jpg|thumb|none|400px|The sentry gun with the GE M134. Note the fictional security camera setup presumably used as the &amp;quot;eyes&amp;quot; of the autonomous targeting AI.]]&lt;br /&gt;
[[File:CODBO M134BerlinWall.jpg|thumb|none|600px|A trio of Miniguns on a Beobachtungsturm-11 on the GDR side in the &amp;quot;Berlin Wall&amp;quot; multiplayer level. Again, precisely how communists got their hands on US miniguns is a question beyond the wit of man.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch HK21 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears, fitted with a magazine feed adapter. By default, it is loaded with a 20-round [[Heckler &amp;amp; Koch G3|G3]] magazine holding 30 rounds in-game. The extended drum magazine holds 80 rounds in singleplayer, and 60 rounds in multiplayer; other attachments include various optics.&lt;br /&gt;
&lt;br /&gt;
Note that the model is a hybrid, as it has the hooked buttstock, carrying handle, and bipod of the HK21E variant. While the original HK21 is not anachronistic to Black Ops (having been developed in 1961), the HK21E was not developed until the 1980s.&lt;br /&gt;
&lt;br /&gt;
In Zombies mode, the HK21 has a 125-round capacity, despite still being shown with the base box magazine; when upgraded with the Pack-A-Punch machine, it turns into a more powerful version called &amp;quot;H115 Oscillator&amp;quot;, firing laser-like rounds and with a capacity of 150 rounds. An HK21 appears as the twelfth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:HK21 Magazine Feed.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK21 with rear mounted bipod and magazine feed]]&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO HK21 (1).jpg|thumb|none|600px|HK21 in idle.]]&lt;br /&gt;
[[File:CODBO HK21 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO HK21 (3).jpg|thumb|none|600px|Throwing away the short G3 magazine.]]&lt;br /&gt;
[[File:CODBO HK21 (4).jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:CODBO HK21 (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CODBO HK21 (6).jpg|thumb|none|600px|Reloading the very-low detail drum magazine.]]&lt;br /&gt;
[[File:BlackOps-HK21-1.jpg|thumb|none|600px|Hudson examining a drum-magged HK21 in Clarke's weapon's cache.]]&lt;br /&gt;
&lt;br /&gt;
== M60E3 ==&lt;br /&gt;
The [[M60E3]] general purpose machine gun is available in the game, labelled as the &amp;quot;M60&amp;quot;. The M60E3 is anachronistic for the 1960s setting as it was not introduced until 1986; only the original [[M60]] was available at the time (the classic version can be seen in archival footage of the Vietnam War during some loading screens).&lt;br /&gt;
&lt;br /&gt;
In-game, the M60E3's forward pistol grip has been removed, and by default uses anachronistic rail mounted Troy Battle Sights instead its own original sights, like some other weapons available in ''Black Ops''. It is also fitted with an airsoft Matrix Aluminum Duckbill Flash Hider.&lt;br /&gt;
&lt;br /&gt;
Both mounted and portable versions of the M60 can be found in-game. In singleplayer, the portable M60 is only available in &amp;quot;S.O.G.&amp;quot; as one of the starting weapons, and can also be found in the level. Mounted M60s appear in &amp;quot;Operation 40&amp;quot;, &amp;quot;S.O.G.&amp;quot;, &amp;quot;The Defector&amp;quot;, and &amp;quot;Rebirth&amp;quot;, where it is nonsensically mounted on Mi-8 helicopters. The first M60 in the game, mounted on the plane at the end of Operation 40, has unlimited ammo and fires explosive rounds. An M60E3 appears as the thirteenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:M60E3Short.jpg|thumb|none|500px|M60E3 with short barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO M60E3 (1).jpg|thumb|none|600px|Holding the M60E3. Note the backwards mounted rear sight.]]&lt;br /&gt;
[[File:CODBO M60E3 (2).jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:CODBO M60E3 (3).jpg|thumb|none|600px|Racking the charging handle at the start of the reload.]]&lt;br /&gt;
[[File:CODBO M60E3 (4).jpg|thumb|none|600px|Flipping open the feed tray cover.]]&lt;br /&gt;
[[File:CODBO M60E3 (5).jpg|thumb|none|600px|Replacing the belt box.]]&lt;br /&gt;
[[File:CODBO M60E3 (6).jpg|thumb|none|600px|Manning an emplaced M60E3 in &amp;quot;S.O.G.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;RPK&amp;quot;==&lt;br /&gt;
The &amp;quot;RPK&amp;quot; is a hybrid of various weapons, including the [[RPK-74M]], the [[Saiga rifle series]] and the [[Zastava M72]] (all three being anachronistic, although an original RPK would be appropriate for the game's time period). The receiver is based on a Saiga rifle with a folding stock, as evidenced by the &amp;quot;SAIGA CAL 7.62x39&amp;quot; markings above the magazine, as well as the hardware for an AK/Saiga's folding stock (latch at the front of the receiver, button at the rear). Despite this, it is shown with an RPK's reinforced trunnion, which is not the case for the 7.62x39mm Saiga (while the Saiga 308 only has the reinforcement on the right side of the receiver). It has an RPK-74M's ribbed handguard and synthetic stock, although the handguard is depicted as wooden. By default, it feeds from an RPK-74's 45-round bakelite magazine (which holds 40 rounds in-game, like an original RPK), and can optionally use a 7.62x39mm RPK's drum magazine (holding correctly 75 rounds in singleplayer, but incorrectly 80 in multiplayer).&lt;br /&gt;
&lt;br /&gt;
The weapon features an anachronistic Tech Sight AK rear aperture sight, which is removed and replaced with the standard AK top cover when an optic is attached. The base of the barrel is oddly modeled after a Zastava M72, and the weapon is equipped with a carrying handle from the Romanian PM md. 64 (anachronistic to the first campaign level &amp;quot;Operation 40&amp;quot; set in 1961). When equipped with the &amp;quot;ACOG Scope&amp;quot; attachment, the weapon obtains a PK-AV scope. In a notable gaffe, the weapon visibly ejects disintegrating belt links along with its spent casings, despite not being belt-fed.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpk74m.jpg|thumb|none|500px|RPK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:Saiga 7.62x39.jpg|thumb|none|500px|Saiga - 7.62x39mm]]&lt;br /&gt;
[[File:ZastavaM72.jpg|thumb|none|500px|Zastava M72 - 7.62x39mm]]&lt;br /&gt;
[[File:CODBO RPK-74 (1).jpg|thumb|none|600px|Idle. Note the ribbed handguard.]]&lt;br /&gt;
[[File:CODBO RPK-74 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO RPK-74 (3).jpg|thumb|none|600px|The player character tosses up the new magazine in his left hand...]]&lt;br /&gt;
[[File:CODBO RPK-74 (4).jpg|thumb|none|600px|...and rocks the new mag into the weapon.]]&lt;br /&gt;
[[File:CODBO RPK-74 (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CODBO RPK-74 (6).jpg|thumb|none|600px|Reloading the &amp;quot;RPK&amp;quot; with a drum magazine.]]&lt;br /&gt;
[[File:BORPK.jpg|thumb|none|600px|An RPK with an &amp;quot;ACOG Scope&amp;quot; (actually a PK-AV scope).]]&lt;br /&gt;
[[File:BORPK2.jpg|thumb|none|600px|An RPK with &amp;quot;Dual Mags&amp;quot;.]]&lt;br /&gt;
[[File:Borpk.jpg|thumb|none|600px|The third-person model of the hybrid RPK.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles =&lt;br /&gt;
== Accuracy International Arctic Warfare Magnum ==&lt;br /&gt;
The [[Accuracy International Arctic Warfare Magnum]] is available in the game. The fluted barrel indicates that this is the Magnum variant of the AW. It is highly anachronistic, since the AWM entered British Military service in 1998, and the entire Arctic Warfare family of rifles wasn't developed until 1982. A less anachronistic British sniper rifle would be the L42A1 (1970), based on the long-running [[Lee-Enfield]] series of bolt-action rifles. Other, more period-accurate sniper rifle choices would have been the [[M40 sniper rifle]] (introduced in 1966) or the older [[Winchester Model 70]]. An AWM appears as the fourteenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
In-game, the AWM is called the &amp;quot;L96A1&amp;quot;, which is the incorrect designation for the weapon. The L96A1 is the British designation for the Accuracy International Precision Marksman. The British designation for the variant used in the game is L115A2, which has a folding stock.&lt;br /&gt;
&lt;br /&gt;
Incidentally, when upgraded with the Pack-A-Punch machine in Zombies mode, the weapon becomes the &amp;quot;L115 Isolator&amp;quot;, firing laser-like rounds from an 8-round magazine. Amusingly, while this name is most likely meant as a reference to Element 115 (which holds a great deal of importance to the Zombies storyline), it is actually more correct than the default name.&lt;br /&gt;
&lt;br /&gt;
[[File:Accuracy International Arctic WarfareM - Psg 90.jpg|thumb|none|500px|Accuracy International AWM (Arctic Warfare Magnum) - .338 Lapua Magnum]]&lt;br /&gt;
[[File:L96A1G.jpg|thumb|none|500px|A real L96A1 for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO AWM (1).jpg|thumb|none|600px|Drawing the AWM.]]&lt;br /&gt;
[[File:CODBO AWM (2).jpg|thumb|none|600px|The AWM in-game. Note the odd tint to the scope's lens.]]&lt;br /&gt;
[[File:CODBO AWM (3).jpg|thumb|none|600px|The scope overlay of the weapon.]]&lt;br /&gt;
[[File:CODBO AWM (4).jpg|thumb|none|600px|Pulling back the bolt.]]&lt;br /&gt;
[[File:CODBO AWM (5).jpg|thumb|none|600px|Reloading the weapon.]]&lt;br /&gt;
[[File:BLACKOPS-AW-3.jpg|thumb|none|600px|The player character holds his Arctic Warfare Magnum with Siberia camo while performing a forward jump. Note the fluted barrel. The rifle has &amp;quot;ACCURATELY NATIONAL EAGLELAND&amp;quot; written on the side.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch PSG-1 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch PSG-1]] is a selectable weapon when playing as Agent Jason Hudson in the slums of Kowloon. In multiplayer, it is unlocked after every other sniper rifle is purchased. Its appearance in the game is anachronistic as the [[PSG-1]] was not developed until the 1970s. In addition it seems to be, for some reason, modeled with the standard G3 tropical handguard, attached bipod, and a shorter barrel. This suggests it was partially modeled after the [[Heckler &amp;amp; Koch SR9]] rifle, which is the civilian version of the PSG-1, though the SR-9 was not designed until 1990.&lt;br /&gt;
&lt;br /&gt;
A more accurate (and somewhat similar looking) choice for the time frame of the game would have been the French [[MAS FR F1]] precision rifle introduced in 1966, although the F1 is a bolt-action rifle. An accurized, scoped variant of the G3 (1959) such as the G3A3 ZF1 could pass as a semi-automatic choice as the PSG-1 is based on the G3's design.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;KPSG01.jpg |thumb|none|500px|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO PSG-1 (1).jpg|thumb|none|600px|The equip animation has the soldier disengage the safety, similar to the HK91 from ''Call of Duty 4''.]]&lt;br /&gt;
[[File:CODBO PSG-1 (2).jpg|thumb|none|600px|The HK PSG-1 in idle.]]&lt;br /&gt;
[[File:CODBO PSG-1 (3).jpg|thumb|none|600px|Scope reticle of the PSG.]]&lt;br /&gt;
[[File:CODBO PSG-1 (4).jpg|thumb|none|600px|Locking the bolt back on an empty reload.]]&lt;br /&gt;
[[File:CODBO PSG-1 (5).jpg|thumb|none|600px|Tossing away a spent, flat magazine.]]&lt;br /&gt;
[[File:CODBO PSG-1 (6).jpg|thumb|none|600px|Putting in a new one.]]&lt;br /&gt;
[[File:CODBO PSG-1 (7).jpg|thumb|none|600px|Knocking the charging handle back.]]&lt;br /&gt;
[[File:CODBO PSG-1 (8).jpg|thumb|none|600px|A PSG-1 with the extended magazine model, which is a 20-round G3 magazine that only holds 10. The Variable Zoom scope is also mounted on a proper claw-mount.]]&lt;br /&gt;
[[File:Shot0032.jpg|thumb|none|600px|The H&amp;amp;K PSG-1 on wall, note G3 foregrip, bipod, and short barrel. Also visible are a SITES [[Spectre M4]], [[CZ 75]] and dual OTs-02 Kiparis.]]&lt;br /&gt;
&lt;br /&gt;
== Karabiner 98k(*) ==&lt;br /&gt;
The [[Karabiner 98k]] is 200 points in the zombie maps &amp;quot;Nacht der Untoten,&amp;quot; &amp;quot;Verrückt&amp;quot; and &amp;quot;Der Riese.&amp;quot; It also replaces the [[M1903 Springfield]] in &amp;quot;Verrükt,&amp;quot; probably due to file space and the Springfield's poor performance. Its effective power against zombies stops at round 4.&lt;br /&gt;
&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|500px|Karabiner 98k - 7.92x57mm]]&lt;br /&gt;
[[File:CODBO Kar98K (1).jpg|thumb|none|600px|A normal Kar 98k on &amp;quot;Verrükt.&amp;quot;]]&lt;br /&gt;
[[File:CODBO Kar98K (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CODBO Kar98K (3).jpg|thumb|none|600px|Reloading with a stripper clip.]]&lt;br /&gt;
[[File:Mauser g98 Sniper.jpg|thumb|none|500px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODBOK98scoped.jpg|thumb|none|600px|The scoped Karabiner 98 Kurz in Zombies.]]&lt;br /&gt;
[[File:CODBOK98scoped-1.jpg|thumb|none|600px|View down the Ajack 6x scope, although it has the reticule of the 4x ZF42 scope.]]&lt;br /&gt;
[[File:CODBOK98scoped-2.jpg|thumb|none|600px|Operating the Mauser's bolt handle.]]&lt;br /&gt;
[[File:CODBOK98scoped-3.jpg|thumb|none|600px|Loading in some fresh 8mm Mauser ammunition.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M38 Carbine(*)==&lt;br /&gt;
The [[Mosin Nagant Rifle|Mosin-Nagant M38 Carbine]] is found during the World War II Flashback mission &amp;quot;Project Nova&amp;quot;, available either with a PU scope or iron sights. As its model is recycled from ''[[Call of Duty: World at War]]'', all the rifles are fitted with a downturned bolt handle, regardless if have a scope or not. The 3rd-person model always has a straight bolt handle, even on the scoped rifles, another leftover from ''World at War''. NPCs hold the rifle as if it has a pistol grip; this is due to recycling animations used by weapons which do have pistol grips (similar issues in other games result in sights like an enemy replacing a non-existent box magazine on a belt fed weapon, for example).&lt;br /&gt;
[[File:M38Carbine.jpg|thumb|none|500px|Mosin-Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:Mosin-Nagant M38 Carbine Sniper.jpg|thumb|none|500px|Mosin-Nagant M38 Carbine with PU 3.5x sniper scope - 7.62x54mm R]]&lt;br /&gt;
[[File:CODBO Mosin (3).jpg|thumb|none|600px|The regular M38 Carbine (with downturned bolt handle) in idle.]]&lt;br /&gt;
[[File:CODBO Mosin (4).jpg|thumb|none|600px|Iron sights of the Mosin.]]&lt;br /&gt;
[[File:CODBO Mosin (5).jpg|thumb|none|600px|Working the bolt.]]&lt;br /&gt;
[[File:CODBO Mosin (6).jpg|thumb|none|600px|The M38 sniper carbine in first person view.]]&lt;br /&gt;
[[File:CODBO Mosin (1).jpg|thumb|none|600px|Cycling the Mosin's bolt, with an ejected cartridge visible.]]&lt;br /&gt;
[[File:CODBO Mosin (2).jpg|thumb|none|600px|Reloading, which is done basically all off-screen. This is actually with the scoped-version, and both seem to reload all rounds at once regardless.]]&lt;br /&gt;
[[File:CODBO Mosin (7).jpg|thumb|none|600px|The middle soldier is holding a scoped Mosin Nagant M38 Carbine while the other two are holding [[PPSh-41]]s.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Scavenger&amp;quot;==&lt;br /&gt;
A bolt-action sniper rifle called the &amp;quot;Scavenger&amp;quot; is one of the Wonder Weapons in Zombies mode; while fictional, it does appear to use some parts of real weapons in its design, most notably the scope and handguard of an [[FN F2000]] (the latter of which is merged into an upside-down and backwards [[M16]] carrying handle, for whatever reason), along with what appears to be a [[Barrett M82A1]]'s magazine well. Gameplay-wise, it is functionally similar to the explosive crossbow (to the point of re-using its HUD icon), firing large explosive darts that stick into targets and explode after a short delay; compared to said crossbow it is more or less a straight upgrade, with larger, more powerful explosions (albeit without any base impact damage, in defiance of conventional wisdom regarding shoving large darts into things; this can actually be a benefit in-game, since it ensures that enemies shot with the weapon will stick together with their group and maximize potential splash damage), a 3-round magazine, and a faster reload (recycled wholesale from ''[[Modern Warfare 2]]'''s [[Cheyenne Tactical M200 Intervention]]).&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant, the &amp;quot;Hyena Infra-Dead&amp;quot;, increases its already-high damage even further, doubles its ammo reserve and capacity (without changing the magazine model), and somehow converts the existing scope into an infrared one (as the name implies).&lt;br /&gt;
[[File:F2000.jpg|thumb|none|500px|FN F2000 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M82a1.jpg|thumb|none|500px|Barrett M82A1 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov Hybrid ==&lt;br /&gt;
The Soviet [[SVD Dragunov]] (introduced in 1963) is one of the sniper rifles available in the game. Its receiver appears to be recycled from the game's hybrid AK which makes it resemble the Romanian PSL, the open front sight is also from that sniper. In singleplayer, it can be found in &amp;quot;Crash Site,&amp;quot; &amp;quot;Executive Order,&amp;quot; and &amp;quot;Numbers.&amp;quot; By default it is equipped with an inappropriate modern civilian POSP scope but it can also be used with Variable Zoom, Infrared Scope, ACOG Scope, Suppressor, or Extended Mags.&lt;br /&gt;
&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[File:Aks-74.jpg|thumb|none|500px|AKS-74 - 5.45x39mm. Image used to show the receiver.]]&lt;br /&gt;
[[File:CODBO SVD (1).jpg|thumb|none|600px|Drawing the weapon with a dramatic rack of the charging handle.]]&lt;br /&gt;
[[File:CODBO SVD (2).jpg|thumb|none|600px|Idle with the SVD. Note that this weapon seems to use the exact same receiver as the game's hybrid AK, which could explain the AK-style safety lever present on this weapon (not visible in this shot).]]&lt;br /&gt;
[[File:CODBO SVD (3).jpg|thumb|none|600px|The SVD's POSP scope reticle. This is a poor replica of the modern civilian POSP scope reticle (the 1.5m and 0.5m height lines are for elk and deer, the military scope only has one 1.7m line for humans). Anyway, a period military PSO-1 scope should have been used instead.]]&lt;br /&gt;
[[File:CODBO SVD (4).jpg|thumb|none|600px|Reloading, the bolt still isn't locked back as with previous games. Note the AK-style safety lever.]]&lt;br /&gt;
[[File:CODBO SVD (5).jpg|thumb|none|600px|An SVD equipped with an Infrared Scope attachment and an alternate finish. The Infrared Scope's model is based on the NSPU, which is a nightvision scope in reality.]]&lt;br /&gt;
&lt;br /&gt;
== Type 99 Arisaka(*) ==&lt;br /&gt;
The [[Arisaka Type 99]] is able to be purchased in the zombie map &amp;quot;Shi No Numa&amp;quot; for 200 points.&lt;br /&gt;
&lt;br /&gt;
[[File:Arisaka-Type-99.jpg|thumb|none|500px|Arisaka Type 99 Rifle - 7.7mm Arisaka]]&lt;br /&gt;
[[File:CODBO Type99 Arisaka (1).jpg|thumb|none|600px|Holding the Type 99.]]&lt;br /&gt;
[[File:CODBO Type99 Arisaka (2).jpg|thumb|none|600px|Aiming down the iron sights of the rifle.]]&lt;br /&gt;
[[File:CODBO Type99 Arisaka (3).jpg|thumb|none|600px|Inserting a stripper clip.]]&lt;br /&gt;
[[File:CODBO Type99 Arisaka (4).jpg|thumb|none|600px|Cycling the bolt. This is only really visible in prone; as with the Mosin, the animation is somewhat hidden.]]&lt;br /&gt;
&lt;br /&gt;
== Walther WA 2000 ==&lt;br /&gt;
The [[Walther WA 2000]] appears in both singleplayer and multiplayer. In the singleplayer campaign, it appears as part of Mason's loadout in the mission &amp;quot;Victor Charlie&amp;quot;, which makes it anachronistic, because &amp;quot;Victor Charlie&amp;quot; takes place in 1968 and the WA 2000 was not manufactured until 1982. Even a prototype would be anachronistic because the gun was designed in the late 70s; its exorbitant cost and ill-suited design for the military also would have discouraged use. The ammo name for the WA 2000 in the game files is 7.62x51mm, which contradicts the .300 Win Mag caliber inscribed above the pistol grip. A WA 2000 appears as the fifteenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
A more adequate U.S. sniper rifle choice for that era would have been the [[M40 sniper rifle]] (introduced in 1966) or the older [[Winchester Model 70]], both used in Vietnam before 1968, and the [[Remington 700]] was used by the MACV-SOG during the Vietnam War. However, these were bolt-action rifles. The [[M21 Designated Marksman Rifle|XM21]] semi-automatic sniper rifle was used during the war since 1968, and before then, the US also modified their M14 with sniper scopes, including the M14E2 SAW. The older [[M1 Garand]] M1D and MC52 variants would also make good choices for semi-automatic sniper rifles used early in the war.&lt;br /&gt;
&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|none|500px|Walther WA 2000 - .300 Win Mag]]&lt;br /&gt;
[[File:CODBO WA2000 (1).jpg|thumb|none|600px|Initially-equipping the WA 2000, the sniper pops open the rear lens cover and the front one obligingly does so as well, of its own accord. Bringing up the rifle with any other sight equipped appropriately uses its non initial draw animation.]]&lt;br /&gt;
[[File:CODBO WA2000 (2).jpg|thumb|none|600px|The normal WA 2000 transition, which shows off some of the top of the rifle.]]&lt;br /&gt;
[[File:CODBO WA2000 (3).jpg|thumb|none|600px|The sniper rifle in idle.]]&lt;br /&gt;
[[File:CODBO WA2000 (4).jpg|thumb|none|600px|The Walther's scope reticle, which seems to be a re-use of scope_overlay_m40a3 from ''[[Call of Duty 4: Modern Warfare]]''.]]&lt;br /&gt;
[[File:CODBO WA2000 (5).jpg|thumb|none|600px|Reloading the WA 2000. Note the rather undersized magazine; not only is it too small in general, but it's far too small for the cartridges on the cheek rest (not that these are ever used anyway).]]&lt;br /&gt;
[[File:CODBO WA2000 (6).jpg|thumb|none|600px|Rechambering the Walther.]]&lt;br /&gt;
&lt;br /&gt;
= Launchers =&lt;br /&gt;
==China Lake Grenade Launcher==&lt;br /&gt;
The [[China Lake Launcher]] is available in ''Black Ops''. In singleplayer, it is found in &amp;quot;S.O.G.&amp;quot;, &amp;quot;Numbers&amp;quot;, and &amp;quot;Crash Site&amp;quot;, while in multiplayer it is the last launcher unlocked. It holds four grenades per tube in the campaign and two in multiplayer, rather than three in the tube magazine and one in the chamber as seen on the real weapon.&lt;br /&gt;
&lt;br /&gt;
The pumping animation has been deliberately made slow for game balance, to the point that when paired with the correct Multiplayer perk, it'd be faster to reload after every shot rather than waiting for the pump animation to play. It also cannot be fired without aiming down sights (except when upgraded with the Pack-A-Punch machine in Zombies mode); if a &amp;quot;no-scope&amp;quot; shot is attempted, the player character will automatically aim down sights before firing. A China Lake serves as the eighteenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
Unlike the M203, the ejected casings (seen when pumping) appropriately have their own model as opposed to being shown as full 40mm grenades.&lt;br /&gt;
&lt;br /&gt;
The China Lake is also used as the basis of the rather non-descriptively-named &amp;quot;31-79 JGb215&amp;quot; (apparently code for a set of coordinates), a Wonder Weapon in Zombies mode; functionally, it is a semi-automatic shrink ray.&lt;br /&gt;
[[File:US M79 pump-action four-shot 40x46mm grenade launcher.jpg|thumb|none|500px|China Lake Grenade Launcher - 40x46mm]]&lt;br /&gt;
[[File:CODBO China Lake (1).jpg|thumb|none|600px|Drawing the China Lake; the player character flips up the leaf sight and chambers a round. Note that a grenade can be seen in the presumably-open ejection port, despite the pump handle being all the way forward.]]&lt;br /&gt;
[[File:CODBO China Lake (2).jpg|thumb|none|600px|Holding the China Lake.]]&lt;br /&gt;
[[File:CODBO China Lake (3).jpg|thumb|none|600px|The iron sights of the China Lake Launcher, which are lined up to roughly 200 meters though the rear notch is being ignored.]]&lt;br /&gt;
[[File:CODBO China Lake (4).jpg|thumb|none|600px|Pumping the China Lake.]]&lt;br /&gt;
[[File:CODBO China Lake (5).jpg|thumb|none|600px|Loading new grenades into the weapon.]]&lt;br /&gt;
[[File:CODBO China Lake (6).jpg|thumb|none|600px|The player character flips down the leaf sight before putting away the China Lake.]]&lt;br /&gt;
&lt;br /&gt;
== M72 LAW ==&lt;br /&gt;
The [[M72 LAW]] appears in the game as a single shot rocket launcher. It is used by Mason to destroy NVA T-55 tanks in Vietnam. In multiplayer the M72 is the first launcher unlocked by the player and has the unrealistic capacity to lock-on to vehicles as opposed to the real life version, which is unguided. The M72 LAW appears as the seventeenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:M72 law.jpg|thumb|none|500px|M72 LAW with rocket - 66mm]]&lt;br /&gt;
[[File:CODBO M72 LAW (1).jpg|thumb|none|600px|Drawing the LAW.]]&lt;br /&gt;
[[File:CODBO M72 LAW (2).jpg|thumb|none|600px|Holding the launcher.]]&lt;br /&gt;
[[File:CODBO M72 LAW (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CODBO M72 LAW (4).jpg|thumb|none|600px|Putting away the LAW.]]&lt;br /&gt;
&lt;br /&gt;
== M202A1 FLASH ==&lt;br /&gt;
The [[M202A1 FLASH]], referred as the &amp;quot;Grim Reaper&amp;quot;, is found in the game. In singleplayer, it can be used by Mason in the missions &amp;quot;Victor Charlie&amp;quot; and &amp;quot;Numbers.&amp;quot; In the level &amp;quot;Crash Site,&amp;quot; a boat section has Woods and Bowman each armed with an M202, and the player controls what they shoot at. In multiplayer mode, the M202 can be obtained from a care package killstreak (awarded after five kills) just like the &amp;quot;Death Machine&amp;quot;. It also appears as the sixteenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
It holds 4 rockets per clip, and has the unrealistic ability to lock on to helicopters and planes. In singleplayer mode, multiple rockets can be fired at once, while in multiplayer the weapon is restricted to firing one round per trigger pull. The M202's appearance in Black Ops is slightly anachronistic, as it wasn't designed until the late 1960s and was used in Vietnam from 1970 onward. &lt;br /&gt;
&lt;br /&gt;
[[File:M202A2 FLASH.JPG|thumb|none|500px|M202A2 FLASH - 66mm]]&lt;br /&gt;
[[File:CODBO M202 (1).jpg|thumb|none|600px|The sight is unfolded when equipped. It is folded again when reloading or when put away.]]&lt;br /&gt;
[[File:CODBO M202 (2).jpg|thumb|none|600px|&amp;quot;Grim Reaper.&amp;quot; Note the writing on the side of the weapon declares it to be &amp;quot;Launcher, Rocket, 66mm, 4-tube, M202A1,&amp;quot; putting paid to any claim that the launcher shown in game is in any way supposed to be the earlier XM191.]]&lt;br /&gt;
[[File:CODBO M202 (3).jpg|thumb|none|600px|The Grim Reaper through its scope. Note the number dial next to the scope, indicating how many rockets will be simultaneously fired; this is changed using the &amp;quot;hold breath&amp;quot; control. In real life, the M202 can only fire rocket one at a time.]]&lt;br /&gt;
[[File:CODBO M202 (4).jpg|thumb|none|600px|Grim Reaper reloading. Regardless of how many shots from a volley were fired, all rockets are shown as having been fired when reloading.]]&lt;br /&gt;
[[File:CODBO M202 (5).jpg|thumb|none|600px|In with a new set.]]&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
The [[RPG-7]] is used by Cuban, North Vietnamese, and Russian troops in the campaign, and is available in multiplayer as well. The RPG-7 is not anachronistic per se, though in real life its first use in combat was by the Egyptians during the Arab-Israeli War in 1967.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:CODBO RPG-7 (1).jpg|thumb|none|600px|Holding the RPG-7.]]&lt;br /&gt;
[[File:CODBO RPG-7 (2).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:CODBO RPG-7 (3).jpg|thumb|none|600px|Loading a new rocket, it still lacks the propellant charge.]]&lt;br /&gt;
&lt;br /&gt;
== RPzB 54 Panzerschreck(*) ==&lt;br /&gt;
The [[Panzerschreck|RPzB 54 Panzerschreck]] is used by the German soldiers in the World War II flashback mission &amp;quot;Project Nova&amp;quot; and usable by Viktor Reznov.&lt;br /&gt;
&lt;br /&gt;
[[File:Tank h5.jpg|thumb|none|500px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
[[File:CODBO Panzerschrek (1).jpg|thumb|none|600px|The Panzerschreck in first-person.]]&lt;br /&gt;
[[File:CODBO Panzerschrek (2).jpg|thumb|none|600px|Aiming only uses the front sight, apparently stabbing the rear one into Reznov's cheek.]]&lt;br /&gt;
[[File:CODBO Panzerschrek (3).jpg|thumb|none|600px|Reloading. Given the average WW2 soldier was 68 inches tall while a Panzerschreck was 65 inches long, this view would require digging a small hole for the weapon's muzzle or a box to stand on. Additional, Reznov simply shoves the rocket into the tube, without pushing down the pin on the contact box (the box at the bottom-left of the shot), which was required to transfer electricity from the launcher to the rocket; failing to do so would mean that pulling the trigger would result in absolutely nothing whatsoever.]]&lt;br /&gt;
[[File:CODBO Panzerschrek (4).jpg|thumb|none|600px|A Panzerschreck leaning on a low wooden wall, next to a StG-44.]]&lt;br /&gt;
&lt;br /&gt;
== SA-14 Gremlin ==&lt;br /&gt;
The [[SA-14 Gremlin]], an updated version of the [[SA-7 Grail]], is referred to in-game by its Russian designation of &amp;quot;Strela-3&amp;quot;; it appears in both single and multiplayer mode, and is only capable of firing when locked onto a vehicle. Its appearance in the campaign is brief; Hudson uses a scavenged Strela-3 to shoot down two Mi-8 &amp;quot;Hip&amp;quot; gunships during the attack on Rebirth Island.&lt;br /&gt;
&lt;br /&gt;
The Gremlin is, like most weapons in the game, anachronistic, as ''Black Ops'' takes place in 1968, 6 years before its introduction in 1974. A more appropriate choice would have been the original Strela-2/SA-7 Grail, which was developed in 1967 and issued in 1968 (though in both cases the &amp;quot;Valkyrie&amp;quot; variant mentioned below would still be anachronistic to the 1963 level &amp;quot;Executive Order&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|500px|none|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
[[File:STRELABO.jpg|thumb|300px|none|SA-14 Gremlin in Create-A-Class menu.]]&lt;br /&gt;
[[File:CODBO 9K34 Strela-3 (1).jpg|thumb|600px|none|SA-14 Gremlin in idle.]]&lt;br /&gt;
[[File:CODBO 9K34 Strela-3 (2).jpg|thumb|600px|none|SA-14 Gremlin in ADS.]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Valkyrie&amp;quot; ===&lt;br /&gt;
A unique fictional version of the [[SA-14 Gremlin]], the &amp;quot;Valkyrie&amp;quot; has a MCLOS (Manual Command to Line of Sight) system, same as the in-game [[BGM-71 TOW]]. It is usable in the single-player missions &amp;quot;Executive Order&amp;quot;, wherein Alex Mason uses it to destroy the ''Soyuz II'' rocket in flight, and &amp;quot;Redemption&amp;quot;, where it's used to down a pair of Mi-8 helicopters. It also acts as a killstreak in multiplayer, awarded after seven kills and costing 4,000 COD Points.&lt;br /&gt;
&lt;br /&gt;
[[File:CODBO Valkyrie (1) bostore.jpg|thumb|600px|none|&amp;quot;Valkyrie&amp;quot; in idle.]]&lt;br /&gt;
[[File:CODBO Valkyrie (2).jpg|thumb|600px|none|Aiming at a Mi-8 &amp;quot;Hip.&amp;quot;]]&lt;br /&gt;
[[File:CODBO Valkyrie (3).jpg|thumb|600px|none|A &amp;quot;Valkyrie&amp;quot; rocket about to impact the engine area of the Mi-8.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Afanasev A-12.7==&lt;br /&gt;
The [[Afanasev A-12.7]] is mounted on Mi-24A helicopters in the game. Woods shows a remarkable knowledge on Soviet weaponry remarking that it is a &amp;quot;12mm nose cannon&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==82-PM-37==&lt;br /&gt;
The [[82-PM-37]] mortar is used by the Russian soldiers in the World War II mission &amp;quot;Project Nova&amp;quot;. The player can't use these first-hand, but can instead call in mortar strikes that are launched via these weapons by allies. Calling the mortars is done by throwing smoke grenades near the target. They appear on the ground as stun grenades, though this is simply a result of model reuse.&lt;br /&gt;
[[File:82mm BM-37 Mortar.jpg|thumb|none|450px|82-PM-37 mortar - 82mm]]&lt;br /&gt;
[[File:CODBO Mortar.jpg|thumb|none|600px|Russian soldiers using several 82-PM-37 mortars. Note the square baseplate of an [[M1 Mortar]].]]&lt;br /&gt;
&lt;br /&gt;
==BGM-71 TOW==&lt;br /&gt;
The [[BGM-71 TOW]] is seen mounted on a jeep only in the mission &amp;quot;S.O.G.&amp;quot; where the player needs to destroy the NVA tanks. Unlike the real TOW missile, this missile is guided by MCLOS (Manual Command Line of Sight) instead of SACLOS (Semi Active Command Line of Sight) which would be much simpler. Its appearance in &amp;quot;S.O.G.&amp;quot; (set in 1968) is anachronistic: the BGM-71 wasn't introduced into US military service until 1970, and though it saw service in Vietnam, the weapon didn't appear there until 1972. Era-appropriate anti-tank missiles would be the French-designed MGM-21A or MGM-32A or a captured [[AT-3 Sagger]], which were also actually MCLOS in real life: the other option would be to use an [[M40 Recoilless Rifle]].&lt;br /&gt;
[[File:ITAS-FTL.jpg|thumb|none|500px|BGM-71D TOW-2 with M41 ITAS-FTL launcher - 152mm. The FTL version differs in that it mounts a PADS device on top of the ITAS scope: the version in game does not have this.]]&lt;br /&gt;
[[File:CODBO TOW (1).jpg|thumb|none|600px|BGM-71 mounted on a jeep. Note that this is the the Jeep 2011 Wrangler model, which is very anachronistic. During the 60's the US army used the M151 MUTT. Jeep asked Treyarch to advertise their new vehicle through the game; the company even offers a &amp;quot;Black Ops&amp;quot; edition of it.]]&lt;br /&gt;
[[File:CODBO TOW (2).jpg|thumb|none|600px|The BGM-71. Notice the &amp;quot;TOW 2B&amp;quot; stencil on the tube; TOW 2B (BGM-71F) started production in 1991. It is also incorrect for how the weapon functions: TOW-2B is a top-attack variant that fires two explosively formed tantalum penetrators at the upper surface of the target, while the weapon in game uses a standard warhead. The sighting unit appears to be a very undersized replica of the modern ITAS integrated scope, which only entered production in the late 90s: the vertical cylinder on the right is the new SADA II cooling unit, not mounted on any previous TOW sight. Note also the &amp;quot;nose end&amp;quot; marking which suggests the missile is loaded backwards, though the brown stripe indicates the missile casing's tail end.]]&lt;br /&gt;
[[File:CODBO TOW (3).jpg|thumb|none|600px|About to look into the sighting unit.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
A [[Browning M2HB]] can be seen mounted on every M113 APC in the singleplayer and also on the PBRs in &amp;quot;Crash Site.&amp;quot;&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|500px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:CODBO-M2HB.jpg|thumb|none|600px|A M2HB is mounted on the APC.]]&lt;br /&gt;
[[File:CODBO M2HB (1).jpg|thumb|none|600px|An M113 with M2HB in Khe Sanh.]]&lt;br /&gt;
[[File:Twin M2 machine guns PBR.jpg|thumb|none|400px|Dual Browning M2HB in PBR - .50 BMG]] &lt;br /&gt;
[[File:CODBO M2HB (2).jpg|thumb|none|600px|The dual M2HBs on the PBR used in the level &amp;quot;Crash Site.&amp;quot;]]&lt;br /&gt;
[[File:CODBO M2HB (3).jpg|thumb|none|600px|Another view.]]&lt;br /&gt;
&lt;br /&gt;
==DShK==&lt;br /&gt;
The [[DShK]] is mostly seen mounted on trucks. The player uses one in &amp;quot;Vorkuta&amp;quot; and &amp;quot;WMD&amp;quot;, and NPCs operate them in several other missions. It is fitted with an anti-aircraft sight.&lt;br /&gt;
[[File:DSHK.jpg|thumb|none|450px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[File:CODBO DShK (1).jpg|thumb|none|600px|The DShK mounted on a GAZ-66 truck. Even the latter could not avoid the universal rule of Black Ops, since it was not serial produced until 1964, which does not prevent it appears in large quantities a year earlier.]]&lt;br /&gt;
[[File:CODBO DShK (2).jpg|thumb|none|600px|Manning the MG.]]&lt;br /&gt;
[[File:CODBO DShK (3).jpg|thumb|none|600px|Zooming in ADS view.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[M197 Vulcan]] is mounted on AH-1 Cobras during the mission &amp;quot;S.O.G.&amp;quot; and in multiplayer. It is noteworthy that the AH-1 Cobra was introduced in 1967 and was used during the Tet Offensive in 1968 making its appearance at the Battle of Khe Sahn historical. However, the appearance of the Cobra in multiplayer maps set before 1967 would be anachronistic.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|350px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==KPV==&lt;br /&gt;
[[KPV]] heavy machine guns mounted in the ZPU-4 quad anti-aircraft mount are used by Communist forces. Mason destroys a Viet Cong emplacement in &amp;quot;Victor Charlie&amp;quot; and the ''Rusalka'' is covered in them in the final mission &amp;quot;Redemption.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Like ''Modern Warfare 2'', it reuses the same model from ''Call of Duty 4''.&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;
[[File:CODBO KPV ZPU-4.jpg|thumb|none|600px|Two ZPU-4s as seen from Mason's UH-1 gunship. Another one can be seen in the background.]]&lt;br /&gt;
&lt;br /&gt;
==M60E3==&lt;br /&gt;
The [[M60E3]] from [[Call of Duty 4: Modern Warfare]] is reused on the PBR in &amp;quot;Crash Site&amp;quot; and is used by Mason.&lt;br /&gt;
[[File:USOM60E3.jpg|thumb|none|450px|M60E3 machine gun with the full length barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO M60E3 PBR (1).jpg|thumb|none|600px|A view of the mounted M60E3, showing that it is the COD4 model from the original full length barrel.]]&lt;br /&gt;
[[File:CODBO M60E3 PBR (2).jpg|thumb|none|600px|The M60 in use, note the ammo box shape as well. Also note how Bowman is also following Mason's aim with his M202A1.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
Huey gunships are armed with the M21 Armament System that consists of side mounted 70mm rocket pods and twin [[M134 Minigun]]s.&lt;br /&gt;
[[File:Armament.jpg|thumb|none|500px|M134 Minigun mounted on M21 Armament Subsystem, same as in the films (this also includes huge [[M158 Rocket Launcher]])]]&lt;br /&gt;
[[File:CODBOAR-15.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODBO M134 M21.jpg|thumb|none|600px|&amp;quot;RT Texas&amp;quot; lights up the side of a building with its miniguns. Note the unused M75 40mm grenade launcher mounted in the nose ball turret.]]&lt;br /&gt;
&lt;br /&gt;
==MG42(*)==&lt;br /&gt;
The [[MG42]] appears only as an emplaced weapon throughout the World War II flashback mission &amp;quot;Project Nova&amp;quot;. The first MG42 is seen fired by a Russian soldier and the rest by the Germans, but all are usable by the player.&lt;br /&gt;
[[File:MG42Bipod.jpg|thumb|none|500px|MG42 with bipod extended - 7.92mm Mauser]]&lt;br /&gt;
[[File:CODBO MG42 (1).jpg|thumb|none|600px|Reznov manning an MG42.]]&lt;br /&gt;
[[File:CODBO MG42 (2).jpg|thumb|none|600px|An MG42 in a ground emplacement.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
Twin [[Mk 19 Grenade Launcher]]s with extended barrels are bizarrely mounted on the BTR-60 APC turret that Hudson operates during the mission &amp;quot;Rebirth,&amp;quot; and the right gun fires machine gun rounds rather than 40mm grenades. It reuses the Mk 19 Mod 3 model from [[Call of Duty 4: Modern Warfare]], which is anachronistic, and a more appropriate choice would've been the Soviet [[KPV]] heavy machine gun or [[AGS-17]] automatic grenade launcher; interestingly, the in-game weapons both use the latter's distinctive belt drum, suggesting that they may have been meant to pass for actual AGS-17s.&lt;br /&gt;
[[Image:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|400px|Mk 19 Mod 3 grenade launcher on vehicle pintle mounting with 48-round belt box and older flash hider - 40x53mm]]&lt;br /&gt;
[[File:CODBO Mk 19 (1).jpg|thumb|none|600px|The Mark 19 duo as manned by Hudson. Note the charging handles only present on the outside sides of the weapon models.]]&lt;br /&gt;
[[File:CODBO Mk 19 (2).jpg|thumb|none|600px|Zooming in with the turret machination.]]&lt;br /&gt;
[[File:CODBO Mk 19 (3).jpg|thumb|none|600px|The weapon system as seen in third person after the BTR-60 eats a missile launched from an Mi-8.]]&lt;br /&gt;
&lt;br /&gt;
==Type 92 Heavy Machine Gun==&lt;br /&gt;
The sentry guns in the zombie map &amp;quot;Kino der Toten&amp;quot; are built around a [[Type 92 heavy machine gun]]. A double machine gun mount in the level &amp;quot;Victor Charlie&amp;quot; also uses Type 92s. The use icon for the emplacement reuses the icon for the Type 92 from ''[[Call of Duty: World at War]]''.&lt;br /&gt;
[[Image:Type 92 HMG.jpg|thumb|none|400px|Nambu Type 92 Heavy machine gun - 7.7x58mm Arisaka]]&lt;br /&gt;
[[File:CODBO Type 92 (1).jpg|thumb|none|600px|The twin Type 92 emplacement in &amp;quot;Victor Charlie.&amp;quot; It appears to feed from AGS-17-like drums.]]&lt;br /&gt;
[[File:CODBO Type 92 (2).jpg|thumb|none|600px|Manning the turret.]]&lt;br /&gt;
[[File:CODBO Type 92 (3).jpg|thumb|none|600px|Aiming with the odd improvised sights.]]&lt;br /&gt;
[[File:CODBO Type 92 (4).jpg|thumb|none|600px|A single Type 92 in &amp;quot;Kino Der Toten.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger Dual Mount System (mockup)==&lt;br /&gt;
A mockup of the [[FIM-92 Stinger]] Dual Mount System made of SA-14 Gremlin models appears as the SAM Turret. It is inaccurately depicted as an autonomous weapon system, with the sighting system replaced by a simple camera. Its appearance in the game is anachronistic as the base FIM-92 Stinger was developed in the 1970s and the Dual Mount System version was developed in the late 1990s. A slightly more realistic choice would be to use the [[FIM-43 Redeye]].&lt;br /&gt;
[[File:Stinger mount.jpg|thumb|none|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:BLACKOPS-SAM.jpg|thumb|none|600px|The SAM Turret killstreak. Apparently the 60s had such an advanced AI that it was capable of acquiring targets on its own only by the means of simple security cameras.]]&lt;br /&gt;
&lt;br /&gt;
==FN M249 SAW==&lt;br /&gt;
The [[FN Minimi|FN M249 SAW]] model from [[Call of Duty 4: Modern Warfare]] is seen in the level &amp;quot;Vorkuta&amp;quot;, where it is used by Soviet prison guard as an emplaced heavy machine gun. Being a Belgian-designed, US-issued light machine gun (and being a variant thereof that came into being in the mid-1980s), it is rather obviously inappropriate for the setting; a more reasonable choice would've been a [[DShKM]].&lt;br /&gt;
[[File:Fn_m249saw_mk2_10-1-.jpg|thumb|none|450px|FN M249 SAW - with 200-round belt box - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==UB-32 Rocket Pod==&lt;br /&gt;
Mi-24A helicopters utilize UB-32 Rocket Pods to fire S-5 rockets. Woods incorrectly calls the pods &amp;quot;UV-32 rockets&amp;quot;, apparently thinking that the &amp;quot;U'''B'''-32&amp;quot; in the English transliteration of the Russian &amp;quot;УБ-32&amp;quot; stands for &amp;quot;V&amp;quot;. This error might be caused by the fact that the Russian letter &amp;quot;B&amp;quot; is actually transliterated to &amp;quot;V&amp;quot; in English. When Mason commandeers a Mi-24A in &amp;quot;Payback&amp;quot; he can fire only four S-5 rockets per wing at a time then he needs to reload. The hind has two pods per wing for a total of 64 rockets per wing, however, Mason's supply of rockets never runs out.&lt;br /&gt;
&lt;br /&gt;
==B-8M Rocket Pod==&lt;br /&gt;
Mi-8 helicopters utilize B-8M Rocket Pods. However, they are inaccurately depicted as firing S-5 rockets instead of the appropriate S-8. Somewhat anachronistic as S-8 rockets were developed in the 1960s, but underwent preliminary testing in 1969 and entered service in 1984.&lt;br /&gt;
&lt;br /&gt;
==M-21 Field Rocket System==&lt;br /&gt;
BM-21 self-propelled multiple rocket launcher vehicles complete with M-21 Field Rocket Systems are seen rather inappropriately being parked in the US Beale Air Force Base in &amp;quot;WMD&amp;quot;. Standalone M-21 systems are also mounted throughout the Rusalka in &amp;quot;Redemption&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
== F1 hand grenade ==&lt;br /&gt;
The French [[F1 hand grenade]] is one of the grenades that aren't usable in-game. The designers appear to have confused it with the Soviet [[F-1 hand grenade|F-1]], which was directly based on the French grenade, even keeping its original name which caused a certain confusion.&lt;br /&gt;
&lt;br /&gt;
[[File:F1 Mle35 hand grenade.JPG|thumb|none|200px|F1 High-Explosive Fragmentation hand grenade with Mle1935 fuse.]]&lt;br /&gt;
[[File:Shot0219.jpg|thumb|none|600px|The grenades under the right shoulder are the F1s.]]&lt;br /&gt;
[[File:Shot0259.jpg|thumb|none|600px|F1 hand grenade on dead Russian soldier. An [[RGD-5 hand grenade]] is also visible.]]&lt;br /&gt;
&lt;br /&gt;
== M7 Gas Grenade ==&lt;br /&gt;
[[M7 CS gas grenade]]s are available in the game's multiplayer, dispersing a lethal load of the game's &amp;quot;Nova Gas&amp;quot;. They are also present on some character models.&lt;br /&gt;
[[File:M7A3.jpg|thumb|none|175px|M7A3 CS gas grenade.]]&lt;br /&gt;
[[File:CODBO M7 CS.jpg|thumb|none|600px|Preparing to throw a &amp;quot;Nova Gas&amp;quot; grenade.]]&lt;br /&gt;
[[File:Shot0219.jpg|thumb|none|600px|The black grenades on the waist are the M7.]]&lt;br /&gt;
&lt;br /&gt;
== M18A1 Claymore ==&lt;br /&gt;
The [[M18A1 Claymore]] anti-personnel mine is available once again as a defensive weapon. For 1000 points claymores X2 are able to purchase in the maps Kino Der Toten, Five, Ascention, Call of the Dead, and Moon. Shangri La features an alternate version for the same price, called the &amp;quot;Spikemore&amp;quot;, which (as its name indicates) launches spikes along with its usual shrapnel. &lt;br /&gt;
&lt;br /&gt;
As with other ''Call of Duty'' games, the mine is based on the depiction of the Claymore in ''Metal Gear Solid'', emitting two red laser beams from its iron sight when placed to show its damage radius and arming area, and is proximity triggered; such a system would require a level of laser technology that did not exist at the time the game is set, and would be of very little practical function since the beams are not associated with any kind of reflector. About the only way it could work, assuming the laser is actually the detonator, is if the laser unit was a rangefinder set to detonate the mine if anything passed closer than a preset distance, which would be an absurdly inefficient method of fuzing an antipersonnel mine. Real Claymore mines are typically command-detonated, though they can also be rigged up with a simple mechanical tripwire for use as a self-detonating mine.&lt;br /&gt;
&lt;br /&gt;
The M18A1 is somewhat anachronistic for most of the singleplayer since while it was adopted in 1960, it is not known to have been used in combat until 1966. For most of the game's events, the original, unreliable M18 would have been the only Claymore variant in use.&lt;br /&gt;
&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|500px|M18A1 Claymore anti-personnel mine.]]&lt;br /&gt;
[[File:CODBO Claymore (1).jpg|thumb|none|600px|The M18A1 Claymore mine in first person.]]&lt;br /&gt;
[[File:CODBO Claymore (2).jpg|thumb|none|600px|The Claymore mine as seen when deployed.]]&lt;br /&gt;
&lt;br /&gt;
== M34 White Phosphorous grenade ==&lt;br /&gt;
The [[M34 White Phosphorous grenade]], referred to as the &amp;quot;Willy Pete,&amp;quot; is used as a smoke grenade, minus most of its real-life incendiary effect: the smoke cloud lasts 8-9 seconds rather than the 60 or so of the real weapon. It still causes mild damage to enemies who are too close when it explodes, though. The grenade is incorrectly shown with a green casing: this colour was not used until STANAG 2321 was adopted in 1987, and a period M34 should be white.&lt;br /&gt;
&lt;br /&gt;
[[File:M34 2-1-.jpg|thumb|none|200px|M34 White Phosphorous grenade.]]&lt;br /&gt;
[[File:CODBO M34 WP.jpg|thumb|none|600px|About to throw the &amp;quot;Willy Pete&amp;quot; grenade.]]&lt;br /&gt;
[[File:Shot0219.jpg|thumb|none|600px|The green grenade on the belt is the M34.]]&lt;br /&gt;
&lt;br /&gt;
== M67 hand grenade ==&lt;br /&gt;
The [[M67 hand grenade]] once again returns as the primary grenade of every faction in-game (not including the World War II mission &amp;quot;Project Nova&amp;quot;). Because ''Black Ops'' takes place from 1961 to 1968, it would be slightly more accurate to see the [[M26 hand grenade]] instead of the M67, as it did not come into common use in the U.S. Military until 1969. Strictly speaking, though, it's not ''exactly'' anachronistic, as it was designed in the 50's. In the zombie maps Kino Der Toten, Five, and Ascension M67 hand grenades are 250 points for 4 grenades.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|500px|M67 fragmentation grenade.]]&lt;br /&gt;
[[File:CODBO M67.jpg|thumb|none|600px|Pulling the pin on a M67 Frag.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
&lt;br /&gt;
[[M84 stun grenade]]s appear as the Flashbangs and as the icon for Concussion Grenades; Flashbangs have a green stripe, while Concussion Grenades have a red stripe in the menu. In gameplay, however, the Concussion Grenade is actually a [[MK3 offensive hand grenade]]. It's appearance in the 60s is highly anachronistic as it was used from 1995 in reality.&lt;br /&gt;
&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:CODBO M84 Flashbang.jpg|thumb|none|600px|Pulling the pin on a M84 Flashbang.]]&lt;br /&gt;
&lt;br /&gt;
== Mk 2 hand grenade ==&lt;br /&gt;
The [[Mk 2 hand grenade]] is one of the grenades that aren't usable in-game. The Mk 2 can can be seen on Tank Dempsey in the zombie map &amp;quot;Kino Der Toten&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 &amp;quot;Pineapple&amp;quot; High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:Shot0032301.jpg|thumb|none|600px|Mk 2 hand grenade on Tank Dempsey's coat.]]&lt;br /&gt;
&lt;br /&gt;
== MK3 Offensive Hand Grenade ==&lt;br /&gt;
[[MK3 offensive hand grenade]]s are appropriately used as the Concussion Grenade in multiplayer gameplay.&lt;br /&gt;
[[Image:MK3A2.jpg|thumb|none|200px|MK3A2 offensive hand grenade]]&lt;br /&gt;
[[File:CODBO Mk3 Concussion.jpg|thumb|none|600px|About to toss a Mk3 grenade.]]&lt;br /&gt;
&lt;br /&gt;
== Model 24 Stielhandgranate(*) ==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] is used by the German soldiers in the World War II mission &amp;quot;Project Nova&amp;quot; and usable by the player. Also available in the zombie maps Nacht der Untoten, Verrückt, Shi No Numa and Der Riese for 250 points.&lt;br /&gt;
&lt;br /&gt;
[[File:24-43 grenade.jpg|thumb|none|500px|Model 24 Stielhandgranate.]]&lt;br /&gt;
[[File:CODBO Stielhandgranate (1).jpg|thumb|none|600px|Prepping a Model 24 Stielhandgranate.]]&lt;br /&gt;
[[File:CODBO Stielhandgrante (2).jpg|thumb|none|600px|A Stielhandgranate on the ground.]]&lt;br /&gt;
&lt;br /&gt;
== RGD-5 hand grenade ==&lt;br /&gt;
The [[RGD-5 hand grenade]] is one of the grenades that aren't usable in-game. It would be more accurate to see Soviet forces in the game use this grenade, rather than simply using the same M67 grenade as the player.&lt;br /&gt;
&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|600px|RGD-5 High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:Shot0259.jpg|thumb|none|600px|RGD-5 hand grenade on a dead Russian soldier. An [[F1 hand grenade]] is also visible.]]&lt;br /&gt;
&lt;br /&gt;
== RGD-33 stick grenade(*) ==&lt;br /&gt;
The [[RGD-33 stick grenade]] is used by the Russian soldiers in the World War II mission &amp;quot;Project Nova&amp;quot; and usable by the player.&lt;br /&gt;
&lt;br /&gt;
[[File:Rgd-33russianfrag mp.jpg|thumb|none|400px|RGD-33 stick grenade.]]&lt;br /&gt;
[[File:CODBO RGD-33 (1).jpg|thumb|none|600px|RGD-33 about to be thrown.]]&lt;br /&gt;
&lt;br /&gt;
== S-Mine(*) ==&lt;br /&gt;
In the classic Nazi Zombies maps, [[S-Mine]]s are available instead of Claymore mines. They are still referred to as &amp;quot;Bouncing Betty&amp;quot; mines.&lt;br /&gt;
&lt;br /&gt;
[[File:Schrapnellmine 35 mine.jpg|thumb|none|500p|S-Mine 35.]]&lt;br /&gt;
[[File:CODBO S-Mine (1).jpg|thumb|none|600px|Nikolai Belinksi holds a ''Schrapnellmine''.]]&lt;br /&gt;
[[File:CODBO S-Mine (2).jpg|thumb|none|600px|Pulling the pin and deploying a mine.]]&lt;br /&gt;
&lt;br /&gt;
= Attachments =&lt;br /&gt;
==GP-30==&lt;br /&gt;
A [[GP-30]] can be mounted on the &amp;quot;AK-47&amp;quot; and the Galil; as ever for the series, it is incorrectly called a &amp;quot;GP-25&amp;quot;. This time, there is not quadrant sight at all, but the presence of four ribs around the barrel (as opposed to three for an actual GP-25), coupled with the lack of a support frame behind the launcher, confirms that it is indeed modeled after a GP-30. Its appearance is anachronistic; the GP-30 entered service in 1989, and the GP-25 itself in 1978. A more accurate choice for the time period of the game could have been the OKG-40 &amp;quot;Iskra&amp;quot; prototype underbarrel grenade launcher that was developed in 1965, or else the standalone ''Device &amp;quot;D&amp;quot;'' noiseless grenade launcher / pistol combo, which was actually used by the Soviet Spetsnaz in the 1960s (and could be equipped with several attachments like a suppressor and a shoulder stock).&lt;br /&gt;
&lt;br /&gt;
Unlike ''[[Call of Duty 4: Modern Warfare]]'' and ''[[Modern Warfare 2]]'', which use a western 40mm grenade to stand in for the Soviet VOG-25 40mm grenade, ''Black Ops'' is the first game in the series to correctly depict a VOG-25 grenade being used. However, the game still portrays the Russian grenade as being cased, with the reload animation involving a downwards flick to eject a nonexistent casing, which, like previous games (and the M203), is stood in with a full 40mm grenade.&lt;br /&gt;
&lt;br /&gt;
[[File:GP-30.jpg|thumb|none|350px|GP-30 grenade launcher - 40mm]]&lt;br /&gt;
[[File:CODBO GP30 (1).jpg|thumb|none|600px|The launcher about to be fired.]]&lt;br /&gt;
[[File:CODBO GP30 (2).jpg|thumb|none|600px|Loading a new grenade.]]&lt;br /&gt;
[[File:Shot0047.jpg|thumb|none|600px|Third-person view of the &amp;quot;AK-47&amp;quot; equipped with a GP-30.]]&lt;br /&gt;
&lt;br /&gt;
==BS-1 grenade launcher==&lt;br /&gt;
The [[BS-1 grenade launcher]] is a unique attachment for the [[AKS-74U]] compact carbine, called by its alternate name &amp;quot;Tishina&amp;quot; in-game. First encountered in the single-player mission &amp;quot;Rebirth&amp;quot;. Anachronistic, as like the gun in question, the launcher was not developed until the 1970s. A more accurate choice for the time period of the game could have been the ''Device &amp;quot;D&amp;quot;'' noiseless grenade launcher / pistol combo (that could be equipped with several attachments like a suppressor and a shoulder stock) and was actually used by the Soviet Spetsnaz in the 1960s.&lt;br /&gt;
&lt;br /&gt;
[[File:GSN-19.jpg|thumb|none|400px|BS-1 grenade launcher - 30mm]]&lt;br /&gt;
[[File:CODBO Tishina (1).jpg|thumb|none|600px|BS-1 in idle. Note that it is actually mirrored; the bolt handle and ejection port for the blanks should actually be on the right side.]]&lt;br /&gt;
[[File:CODBO Tishina (2).jpg|thumb|none|600px|The player character operates the bolt of the BS-1. The game correctly portrays the reload procedure; because the 30mm grenade is fired with a blank instead of having its own propellant, when reloading, the user has to operate the bolt to eject the fired blank and chamber a new blank from the BS-1's detachable box magazine for blanks, and loads in a new 30mm grenade from the muzzle.]]&lt;br /&gt;
[[File:CODBO Tishina (3).jpg|thumb|none|600px|Reloading the BS-1 with a 30mm VOG-T grenade.]]&lt;br /&gt;
[[File:Shot005004.jpg |thumb|none|600px|AKS-74U with a BS-1 on a table.]]&lt;br /&gt;
&lt;br /&gt;
== Knight's Armament Masterkey ==&lt;br /&gt;
The [[Knight's Armament Masterkey]] is a purchasable attachment for some assault rifles in multiplayer, and is seen in singleplayer mounted on the [[M14]] and [[M16]] in &amp;quot;SOG&amp;quot;, the [[AK-47]] hybrid in &amp;quot;Victor Charlie&amp;quot;, the [[Enfield L85 rifle series#XL64E5|Enfield]] in &amp;quot;Rebirth&amp;quot; and the [[Galil]] in &amp;quot;Redemption&amp;quot;. Rather appropriately, readying the underbarrel shotgun does not make the user work the pump handle of the weapon, saving a good technically achievable shotgun shell (unlike the later ''Modern Warfare 3'' or ''Modern Warfare 2'', ''as well'' as its singleplayer remaster for that manner). The Masterkey's capacity inconsistent throughout the modes, while it technically holds four in both normal singleplayer and multiplayer, it incorrectly holds six in Zombies. The Masterkey shotguns in &amp;quot;Victor Charlie&amp;quot; on the other hand uniquely holds eight shells instead.&lt;br /&gt;
&lt;br /&gt;
It is anachronistic, since the Masterkey project was not initiated until the 1980s. The only historically accurate way to do this would be to jury-rig a sawed-off shotgun to the rifle (say with zipties) or have an armorer create a one-off mounting (as with, say, the custom [[Mossberg 500]] mounting seen in ''[[Predator]]''), using something like an XM148 mount or a custom M203-like handguard as a base.&lt;br /&gt;
&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:CODBO Masterkey (1).jpg|thumb|none|600px|The Masterkey mounted on a Colt Commando.]]&lt;br /&gt;
[[File:CODBO Masterkey (2).jpg|thumb|none|600px|Pumping the Masterkey.]]&lt;br /&gt;
[[File:CODBO Masterkey (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
== M203 grenade launcher ==&lt;br /&gt;
The [[M203 Grenade Launcher|M203 Grenade Launcher]] returns once again, but this time, it actually has the trigger and trigger guard, unlike in ''[[Call of Duty 4: Modern Warfare]]'' and ''[[Modern Warfare 2]]''. During the Beta, the M203 lacked the front and rear mountings seen below, but they were added in the final version. Since ''Black Ops'' takes place from 1961 to 1968, it is anachronistic to see the M203 in use as it entered service only in 1969, and even then, the XM203 was the grenade launcher, which was designed in 1968, was used in service until it became the M203 in 1971. A more historically-accurate choice would have been the [[XM148 grenade launcher]], or the experiment X-1 Grenade Launcher, which was used for the M14. Like earlier games, the full 40mm grenade stands in for the spent casing during the reload animation.&lt;br /&gt;
&lt;br /&gt;
[[File:M203.jpg|thumb|none|400px|]]&lt;br /&gt;
[[File:CODBO M203 (1).jpg|thumb|none|600px|M203A1 mounted on an M16.]]&lt;br /&gt;
[[File:CODBO M203 (2).jpg|thumb|none|600px|Reloading an M203A1 mounted on an M14.]]&lt;br /&gt;
[[File:Aug m203.jpg|thumb|none|400px|Steyr AUG A1 (5.56x45mm) with M203PI grenade launcher.]]&lt;br /&gt;
[[File:CODBO M203 (3).jpg|thumb|none|600px|Reloading an M203A1 mounted on an AUG. Note the heat shield; the AUG gains this heat shield when any of the three underbarrel attachments are attached, which appears to be based on the heat shield of the M203PI.]]&lt;br /&gt;
&lt;br /&gt;
=== Underbarrel Flamethrower ===&lt;br /&gt;
A seemingly improvised flamethrower appears as an underbarrel attachment. It appears to have been made from an M203 trigger mechanism mated with a miniature fuel tank and a modified GP-30 serving as igniter. When mounted on the M16, the flamethrower gains a rifle length M203 grenade launcher heat shield painted in red (with two less vent holes). Mounting it on the &amp;quot;Commando&amp;quot; gives it a shortened red M203 heat shield, and mounting it on the FAMAS gives it an even shorter one.&lt;br /&gt;
[[File:CODBO Flamethrower (1).jpg|thumb|none|600px|Flamethrower mounted on an IMI Galil.]]&lt;br /&gt;
[[File:CODBO Flamethrower (2).jpg|thumb|none|600px|Reloading the device. Regardless of any remaining fuel left in the first tank, it will be discarded.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Crossbow==&lt;br /&gt;
The Crossbow is a new weapon that featured in ''Call of Duty: Black Ops''. The crossbow appears in the campaign missions &amp;quot;Executive Order&amp;quot; and &amp;quot;WMD&amp;quot;, which are set in Baikonur and the Ural Mountains, respectively. In multiplayer, crossbows only fire explosive bolts; in singleplayer, they can also fire normal bolts and, on one occasion in &amp;quot;Executive Order&amp;quot;, a zipline. Crossbows in singleplayer also often have scopes attached, using anachronistic slotted accessory rails.&lt;br /&gt;
&lt;br /&gt;
Design-wise, the crossbow appears to be a custom made weapon using a stock and pistol grip from an [[AR-18]] rifle. In an apparent reference to ''[[Rambo: First Blood Part II]]'', the appearance of the explosive tips is modeled after the explosive tips in the cult action film.&lt;br /&gt;
&lt;br /&gt;
[[File:Armalite-AR18.jpg|thumb|none|500px|Armalite AR-18 - 5.56x45mm]]&lt;br /&gt;
[[File:RamboIItorquebow-1.jpg|thumb|none|500px|Rambo's explosive arrow tips as seen in ''Rambo: First Blood Part II''.]]&lt;br /&gt;
[[File:CODBO Crossbow (1).jpg|thumb|none|600px|The vanilla crossbow in multiplayer.]]&lt;br /&gt;
[[File:CODBO Crossbow (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CODBO Crossbow (3).jpg|thumb|none|600px|Resetting the drawstring.]]&lt;br /&gt;
[[File:CODBO Crossbow (4).jpg|thumb|none|600px|Hudson's crossbow in &amp;quot;WMD,&amp;quot; note the scope and &amp;quot;Siberia&amp;quot; camouflage.]]&lt;br /&gt;
[[File:CODBO Crossbow (5).jpg|thumb|none|600px|Loading an explosive arrow.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
The [[M2 Flamethrower]] appears exclusively in the top-down Zombies map Dead Ops Arcade. The in-game model only consists of the gun group; the tank group is missing.&lt;br /&gt;
&lt;br /&gt;
[[File:M2 Flamethrower.jpg|thumb|none|205px|M2A1-2 Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
==Flintlock Pistol==&lt;br /&gt;
Generic [[Flintlock Pistol]]s are seen in the prestige 2 badge.&lt;br /&gt;
&lt;br /&gt;
[[File:Sparroflintlock.jpg|thumb|none|300px|Prop replica of Jack Sparrow's 'Pirates' flintlock.]]&lt;br /&gt;
&lt;br /&gt;
=Stock Footage=&lt;br /&gt;
==Armalite AR-18==&lt;br /&gt;
An [[Armalite AR-18]] is briefly shown in a stock photo used in the introduction to the first mission, &amp;quot;Operation 40&amp;quot;, to illustrate Cuban exiles training for the Bay of Pigs invasion.&lt;br /&gt;
&lt;br /&gt;
[[File:Armalite-AR18.jpg|thumb|none|450px|Armalite AR-18 - 5.56x45mm]]&lt;br /&gt;
[[File:BO-AR18.jpg|thumb|none|600px|A still from the intro showing a soldier training with the AR-18. Also note the [[M1 Carbine]] with post-war upgrades used by the man to his right. The AR-18 along with the BDU uniforms is anachronistic to the Bay of Pigs, however, in this case the error is due to the stock image used to stand in for archival footage actually being a 1986 [https://www.gettyimages.dk/detail/news-photo/miami-cuban-exiled-community-rehearsing-mock-invasion-of-news-photo/200561388-001 photo] of Cuban exiled community rehearsing mock invasion of Cuba.]]&lt;br /&gt;
&lt;br /&gt;
==Carcano M91/38==&lt;br /&gt;
The actual [[Carcano M91/38]] carbine used on November 22, 1963 by Lee Harvey Oswald to assassinate U.S. President John F. Kennedy, can be seen for a second in a trailer. This is the first of many allusions to Kennedy's assassination throughout the game's campaign. This gun does not appear in-game.&lt;br /&gt;
[[File:Oswald-Carcano.jpg|thumb|none|500px|Actual Carcano M91/38 used by Lee Harvey Oswald to assassinate John F. Kennedy - 6.5x52mm]]&lt;br /&gt;
[[File:CoDBO-Carcano.jpg|thumb|none|500px|The rifle seen in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
An [[M1 Carbine]] briefly appears in the introduction to the &amp;quot;Operation 40&amp;quot; level, used in a stock photo of soldiers training with weapons to stand in for Cuban exiles being trained before the Bay of Pigs invasion.&lt;br /&gt;
&lt;br /&gt;
[[File:M1CarbineLateModel.jpg|thumb|none|450px|Korean War-era M1 Carbine with birch stock, adjustable rear sight, bayonet lug, and twin magazine pouch - .30 Carbine]]&lt;br /&gt;
[[File:BO-AR18.jpg|thumb|none|600px|The anachronistic still image from the &amp;quot;Operation 40&amp;quot; intro. The man to the right of the closest one is holding an M1 carbine, with the bayonet lug and adjustable rear sight clearly visible.]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
A Viet Cong fighter carrying a [[RPD]] light machine gun runs across the TV screens in the same setting.&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|500px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:CODBO RPD.jpg|thumb|none|600px|The RPD as seen on the four screens on the right side.]]&lt;br /&gt;
&lt;br /&gt;
==M79==&lt;br /&gt;
Archival footage of the Vietnam War seen on the televisions in the main menu interrogation room include footage of a US soldier firing an [[M79 grenade launcher]].&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:CODBO M79.jpg|thumb|none|600px|The M79 is visible in the far leftmost screen.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Zombie]]&lt;/div&gt;</summary>
		<author><name>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops&amp;diff=1591158</id>
		<title>Call of Duty: Black Ops</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops&amp;diff=1591158"/>
		<updated>2023-07-15T14:48:39Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: /* Steyr AUG */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Call of Duty: Black Ops&lt;br /&gt;
|picture = Cover BLACKOPS final.jpg&lt;br /&gt;
|caption = ''Official Box Art''&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|date= 2010&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&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Black Ops''''' (also known as ''CoD:BO'' or ''BO'' and often referred to as &amp;quot;''Blops''&amp;quot;) is the seventh main installment of the ''[[Call of Duty|Call of Duty series]]'' and the sequel to ''[[Call of Duty: World at War]]''. Developed by Treyarch and published by Activision, the game was released worldwide on November 9, 2010 for the PC, PS3, Xbox 360, Wii and Nintendo DS. The game sold over $1 billion after six weeks of its release.&lt;br /&gt;
&lt;br /&gt;
The storyline takes place during the Cold War of the 1960s, where the player assumes control of two main characters: Alex Mason (voiced by [[Sam Worthington]]), a Captain in the USMC who is recruited to the CIA and SOG, and his handler Jason Hudson (voiced by [[Ed Harris]]), a CIA special agent. Both are on a mission to track down the three men responsible for the development of a powerful biochemical weapon code-named Nova 6. Accompanying Mason and Hudson on their mission are several non-playable characters including Frank Woods (voiced by [[James C. Burns]]), a former USMC Sergeant and fellow member of SOG; Joseph Bowman (voiced by [[Ice Cube]]), a Chief Petty Officer of the U.S. Navy SEALs, and Viktor Reznov (voiced by [[Gary Oldman]]), a former World War II Soviet Army Captain (returning from ''[[Call of Duty: World at War]]'') who served under two of the men now being hunted, until he was betrayed by them.&lt;br /&gt;
&lt;br /&gt;
Legacy weapons featured in ''World at War'' exclusive to either singleplayer or Zombies are marked with (*) for the purposes of the wiki.&lt;br /&gt;
&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&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;
=Overview=&lt;br /&gt;
Many of the mechanics of the weapons, attachments and the loadouts were retained in previous entries (beyond renaming some of the perks). One significant difference is the method of unlocking weapons in this game: rather than obtaining the weapon from the get-go when leveling up, weapons must be purchased through the use of CODPoints (as in, normal game currency and not premium currency used in later games) in order to utilize them, though the player still needs to be leveled up in order to buy them. Attachments and camouflages can now be obtained as soon as the weapon is bought rather than completing challenges, though they must be purchased with CODPoints in order to be used as well. One weapon in every category in multiplayer (exempting the launchers) are designated as classified weapons, with the weapon information and icon hidden and locked until the player buys the weapon after obtaining all of the previous weapons in its category.&lt;br /&gt;
&lt;br /&gt;
Create-A-Class has been expanded from its previous iteration. Player characters can have their models changed by their perks instead of their primary weapons, and they can be customized with a variety of face camo. Reticles and lenses for the weapon sights can now be customized, and one can etch a clan tag to their weapon as well. Secondary weapons consist of fewer weapon categories compared to ''Modern Warfare 2'', being only able to carry a handgun, a launcher or a &amp;quot;special&amp;quot; weapon (which is either a ballistic knife or a crossbow). Shotguns return to the primary weapon category and some machine pistols are available as submachine guns. Some exotic special weapons are available in multiplayer as killstreaks.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, all handguns, the Skorpion, MAC-11, PM-63, Kiparis and the Model 10 can be dual-wielded. The CZ 75 as well the latter three machine pistols are available dual-wielded in singleplayer, while the M1911, HS-10 and PM-63 can be upgraded through the &amp;quot;Pack-A-Punch&amp;quot; machine to be dual-wielded. Standalone melee weapons have been expanded in ''Black Ops'', though most of them appear in singleplayer and Zombies, not in multiplayer. The new &amp;quot;Mule Kick&amp;quot; Perk-a-Cola in Zombies allows the player character to carry three weapons at once.&lt;br /&gt;
&lt;br /&gt;
'''See the [[Talk:Call of Duty: Black Ops|discussion page]] for miscellaneous weapon and attachment information.'''&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==ASP==&lt;br /&gt;
The [[ASP]] is featured in the game. In singleplayer, Mason uses an ASP in &amp;quot;Operation 40&amp;quot; set in 1961 Cuba, and it is also used by the Cuban soldiers and police in the same level. Its appearance in the hands of Cubans in 1961 is anachronistic and out-of-place, as it was not developed until the 1970s, and was developed in America for American special forces. A more historically-accurate choice would have been the [[Smith &amp;amp; Wesson Model 39]] (1954), on which the ASP was based. Another historically accurate choice would be the [[Walther PPK]] due to its similar round capacity and compact size.&lt;br /&gt;
&lt;br /&gt;
It is not available for the player in any fashion in Zombies mode, though game files of it are still referenced within the game.&lt;br /&gt;
&lt;br /&gt;
[[Image:ASP 9.jpg|thumb|none|300px|ASP - 9x19mm.  This is the firearm used in the production of the film ''[[Cobra (1986)|Cobra]]''.]]&lt;br /&gt;
[[File:CODBO ASP (1).jpg|thumb|none|600px|The initial draw animation of the ASP has a quick racking of the slide.]]&lt;br /&gt;
[[File:CODBO ASP (6).jpg|thumb|none|600px|An OP 40 holds an ASP in the &amp;quot;Hotel&amp;quot; DLC level.]]&lt;br /&gt;
[[File:CODBO ASP (7).jpg|thumb|none|600px|Aiming down the unique &amp;quot;guttersnipe&amp;quot; sight.]]&lt;br /&gt;
[[File:CODBO ASP (8).jpg|thumb|none|600px|Reloading. Due to the embargo on Cuba, shortages have forced the use of low-resolution ammunition.]]&lt;br /&gt;
[[File:CODBO ASP (2).jpg|thumb|none|600px|Empty reload, with the spent mag visible.]]&lt;br /&gt;
[[File:CODBO ASP (3).jpg|thumb|none|600px|Drawing dual ASPs - the slides are released to chamber both pistols.]]&lt;br /&gt;
[[File:CODBO ASP (4).jpg|thumb|none|600px|Dual ASPs in idle.]]&lt;br /&gt;
[[File:CODBO ASP (5).jpg|thumb|none|600px|Reloading; the left pistol's empty mag is barely visible.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
Just like in ''[[Call of Duty: World at War]]'', the M1911 resembles a mix between a WW2 A1 slide and trigger and an anachronistic Series 80 frame. It is found in singleplayer, multiplayer, and zombie mode. In multiplayer, it can be dual wielded, and available attachments include a suppressor, extended magazines, and upgraded iron sights. In Zombies, it is the starting weapon, and has an eight-round capacity instead of the seven-round capacity of the campaign and multiplayer.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, the M1911 has a standard parkerized finish, while in multiplayer and zombies, it has a bright nickel finish. The scene where Mason visualizes himself drawing an M1911 on President John F. Kennedy is the only instance where the multiplayer nickel-plated M1911 appears in singleplayer.&lt;br /&gt;
&lt;br /&gt;
Two [[M1911]]s can be seen in the hands of Alex Mason on the game's cover art; these have tally marks etched on them, and one of them has the name &amp;quot;Sally&amp;quot; engraved on it (based on the gun's upgrade in zombie mode, the other weapon is presumably &amp;quot;Mustang&amp;quot;). The upgraded variant allows to be dual-wielded and it fires deadly grenade rounds along with other benefits. The trend of having a starter handgun fire grenade rounds when upgraded is something that is repeated in other games that feature a Zombies mode, until ''Black Ops Cold War''.&lt;br /&gt;
&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|350px|none|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Series80blued.jpg|thumb|none|350px|Blued Colt MK IV Series 80 - .45 ACP]]&lt;br /&gt;
[[File:NickelPlatedM1911A1.jpg|thumb|350px|none|Nickel Plated Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:CODBO M1911 SP (1).jpg|thumb|none|600px|The original M1911, as used in singleplayer mode. Note that it appears to have the serrated hammer of a [[Colt MK IV Series 80]]. Note also the cocked hammer, just like in ''World At War''. Oddly, the slide is parkerized, but the frame and magazine are blued.]]&lt;br /&gt;
[[File:CODBO M1911 SP (2).jpg|thumb|none|600px|Aiming the campaign M1911.]]&lt;br /&gt;
[[File:CODBO M1911 SP (3).jpg|thumb|none|600px|Reloading the pistol.]]&lt;br /&gt;
[[File:CODBO M1911 JFK (1).jpg|thumb|none|600px|Mason visualizes himself drawing an M1911 on President John F. Kennedy. Perhaps one of the side effects of the brainwashing causes his brain to mirror objects: this 1911 is seen with its controls, markings, and ejection port on the wrong side. The hammer is also uncocked.]]&lt;br /&gt;
[[File:CODBO M1911 JFK (2).jpg|thumb|none|600px|Mason points his uncocked .45 at the President in his trance. Note the portrait of Abraham Lincoln in the background.]]&lt;br /&gt;
[[File:CODBO M1911 (1).jpg|thumb|none|600px|The initial draw animation of the M1911. The character locks the slide back (without reaching for it) and then releases it. Why you'd do this instead of racking the slide directly is a mystery.]]&lt;br /&gt;
[[File:CODBO M1911 (2).jpg|thumb|none|600px|The nickel-plated Colt in idle.]]&lt;br /&gt;
[[File:CODBO M1911 (3).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:CODBO M1911 (4).jpg|thumb|none|600px|Reloading the pistol.]]&lt;br /&gt;
[[File:CODBO M1911 (5).jpg|thumb|none|600px|When drawing dual M1911 pistols, the character flashily locks back the slides on both pistols, again, without using the slide release lever.]]&lt;br /&gt;
[[File:CODBO M1911 (6).jpg|thumb|none|600px|And then releases them. It looks like the ejection port of the pistol on the left is solid.]]&lt;br /&gt;
[[File:CODBO M1911 (7).jpg|thumb|none|600px|Holding dual M1911s.]]&lt;br /&gt;
[[File:CODBO M1911 (8).jpg|thumb|none|600px|Ejecting spent magazines.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The [[Colt Python]] appears in-game as the &amp;quot;Python&amp;quot;. In singleplayer, the Python appears to be Mason's preferred sidearm, as he starts with it in &amp;quot;Executive Order&amp;quot;, and pulls one out of nowhere to save a downed Woods in &amp;quot;SOG&amp;quot; and clear Vietcong tunnels in &amp;quot;Victor Charlie.&amp;quot; In &amp;quot;Payback,&amp;quot; a group of Viet Cong forces the captured Mason and Woods to play Russian roulette with a snub nosed Python. In multiplayer, it appears with the full length barrel by default, and the Snub Nose is available as an attachment, which decreases the amount of visual kick in exchange for less damage (in reality, this would increase kick and decrease range, so such a trade-off would make little sense on a real gun when concealability is not a concern).&lt;br /&gt;
&lt;br /&gt;
The Python has a rather nonsensical default reload animation, which shows the player character ejecting the entire contents of the cylinder (using gravity and not the ejector rod, no less) and then inserting as many rounds as would be needed to replace those actually fired, one at a time; the only way for this to work is if the ejector selectively ejected only the fired rounds, which it doesn't in reality. The speedloader attachment replaces the nonsensical individual round reload with a more sensible speedloader reload. Notably, the Python's reload shenanigans would be repeated in ''many'' of Treyarch's later ''Call of Duty'' games.&lt;br /&gt;
&lt;br /&gt;
Strangely, when firing the Python, the sound of casings hitting the ground can be heard as if it operated as a shell ejecting pistol.&lt;br /&gt;
&lt;br /&gt;
Aside from the Snub Nose and the Speedloader, a Colt Sporter Scope is also available as an attachment for the Python, under the incorrect moniker of &amp;quot;ACOG Scope&amp;quot;. A Python with speedloaders appears as the first weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:ColtPython6In.jpg|thumb|350px|none|Colt Python - .357 Magnum]]&lt;br /&gt;
[[File:Coltpython25.jpg|thumb|none|300px|Colt Python Snub Nose with 2.5&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:CODBO Python (1).jpg|thumb|none|600px|The draw animation has the player-character perform a quick brass check and cylinder spin.]]&lt;br /&gt;
[[File:CODBO Python (2).jpg|thumb|none|600px|Holding the Colt Python in Nuketown.]]&lt;br /&gt;
[[File:CODBO Python (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO Python (4).jpg|thumb|none|600px|Reloading the cylinder, round-by-round. The animation shows every round going into the same chamber as the cylinder never rotates, which is easily visible on PC with a high FoV setting.]]&lt;br /&gt;
[[File:CODBO Python (5).jpg|thumb|none|600px|Properly closing the cylinder, ''MW2''-style.]]&lt;br /&gt;
[[File:CODBO Python (6).jpg|thumb|none|600px|Ejecting all the rounds at the start of a speedloader reload.]]&lt;br /&gt;
[[File:CODBO Python (7).jpg|thumb|none|600px|Dropping the speedloader after loading in the rounds and about to swing the cylinder shut. This is the same animation as seen on the S&amp;amp;W Model 27 in [[Call of Duty: World at War]].]]&lt;br /&gt;
[[File:CODBO Python (8).jpg|thumb|none|600px|Drawing dual Colt Pythons.]]&lt;br /&gt;
[[File:CODBO Python (9).jpg|thumb|none|600px|Dual Colts in idle.]]&lt;br /&gt;
[[File:CODBO Python (10).jpg|thumb|none|600px|Reloading; also the same animations as the dual Colt Anacondas in ''MW2''.]]&lt;br /&gt;
[[File:CODBO Python (11).jpg|thumb|none|600px|Pointing a snub-nosed Python at comrade Castro.]]&lt;br /&gt;
[[File:BlackOps-Python-3.jpg|600px|thumb|none|A VC Bookie hands a snub-nosed Colt Python to Mason.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75==&lt;br /&gt;
The [[CZ 75|&amp;quot;Pre-B&amp;quot; CZ 75]] pistol is featured in the game, along with its machine pistol variant, the CZ 75 Automatic. In singleplayer, it is used by Hudson in the level &amp;quot;Numbers&amp;quot; and Mason in &amp;quot;Payback&amp;quot;, and the Soviet Spetsnaz use both the normal semi-auto and machine pistol variants. In multiplayer, the &amp;quot;Full-Auto Upgrade&amp;quot; attachment turns the weapon into the CZ 75 Automatic. Other multiplayer attachments include night sights, extended mags, suppressor, and dual-wielding.&lt;br /&gt;
&lt;br /&gt;
In-game, its basic capacity is 12 rounds in singleplayer and multiplayer and 15 rounds in zombies, and using the extended magazines attachment in multiplayer extends its capacity to 18 rounds. Dual-wielded CZ 75s in singleplayer have 20-round capacities, and dual wielding the CZ 75 in zombies reduces its capacity to 12. ''All'' these capacities are completely incorrect; the in-game CZ 75 is 9x19mm as identified in the game files, which has a 16-round capacity in reality.&lt;br /&gt;
&lt;br /&gt;
The CZ 75 is highly anachronistic to ''Black Ops'': not only did production first start in 1975, but the automatic variant wasn't introduced until 1992. A more historically accurate choice for a semi-automatic high-capacity 9mm pistol would have been the [[Browning Hi-Power]] (introduced in 1935, and actually used in Vietnam), and a historically accurate choice for a fully-automatic pistol would have been the Soviet [[Stechkin APS]] (introduced in 1951, and actually used by Spetsnaz). The [[CZ 52]] was also another period Czech sidearm within the Communist Bloc.&lt;br /&gt;
&lt;br /&gt;
[[File:Cz75.jpg|thumb|none|350px|&amp;quot;Pre-B&amp;quot; CZ 75 - 9x19mm]]&lt;br /&gt;
[[File:CODBO CZ75 (1).jpg|thumb|none|600px|Racking the CZ 75's slide in the equip animation.]]&lt;br /&gt;
[[File:CODBO CZ75 (2).jpg|thumb|none|600px|The CZ in-game.]]&lt;br /&gt;
[[File:CODBO CZ75 (3).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:CODBO CZ75 (4).jpg|thumb|none|600px|Reloading the CZ 75.]]&lt;br /&gt;
[[File:CODBO CZ75 (5).jpg|thumb|none|600px|Pulling the slide to chamber a round.]]&lt;br /&gt;
[[File:CODBO CZ75 (6).jpg|thumb|none|600px|Equipping dual CZs.]]&lt;br /&gt;
[[File:CODBO CZ75 (7).jpg|thumb|none|600px|Reloading the twin pistols.]]&lt;br /&gt;
[[File:Cz75fa.jpg|thumb|none|350px|CZ 75 Automatic with spare magazine - 9x19mm]]&lt;br /&gt;
[[File:CODBO CZ75 (8).jpg|thumb|none|600px|Reloading the CZ 75 Automatic.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] appears in in the game, though not available in Zombies mode. Although it has a heel-mounted magazine release, it still uses the same reload animation as the M1911 and the CZ 75, which have their magazine releases behind the trigger. It is modeled with an adjustable rear sight, which is only found on the civilian version. A pair of Makarovs make up the second weapon tier of Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File: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;
[[File:CODBO Makarov (1).jpg|thumb|none|600px|Drawing the Makarov PM; the second half of the same animation shown earlier on the M1911.]]&lt;br /&gt;
[[File:CODBO Makarov (2).jpg|thumb|none|600px|Holding the Makarov.]]&lt;br /&gt;
[[File:CODBO Makarov (3).jpg|thumb|none|600px|Aiming with the adjustable IJ-70-style rear sight, which is actually from the 1990s.]]&lt;br /&gt;
[[File:CODBO Makarov (4).jpg|thumb|none|600px|Reloading. Note that the bullets in the magazine are obviously just a texture put on the side of the mag.]]&lt;br /&gt;
[[File:CODBO Makarov (5).jpg|thumb|none|600px|Double the Makarovs.]]&lt;br /&gt;
[[File:CODBO Makarov (6).jpg|thumb|none|600px|Reloading the two Makarovs.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33(*)==&lt;br /&gt;
Capt. Viktor Reznov uses a [[Tokarev TT-33]] and flashlight to clear the ship in the World War II mission &amp;quot;Project Nova.&amp;quot; Kravchenko uses a TT-33 to execute German POWs in the same mission. British commandos that later appear during the same mission also nonsensically draw one if knocked into Last Stand (instead of it, they could have used a much more suitable M1911, which is already in the game).&lt;br /&gt;
&lt;br /&gt;
[[File:TT-33-Wartime.jpg|thumb|none|350px|Tokarev TT-33 - 7.62x25mm Tokarev. Pre-1947 version. Tula Arsenal (Soviet Union) Note CCCP printing around the star on the plastic grips.]]&lt;br /&gt;
[[File:CODBO TT-33 (1).jpg|thumb|none|600px|The Tokarev TT-33/flashlight combo in idle.]]&lt;br /&gt;
[[File:CODBO TT-33 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CODBO TT-33 (3).jpg|thumb|none|600px|Dropping a magazine while holding the flashlight with the left hand.]]&lt;br /&gt;
[[File:CODBO TT-33 (4).jpg|thumb|none|600px|About to thumb the slide release on an empty reload.]]&lt;br /&gt;
[[File:CODBO TT-33 (5).jpg|thumb|none|600px|Kravchenko executes prisoners with a TT. He kills the last one with a knife after running out of ammo, probably because the third-person model doesn't show the slide lock back or the slide stop was frozen in place. Note the guard behind him dual wielding a PPSh and a Mosin M38 sniper rifle as if the latter has a pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P38(*)==&lt;br /&gt;
At the end of the first part of the World War II flashback mission &amp;quot;Project Nova,&amp;quot; Dr. Friedrich Steiner waits for the Soviet troops with a [[Walther P38]] drawn, after using it to dispatch his own guards. In the following sequence, he holds a Mosin-Nagant M38 carbine with the P38 model still erroneously present in his hand. This is the only place where the Walther P38 is seen.&lt;br /&gt;
&lt;br /&gt;
[[File:P38Black.jpg|thumb|none|350px|Walther P38 WWII dated with black grips - 9x19mm]]&lt;br /&gt;
[[File:CODBO P38.jpg|thumb|none|600px|The Walther P38 is in the right hand of Steiner.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Many of the submachine guns lack a buttstock by default, and gain one when the &amp;quot;Grip&amp;quot; attachment is used in multiplayer. This will also change the first draw animation, with the user unfolding the stock.&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K (#0001)==&lt;br /&gt;
An early [[Heckler &amp;amp; Koch MP5K]] is featured in the game, with a threaded barrel, the special wooden foregrip unique to serial number 0001, and using waffle pattern magazines. It is the fifth weapon tier in Gun Game. Its appearance is anachronistic: it appears in &amp;quot;Executive Order&amp;quot;, a level set in 1963, while in reality the HK54 prototype of the MP5 was developed in 1964, and the [[H&amp;amp;K MP5]] did not enter service until 1966. The first MP5K variant, depicted in the game, was not developed until 1976. &lt;br /&gt;
&lt;br /&gt;
A less anachronistic choice could have been the above full-length HK54 (1964). A more period-accurate choice for a contemporary compact German SMG could have been the [[Walther MPK]] (1963).&lt;br /&gt;
&lt;br /&gt;
[[File:MP5Kprototype.JPG|thumb|none|400px|Heckler &amp;amp; Koch MP5K serial number 0001 with 15-round &amp;quot;waffle&amp;quot; magazine - 9x19mm. Note wooden foregrip unique to this weapon.]]&lt;br /&gt;
[[File:CODBO MP5K (1).jpg|thumb|none|600px|Drawing the MP5K.]]&lt;br /&gt;
[[File:CODBO MP5K (2).jpg|thumb|none|600px|The MP5K being held.]]&lt;br /&gt;
[[File:CODBO MP5K (3).jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:CODBO MP5K (4).jpg|thumb|none|600px|Pulling back the charging handle...]]&lt;br /&gt;
[[File:CODBO MP5K (5).jpg|thumb|none|600px|...inserting new magazine...]]&lt;br /&gt;
[[File:CODBO MP5K (6).jpg|thumb|none|600px|...and slapping the handle forwards.]]&lt;br /&gt;
[[File:CODBO-MP5K-FPV.jpg|thumb|none|600px|An MP5K with an Elbit Falcon red dot sight (the &amp;quot;Red Dot Sight&amp;quot; attachment of ''Black Ops'') attached via standard HK claw type mount in &amp;quot;Executive Order&amp;quot;. The Elbit Falcon gunsight is anachronistic as it was produced in the 1980s in reality.]]&lt;br /&gt;
[[File:Bomp5s.jpg|thumb|none|600px|Aiming down the red dot sight.]]&lt;br /&gt;
[[File:CODBO-SMG.jpg|thumb|none|600px|Pre-release footage of the same MP5K prototype as shown above, but with part of the vertical foregrip missing for unknown reasons, giving it an appearance similar to the H&amp;amp;K [[UMP]]. In the final game, Woods' MP5K appropriately has the foregrip.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] with olive drab furniture is one of the available SMGs in-game. By default, it lacks the underfolding stock, but can equip one in multiplayer. It is one of the few historically accurate weapons in the game as the Uzi was actually used by S.O.G. recon teams during the Vietnam War.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi.jpg|thumb|none|400px|IMI Uzi - 9x19mm]]&lt;br /&gt;
[[File:CODBO Uzi (1).jpg|thumb|none|600px|Drawing the Uzi, attaching any sort of sight makes the hand clip through the said sight.]]&lt;br /&gt;
[[File:CODBO Uzi (2).jpg|thumb|none|600px|The Uzi in idle.]]&lt;br /&gt;
[[File:CODBO Uzi (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO Uzi (4).jpg|thumb|none|600px|Reloading. Note the magazine is slightly shorter than normal. The markings at the rear label the gun as &amp;quot;IZI&amp;quot; and the manufacturer as IWI. The latter is an anachronism, as IWI was established in 2005 (&amp;quot;IMI&amp;quot; should have been written instead). Other markings include &amp;quot;semi auto&amp;quot; and &amp;quot;MODEL B&amp;quot;, and the fire selector has &amp;quot;A-F-S&amp;quot; markings; these indicate that the weapon is a civilian model converted to full-auto.]]&lt;br /&gt;
[[File:CODBO Uzi (5).jpg|thumb|none|600px|Racking the charging handle to finish the empty reload.]]&lt;br /&gt;
[[File:CODBO Uzi (7).jpg|thumb|none|600px|Unfolding the stock when the &amp;quot;Grip&amp;quot; is equipped. The extended mag is also present.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11==&lt;br /&gt;
The [[MAC-11]] is available in the game. It lacks its telescoping stock by default, but can receive one via the Grip and Dual-Wield attachments (though using the latter would remain unfolded). It can be found in the campaign level &amp;quot;Redemption&amp;quot; and is the player's secondary weapon in that level as well. Its appearance is also anachronistic as it was not developed until 1972; the MAC-11's predecessor, the [[MAC-10]], would be more period appropriate, since it was developed in 1964 and actually used during the Vietnam War (albeit not put into service until 1970).&lt;br /&gt;
&lt;br /&gt;
[[File:Mac m11 9k.jpg|thumb|none|300px|MAC-11 - .380 ACP]]&lt;br /&gt;
[[File:CODBO M11 (1).jpg|thumb|none|600px|The MAC-11 in-game. Note the weld seams on the receiver, and charging handle incorrectly being forward; the MAC is an open-bolt weapon. The player character opts to use it with just one hand, which may not be the wisest choice.]]&lt;br /&gt;
[[File:CODBO M11 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO M11 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO M11 (4).jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:CODBO M11 (5).jpg|thumb|none|600px|Dual-wielding MAC-11s. Though MAC-11s without the Grip attachment have the stock removed completely, dual wielded MACs have the stock in a collapsed position.]]&lt;br /&gt;
[[File:CODBO M11 (6).jpg|thumb|none|600px|MAC-11, now with its telescoping stock.]]&lt;br /&gt;
[[File:CODBO M11 (7).jpg|thumb|none|600px|Reloading a MAC-11 with the stock and extended mag. The extended magazine model is bugged and never moves during the animation.]]&lt;br /&gt;
[[File:BlackOps-MAC11-1.jpg|thumb|none|600px|A suppressed MAC-11 on a promotional artwork.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson(*)==&lt;br /&gt;
The [[Thompson M1A1]] fitted with a Cutts compensator is available in zombie mode for 1200 points in the zombie maps Nacht der Untoten, Verrückt, Shi No Numa and Der Riese, with a magazine capacity of 20 rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:Soldierwolf,20070107412.jpg|thumb|none|500px|M1A1 Thompson with 20-round magazine and Cutts compensator - .45 ACP]]&lt;br /&gt;
[[File:CODBOM1A1.jpg|thumb|none|600px|The Thompson in Zombies.]]&lt;br /&gt;
[[File:CODBOM1A1-1.jpg|thumb|none|600px|View down the &amp;quot;V&amp;quot; notch of the iron sights.]]&lt;br /&gt;
[[File:CODBO M1A1 (3).jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:CODBOM1A1-2.jpg|thumb|none|600px|Pulling the bolt back, which is not recommended on an open-bolt weapon with the finger still on the trigger.]]&lt;br /&gt;
&lt;br /&gt;
==MP40(*)==&lt;br /&gt;
The [[MP40]] is available for purchasing for 1,000 points in the Zombies maps &amp;quot;Kino der Toten,&amp;quot; &amp;quot;Verrückt,&amp;quot; &amp;quot;Shi No Numa,&amp;quot; &amp;quot;Der Riese&amp;quot; and &amp;quot;Call of the Dead.&amp;quot; It is also used by the Germans in the World War II flashback mission &amp;quot;Project Nova&amp;quot;. The MP40 in Zombies mode has a blued finish.&lt;br /&gt;
&lt;br /&gt;
[[File:MP40Side.jpg|thumb|none|500px|MP40 - 9x19mm]]&lt;br /&gt;
[[File:CODBO MP40 (2).jpg|thumb|none|600px|The MP40 in &amp;quot;Project Nova.&amp;quot;]]&lt;br /&gt;
[[File:CODBO MP40 (3).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:CODBO MP40 (4).jpg|thumb|none|600px|Reloading the SMG.]]&lt;br /&gt;
[[File:CODBO MP40 (1).jpg|thumb|none|600px|Pulling the bolt handle.]]&lt;br /&gt;
[[File:CODBO MP40 (5).jpg|thumb|none|600px|A not-frosty MP40 in &amp;quot;Kino der Toten.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==OTs-02 Kiparis==&lt;br /&gt;
The KBP Instrument Design Bureau [[OTs-02 Kiparis]] is an available submachine gun in-game. Its wire stock is removed by default, but is added back with the &amp;quot;Grip&amp;quot; attachment, like other submachine guns in the game. The final &amp;quot;classified&amp;quot; submachine gun unlocked in multiplayer (requiring all other submachine guns to be unlocked), it has a high rate of fire and tight hipfire spread, but has high recoil, low damage. It uses short 20 round magazines by default, and uses longer 30-rounders when Extended Mags is used. It appears in the hands of Spetsnaz operatives in the campaign and can be dual-wielded by the player.&lt;br /&gt;
&lt;br /&gt;
The Kiparis was designed in 1976, making it another anachronistic weapon. A similar looking and more adequate gun could have been the Soviet experimental Kalashnikov SMG (1947) or TKB-486 (1955).&lt;br /&gt;
&lt;br /&gt;
[[File:Kiparis1.jpg|thumb|none|500px|OTs-02 Kiparis with suppressor and LAM - 9x18mm Makarov]]&lt;br /&gt;
[[File:CODBO Kiparis (1).jpg|thumb|none|600px|Holding the Kiparis.]]&lt;br /&gt;
[[File:CODBO Kiparis (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO Kiparis (3).jpg|thumb|none|600px|Inserting a magazine.]]&lt;br /&gt;
[[File:CODBO Kiparis (4).jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
[[File:CODBO Kiparis (5).jpg|thumb|none|600px|Dual OTs-02 Kiparis submachine guns.]]&lt;br /&gt;
[[File:CODBO Kiparis (6).jpg|thumb|none|600px|Unfolding the Kiparis equipped with a stock.]]&lt;br /&gt;
[[File:BlackOps 2010-11-14 17-44-03-61.jpg|thumb|none|600px|A Kiparis with reflex sight during the mission &amp;quot;Numbers&amp;quot;. The reflex sight is based on the extremely rare Aimpoint Electronic (or Aimpoint MarkII), touted to be the first ever mass produced red dot sight. It is anachronistic as it was introduced in 1975.]]&lt;br /&gt;
[[File:BLACKOPS-OTS02.jpg|thumb|none|600px|A multiplayer character inserts a 30-round magazine into his gold plated OTs-02 Kiparis.]]&lt;br /&gt;
&lt;br /&gt;
==PM-63 RAK==&lt;br /&gt;
A [[PM-63 RAK]] is another available SMG. It uses 20 round magazines by default, and uses 30 round ones with Extended Mags (instead of the 15 and 25 round capacity in reality). The weapon gains its retractable stock when the Grip attachment is used. It appears in a level set in 1963, what can be conditionally considered historically correct, since the PM-63 was developed in 1956-1962 and introduced in 1963, although mass production did not start until the 1964. It is accurate for the rest of the game's time frame. A similar looking and more accurate submachine gun could have been the 7.62x25mm version of the Czech [[Sa.25]] SMG (1948), or, for a more exotic choice, the Soviet experimental Rukavishnikov SMG (1942).&lt;br /&gt;
&lt;br /&gt;
[[File:PM63.JPG|none|thumb|400px|PM-63 RAK - 9x18mm]]&lt;br /&gt;
[[File:CODBO PM-63 (1).jpg|thumb|none|600px|Drawing the weapon.]]&lt;br /&gt;
[[File:CODBO PM-63 (2).jpg|thumb|none|600px|Holding a PM-63.]]&lt;br /&gt;
[[File:CODBO PM-63 (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO PM-63 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO PM-63 (5).jpg|thumb|none|600px|Dual PM-63s. The front grips are folded down.]]&lt;br /&gt;
[[File:CODBO PM-63 (6).jpg|thumb|none|600px|Pulling out the retractable stock. This PM-63 also has the extended magazine.]]&lt;br /&gt;
[[File:CODBO PM-63 (7).jpg|thumb|none|600px|Holding the stocked PM-63.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41(*)==&lt;br /&gt;
The Russian soldiers, including Capt. Viktor Reznov and Pvt. Dimitri Petrenko, use the [[PPSh-41]] in the World War II flashback mission &amp;quot;Project Nova.&amp;quot; Since it is the same model, the PPSh-41 in Black Ops uses 35-round box-magazines like in ''[[Call of Duty: World at War]]'''s multiplayer mode.&lt;br /&gt;
&lt;br /&gt;
[[File:Ppsh41.jpg|thumb|none|500px|Soviet PPSh-41 Submachine Gun with 35 round stick magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:CODBO PPSh-41 (2).jpg|thumb|none|600px|The PPSh-41 in &amp;quot;Project Nova.&amp;quot;]]&lt;br /&gt;
[[File:CODBO PPSh-41 (3).jpg|thumb|none|600px|Aiming the PPSh.]]&lt;br /&gt;
[[File:CODBO PPSh-41 (4).jpg|thumb|none|600px|Reloading a 35-round stick magazine.]]&lt;br /&gt;
[[File:CODBO PPSh-41 (1).jpg|thumb|none|600px|Pulling the bolt.]]&lt;br /&gt;
[[File:CODBO PPSh-41 (5).jpg|thumb|none|600px|The PPSh-41 on Pvt. Gerasimov's back and also in Viktor Reznov's hands. Note the inaccurate proportions of the weapon, denoting that it is World at War's PPSh model.]]&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] is available in-game. It is depicted without its folding stock, but the unlockable Grip attachment adds and folds out the stock. It uses 20-round magazines, which increases to 30 with Extended Mags. It retains its 2-hit kill ability at close range from its ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'' counterpart, though it has a slightly altered bolt-racking animation on an empty reload. A pair of Vz. 61s makes up the sixth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
It first appears in 1961 segment during the mission &amp;quot;Operation 40&amp;quot;; while the vz. 61 was first made in 1961, it was not produced en masse until 1963, and there is no evidence of its use by Cuban forces at that time. The correct choice would be a [[Sa 23]], another compact Czech SMG, which was actually used by Cubans during the Bay of Pigs Invasion. The Skorpion is accurate for the rest of the game, including its use by the Viet Cong.&lt;br /&gt;
&lt;br /&gt;
[[File:CZ Vz.61.jpg|thumb|none|350px|Sa vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:CODBO Vz61 (1).jpg|thumb|none|600px|Drawing the Skorpion.]]&lt;br /&gt;
[[File:CODBO Vz61 (2).jpg|thumb|none|600px|Holding a Vz.61.]]&lt;br /&gt;
[[File:CODBO Vz61 (3).jpg|thumb|none|600px|Aiming down the rather small sights of the Vz. 61.]]&lt;br /&gt;
[[File:CODBO Vz61 (4).jpg|thumb|none|600px|Reloading the Skorpion.]]&lt;br /&gt;
[[File:CODBO Vz61 (5).jpg|thumb|none|600px|Racking the bolt, though the ejection port shows the bolt never moves.]]&lt;br /&gt;
[[File:CODBO Vz61 (6).jpg|thumb|none|600px|The Skorpion with a suppressor and its folding stock.]]&lt;br /&gt;
[[File:CODBO Vz61 (7).jpg|thumb|none|600px|Dual Vz. 61s, [[Goldeneye_007#Sa._Vz.61_Skorpion|Goldeneye style]].]]&lt;br /&gt;
[[File:CODBO Vz61 (8).jpg|thumb|none|600px|Tossing out spent magazines.]]&lt;br /&gt;
&lt;br /&gt;
==SITES Spectre M4==&lt;br /&gt;
The Italian [[Spectre M4]] is one of the available SMGs under the name &amp;quot;Spectre&amp;quot;, and has a 30-round capacity (increasing to 45 with extended mags). Its folding stock is absent by default, but is added when the &amp;quot;Grip&amp;quot; attachment is used in multiplayer. Its appearance is anachronistic, since it was not developed until the 1980s. More correct choices could have been the [[Franchi LF-57]] (1956) or the more similar looking [[Beretta M12|Beretta Model 12]] (1959), which saw use by American forces during the Tet Offensive in 1968.&lt;br /&gt;
&lt;br /&gt;
[[File:Sites Spectre.jpg|thumb|none|400px|Spectre M4 - 9x19mm]]&lt;br /&gt;
[[File:CODBO Spectre M4 (1).jpg|thumb|none|600px|A player character holds a Spectre M4.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (3).jpg|thumb|none|600px|Reloading the weapon.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (5).jpg|thumb|none|600px|Inserting a 45-round extended mag. Note that the magazine well is visibly modeled as a solid block.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (4).jpg|thumb|none|600px|Pulling back the bolt.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (6).jpg|thumb|none|600px|Unfolding the folding stock in the draw animation when the stock is equipped.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (7).jpg|thumb|none|600px|Holding the Spectre M4 with the stock, and also a suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk II(*)==&lt;br /&gt;
The [[Sten Mk II]] is carried by British commandos in the World War II flashback mission &amp;quot;Project Nova&amp;quot;, and is usable by the player.&lt;br /&gt;
&lt;br /&gt;
[[File:Sten.jpg|thumb|none|500px|Sten Mk II - 9x19mm]]&lt;br /&gt;
[[File:CODBO Sten (1).jpg|thumb|none|600px|The Sten in first person. As with most entries in the series, it is improperly held by the magazine.]]&lt;br /&gt;
[[File:CODBO Sten (2).jpg|thumb|none|600px|Looking through the weapon's rather simple iron sights. Like the [[Type 100 submachine gun|Type 100]], it is held at a slightly canted angle due to sharing the latter's animations.]]&lt;br /&gt;
[[File:CODBO Sten (3).jpg|thumb|none|600px|Reloading the Sten, with the uncharacteristically helpful aid of an empty magazine, also like the Type 100.]]&lt;br /&gt;
[[File:CODBO Sten (4).jpg|thumb|none|600px|Charging the SMG.]]&lt;br /&gt;
[[File:CODBO Sten (5).jpg|thumb|none|600px|British commandos with Sten Mk. II submachine guns. Note that, as a result of animation recycling, the man in the front of the shot isn't really &amp;quot;holding&amp;quot; his Sten ''per se''; instead, he seems to be supporting it with a grand total of about 3 fingers. The bolt is also incorrectly closed, on a side note.]]&lt;br /&gt;
[[File:CODBO Sten (6).jpg|thumb|none|600px|A Sten Mk II on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Type 100(*)==&lt;br /&gt;
The [[Type 100 submachine gun|Type 100]] appears in Shi No Numa and Der Riese for 1000 points.&lt;br /&gt;
&lt;br /&gt;
[[File:Type100 1944.jpg|thumb|none|500px|Arisaka Type 100 submachine gun (1944 - 1945 model) with magazine removed - 8x22mm Nambu]]&lt;br /&gt;
[[File:CODBO Type100 (1).jpg|thumb|none|600px|Holding the Type 100.]]&lt;br /&gt;
[[File:CODBO Type100 (2).jpg|thumb|none|600px|Aiming down sights. Note the rear sight appears to have been updated with white dots.]]&lt;br /&gt;
[[File:CODBO Type100 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO Type100 (4).jpg|thumb|none|600px|Pulling the bolt handle as Nikolai's wadded sleeves conspire to block out everything in the image.]]&lt;br /&gt;
&lt;br /&gt;
==Walther MPL==&lt;br /&gt;
The [[Walther MPL]] is one of the available SMGs, with a 32-round magazine. It can also be purchased off the wall in Zombies mode, where it incorrectly holds 24 rounds. It lacks a stock by default, but gets its wireframe folding stock when the &amp;quot;Grip&amp;quot; attachment is used. Despite being one of the few period-appropriate guns (1963), the MPL is not available in the single player campaign, and appears only in the multiplayer and Zombies modes.&lt;br /&gt;
&lt;br /&gt;
[[File:Walther mpl 1.jpg|thumb|none|450px|Walther MPL with stock extended - 9x19mm]]&lt;br /&gt;
[[File:CODBO MPL (1).jpg|thumb|none|600px|Drawing the MPL.]]&lt;br /&gt;
[[File:CODBO MPL (2).jpg|thumb|none|600px|The weapon in idle.]]&lt;br /&gt;
[[File:CODBO MPL (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO MPL (4).jpg|thumb|none|600px|The Walther MPL being reloaded.]]&lt;br /&gt;
[[File:CODBO MPL (5).jpg|thumb|none|600px|Pulling the bolt handle.]]&lt;br /&gt;
[[File:CODBO MPL (6).jpg|thumb|none|600px|The alternate draw animation when the weapon is equipped with the &amp;quot;Grip&amp;quot; attachment, which unfolds the &amp;quot;Grip&amp;quot;.]]&lt;br /&gt;
[[File:BLACKOPS-MPL-1.jpg|thumb|none|600px|An MPL with Elbit Falcon red dot sight and red camo. Note the HK claw mount.]]&lt;br /&gt;
&lt;br /&gt;
=Assault/Battle Rifles= &lt;br /&gt;
==AK Hybrid==&lt;br /&gt;
The weapon referred to as the &amp;quot;AK47&amp;quot; in-game is in fact a composite of several different AK variants. The main receiver of the rifle appears to be taken from an [[AKS-74]] (which is anachronistic, since it didn't see service until the very late 70s), along with an early 5.45x39mm steel magazine. The model has however been modified with other parts (possibly to make it more closely resemble the time period appropriate [[AK-47]] or [[AKM]] variants), including an AKM style front sight block and gas block, a Type 2 AK-47 wooden stock with a metal ferrule (which is actually a part of the receiver, not the stock), and a Type 3 AK-47 receiver-mounted rear sling loop. The handguard and grip resemble those from an ATI GSG AK47 .22LR rifle.&lt;br /&gt;
&lt;br /&gt;
In the singleplayer campaign, the Soviets and North Vietnamese Army use the hybrid AK with a variety of accessories. In both singleplayer and multiplayer, the Extended Mag attachment gives the AK an [[RPK-74]] magazine.&lt;br /&gt;
&lt;br /&gt;
[[File:Aks-74.jpg|thumb|none|500px|AKS-74 - 5.45x39mm. Image used to show the receiver.]]&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|500px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:AK-47 type II Part DM.jpg|thumb|none|500px|Type II AK-47 - 7.62x39mm. Image used to show the handguard and stock.]]&lt;br /&gt;
[[File:Ak74p.jpg|thumb|none|500px|Prototype AK-74 - 5.45x39mm. Image used to show the steel 5.45x39mm magazine.]]&lt;br /&gt;
[[File:CODBO AK-47 (1).jpg|thumb|none|600px|The AK in idle.]]&lt;br /&gt;
[[File:CODBO AK-47 (2).jpg|thumb|none|600px|Aiming down the hybrid AK's sights.]]&lt;br /&gt;
[[File:CODBO AK-47 (3).jpg|thumb|none|600px|Reloading; note the ATI GSG handguard lacking vent holes, which would probably cause overheating issues on a real AK, and an empty magazine being inserted. Also visible in this shot is the protrusion at the front of the receiver below the pair of rivets for the barrel trunion which is used to retain the AKS-74 stock in the folded position.]]&lt;br /&gt;
[[File:CODBO AK-47 (4).jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:BlackOps 2010-11-10 21-24-02-22.jpg|thumb|none|600px|An on-screen blip for picking up a dropped AK with the &amp;quot;Dual Mag&amp;quot; attachment, which consists of two magazines jungle-taped together, and speeds up the process of reloading. The player's own AK is equipped with a PK-AV scope, which serves as the &amp;quot;ACOG Scope&amp;quot; attachment for the AK-type and AK-like weapons in multiplayer, including the RPK, AKS-74U, Galil, and the SVD.]]&lt;br /&gt;
[[File:BlackOps 2010-11-14 17-09-41-46.jpg|thumb|none|600px|The hybrid AK with a 45-round RPK-74 magazine. Note the button at the rear of the receiver, which is used to fold the stock on the original AKS-74 rifle, along with the Type 3 AK-47-style sling loop fitted to the receiver just ahead of it.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] appears with the same &amp;quot;AK-74u&amp;quot; name used for the JG Beta-F Airsoft gun in ''[[Call of Duty 4: Modern Warfare]]'' and the same erroneous designation as a submachine gun; this one, however, is an actual AKS-74U, albeit depicted with a slightly longer barrel and gas tube. It has a black handguard, steel magazines, and no stock. An AKS-74U appears as the seventh weapon tier in Gun Game. Equipping a foregrip or the BS-1 grenade launcher alters the first draw animation to not dramatically chamber the first round.&lt;br /&gt;
&lt;br /&gt;
It is anachronistic to Black Ops, as it was not developed until 1979 (the full size variant, the AK-74, didn't enter service until 1974). A more accurate option would have been the Hungarian [[AMD-65]] carbine (1965), which was used as a compact weapon for Warsaw Pact vehicle crews.&lt;br /&gt;
&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:CODBO AKS-74U (1).jpg|thumb|none|600px|The AKS-74U in idle.]]&lt;br /&gt;
[[File:CODBO AKS-74U (2).jpg|thumb|none|600px|Looking through the sights.]]&lt;br /&gt;
[[File:CODBO AKS-74U (3).jpg|thumb|none|600px|Reloading. Note the odd shape of the gas tube/top handguard.]]&lt;br /&gt;
[[File:CODBO AKS-74U (4).jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Colt USAF M16 (Colt Model 604)==&lt;br /&gt;
The USAF variant of the original [[M16]] is available in the game, and can be identified by its M16E1 partial magazine fence lower and lack of forward assist. Its default 20-round magazine holds 30 rounds in gameplay, and the 30-round mag only appears with the Extended Mags attachment and holds 45 rounds (the same situation occurs with the &amp;quot;Commando&amp;quot; below).&lt;br /&gt;
&lt;br /&gt;
It is correctly depicted as firing fully-automatic in single player, but incorrectly uses a three-round burst fire mode in multiplayer and Zombie mode. Treyarch developer Josh Olin has stated that it was &amp;quot;an early prototype&amp;quot;, although the first variant that was capable of burst fire was the Model 605B (essentially a shorter barreled M16 with a four position selector switch tested in 1964) was fitted with a forward assist, unlike the weapon in game which also appears to have a standard weight barrel.&lt;br /&gt;
&lt;br /&gt;
When the M16 is mounted with optics, its carry handle, front sight and gas block are removed, which would prevent the gun from firing automatically. The shooter would have to manually rack the bolt to load the next round into the chamber, effectively making the gun a bolt action. This same goof was previously seen on the M16 and M4A1 in ''Call of Duty 4: Modern Warfare'' and ''Modern Warfare 2'', and can also be seen on the &amp;quot;Commando&amp;quot; in this game. Pre-release footage however, showed that the front sight was originally not removed when optics are mounted.&lt;br /&gt;
&lt;br /&gt;
Upgrading the M16 with the Pack-A-Punch machine in zombie mode turns it into the &amp;quot;Skullcrusher,&amp;quot; which fires laser-like rounds and mounts an [[M203 grenade launcher]]. Both the M16 and the M203 keep their normal ammunition count. An M16 appears as the ninth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:USAF Colt Model 604.jpg|thumb|none|500px|USAF M16 (Colt Model 604) - 5.56x45mm. This is an early model as indicated by its M16E1 type partial magazine fence lower.]]&lt;br /&gt;
[[File:CODBO M16 (1).jpg|thumb|none|600px|Drawing the M16.]]&lt;br /&gt;
[[File:CODBO M16 (2).jpg|thumb|none|600px|An M16 in idle.]]&lt;br /&gt;
[[File:CODBO M16 (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO M16 (4).jpg|thumb|none|600px|Reloading. Note the 20-round mag.]]&lt;br /&gt;
[[File:CODBO M16 (5).jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:CODBO M16 (6).jpg|thumb|none|600px|Reloading a 30-round-sized-45-round magazine.]]&lt;br /&gt;
[[File:M16 CoDBO SlabSide.jpg|thumb|none|600px|Carlos throws Mason an M16. Visible in this shot is the partial fence lower and lack of forward assist which identifies this as a Colt Model 604. Another thing to point out is the unusual length of the M203's barrel. A standard barrel length of an M203 is 12 inches (305mm) and usually the tip of the M203 runs parallel to the Bayonet lug of the M16. This might be due to the M16 being modeled smaller in 3rd person.]] &lt;br /&gt;
[[File:Shot0119.jpg|thumb|none|600px|Frank Woods with his M16. Note that the 3rd person model for the M16 is smaller than its real life counterpart.]]&lt;br /&gt;
[[File:BLOPS M16 misc1.jpg|thumb|600px|none|Mason gets ready to start blasting with his M16. The charging handle is not fully seated for some reason.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Commando&amp;quot;==&lt;br /&gt;
The weapon referred to in-game as the &amp;quot;Commando&amp;quot; appears to most closely resemble a [[GAU-5A/A]] with a fictional flat-topped receiver; the name likely refers to the Colt Commando series (a series of early AR-15 carbines made during the Vietnam War) which the GAU-5A/A is related to.&lt;br /&gt;
&lt;br /&gt;
It is fitted with a flash hider in place of the moderator, a configuration which was actually used by the US Air Force. Although the flat top appears to consist of a chopped off carry handle with bolted on rail, something that was actually done in the 80s by Olympic Arms and some other manufacturers before the introduction of actual flat-topped receivers by Colt, this setup would still be anachronistic for the time depicted period in this game (along with being a configuration never used by the US military). The concept of a scope rail fitted directly to the receiver in place of the carry handle is not completely anachronistic though, as the Rock Island Arsenal did an experiment with an AR-15 fitted with an integral Weaver scope rail known as the Model 656; however, the details of the design are significantly different, and the presence of a rail mounted Troy Battle Sight on the weapon can be considered anachronistic.&lt;br /&gt;
&lt;br /&gt;
Like the M16, the weapon by default uses 20-round magazines that hold 30 rounds in gameplay, and equipping the Extended Mags attachment gives it curved 30-round magazines that hold 45 rounds. Early screenshots and footage showed the straight magazine being modeled unusually long, as if it were stretched or partly falling out, but the final game has it at its proper length. &lt;br /&gt;
&lt;br /&gt;
Upgrading the &amp;quot;Commando&amp;quot; with the Pack-A-Punch machine in zombie mode turns it into the &amp;quot;Predator&amp;quot; (a reference to the [[Arnold Schwarzenegger|Schwarzenegger]] movie ''[[Predator]]''. ''[[Commando]]'' is also the name of another movie in which Schwarzenegger starred, hence the reference). The &amp;quot;Predator&amp;quot; fires laser-like rounds and has a forty-round magazine instead of thirty.&lt;br /&gt;
&lt;br /&gt;
Like the M16, mounting optics will remove the front sight and the gas block, which would realistically prevent the gun from firing automatically. This is only the case for the 1st person model however, with the 3rd person model correctly retaining the front sight and gas block.&lt;br /&gt;
&lt;br /&gt;
[[File:GAU-5AA with A1 flash hider.jpg|thumb|none|500px|GAU-5A/A with birdcage flash hider in place of the standard moderator - 5.56x45mm]]&lt;br /&gt;
[[File:CODBO Commando (1).jpg|thumb|none|600px|&amp;quot;Commando&amp;quot; in idle. Note the sling wrapped around the weapon and wedged behind the bolt release button; this would only be possible with the bolt locked open, meaning that the bolt would be permanently locked to the rear, rendering the weapon totally inoperable.]]&lt;br /&gt;
[[File:CODBO Commando (2).jpg|thumb|none|600px|Iron sights, which are rail-mounted Troy Battle Sights, similar to MW2. These sights are used on several other weapons. Interestingly, the Troy Battle Sight's model has improved from MW2, being depicted with more true to life knobs. These sights are however anachronistic to the setting, and the rear sight is also mounted backwards.]]&lt;br /&gt;
[[File:CODBO Commando (3).jpg|thumb|none|600px|Reloading the Commando. Note the lack of auto sear pin.]]&lt;br /&gt;
[[File:CODBO Commando (4).jpg|thumb|none|600px|Slapping the bolt release button.]]&lt;br /&gt;
[[File:CODBO Commando (5).jpg|thumb|none|600px|Reloading a Commando with several attachments, including dual mags.]]&lt;br /&gt;
[[File:Snapshot20100809133031.jpg|thumb|none|600px|Pre-release footage of a suppressed Commando with Elbit Falcon sight. Note the clan tag engraved on the charging handle. Also note that unlike in the final game, the front sight is shortened but still present.]]&lt;br /&gt;
[[File:CODBOAR-15a.jpg|thumb|none|600px|Frank Woods with his Commando and early Colt Scope. Note the early modeling mistake of the magazine.]]&lt;br /&gt;
[[File:CODBOAR15.JPG|thumb|none|600px|Promotional image showing the Commando. Note the Colt scope and the solid flash hider. The Colt Scope appears in BO1 as one of the many models for the &amp;quot;ACOG Scope&amp;quot; attachment (none of which being the Trijicon ACOG, which would be an anachronism).]]&lt;br /&gt;
&lt;br /&gt;
==Enfield XL60==&lt;br /&gt;
The [[Enfield L85 rifle series#XL64E5 IW|Enfield XL60]] is one the assault rifles available in the game, under the name &amp;quot;Enfield&amp;quot;. Hudson carries an Enfield fitted with an infrared scope and a Masterkey under-barrel shotgun during the singleplayer mission &amp;quot;Rebirth.&amp;quot; The Enfield is anachronistic as it was introduced after June 14, 1976; the presence of the [[Enfield EM-2]] ''Mamba'' (1951) would be more accurate (though it would extremely scarce, however). The ammo name for the Enfield XL60 in the game files is 7x43mm, which is the metric size of the .280 British caliber that was actually tested on the EM-2, but not on the XL60, which was chambered in 4.85x49mm.&lt;br /&gt;
&lt;br /&gt;
[[File:EnfieldXL64.jpg|thumb|none|500px|XL64E5 - 4.85x49mm]]&lt;br /&gt;
[[File:CODBO XL64 (1).jpg|thumb|none|600px|Drawing the XL60.]]&lt;br /&gt;
[[File:CODBO XL64 (2).jpg|thumb|none|600px|XL60 in idle.]]&lt;br /&gt;
[[File:CODBO XL64 (3).jpg|thumb|none|600px|Aiming through the iron sights, which are the same anachronistic Troy Battle iron sights as used on some of the other guns.]]&lt;br /&gt;
[[File:CODBO XL64 (4).jpg|thumb|none|600px|Reloading the XL60.]]&lt;br /&gt;
[[File:CODBO XL64 (5).jpg|thumb|none|600px|As in MW2, the &amp;quot;ACOG scope&amp;quot; model for the XL64 is a SUSAT. The SUSAT is also used as the &amp;quot;ACOG Scope&amp;quot; model for the AWM.]]&lt;br /&gt;
[[File:CODBO XL64 (6).jpg|thumb|none|600px|Aiming through the SUSAT.]]&lt;br /&gt;
[[File:Shot009120.jpg|thumb|none|600px|An XL60 on the ground with an IR scope attached.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
A prototype version of the [[FAMAS Valorisé]] appears in several levels, used by both CIA and Spetsnaz troops. Mason carries a FAMAS with multiple attachments in final level, &amp;quot;Redemption&amp;quot;. The FAMAS Valorisé is incredibly anachronistic (even for the game's standards) for the time period the game is set in (the 1960s): not only was the base weapon not developed until 1978, this specific variant didn't come into existence until the early 2000s. A more correct choice could have been the FA-MAS 54B bullpup configuration prototype (1954). A much more period and country-accurate choice for Spetsnaz could have been the one of the many Tula Arms Arsenal Soviet TKB prototypes from the 60s. The default iron sights of the weapon are the anachronistic rail mounted Troy Battle Sights. A FAMAS appears as the tenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
If upgraded with the Pack-A-Punch machine in zombies mode, it will turn into the &amp;quot;G16-GL35&amp;quot; (leet speak for GIGGLES), which fires laser-like rounds, has a forty-five round magazine instead of thirty, and a custom red dot sight. &lt;br /&gt;
&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|500px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm. This prototype can be distinguished from the final variant by the lack of fixed front sight ahead of the scope rail.]]&lt;br /&gt;
[[File:CODBO FAMAS (1).jpg|thumb|none|600px|Holding the FAMAS. Note it has the standard FAMAS bipod, compared to the Valorisé's bent bipod legs.]]&lt;br /&gt;
[[File:CODBO FAMAS (2).jpg|thumb|none|600px|Aiming through the rail-mounted iron sights.]]&lt;br /&gt;
[[File:CODBO FAMAS (3).jpg|thumb|none|600px|Reloading the FAMAS.]]&lt;br /&gt;
[[File:CODBO FAMAS (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==FG 42(*)==&lt;br /&gt;
The [[FG 42]] can be purchased in the Zombies map Der Riese for 1800 points and incorrectly holds 32 rounds instead of 20.&lt;br /&gt;
[[File:FG421stPattern.jpg|thumb|none|500px|First pattern FG 42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODBO FG 42 (1).jpg|thumb|none|600px|Holding the FG42 on Der Riese, near its spawn point.]]&lt;br /&gt;
[[File:CODBO FG 42 (2).jpg|thumb|none|600px|Aiming down sights, which still have a lot of zoom as they did in ''World at War'' outside of its multiplayer mode. The weapon is also visible on the wall here.]]&lt;br /&gt;
[[File:CODBO FG 42 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO FG 42 (4).jpg|thumb|none|600px|Takeo works the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] is seen mostly in the hands of Cuban soldiers and some NVA soldiers in the campaign, despite being the main service rifle of most of the Western powers throughout the Cold War. The rifle is aesthetically period correct, however the wooden furniture and semi-automatic fire mode would suggest that this weapon is more specifically the &amp;quot;G Series&amp;quot; FAL, the civilian version of the FAL which was imported into the US in the 1960s. It has an L1A1 &amp;quot;Hythe&amp;quot; foldable rear sight with the front leaf of the sight absent and only the rear leaf with enlarged aperture being used in game.&lt;br /&gt;
&lt;br /&gt;
It appears to stand in for the so called &amp;quot;Cuban FALs&amp;quot;, a batch of Belgian made FALs which were ordered by the Battista government just before its end. The FALs ended up in the Communist rebels' hands and were eventually used in the Bay of Pigs invasion. The G series were essentially the same as the Cuban rifles but with slight modification. The usage of FALs by the NVA forces meanwhile is historically dubious.&lt;br /&gt;
&lt;br /&gt;
[[File:Fn fal g series.jpg|thumb|none|500px|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO FAL (1).jpg|thumb|none|600px|The FN FAL in idle.]]&lt;br /&gt;
[[File:CODBO FAL (2).jpg|thumb|none|600px|Looking through the &amp;quot;Hythe&amp;quot; sights, the presence of which on Cuban FALs would be historically questionable.]]&lt;br /&gt;
[[File:CODBO FAL (3).jpg|thumb|none|600px|Inserting a new magazine, which is visibly empty.]]&lt;br /&gt;
[[File:CODBO FAL (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CODBO FAL (5).jpg|thumb|none|600px|Reloading the jungle-style dual mags on a FAL with a custom weapon finish.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43(*)==&lt;br /&gt;
The [[Gewehr 43]] costs 600 points in the Zombies maps Verrückt, Shi No Numa, and Der Riese. Holds 10 shots in the magazine.&lt;br /&gt;
&lt;br /&gt;
[[File:K43 nc.jpg|thumb|none|500px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODBO G43 (1).jpg|thumb|none|600px|Holding the G43.]]&lt;br /&gt;
[[File:CODBO G43 (2).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CODBO G43 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO G43 (4).jpg|thumb|none|600px|Inserting a new magazine on empty.]]&lt;br /&gt;
[[File:CODBO G43 (5).jpg|thumb|none|600px|Releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G11 K2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G11|Heckler &amp;amp; Koch G11 K2]] is one of the assault rifles in the game, and is used by Dr. Daniel Clarke in the level &amp;quot;Numbers.&amp;quot; As in real life, it fires in 3-round bursts, at a very high rate of fire with incredible accuracy and close to zero recoil, but suffers from low damage. The magazine is correctly depicted as reciprocating when firing. &lt;br /&gt;
&lt;br /&gt;
The weapon is erroneously depicted with rail mounted iron sights by default (which are in themselves anachronistic Troy Battle Sights); G11s were never designed with iron sights, and instead incorporated a scope (which is an available attachment in-game). In multiplayer, it can be fitted with only two attachments: &amp;quot;Low Power Scope&amp;quot; or &amp;quot;Variable Zoom&amp;quot;. The Low Power Scope is actually based on the actual sight built into the real G11 K2, and replaces the rail assembly. The scope of the Variable Zoom is a rail-mounted sniper scope instead.&lt;br /&gt;
&lt;br /&gt;
Its appearance in the 1960s is anachronistic; the G11 was not fully developed until the late 1980s, and working prototypes were not created until the early 1970s. The particular G11 K2 variant depicted in game was made in 1989. A more appropriate choice of exotic rifle for the era would have been one of the Project SALVO (1951) prototypes, the bullpup SPIW (Special Purpose Individual Weapon) from Project NIBLICK (1960s) or one of the many Tula Arms Arsenal Soviet TKB prototypes from the 60s; though how would a British scientist hiding in Hong Kong procure any of such prototypes is a mystery.&lt;br /&gt;
&lt;br /&gt;
Upgrading the G11K2 with the Pack-A-Punch machine in Zombies mode turns it into a more powerful version called &amp;quot;G115 Generator&amp;quot;; it fires laser-like rounds, but has the normal ammunition capacity.&lt;br /&gt;
&lt;br /&gt;
[[File:G11K2 left.jpg|thumb|none|500px|Heckler &amp;amp; Koch G11 K2 - 4.73x33mm]]&lt;br /&gt;
[[File:CODBO G11K2 (1).jpg|thumb|none|600px|Drawing the G11 shows its cocking animation, which is a full rotation of the charging knob.]]&lt;br /&gt;
[[File:CODBO G11K2 (2).jpg|thumb|none|600px|Holding the default railed G11.]]&lt;br /&gt;
[[File:CODBO G11K2 (3).jpg|thumb|none|600px|Aiming down through the Troy Battle Sights.]]&lt;br /&gt;
[[File:CODBO G11K2 (4).jpg|thumb|none|600px|The G11 with its Low Power Scope.]]&lt;br /&gt;
[[File:CODBO G11K2 (5).jpg|thumb|none|600px|The reticle of the Low Power Scope.]]&lt;br /&gt;
[[File:CODBO G11K2 (6).jpg|thumb|none|600px|Reloading the G11. The player removes the magazine without pressing the release button behind the sight, though given the scarce information of the weapon at the time, it would be somewhat understandable.]]&lt;br /&gt;
[[File:CODBO G11K2 (7).jpg|thumb|none|600px|Inserting a new magazine stick. The two extra mags are never used.]]&lt;br /&gt;
[[File:CODBO G11K2 (8).jpg|thumb|none|600px|Looking at the ''Aurora australis'' with a white, scoped G11 K2.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[IMI Galil ARM]] is available in the game. It has a thirty-five round magazine with a medium rate of fire. The standard rear sight for the Galil is the flip-up tritium night sights instead of the flip peep-sights, raised dramatically to accommodate the camera's point of view. The carry handle is on the wrong side and the handguard is from the Galil AR, which does not have the underside cutout for the bipod, although it appears to still contain it. The ammo name for the Galil in the game files is 7.62x51mm, despite the in-game weapon clearly being the 5.56x45mm version.&lt;br /&gt;
&lt;br /&gt;
Its appearance is anachronistic, as the Galil series of rifles was not developed until the late 1960s, and did not enter service until 1972. A more adequate choice could have been a full auto [[AR-18]] (1962), a somewhat similar-looking rifle that fired the same 5.56 round. Another adequate choice could have been the [[Rk 62]] (also 1962), a Finnish rifle that inspired the Galil but fired the Russian 7.62x39mm round.&lt;br /&gt;
&lt;br /&gt;
Upgrading a Galil with the Pack-A-Punch machine in zombie mode will turn it into the &amp;quot;Lamentation&amp;quot;; fitted with a red dot sight (which has a blue lens and an unusual blue reticle) and a sci-fi camo pattern, it fires laser-like rounds. &lt;br /&gt;
&lt;br /&gt;
[[File:Galil.jpg|thumb|500px|none|IMI Galil ARM - 5.56x45mm]]&lt;br /&gt;
[[File:CODBO Galil (1).jpg|thumb|600px|none|Drawing the Galil. In an inversion of all the other weapons, the Galil is simply brought to hand when first equipped but the character uses the carry handle when re-equipping it from secondary weapons or gadgets.]]&lt;br /&gt;
[[File:CODBO Galil (2).jpg|thumb|600px|none|Holding a Galil ARM.]]&lt;br /&gt;
[[File:CODBO Galil (3)mwstore.jpg|thumb|600px|none|Aiming down the flip-up night sights, though the front sight is a little too high. Note also that one of the rear peep sights has been removed to clear the sight plane, despite that the night sight has also been lengthened enough that this wouldn't be a problem.]]&lt;br /&gt;
[[File:CODBO Galil (4).jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
[[File:CODBO Galil (5).jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:CODBO Galil (6).jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[File:Shot0022222.jpg|thumb|600px|none|Upgraded Galil in Zombies mode. Note the added rail mount mounting the red dot sight.]]&lt;br /&gt;
[[File:Shot002783.jpg|thumb|600px|none|Looking through the red dot sight of the upgraded weapon. Note the unusual reticle.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine(*)==&lt;br /&gt;
The [[M1 Carbine]] can be purchased in zombie mode for 600 points in the maps Nacht der Untoten, Shi No Numa and Der Riese. It is now appropriately called M1 Carbine (unlike in ''World at War'', where it was referred to as the M1A1 folding stock variant).&lt;br /&gt;
&lt;br /&gt;
[[File:M1-Carbine.jpg|thumb|none|500px|WW2 era M1 Carbine with spare magazine pouch - .30 Carbine]]&lt;br /&gt;
[[File:CODBOM1Carbine.jpg|thumb|none|600px|An M1 Carbine in &amp;quot;Nacht der Untoten.&amp;quot;]]&lt;br /&gt;
[[File:CODBOM1Carbine-1.jpg|thumb|none|600px|View down the aperture sights.]]&lt;br /&gt;
[[File:CODBOM1Carbine-2.jpg|thumb|none|600px|Reloading the M1 after seeing off some of the Third Reich's undead.]]&lt;br /&gt;
[[File:CODBOM1Carbine-3.jpg|thumb|none|600px|Chambering a fresh round.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand(*)==&lt;br /&gt;
The [[M1 Garand]] is available for 600 points in the Zombies maps Verrückt and Shi No Numa.&lt;br /&gt;
[[File:M1 Garand.jpg |thumb|none|500px|M1 Garand - .30-06]]&lt;br /&gt;
[[File:CODBO M1 Garand (1).jpg|thumb|none|600px|Holding the Garand.]]&lt;br /&gt;
[[File:CODBO M1 Garand (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO M1 Garand (3).jpg|thumb|none|600px|Reloading the Garand mid-clip.]]&lt;br /&gt;
[[File:CODBO M1 Garand (4).jpg|thumb|none|600px|Inserting a new clip.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14 Rifle]] is one of the assault rifles (correctly, battle rifle) used in-game and also distinguished by its firepower, it is not present in the singleplayer campaign, despite being historically accurate. For some reason, it uses an eight-round magazine in zombie mode despite using a twenty-round one in single-player and multiplayer modes. The magazine change is likely to substitute the M1 Garand in Zombies mode maps present in ''Black Ops'', though it is inferior in some statistics (namely reload time and reserve ammo) when compared to each other.&lt;br /&gt;
&lt;br /&gt;
Various attachments can be fitted: [[M203 grenade launcher]], flamethrower, Colt scope, red dot sight, reflex sight, [[Knight's Armament Masterkey]] shotgun, suppressor, foregrip, IR scope and extended magazine. It is the only weapon in its class that can use the Grip attachment; in turn, it is one of only two weapons that whose models are not modified in any way with the Extended Mags attachment equipped (the other being the M60), and the only mag-fed one of the two. An M14 is used as the eighth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
Though the weapon is semi-automatic only, the in-game model bears a heavy resemblance to the M14E2/M14A1 LMG variation, including its pistol grip and a bipod (albeit one of the same Harris-like design used on the Mk 14 in ''[[Call of Duty: Modern Warfare 2]]'' rather than the E2's normal bipod), with the Grip attachment also taking the form of the E2's folding grip.&lt;br /&gt;
&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|500px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M14E2SAW.jpg|thumb|none|500px|M14E2 Light Machine Gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO M14 (1).jpg|thumb|none|600px|Drawing the M14.]]&lt;br /&gt;
[[File:CODBO M14 (2).jpg|thumb|none|600px|Holding the M14. ]]&lt;br /&gt;
[[File:CODBO M14 (3).jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:CODBO M14 (4).jpg|thumb|none|600px|Reloading. Its reload animations are taken from ''[[Call of Duty: Modern Warfare 2]]'''s [[Call of Duty: Modern Warfare 2#Mk. 14 Mod 1 EBR|Mk 14 EBR]].]]&lt;br /&gt;
[[File:CODBO M14 (5).jpg|thumb|none|600px|Pulling the bolt.]]&lt;br /&gt;
[[File:CODBO M14 (6).jpg|thumb|none|600px|The M14 with a foregrip.]]&lt;br /&gt;
[[File:CODBO M14 (7).jpg|thumb|none|600px|The M14 with the M203 grenade launcher, which gives it big M16-styled heat shields.]]&lt;br /&gt;
[[File:Shot0083.jpg|thumb|none|600px|M14 with Colt scope and Ice camo in idle. Note the cut-off front sight.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG==&lt;br /&gt;
The [[Steyr AUG]] is available in the game. The AUG A1 with its Swarovski scope is found in the singleplayer and Zombie mode, while the railed AUG A2 is used in multiplayer, with the anachronistic rail mounted Troy Battle Sights by default. Attaching the &amp;quot;ACOG Scope&amp;quot; to the multiplayer AUG A2 turns it back into the AUG A1 with its Swarovski scope. In singleplayer, the AUG A1 only used in levels set in the Ural Mountains. It is painted with an arctic camo, and is equipped with a suppressor in some of the scenes.&lt;br /&gt;
&lt;br /&gt;
Its appearance in the game is anachronistic, as the level takes place in 1968 but the prototype for the AUG was not patented until 1974 and was not introduced into Austrian military service until 1977, entering wide service in 1978. The A2 variant depicted in multiplayer was not developed until 1997. A more period-accurate choice could have been the [[H&amp;amp;K G3]] (1958) or [[HK33]] (1968). Another option is the prototype Model 45A (1945), which was designed by the US during World War II, and look similar to the AUG. The AUG appears as the eleventh weapon tier in Gun Game.&lt;br /&gt;
 &lt;br /&gt;
A weird visual glitch exists on the AUG when it is equipped with any of the sights; the scope mount will actually slide backwards along the weapon to meet the user's eye when the weapon is aimed.&lt;br /&gt;
&lt;br /&gt;
If upgraded with the Pack-A-Punch machine in zombie mode, it will turn into the &amp;quot;AUG-50M3&amp;quot; (leet speak for AUGSOME, a play on the word awesome), firing laser-like rounds and attached with a [[Knight's Armament Masterkey]], but both weapons keep their normal ammunition counts. Reloading the AUG-50M3's Masterkey counts each reloaded shell twice, allowing the player to reload all six rounds with just three shells.&lt;br /&gt;
&lt;br /&gt;
The AUG lacked its foregrip in the beta, but has it in the final game.&lt;br /&gt;
&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|500px|Steyr AUG A1- 5.56x45mm]]&lt;br /&gt;
[[File:SteyrAUGSR.jpg|thumb|none|500px|Steyr AUG Special Receiver - 5.56x45mm. NATO AUG A2 models are the Austrian military firearm, the imported weapon into the U.S. was named the AUG Special Receiver.]]&lt;br /&gt;
[[File:CODBO AUG (1).jpg|thumb|none|600px|The default multiplayer AUG A2, with its Picatinny rails.]]&lt;br /&gt;
[[File:CODBO AUG (2).jpg|thumb|none|600px|Aiming down the rail mounted iron sights.]]&lt;br /&gt;
[[File:CODBO AUG (3).jpg|thumb|none|600px|The multiplayer AUG fitted with the &amp;quot;ACOG Scope&amp;quot;, which turns it into an AUG A1 with a Swarovski scope.]]&lt;br /&gt;
[[File:CODBO AUG (4).jpg|thumb|none|600px|Aiming down the scope.]]&lt;br /&gt;
[[File:CODBO AUG (5).jpg|thumb|none|600px|Reloading the surprisingly detailed, but empty magazine.]]&lt;br /&gt;
[[File:CODBO AUG (6).jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
[[File:CODBO AUG (7).jpg|thumb|none|600px|The AUG as seen with a higher-than-normal FoV in &amp;quot;WMD,&amp;quot; when the game shifts player control between the SR-71 Blackbird navigator and Hudson.]]&lt;br /&gt;
[[File:Skydivingcodbo.jpg|thumb|none|600px|Our skydiving protagonist takes &amp;quot;two is one and one is none&amp;quot; to a new level when he carries an AUG to complement his primary weapon: another AUG. You know, in case one explodes or something.]]&lt;br /&gt;
[[File:59.jpg|thumb|none|600px|Beta Steyr AUG without foregrip in hands of Agent Weaver. Note how he's holding it by the barrel; a bad idea in real life...]]&lt;br /&gt;
[[File:COD BO AUG 3rd person.jpg|thumb|none|600px|Agent Weaver with a Steyr AUG in the final version of the game. Note the foregrip, the presence of which Weaver seems to still be ignoring.]]&lt;br /&gt;
&lt;br /&gt;
== Stoner 63A ==&lt;br /&gt;
The [[Stoner 63A]] in its assault rifle configuration appears in the game, classified as a light machine gun. In singleplayer, it is found in the final level &amp;quot;Redemption&amp;quot;, where it is always found with an Extended Mag. In multiplayer, it is unlocked as the last light machine gun. The extended mags attachment gives the weapon just a longer standard magazine that increases the ammo count from 30 to 60 rounds, while in reality belt-fed LMG configuration of the Stoner could also be equipped with a 100 round ammo box or a 150 round drum magazine for special operations.&lt;br /&gt;
&lt;br /&gt;
[[File:Stoner 63 Assault Rifle.jpg|thumb|none|500px|Stoner 63, Assault Rifle configuration - 5.56x45mm NATO]]&lt;br /&gt;
[[File:CODBO Stoner63 (1).jpg|thumb|none|600px|Holding the Stoner 63.]]&lt;br /&gt;
[[File:CODBO Stoner63 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO Stoner63 (3).jpg|thumb|none|600px|Reloading the magazine.]]&lt;br /&gt;
[[File:CODBO Stoner63 (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CODBO-Stoner63-FPV.jpg|thumb|none|600px|Stoner 63 in the final level of the game &amp;quot;Redemption&amp;quot;, which is equipped with an anachronistic Aimpoint Electronic &amp;quot;Reflex Sight&amp;quot;, mounted on a piece of rail that replaces the original rear sight.]]&lt;br /&gt;
&lt;br /&gt;
== Sturmgewehr 44(*) ==&lt;br /&gt;
The [[Sturmgewehr 44]] is used by the Germans in the World War II mission &amp;quot;Project Nova&amp;quot; and can be used by the player. It can also be purchased for 1200 points in the zombie maps Verrückt, Shi No Numa, and Der Riese.&lt;br /&gt;
&lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|500px|Sturmgewehr 44 - 7.92x33mm]]&lt;br /&gt;
[[File:CODBO STG-44 (2).jpg|thumb|none|600px|Holding an StG-44 that was left out in the cold for too long given how thin it is.]]&lt;br /&gt;
[[File:CODBO STG-44 (3).jpg|thumb|none|600px|Aiming the Sturmgewehr.]]&lt;br /&gt;
[[File:CODBO STG-44 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO StG-44 (1).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== Beretta Model 682 ==&lt;br /&gt;
One of the shotguns available in the game. While named after the Rottweil Olympia Over/Under 72 shotgun, the &amp;quot;Olympia&amp;quot; is in fact modeled on a [[Beretta 682]]. Either way, it is anachronistic; not only was the Rottweil Olympia introduced in 1972, but the Beretta 682 was not invented until 1985. A more historically accurate choice would have been a [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|Browning O/U]] (1931) or a [[TOZ-34]] (1964).&lt;br /&gt;
&lt;br /&gt;
[[File:BM682.jpg|thumb|none|450px|Beretta Model 682 Gold E - 12 gauge]]&lt;br /&gt;
[[File:RS Olympia 72.jpg|thumb|500px|none|Rottweil Skeet Olympia 72 - 12 gauge]]&lt;br /&gt;
[[File:CODBO Olympia (1).jpg|thumb|none|600px|&amp;lt;s&amp;gt;Double Rainbow!&amp;lt;/s&amp;gt; Drawing the &amp;quot;Olympia&amp;quot;.]]&lt;br /&gt;
[[File:CODBO Olympia (2).jpg|thumb|none|600px|Holding the shotgun.]]&lt;br /&gt;
[[File:CODBO Olympia (3).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:CODBO Olympia (4).jpg|thumb|none|600px|Popping out the fired shells.]]&lt;br /&gt;
[[File:CODBO Olympia (5).jpg|thumb|none|600px|Inserting new shells. If one shell is fired, only that shell will be ejected and reloaded.]]&lt;br /&gt;
&lt;br /&gt;
==Double-barreled shotgun(*)==&lt;br /&gt;
A full-length [[12 Gauge Double Barreled Shotgun|Double-barreled shotgun]] can be purchased in zombie mode maps &amp;quot;Nacht der Untoten&amp;quot;, &amp;quot;Verrückt&amp;quot;, and &amp;quot;Der Riese&amp;quot; for 1200 points. A sawed-off version can be purchased in &amp;quot;Nacht der Untoten&amp;quot; and &amp;quot;Verrückt&amp;quot;, also for 1200 points. Their models appear to be reused from ''[[Call of Duty: World at War]]'', and they still have the issue of showing spent cartridges being ejected when firing. This time at least, they are proper shotgun shells, but for some reason two are ejected with each shot.&lt;br /&gt;
&lt;br /&gt;
In the opening cutscene of the zombie-movie themed zombie map &amp;quot;Call of the Dead&amp;quot;, [[Michael Rooker]] (voiced by himself) is seen using a pair of sawn-off Double-Barreled Shotguns while acting for a zombie film, later using them to kill real zombies when they appear and abduct film director George Romero. These are not found on the actual map, however. During the cutscene, he also fires three shots from one of the shotguns without reloading.&lt;br /&gt;
[[File:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|500px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
[[File:CODBOSxS.jpg|thumb|none|600px|The Double Barrel shotgun in &amp;quot;Nacht der Untoten&amp;quot;. Note the barrels floating above the player's supporting hand; this appears to be due to it re-using the animations (but not the model) of the side-by-side from ''World at War'' fitted with its &amp;quot;Grip&amp;quot; attachment (a larger forend).]]&lt;br /&gt;
[[File:CODBOSxS-1.jpg|thumb|none|600px|Bead sight view.]]&lt;br /&gt;
[[File:CODBOSxS-2.jpg|thumb|none|600px|Cracking open the barrels. Remember, shop smart, shop S-Mart.]]&lt;br /&gt;
[[File:CODBO Doublebarrel (1).jpg|thumb|none|600px|Dumping out the shotgun shells. Oddly, the Double-Barreled Shotgun always uses a different spent shell model from the &amp;quot;Spicy 3-Inch&amp;quot; shells that most of the other shotguns use.]]&lt;br /&gt;
[[File:CODBO Doublebarrel (2).jpg|thumb|none|600px|Inserting new shells.]]&lt;br /&gt;
[[File:FuryRoadSarasqueta.jpg|thumb|none|500px|Screen-used sawed-off Victor Sarasqueta shotgun from ''[[Mad Max: Fury Road]]''. Image from MIL.SPEC.]]&lt;br /&gt;
[[File:DBShotgun-BO.jpg|thumb|none|600px|Michael Rooker aiming one of his sawed-off double barreled shotguns at a zombie.]]&lt;br /&gt;
[[File:CODBO Sawnoff (1).jpg|thumb|none|600px|Doctor Edward Richtofen holds a sawn-off Double-barreled shotgun on &amp;quot;Verrückt&amp;quot;; note how this version has the larger forend, and is thus held correctly.]]&lt;br /&gt;
[[File:CODBO Sawnoff (2).jpg|thumb|none|600px|&amp;quot;Aiming.&amp;quot;]]&lt;br /&gt;
[[File:CODBO Sawnoff (3).jpg|thumb|none|600px|Reloading a single shell.]]&lt;br /&gt;
&lt;br /&gt;
== Franchi SPAS-12 ==&lt;br /&gt;
The [[Franchi SPAS-12]] is featured in ''Black Ops''. In contrast to ''MW2'''s SPAS, the one featured in ''Black Ops'' is semi-auto and has its stock folded. Despite being locked in semi-auto, the pump is racked when the SPAS-12 is picked up and when reloading, even though the pump is locked forward when the SPAS-12 operates in semi-auto, requiring the use of the charging handle to chamber a new shell.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, it is found in &amp;quot;The Defector&amp;quot; and &amp;quot;Numbers&amp;quot; missions set in 1968, used by the NVA and Spetsnaz respectively. The SPAS-12's appearance is anachronistic because it first entered production in 1979. A more period-accurate semi-auto Franchi shotgun could have been the AL-48 model (1948), but a more correct choice of semi-automatic shotgun for the Vietnam War could have been the [[Remington Model 1100]] (1963), or its combat select-fire version Model 7188 (1967) specifically created for use in that war. The Soviet forces haven't officially adopted shotguns by that point, but a suitable choice of origin would be the [[MTs 21-12|MTs 21]] (1956) or the [[Baikal Semi Auto Shotgun Series|IZh-20]] (1964), the latter being a clone of the Model 1100.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, it can be equipped with a sound suppressor. A SPAS-12 is used as the third weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;The Defector,&amp;quot; Woods kills a SPAS-12 wielding NVA and gives it to Mason at the start of the level, telling Mason to use his incendiary &amp;quot;Dragon's Breath&amp;quot; rounds on the SPAS-12. Realistically, the Dragon's Breath rounds wouldn't be powerful enough to cycle the action in semi-automatic shotguns.&lt;br /&gt;
&lt;br /&gt;
Upgrading the SPAS-12 with the Pack-A-Punch machine in Zombies mode turns it into a more powerful version called &amp;quot;SPAZ-24&amp;quot;; it fires laser-like rounds, holds 24 shells instead of 8, and reloads the entire magazine by loading one shell, which only takes a second.&lt;br /&gt;
&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|none|500px|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[File:CODBO SPAS-12 (1).jpg|thumb|none|600px|Drawing the SPAS-12.]]&lt;br /&gt;
[[File:CODBO SPAS-12 (2).jpg|thumb|none|600px|Holding the shotgun.]]&lt;br /&gt;
[[File:CODBO SPAS-12 (3).jpg|thumb|none|600px|Aiming down sights. The middle of the butt-pad on the folding stock is hollowed out, leaving only two rectangular sheets on the ends the stock, similar to ''[[F.E.A.R.]]'', allowing the user to use its iron sights which are normally unusable whilst the stock is folded.]]&lt;br /&gt;
[[File:CODBO SPAS-12 (4).jpg|thumb|none|600px|Reloading the shotgun. As is incredibly common in media, the carrier latch button on the SPAS-12 is not depressed when reloading when it needs to be held down to unlock the carrier and allow for the tube to be loaded.]]&lt;br /&gt;
[[File:CODBO SPAS-12 (6).jpg|thumb|none|600px|Obligatory pump. The pump is locked forward in semi-auto mode; the bolt would have to be locked back and then released to rechamber in this mode.]]&lt;br /&gt;
&lt;br /&gt;
== High Standard Model 10 ==&lt;br /&gt;
The semi-automatic [[High Standard Model 10B]] is found in the game under the name &amp;quot;HS-10&amp;quot;. It is the last shotgun unlocked in multiplayer (being the &amp;quot;Classified&amp;quot; weapon of the class, it requires purchasing the other three).  It holds 4 shells in multiplayer and 6 shells in zombie mode.&lt;br /&gt;
&lt;br /&gt;
Its only &amp;quot;attachment&amp;quot; is Dual Wielding. While the Model 10 can be easily fired single-handedly, firing one with the left arm would be a very bad idea; due to the ejection port's location, firing the weapon left-handed will result in hot plastic flying in the user's face, and the Model 10 even features a warning label that reads, &amp;quot;Caution: Do not fire from left shoulder&amp;quot; to specifically stop people from doing it. It is unclear why the multiplayer version doesn't have an &amp;quot;extended mags&amp;quot; attachment, since the capacity of the real Model 10 magazine tube can be extended from 4 to 6 shells - and, in fact, the in-game model features the extended 6-shell tube.&lt;br /&gt;
&lt;br /&gt;
The upgraded Model 10 in Zombie mode is called ''Typhoid &amp;amp; Mary''.&lt;br /&gt;
&lt;br /&gt;
[[File:High standard 10 SHG.jpg|thumb|500px|none|High Standard Model 10B - 12 gauge]]&lt;br /&gt;
[[File:CODBO HS-10 (1).jpg|thumb|none|600px|Drawing the shotgun with a rack of the bolt handle.]]&lt;br /&gt;
[[File:CODBO HS-10 (2).jpg|thumb|none|600px|Holding the HS-10,]]&lt;br /&gt;
[[File:CODBO HS-10 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CODBO HS-10 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO HS-10 (5).jpg|thumb|none|600px|Charging the shotgun.]]&lt;br /&gt;
[[File:CODBO HS-10 (6).jpg|thumb|none|600px|Dual-wielding.]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 &amp;quot;Stakeout&amp;quot; ==&lt;br /&gt;
An [[Ithaca 37|Ithaca 37 &amp;quot;Stakeout&amp;quot;]] with a heat shield and unusable shell holder wrapped around the receiver is available in the game. While the Ithaca 37 was first introduced in 1937, the Stakeout is anachronistic as it was not produced until 1981. A more accurate weapon would be the Ithaca 37 &amp;quot;Trench Gun&amp;quot; S-prefix variant (1962), as it was around during the time period and was actually used by special forces during the Vietnam War. The Ithaca is used as the fourth weapon tier in Gun Game. As with the AKS-74U above, using a grip alters its first draw animation: the user bringing up the weapon without pumping the action.&lt;br /&gt;
&lt;br /&gt;
[[File:Stakeout-1-.jpg|thumb|none|450px|Ithaca 37 &amp;quot;Stakeout&amp;quot; - 12 gauge]]&lt;br /&gt;
[[File:CODBO Ithaca 37 (1).jpg|thumb|none|600px|Idle.]]&lt;br /&gt;
[[File:CODBO Ithaca 37 (2).jpg|thumb|none|600px|ADS.]]&lt;br /&gt;
[[File:CODBO Ithaca 37 (3).jpg|thumb|none|600px|Pump-action.]]&lt;br /&gt;
[[File:CODBO Ithaca 37 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
== KS-23 ==&lt;br /&gt;
The Soviet [[KS-23]] shotgun/carbine is only found in the game's single-player mode. It holds more rounds (seven) than it actually does in reality (three in the tube mag, one in the chamber); for some reason, it also seems to eject two shells at once every time the player pumps it after firing.&lt;br /&gt;
&lt;br /&gt;
It first appears during the mission &amp;quot;Operation 40&amp;quot;, set on Cuba in 1961, further KS-23 used by the Soviet forces since &amp;quot;Vorkuta&amp;quot; in 1963, and later it used by Viet Cong in &amp;quot;Crash Site&amp;quot; mission set in 1968. All of these appearances are anachronistic and inappropriate. The KS-23 wasn't designed until the 1970s, and first guns weren't produced until the 1981. The shotgun also was only used in the Soviet Union and former USSR territories, meaning that Cuban and Vietnamese usage were unlikely.&lt;br /&gt;
&lt;br /&gt;
More appropriate pump-action shotguns for the Cubans and Vietnamese would be popular and common models, such as the [[Remington Model 870]] (1950). The Soviet military had no interest in shotguns until the 80s, but a period-appropriate Soviet pump-action shotgun would've been the [[Baikal Pump Action Shotgun Series|IZh-21]] (1964), clone of the above Remington 870.&lt;br /&gt;
[[File:Ks23-1.jpg|thumb|none|500px|KS-23 with a fixed wooden stock - 23mm]]&lt;br /&gt;
[[File:CODBO KS-23 (1).jpg|thumb|none|600px|A pile of KS-23s lie on the ground.]]&lt;br /&gt;
[[File:CODBO KS-23 (2).jpg|thumb|none|600px|Mason chamber checks his KS-23 when he first picks it up.]]&lt;br /&gt;
[[File:CODBO KS-23 (4).jpg|thumb|none|600px|Mason holds his KS-23. It has a serial number &amp;quot;FS259&amp;quot;.]]&lt;br /&gt;
[[File:CODBO KS-23 (3).jpg|thumb|none|600px|KS-23 iron sights.]]&lt;br /&gt;
[[File:CODBO KS-23 (5).jpg|thumb|none|600px|Mason pumps the shotgun, ejecting a dirty 23mm shell.]]&lt;br /&gt;
[[File:CODBO KS-23 (7).jpg|thumb|none|600px|Mason reloads his KS-23.]]&lt;br /&gt;
&lt;br /&gt;
=== KS-23 with Harpoon ===&lt;br /&gt;
A KS-23 with a harpoon and cable is used by Mason to shoot down a Soviet helicopter (or &amp;quot;skewer the wing-ed beast,&amp;quot; as the plan describes it) during &amp;quot;Vorkuta&amp;quot;. It is worth noting that launching a harpoon with the KS-23 required a special muzzle attachment known as the OTs-06 «Koshka» (&amp;quot;The Cat&amp;quot;), which was introduced in 1993. In-game, Mason launches the harpoon without the attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:Cowaduty.jpg|thumb|none|500px|KS-23M with a synthetic stock and a OTs-06 «Koshka» harpoon attachment.]]&lt;br /&gt;
[[File:CODBO KS-23 (8).jpg|thumb|none|600px|Mason finds the KS-23 harpoon gun and its past owner.]]&lt;br /&gt;
[[File:CODBO KS-23 (9).jpg|thumb|none|600px|With no time to waste, Mason picks up the harpoon gun, which is wrapped with ropes.]]&lt;br /&gt;
[[File:CODBO KS-23 (6).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the harpoon gun.]]&lt;br /&gt;
&lt;br /&gt;
== Sawed-Off Winchester Model 1887 ==&lt;br /&gt;
Near the end of the singlepalyer level &amp;quot;Vorkuta&amp;quot;, Mason wields a [[Winchester Model 1887]] (that he seemingly acquired out of thin air) with one hand while escaping the Vorkuta gulag on a motorcycle. The model appears to the same one from ''[[Modern Warfare 2#Winchester Model 1887|Modern Warfare 2]]'', which was based on the 1887 used in ''[[Terminator 2: Judgment Day]]''. How such an old and unusual shotgun made its way into a Siberian prison camp is unexplained, made worse by the fact that it had been out of production for 40 years (and no common commercial reproductions would be made until the 1980s). While M1887s can still be found in the Russia, it surely would be an ordinary full-size shotgun, not a T2-style sawed-off. &lt;br /&gt;
&lt;br /&gt;
The 1887 has essentially infinite ammo during the setpiece (Mason is never seen loading any ammo into the weapon), and is erroneously shown being only spin-cocked once after every two shots. The weapon is most likely coded with a 2-round magazine in the game code (and infinite backup ammo), with the spin-cock animation apparently serving as the reload animation.&lt;br /&gt;
&lt;br /&gt;
[[File: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;
[[File:Shot0060.jpg|600px|thumb|none|This scene looks a lot like [[Terminator 2]]...]]&lt;br /&gt;
[[File:Shot0065.jpg|600px|thumb|none|Mason spin-cocks the 1887 in an outlandish way, apparently attempting to get the most spectacular lever bite in history.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;(*)==&lt;br /&gt;
The [[Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;]] is available in zombie mode in the maps &amp;quot;Nacht der Untoten&amp;quot;, &amp;quot;Verrückt&amp;quot;, &amp;quot;Shi No Numa&amp;quot; and &amp;quot;Der Diese&amp;quot; for 1500 points.&lt;br /&gt;
[[File:1897.jpg|thumb|none|500px|Winchester Model 1897 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:Screenshot-Original (10).jpg|thumb|none|600px|Winchester 1897 in Zombies.]]&lt;br /&gt;
[[File:Screenshot-Original (11).jpg|thumb|none|600px|ADS of the M1897.]]&lt;br /&gt;
[[File:Screenshot-Original (12).jpg|thumb|none|600px|Tank Dempsey gets his thumb stuck in the loading gate....]]&lt;br /&gt;
[[File:Screenshot-Original (13).jpg|thumb|none|600px|....and of course, has to always rack the pump after loading in any amount of 12 gauge shells.]]&lt;br /&gt;
&lt;br /&gt;
= Machine Guns =&lt;br /&gt;
As with the ''Modern Warfare'' series and unlike Treyarch's ''World at War'', machine guns in multiplayer are incorrectly classified once again as &amp;quot;light machine guns&amp;quot;. The HK21 hybrid and the M60E3 are general-purpose machine guns, and while the Stoner 63 weapon system can be configurated into the belt-fed light machine gun, the one depicted in-game uses the assault rifle configuration, and thus it is listed under the &amp;quot;rifles&amp;quot; category in the wiki.&lt;br /&gt;
&lt;br /&gt;
== Browning Automatic Rifle M1918A2(*) ==&lt;br /&gt;
The [[Browning Automatic Rifle|Browning Automatic Rifle M1918A2]] can be purchased for 1800 points in the zombie maps &amp;quot;Nacht der Untoten&amp;quot;, &amp;quot;Verrückt&amp;quot;, &amp;quot;Shi No Numa&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:BAR.jpg|thumb|none|500px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:CODBOBAR.jpg|thumb|none|600px|Three Nazi zombies walk into a BAR....]]&lt;br /&gt;
[[File:CODBOBAR-1.jpg|thumb|none|600px|BAR iron sights.]]&lt;br /&gt;
[[File:Screenshot-Original (16).jpg|thumb|none|600px|Reloading the BAR. Not an easy weapon to hold upwards with one hand.]]&lt;br /&gt;
[[File:CODBOBAR-3.jpg|thumb|none|600px|Locking the bolt back.]]&lt;br /&gt;
&lt;br /&gt;
== GE M134 Minigun ==&lt;br /&gt;
A handheld [[GE M134 Minigun|M134 Minigun]] (the GAU-2B/A, according to a data plate on the weapon's model) is available the game under the name &amp;quot;Death Machine&amp;quot;. In the campaign, it is found in the level &amp;quot;Vorkuta&amp;quot;. In multiplayer, it appears as a killstreak reward. It is also available in Zombie mode as a power-up, with unlimited ammo but disappearing after 30 seconds.&lt;br /&gt;
&lt;br /&gt;
This weapon is a modified version of the now-standard ''[[Terminator 2: Judgement Day|Terminator 2]]''-style Minigun with some slight alterations. First the chainsaw grip and weapon are canted counter-clockwise (from the user's perspective). Because of this modification, the entire frame and grip assembly is only attached to the gun at the rear. This makes the recoil adapter assemblies (the Mickey Mouse &amp;quot;ear&amp;quot;-shaped mounting hard points) completely extraneous. The right-hand side recoil adapter assembly appears to have the weapon serial number placard attached to it, when in reality this would be affixed to the gun body housing and not visible from the first person perspective. Additionally the barrel cluster incorrectly spins clockwise from the player's perspective and features a custom three-disc barrel clamp (that appears to be loosely based on very early GE two-disc assemblies: see the photograph of the &amp;quot;Mounted M134&amp;quot; further down this page for reference) rather than the traditional four-disc clamp.&lt;br /&gt;
&lt;br /&gt;
Brass and links eject from the 12 o'clock position sending a stream of shells up and to the left. In reality the links would be ejected from the feeder/delinker where the chute is attached on the right side of the weapon and the brass would eject from the bottom. Likely this was altered for a more cinematic effect while using the gun. Finally the firing mechanism is a thumb switch on top of the rear grip rather than a traditional trigger.&lt;br /&gt;
&lt;br /&gt;
The gun itself is fed from a 999-round (499-round in multiplayer) belt loaded into a chute from the first person perspective. In the third person the weapon has no visible ammo or power source though the motor is labeled &amp;quot;Sparky&amp;quot; in the world model. Despite the rotational speed of the barrel cluster (it spins so fast that it appears to be slowly rotating the opposite direction) the weapon only fires 1200 rounds per minute. There is a slight spin up and spin down of the barrels before and after firing. Though it is only a fraction of a second and doesn't significantly impede gameplay, it is technically incorrect as the M134's action is cycled by barrel rotation and would start firing as soon as the cluster rotated and would continue to fire until the cluster stopped. Modern Miniguns feature an electric clutch that engages and disengages the feeder/delinker from the gun, but that accessory is not present on the in-game model and even if it was, would be anachronistic.&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that the Sentry gun and the Huey door gun Miniguns both use the handheld &amp;quot;Death Machine&amp;quot; model including custom hand grips and barrel clamps. The door gun version features an ammo can to the left of the gun with a chute that appears to feed into the left recoil adapter mounting assembly, which is incorrect since the feeder/delinker is installed on the right side of the weapon.&lt;br /&gt;
&lt;br /&gt;
[[File: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;
[[File:Shot0054.jpg|thumb|none|600px|An M134 Minigun that somehow appeared in Soviet prison in modern day Siberia. Note the offset chainsaw grip and Y-frame tilted in relation to the recoil adapter assemblies and the top of the weapon. The drive motor was positioned in relation to the Y-frame but since the gun is sitting askew, it should on the underside.]]&lt;br /&gt;
[[File:Shot0058.jpg|thumb|none|600px|Mason &amp;quot;raising hell&amp;quot; with the hand-held M134. The events of &amp;quot;Vorkuta&amp;quot; are actually based on a real uprising at the Vorkuta Gulag. The Vorkuta Gulag or Vorkutlag was a real forced labor camp built around coal mining, where quite a few Americans accused of being spies ended up during the Cold War. The real Vorkuta uprising was a series of strikes by inmates that was violently suppressed by the camp authorities after two weeks that occurred in July-August 1953. The level in the game is set a decade later, and one year after the Vorkuta Gulag was shut down, and involves much more action-movie tropes than the real events.]]&lt;br /&gt;
[[File:CODBODeathMachineTropasWield.jpg|thumb|none|400px|A member of the Cuban Revolutionary Armed Forces (called &amp;quot;Tropas&amp;quot; -the Spanish word for &amp;quot;Troops&amp;quot;- in game) fires the M134. How the communist nation of Cuba got their hands on an American made minigun can only be explained as &amp;quot;Treyarch logic&amp;quot;.]]&lt;br /&gt;
[[File:CODBOM134HueyGunner.jpg|thumb|none|600px|A chopper gunner on a UH-1 Huey with the GE M134.]]&lt;br /&gt;
[[File:CODBOM134SnetryGun.jpg|thumb|none|400px|The sentry gun with the GE M134. Note the fictional security camera setup presumably used as the &amp;quot;eyes&amp;quot; of the autonomous targeting AI.]]&lt;br /&gt;
[[File:CODBO M134BerlinWall.jpg|thumb|none|600px|A trio of Miniguns on a Beobachtungsturm-11 on the GDR side in the &amp;quot;Berlin Wall&amp;quot; multiplayer level. Again, precisely how communists got their hands on US miniguns is a question beyond the wit of man.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch HK21 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears, fitted with a magazine feed adapter. By default, it is loaded with a 20-round [[Heckler &amp;amp; Koch G3|G3]] magazine holding 30 rounds in-game. The extended drum magazine holds 80 rounds in singleplayer, and 60 rounds in multiplayer; other attachments include various optics.&lt;br /&gt;
&lt;br /&gt;
Note that the model is a hybrid, as it has the hooked buttstock, carrying handle, and bipod of the HK21E variant. While the original HK21 is not anachronistic to Black Ops (having been developed in 1961), the HK21E was not developed until the 1980s.&lt;br /&gt;
&lt;br /&gt;
In Zombies mode, the HK21 has a 125-round capacity, despite still being shown with the base box magazine; when upgraded with the Pack-A-Punch machine, it turns into a more powerful version called &amp;quot;H115 Oscillator&amp;quot;, firing laser-like rounds and with a capacity of 150 rounds. An HK21 appears as the twelfth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:HK21 Magazine Feed.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK21 with rear mounted bipod and magazine feed]]&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO HK21 (1).jpg|thumb|none|600px|HK21 in idle.]]&lt;br /&gt;
[[File:CODBO HK21 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO HK21 (3).jpg|thumb|none|600px|Throwing away the short G3 magazine.]]&lt;br /&gt;
[[File:CODBO HK21 (4).jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:CODBO HK21 (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CODBO HK21 (6).jpg|thumb|none|600px|Reloading the very-low detail drum magazine.]]&lt;br /&gt;
[[File:BlackOps-HK21-1.jpg|thumb|none|600px|Hudson examining a drum-magged HK21 in Clarke's weapon's cache.]]&lt;br /&gt;
&lt;br /&gt;
== M60E3 ==&lt;br /&gt;
The [[M60E3]] general purpose machine gun is available in the game, labelled as the &amp;quot;M60&amp;quot;. The M60E3 is anachronistic for the 1960s setting as it was not introduced until 1986; only the original [[M60]] was available at the time (the classic version can be seen in archival footage of the Vietnam War during some loading screens).&lt;br /&gt;
&lt;br /&gt;
In-game, the M60E3's forward pistol grip has been removed, and by default uses anachronistic rail mounted Troy Battle Sights instead its own original sights, like some other weapons available in ''Black Ops''. It is also fitted with an airsoft Matrix Aluminum Duckbill Flash Hider.&lt;br /&gt;
&lt;br /&gt;
Both mounted and portable versions of the M60 can be found in-game. In singleplayer, the portable M60 is only available in &amp;quot;S.O.G.&amp;quot; as one of the starting weapons, and can also be found in the level. Mounted M60s appear in &amp;quot;Operation 40&amp;quot;, &amp;quot;S.O.G.&amp;quot;, &amp;quot;The Defector&amp;quot;, and &amp;quot;Rebirth&amp;quot;, where it is nonsensically mounted on Mi-8 helicopters. The first M60 in the game, mounted on the plane at the end of Operation 40, has unlimited ammo and fires explosive rounds. An M60E3 appears as the thirteenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:M60E3Short.jpg|thumb|none|500px|M60E3 with short barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO M60E3 (1).jpg|thumb|none|600px|Holding the M60E3. Note the backwards mounted rear sight.]]&lt;br /&gt;
[[File:CODBO M60E3 (2).jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:CODBO M60E3 (3).jpg|thumb|none|600px|Racking the charging handle at the start of the reload.]]&lt;br /&gt;
[[File:CODBO M60E3 (4).jpg|thumb|none|600px|Flipping open the feed tray cover.]]&lt;br /&gt;
[[File:CODBO M60E3 (5).jpg|thumb|none|600px|Replacing the belt box.]]&lt;br /&gt;
[[File:CODBO M60E3 (6).jpg|thumb|none|600px|Manning an emplaced M60E3 in &amp;quot;S.O.G.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;RPK&amp;quot;==&lt;br /&gt;
The &amp;quot;RPK&amp;quot; is a hybrid of various weapons, including the [[RPK-74M]], the [[Saiga rifle series]] and the [[Zastava M72]] (all three being anachronistic, although an original RPK would be appropriate for the game's time period). The receiver is based on a Saiga rifle with a folding stock, as evidenced by the &amp;quot;SAIGA CAL 7.62x39&amp;quot; markings above the magazine, as well as the hardware for an AK/Saiga's folding stock (latch at the front of the receiver, button at the rear). Despite this, it is shown with an RPK's reinforced trunnion, which is not the case for the 7.62x39mm Saiga (while the Saiga 308 only has the reinforcement on the right side of the receiver). It has an RPK-74M's ribbed handguard and synthetic stock, although the handguard is depicted as wooden. By default, it feeds from an RPK-74's 45-round bakelite magazine (which holds 40 rounds in-game, like an original RPK), and can optionally use a 7.62x39mm RPK's drum magazine (holding correctly 75 rounds in singleplayer, but incorrectly 80 in multiplayer).&lt;br /&gt;
&lt;br /&gt;
The weapon features an anachronistic Tech Sight AK rear aperture sight, which is removed and replaced with the standard AK top cover when an optic is attached. The base of the barrel is oddly modeled after a Zastava M72, and the weapon is equipped with a carrying handle from the Romanian PM md. 64 (anachronistic to the first campaign level &amp;quot;Operation 40&amp;quot; set in 1961). When equipped with the &amp;quot;ACOG Scope&amp;quot; attachment, the weapon obtains a PK-AV scope. In a notable gaffe, the weapon visibly ejects disintegrating belt links along with its spent casings, despite not being belt-fed.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpk74m.jpg|thumb|none|500px|RPK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:Saiga 7.62x39.jpg|thumb|none|500px|Saiga - 7.62x39mm]]&lt;br /&gt;
[[File:ZastavaM72.jpg|thumb|none|500px|Zastava M72 - 7.62x39mm]]&lt;br /&gt;
[[File:CODBO RPK-74 (1).jpg|thumb|none|600px|Idle. Note the ribbed handguard.]]&lt;br /&gt;
[[File:CODBO RPK-74 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO RPK-74 (3).jpg|thumb|none|600px|The player character tosses up the new magazine in his left hand...]]&lt;br /&gt;
[[File:CODBO RPK-74 (4).jpg|thumb|none|600px|...and rocks the new mag into the weapon.]]&lt;br /&gt;
[[File:CODBO RPK-74 (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CODBO RPK-74 (6).jpg|thumb|none|600px|Reloading the &amp;quot;RPK&amp;quot; with a drum magazine.]]&lt;br /&gt;
[[File:BORPK.jpg|thumb|none|600px|An RPK with an &amp;quot;ACOG Scope&amp;quot; (actually a PK-AV scope).]]&lt;br /&gt;
[[File:BORPK2.jpg|thumb|none|600px|An RPK with &amp;quot;Dual Mags&amp;quot;.]]&lt;br /&gt;
[[File:Borpk.jpg|thumb|none|600px|The third-person model of the hybrid RPK.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles =&lt;br /&gt;
== Accuracy International Arctic Warfare Magnum ==&lt;br /&gt;
The [[Accuracy International Arctic Warfare Magnum]] is available in the game. The fluted barrel indicates that this is the Magnum variant of the AW. It is highly anachronistic, since the AWM entered British Military service in 1998, and the entire Arctic Warfare family of rifles wasn't developed until 1982. A less anachronistic British sniper rifle would be the L42A1 (1970), based on the long-running [[Lee-Enfield]] series of bolt-action rifles. Other, more period-accurate sniper rifle choices would have been the [[M40 sniper rifle]] (introduced in 1966) or the older [[Winchester Model 70]]. An AWM appears as the fourteenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
In-game, the AWM is called the &amp;quot;L96A1&amp;quot;, which is the incorrect designation for the weapon. The L96A1 is the British designation for the Accuracy International Precision Marksman. The British designation for the variant used in the game is L115A2, which has a folding stock.&lt;br /&gt;
&lt;br /&gt;
Incidentally, when upgraded with the Pack-A-Punch machine in Zombies mode, the weapon becomes the &amp;quot;L115 Isolator&amp;quot;, firing laser-like rounds from an 8-round magazine. Amusingly, while this name is most likely meant as a reference to Element 115 (which holds a great deal of importance to the Zombies storyline), it is actually more correct than the default name.&lt;br /&gt;
&lt;br /&gt;
[[File:Accuracy International Arctic WarfareM - Psg 90.jpg|thumb|none|500px|Accuracy International AWM (Arctic Warfare Magnum) - .338 Lapua Magnum]]&lt;br /&gt;
[[File:L96A1G.jpg|thumb|none|500px|A real L96A1 for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO AWM (1).jpg|thumb|none|600px|Drawing the AWM.]]&lt;br /&gt;
[[File:CODBO AWM (2).jpg|thumb|none|600px|The AWM in-game. Note the odd tint to the scope's lens.]]&lt;br /&gt;
[[File:CODBO AWM (3).jpg|thumb|none|600px|The scope overlay of the weapon.]]&lt;br /&gt;
[[File:CODBO AWM (4).jpg|thumb|none|600px|Pulling back the bolt.]]&lt;br /&gt;
[[File:CODBO AWM (5).jpg|thumb|none|600px|Reloading the weapon.]]&lt;br /&gt;
[[File:BLACKOPS-AW-3.jpg|thumb|none|600px|The player character holds his Arctic Warfare Magnum with Siberia camo while performing a forward jump. Note the fluted barrel. The rifle has &amp;quot;ACCURATELY NATIONAL EAGLELAND&amp;quot; written on the side.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch PSG-1 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch PSG-1]] is a selectable weapon when playing as Agent Jason Hudson in the slums of Kowloon. In multiplayer, it is unlocked after every other sniper rifle is purchased. Its appearance in the game is anachronistic as the [[PSG-1]] was not developed until the 1970s. In addition it seems to be, for some reason, modeled with the standard G3 tropical handguard, attached bipod, and a shorter barrel. This suggests it was partially modeled after the [[Heckler &amp;amp; Koch SR9]] rifle, which is the civilian version of the PSG-1, though the SR-9 was not designed until 1990.&lt;br /&gt;
&lt;br /&gt;
A more accurate (and somewhat similar looking) choice for the time frame of the game would have been the French [[MAS FR F1]] precision rifle introduced in 1966, although the F1 is a bolt-action rifle. An accurized, scoped variant of the G3 (1959) such as the G3A3 ZF1 could pass as a semi-automatic choice as the PSG-1 is based on the G3's design.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;KPSG01.jpg |thumb|none|500px|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO PSG-1 (1).jpg|thumb|none|600px|The equip animation has the soldier disengage the safety, similar to the HK91 from ''Call of Duty 4''.]]&lt;br /&gt;
[[File:CODBO PSG-1 (2).jpg|thumb|none|600px|The HK PSG-1 in idle.]]&lt;br /&gt;
[[File:CODBO PSG-1 (3).jpg|thumb|none|600px|Scope reticle of the PSG.]]&lt;br /&gt;
[[File:CODBO PSG-1 (4).jpg|thumb|none|600px|Locking the bolt back on an empty reload.]]&lt;br /&gt;
[[File:CODBO PSG-1 (5).jpg|thumb|none|600px|Tossing away a spent, flat magazine.]]&lt;br /&gt;
[[File:CODBO PSG-1 (6).jpg|thumb|none|600px|Putting in a new one.]]&lt;br /&gt;
[[File:CODBO PSG-1 (7).jpg|thumb|none|600px|Knocking the charging handle back.]]&lt;br /&gt;
[[File:CODBO PSG-1 (8).jpg|thumb|none|600px|A PSG-1 with the extended magazine model, which is a 20-round G3 magazine that only holds 10. The Variable Zoom scope is also mounted on a proper claw-mount.]]&lt;br /&gt;
[[File:Shot0032.jpg|thumb|none|600px|The H&amp;amp;K PSG-1 on wall, note G3 foregrip, bipod, and short barrel. Also visible are a SITES [[Spectre M4]], [[CZ 75]] and dual OTs-02 Kiparis.]]&lt;br /&gt;
&lt;br /&gt;
== Karabiner 98k(*) ==&lt;br /&gt;
The [[Karabiner 98k]] is 200 points in the zombie maps &amp;quot;Nacht der Untoten,&amp;quot; &amp;quot;Verrückt&amp;quot; and &amp;quot;Der Riese.&amp;quot; It also replaces the [[M1903 Springfield]] in &amp;quot;Verrükt,&amp;quot; probably due to file space and the Springfield's poor performance. Its effective power against zombies stops at round 4.&lt;br /&gt;
&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|500px|Karabiner 98k - 7.92x57mm]]&lt;br /&gt;
[[File:CODBO Kar98K (1).jpg|thumb|none|600px|A normal Kar 98k on &amp;quot;Verrükt.&amp;quot;]]&lt;br /&gt;
[[File:CODBO Kar98K (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CODBO Kar98K (3).jpg|thumb|none|600px|Reloading with a stripper clip.]]&lt;br /&gt;
[[File:Mauser g98 Sniper.jpg|thumb|none|500px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODBOK98scoped.jpg|thumb|none|600px|The scoped Karabiner 98 Kurz in Zombies.]]&lt;br /&gt;
[[File:CODBOK98scoped-1.jpg|thumb|none|600px|View down the Ajack 6x scope, although it has the reticule of the 4x ZF42 scope.]]&lt;br /&gt;
[[File:CODBOK98scoped-2.jpg|thumb|none|600px|Operating the Mauser's bolt handle.]]&lt;br /&gt;
[[File:CODBOK98scoped-3.jpg|thumb|none|600px|Loading in some fresh 8mm Mauser ammunition.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M38 Carbine(*)==&lt;br /&gt;
The [[Mosin Nagant Rifle|Mosin-Nagant M38 Carbine]] is found during the World War II Flashback mission &amp;quot;Project Nova&amp;quot;, available either with a PU scope or iron sights. As its model is recycled from ''[[Call of Duty: World at War]]'', all the rifles are fitted with a downturned bolt handle, regardless if have a scope or not. The 3rd-person model always has a straight bolt handle, even on the scoped rifles, another leftover from ''World at War''. NPCs hold the rifle as if it has a pistol grip; this is due to recycling animations used by weapons which do have pistol grips (similar issues in other games result in sights like an enemy replacing a non-existent box magazine on a belt fed weapon, for example).&lt;br /&gt;
[[File:M38Carbine.jpg|thumb|none|500px|Mosin-Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:Mosin-Nagant M38 Carbine Sniper.jpg|thumb|none|500px|Mosin-Nagant M38 Carbine with PU 3.5x sniper scope - 7.62x54mm R]]&lt;br /&gt;
[[File:CODBO Mosin (3).jpg|thumb|none|600px|The regular M38 Carbine (with downturned bolt handle) in idle.]]&lt;br /&gt;
[[File:CODBO Mosin (4).jpg|thumb|none|600px|Iron sights of the Mosin.]]&lt;br /&gt;
[[File:CODBO Mosin (5).jpg|thumb|none|600px|Working the bolt.]]&lt;br /&gt;
[[File:CODBO Mosin (6).jpg|thumb|none|600px|The M38 sniper carbine in first person view.]]&lt;br /&gt;
[[File:CODBO Mosin (1).jpg|thumb|none|600px|Cycling the Mosin's bolt, with an ejected cartridge visible.]]&lt;br /&gt;
[[File:CODBO Mosin (2).jpg|thumb|none|600px|Reloading, which is done basically all off-screen. This is actually with the scoped-version, and both seem to reload all rounds at once regardless.]]&lt;br /&gt;
[[File:CODBO Mosin (7).jpg|thumb|none|600px|The middle soldier is holding a scoped Mosin Nagant M38 Carbine while the other two are holding [[PPSh-41]]s.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Scavenger&amp;quot;==&lt;br /&gt;
A bolt-action sniper rifle called the &amp;quot;Scavenger&amp;quot; is one of the Wonder Weapons in Zombies mode; while fictional, it does appear to use some parts of real weapons in its design, most notably the scope and handguard of an [[FN F2000]] (the latter of which is merged into an upside-down and backwards [[M16]] carrying handle, for whatever reason), along with what appears to be a [[Barrett M82A1]]'s magazine well. Gameplay-wise, it is functionally similar to the explosive crossbow (to the point of re-using its HUD icon), firing large explosive darts that stick into targets and explode after a short delay; compared to said crossbow it is more or less a straight upgrade, with larger, more powerful explosions (albeit without any base impact damage, in defiance of conventional wisdom regarding shoving large darts into things; this can actually be a benefit in-game, since it ensures that enemies shot with the weapon will stick together with their group and maximize potential splash damage), a 3-round magazine, and a faster reload (recycled wholesale from ''[[Modern Warfare 2]]'''s [[Cheyenne Tactical M200 Intervention]]).&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant, the &amp;quot;Hyena Infra-Dead&amp;quot;, increases its already-high damage even further, doubles its ammo reserve and capacity (without changing the magazine model), and somehow converts the existing scope into an infrared one (as the name implies).&lt;br /&gt;
[[File:F2000.jpg|thumb|none|500px|FN F2000 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M82a1.jpg|thumb|none|500px|Barrett M82A1 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov Hybrid ==&lt;br /&gt;
The Soviet [[SVD Dragunov]] (introduced in 1963) is one of the sniper rifles available in the game. Its receiver appears to be recycled from the game's hybrid AK which makes it resemble the Romanian PSL, the open front sight is also from that sniper. In singleplayer, it can be found in &amp;quot;Crash Site,&amp;quot; &amp;quot;Executive Order,&amp;quot; and &amp;quot;Numbers.&amp;quot; By default it is equipped with an inappropriate modern civilian POSP scope but it can also be used with Variable Zoom, Infrared Scope, ACOG Scope, Suppressor, or Extended Mags.&lt;br /&gt;
&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[File:Aks-74.jpg|thumb|none|500px|AKS-74 - 5.45x39mm. Image used to show the receiver.]]&lt;br /&gt;
[[File:CODBO SVD (1).jpg|thumb|none|600px|Drawing the weapon with a dramatic rack of the charging handle.]]&lt;br /&gt;
[[File:CODBO SVD (2).jpg|thumb|none|600px|Idle with the SVD. Note that this weapon seems to use the exact same receiver as the game's hybrid AK, which could explain the AK-style safety lever present on this weapon (not visible in this shot).]]&lt;br /&gt;
[[File:CODBO SVD (3).jpg|thumb|none|600px|The SVD's POSP scope reticle. This is a poor replica of the modern civilian POSP scope reticle (the 1.5m and 0.5m height lines are for elk and deer, the military scope only has one 1.7m line for humans). Anyway, a period military PSO-1 scope should have been used instead.]]&lt;br /&gt;
[[File:CODBO SVD (4).jpg|thumb|none|600px|Reloading, the bolt still isn't locked back as with previous games. Note the AK-style safety lever.]]&lt;br /&gt;
[[File:CODBO SVD (5).jpg|thumb|none|600px|An SVD equipped with an Infrared Scope attachment and an alternate finish. The Infrared Scope's model is based on the NSPU, which is a nightvision scope in reality.]]&lt;br /&gt;
&lt;br /&gt;
== Type 99 Arisaka(*) ==&lt;br /&gt;
The [[Arisaka Type 99]] is able to be purchased in the zombie map &amp;quot;Shi No Numa&amp;quot; for 200 points.&lt;br /&gt;
&lt;br /&gt;
[[File:Arisaka-Type-99.jpg|thumb|none|500px|Arisaka Type 99 Rifle - 7.7mm Arisaka]]&lt;br /&gt;
[[File:CODBO Type99 Arisaka (1).jpg|thumb|none|600px|Holding the Type 99.]]&lt;br /&gt;
[[File:CODBO Type99 Arisaka (2).jpg|thumb|none|600px|Aiming down the iron sights of the rifle.]]&lt;br /&gt;
[[File:CODBO Type99 Arisaka (3).jpg|thumb|none|600px|Inserting a stripper clip.]]&lt;br /&gt;
[[File:CODBO Type99 Arisaka (4).jpg|thumb|none|600px|Cycling the bolt. This is only really visible in prone; as with the Mosin, the animation is somewhat hidden.]]&lt;br /&gt;
&lt;br /&gt;
== Walther WA 2000 ==&lt;br /&gt;
The [[Walther WA 2000]] appears in both singleplayer and multiplayer. In the singleplayer campaign, it appears as part of Mason's loadout in the mission &amp;quot;Victor Charlie&amp;quot;, which makes it anachronistic, because &amp;quot;Victor Charlie&amp;quot; takes place in 1968 and the WA 2000 was not manufactured until 1982. Even a prototype would be anachronistic because the gun was designed in the late 70s; its exorbitant cost and ill-suited design for the military also would have discouraged use. The ammo name for the WA 2000 in the game files is 7.62x51mm, which contradicts the .300 Win Mag caliber inscribed above the pistol grip. A WA 2000 appears as the fifteenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
A more adequate U.S. sniper rifle choice for that era would have been the [[M40 sniper rifle]] (introduced in 1966) or the older [[Winchester Model 70]], both used in Vietnam before 1968, and the [[Remington 700]] was used by the MACV-SOG during the Vietnam War. However, these were bolt-action rifles. The [[M21 Designated Marksman Rifle|XM21]] semi-automatic sniper rifle was used during the war since 1968, and before then, the US also modified their M14 with sniper scopes, including the M14E2 SAW. The older [[M1 Garand]] M1D and MC52 variants would also make good choices for semi-automatic sniper rifles used early in the war.&lt;br /&gt;
&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|none|500px|Walther WA 2000 - .300 Win Mag]]&lt;br /&gt;
[[File:CODBO WA2000 (1).jpg|thumb|none|600px|Initially-equipping the WA 2000, the sniper pops open the rear lens cover and the front one obligingly does so as well, of its own accord. Bringing up the rifle with any other sight equipped appropriately uses its non initial draw animation.]]&lt;br /&gt;
[[File:CODBO WA2000 (2).jpg|thumb|none|600px|The normal WA 2000 transition, which shows off some of the top of the rifle.]]&lt;br /&gt;
[[File:CODBO WA2000 (3).jpg|thumb|none|600px|The sniper rifle in idle.]]&lt;br /&gt;
[[File:CODBO WA2000 (4).jpg|thumb|none|600px|The Walther's scope reticle, which seems to be a re-use of scope_overlay_m40a3 from ''[[Call of Duty 4: Modern Warfare]]''.]]&lt;br /&gt;
[[File:CODBO WA2000 (5).jpg|thumb|none|600px|Reloading the WA 2000. Note the rather undersized magazine; not only is it too small in general, but it's far too small for the cartridges on the cheek rest (not that these are ever used anyway).]]&lt;br /&gt;
[[File:CODBO WA2000 (6).jpg|thumb|none|600px|Rechambering the Walther.]]&lt;br /&gt;
&lt;br /&gt;
= Launchers =&lt;br /&gt;
==China Lake Grenade Launcher==&lt;br /&gt;
The [[China Lake Launcher]] is available in ''Black Ops''. In singleplayer, it is found in &amp;quot;S.O.G.&amp;quot;, &amp;quot;Numbers&amp;quot;, and &amp;quot;Crash Site&amp;quot;, while in multiplayer it is the last launcher unlocked. It holds four grenades per tube in the campaign and two in multiplayer, rather than three in the tube magazine and one in the chamber as seen on the real weapon.&lt;br /&gt;
&lt;br /&gt;
The pumping animation has been deliberately made slow for game balance, to the point that when paired with the correct Multiplayer perk, it'd be faster to reload after every shot rather than waiting for the pump animation to play. It also cannot be fired without aiming down sights (except when upgraded with the Pack-A-Punch machine in Zombies mode); if a &amp;quot;no-scope&amp;quot; shot is attempted, the player character will automatically aim down sights before firing. A China Lake serves as the eighteenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
Unlike the M203, the ejected casings (seen when pumping) appropriately have their own model as opposed to being shown as full 40mm grenades.&lt;br /&gt;
&lt;br /&gt;
The China Lake is also used as the basis of the rather non-descriptively-named &amp;quot;31-79 JGb215&amp;quot; (apparently code for a set of coordinates), a Wonder Weapon in Zombies mode; functionally, it is a semi-automatic shrink ray.&lt;br /&gt;
[[File:US M79 pump-action four-shot 40x46mm grenade launcher.jpg|thumb|none|500px|China Lake Grenade Launcher - 40x46mm]]&lt;br /&gt;
[[File:CODBO China Lake (1).jpg|thumb|none|600px|Drawing the China Lake; the player character flips up the leaf sight and chambers a round. Note that a grenade can be seen in the presumably-open ejection port, despite the pump handle being all the way forward.]]&lt;br /&gt;
[[File:CODBO China Lake (2).jpg|thumb|none|600px|Holding the China Lake.]]&lt;br /&gt;
[[File:CODBO China Lake (3).jpg|thumb|none|600px|The iron sights of the China Lake Launcher, which are lined up to roughly 200 meters though the rear notch is being ignored.]]&lt;br /&gt;
[[File:CODBO China Lake (4).jpg|thumb|none|600px|Pumping the China Lake.]]&lt;br /&gt;
[[File:CODBO China Lake (5).jpg|thumb|none|600px|Loading new grenades into the weapon.]]&lt;br /&gt;
[[File:CODBO China Lake (6).jpg|thumb|none|600px|The player character flips down the leaf sight before putting away the China Lake.]]&lt;br /&gt;
&lt;br /&gt;
== M72 LAW ==&lt;br /&gt;
The [[M72 LAW]] appears in the game as a single shot rocket launcher. It is used by Mason to destroy NVA T-55 tanks in Vietnam. In multiplayer the M72 is the first launcher unlocked by the player and has the unrealistic capacity to lock-on to vehicles as opposed to the real life version, which is unguided. The M72 LAW appears as the seventeenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:M72 law.jpg|thumb|none|500px|M72 LAW with rocket - 66mm]]&lt;br /&gt;
[[File:CODBO M72 LAW (1).jpg|thumb|none|600px|Drawing the LAW.]]&lt;br /&gt;
[[File:CODBO M72 LAW (2).jpg|thumb|none|600px|Holding the launcher.]]&lt;br /&gt;
[[File:CODBO M72 LAW (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CODBO M72 LAW (4).jpg|thumb|none|600px|Putting away the LAW.]]&lt;br /&gt;
&lt;br /&gt;
== M202A1 FLASH ==&lt;br /&gt;
The [[M202A1 FLASH]], referred as the &amp;quot;Grim Reaper&amp;quot;, is found in the game. In singleplayer, it can be used by Mason in the missions &amp;quot;Victor Charlie&amp;quot; and &amp;quot;Numbers.&amp;quot; In the level &amp;quot;Crash Site,&amp;quot; a boat section has Woods and Bowman each armed with an M202, and the player controls what they shoot at. In multiplayer mode, the M202 can be obtained from a care package killstreak (awarded after five kills) just like the &amp;quot;Death Machine&amp;quot;. It also appears as the sixteenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
It holds 4 rockets per clip, and has the unrealistic ability to lock on to helicopters and planes. In singleplayer mode, multiple rockets can be fired at once, while in multiplayer the weapon is restricted to firing one round per trigger pull. The M202's appearance in Black Ops is slightly anachronistic, as it wasn't designed until the late 1960s and was used in Vietnam from 1970 onward. &lt;br /&gt;
&lt;br /&gt;
[[File:M202A2 FLASH.JPG|thumb|none|500px|M202A2 FLASH - 66mm]]&lt;br /&gt;
[[File:CODBO M202 (1).jpg|thumb|none|600px|The sight is unfolded when equipped. It is folded again when reloading or when put away.]]&lt;br /&gt;
[[File:CODBO M202 (2).jpg|thumb|none|600px|&amp;quot;Grim Reaper.&amp;quot; Note the writing on the side of the weapon declares it to be &amp;quot;Launcher, Rocket, 66mm, 4-tube, M202A1,&amp;quot; putting paid to any claim that the launcher shown in game is in any way supposed to be the earlier XM191.]]&lt;br /&gt;
[[File:CODBO M202 (3).jpg|thumb|none|600px|The Grim Reaper through its scope. Note the number dial next to the scope, indicating how many rockets will be simultaneously fired; this is changed using the &amp;quot;hold breath&amp;quot; control. In real life, the M202 can only fire rocket one at a time.]]&lt;br /&gt;
[[File:CODBO M202 (4).jpg|thumb|none|600px|Grim Reaper reloading. Regardless of how many shots from a volley were fired, all rockets are shown as having been fired when reloading.]]&lt;br /&gt;
[[File:CODBO M202 (5).jpg|thumb|none|600px|In with a new set.]]&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
The [[RPG-7]] is used by Cuban, North Vietnamese, and Russian troops in the campaign, and is available in multiplayer as well. The RPG-7 is not anachronistic per se, though in real life its first use in combat was by the Egyptians during the Arab-Israeli War in 1967.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:CODBO RPG-7 (1).jpg|thumb|none|600px|Holding the RPG-7.]]&lt;br /&gt;
[[File:CODBO RPG-7 (2).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:CODBO RPG-7 (3).jpg|thumb|none|600px|Loading a new rocket, it still lacks the propellant charge.]]&lt;br /&gt;
&lt;br /&gt;
== RPzB 54 Panzerschreck(*) ==&lt;br /&gt;
The [[Panzerschreck|RPzB 54 Panzerschreck]] is used by the German soldiers in the World War II flashback mission &amp;quot;Project Nova&amp;quot; and usable by Viktor Reznov.&lt;br /&gt;
&lt;br /&gt;
[[File:Tank h5.jpg|thumb|none|500px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
[[File:CODBO Panzerschrek (1).jpg|thumb|none|600px|The Panzerschreck in first-person.]]&lt;br /&gt;
[[File:CODBO Panzerschrek (2).jpg|thumb|none|600px|Aiming only uses the front sight, apparently stabbing the rear one into Reznov's cheek.]]&lt;br /&gt;
[[File:CODBO Panzerschrek (3).jpg|thumb|none|600px|Reloading. Given the average WW2 soldier was 68 inches tall while a Panzerschreck was 65 inches long, this view would require digging a small hole for the weapon's muzzle or a box to stand on. Additional, Reznov simply shoves the rocket into the tube, without pushing down the pin on the contact box (the box at the bottom-left of the shot), which was required to transfer electricity from the launcher to the rocket; failing to do so would mean that pulling the trigger would result in absolutely nothing whatsoever.]]&lt;br /&gt;
[[File:CODBO Panzerschrek (4).jpg|thumb|none|600px|A Panzerschreck leaning on a low wooden wall, next to a StG-44.]]&lt;br /&gt;
&lt;br /&gt;
== SA-14 Gremlin ==&lt;br /&gt;
The [[SA-14 Gremlin]], an updated version of the [[SA-7 Grail]], is referred to in-game by its Russian designation of &amp;quot;Strela-3&amp;quot;; it appears in both single and multiplayer mode, and is only capable of firing when locked onto a vehicle. Its appearance in the campaign is brief; Hudson uses a scavenged Strela-3 to shoot down two Mi-8 &amp;quot;Hip&amp;quot; gunships during the attack on Rebirth Island.&lt;br /&gt;
&lt;br /&gt;
The Gremlin is, like most weapons in the game, anachronistic, as ''Black Ops'' takes place in 1968, 6 years before its introduction in 1974. A more appropriate choice would have been the original Strela-2/SA-7 Grail, which was developed in 1967 and issued in 1968 (though in both cases the &amp;quot;Valkyrie&amp;quot; variant mentioned below would still be anachronistic to the 1963 level &amp;quot;Executive Order&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|500px|none|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
[[File:STRELABO.jpg|thumb|300px|none|SA-14 Gremlin in Create-A-Class menu.]]&lt;br /&gt;
[[File:CODBO 9K34 Strela-3 (1).jpg|thumb|600px|none|SA-14 Gremlin in idle.]]&lt;br /&gt;
[[File:CODBO 9K34 Strela-3 (2).jpg|thumb|600px|none|SA-14 Gremlin in ADS.]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Valkyrie&amp;quot; ===&lt;br /&gt;
A unique fictional version of the [[SA-14 Gremlin]], the &amp;quot;Valkyrie&amp;quot; has a MCLOS (Manual Command to Line of Sight) system, same as the in-game [[BGM-71 TOW]]. It is usable in the single-player missions &amp;quot;Executive Order&amp;quot;, wherein Alex Mason uses it to destroy the ''Soyuz II'' rocket in flight, and &amp;quot;Redemption&amp;quot;, where it's used to down a pair of Mi-8 helicopters. It also acts as a killstreak in multiplayer, awarded after seven kills and costing 4,000 COD Points.&lt;br /&gt;
&lt;br /&gt;
[[File:CODBO Valkyrie (1) bostore.jpg|thumb|600px|none|&amp;quot;Valkyrie&amp;quot; in idle.]]&lt;br /&gt;
[[File:CODBO Valkyrie (2).jpg|thumb|600px|none|Aiming at a Mi-8 &amp;quot;Hip.&amp;quot;]]&lt;br /&gt;
[[File:CODBO Valkyrie (3).jpg|thumb|600px|none|A &amp;quot;Valkyrie&amp;quot; rocket about to impact the engine area of the Mi-8.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Afanasev A-12.7==&lt;br /&gt;
The [[Afanasev A-12.7]] is mounted on Mi-24A helicopters in the game. Woods shows a remarkable knowledge on Soviet weaponry remarking that it is a &amp;quot;12mm nose cannon&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==82-PM-37==&lt;br /&gt;
The [[82-PM-37]] mortar is used by the Russian soldiers in the World War II mission &amp;quot;Project Nova&amp;quot;. The player can't use these first-hand, but can instead call in mortar strikes that are launched via these weapons by allies. Calling the mortars is done by throwing smoke grenades near the target. They appear on the ground as stun grenades, though this is simply a result of model reuse.&lt;br /&gt;
[[File:82mm BM-37 Mortar.jpg|thumb|none|450px|82-PM-37 mortar - 82mm]]&lt;br /&gt;
[[File:CODBO Mortar.jpg|thumb|none|600px|Russian soldiers using several 82-PM-37 mortars. Note the square baseplate of an [[M1 Mortar]].]]&lt;br /&gt;
&lt;br /&gt;
==BGM-71 TOW==&lt;br /&gt;
The [[BGM-71 TOW]] is seen mounted on a jeep only in the mission &amp;quot;S.O.G.&amp;quot; where the player needs to destroy the NVA tanks. Unlike the real TOW missile, this missile is guided by MCLOS (Manual Command Line of Sight) instead of SACLOS (Semi Active Command Line of Sight) which would be much simpler. Its appearance in &amp;quot;S.O.G.&amp;quot; (set in 1968) is anachronistic: the BGM-71 wasn't introduced into US military service until 1970, and though it saw service in Vietnam, the weapon didn't appear there until 1972. Era-appropriate anti-tank missiles would be the French-designed MGM-21A or MGM-32A or a captured [[AT-3 Sagger]], which were also actually MCLOS in real life: the other option would be to use an [[M40 Recoilless Rifle]].&lt;br /&gt;
[[File:ITAS-FTL.jpg|thumb|none|500px|BGM-71D TOW-2 with M41 ITAS-FTL launcher - 152mm. The FTL version differs in that it mounts a PADS device on top of the ITAS scope: the version in game does not have this.]]&lt;br /&gt;
[[File:CODBO TOW (1).jpg|thumb|none|600px|BGM-71 mounted on a jeep. Note that this is the the Jeep 2011 Wrangler model, which is very anachronistic. During the 60's the US army used the M151 MUTT. Jeep asked Treyarch to advertise their new vehicle through the game; the company even offers a &amp;quot;Black Ops&amp;quot; edition of it.]]&lt;br /&gt;
[[File:CODBO TOW (2).jpg|thumb|none|600px|The BGM-71. Notice the &amp;quot;TOW 2B&amp;quot; stencil on the tube; TOW 2B (BGM-71F) started production in 1991. It is also incorrect for how the weapon functions: TOW-2B is a top-attack variant that fires two explosively formed tantalum penetrators at the upper surface of the target, while the weapon in game uses a standard warhead. The sighting unit appears to be a very undersized replica of the modern ITAS integrated scope, which only entered production in the late 90s: the vertical cylinder on the right is the new SADA II cooling unit, not mounted on any previous TOW sight. Note also the &amp;quot;nose end&amp;quot; marking which suggests the missile is loaded backwards, though the brown stripe indicates the missile casing's tail end.]]&lt;br /&gt;
[[File:CODBO TOW (3).jpg|thumb|none|600px|About to look into the sighting unit.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
A [[Browning M2HB]] can be seen mounted on every M113 APC in the singleplayer and also on the PBRs in &amp;quot;Crash Site.&amp;quot;&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|500px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:CODBO-M2HB.jpg|thumb|none|600px|A M2HB is mounted on the APC.]]&lt;br /&gt;
[[File:CODBO M2HB (1).jpg|thumb|none|600px|An M113 with M2HB in Khe Sanh.]]&lt;br /&gt;
[[File:Twin M2 machine guns PBR.jpg|thumb|none|400px|Dual Browning M2HB in PBR - .50 BMG]] &lt;br /&gt;
[[File:CODBO M2HB (2).jpg|thumb|none|600px|The dual M2HBs on the PBR used in the level &amp;quot;Crash Site.&amp;quot;]]&lt;br /&gt;
[[File:CODBO M2HB (3).jpg|thumb|none|600px|Another view.]]&lt;br /&gt;
&lt;br /&gt;
==DShK==&lt;br /&gt;
The [[DShK]] is mostly seen mounted on trucks. The player uses one in &amp;quot;Vorkuta&amp;quot; and &amp;quot;WMD&amp;quot;, and NPCs operate them in several other missions. It is fitted with an anti-aircraft sight.&lt;br /&gt;
[[File:DSHK.jpg|thumb|none|450px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[File:CODBO DShK (1).jpg|thumb|none|600px|The DShK mounted on a GAZ-66 truck. Even the latter could not avoid the universal rule of Black Ops, since it was not serial produced until 1964, which does not prevent it appears in large quantities a year earlier.]]&lt;br /&gt;
[[File:CODBO DShK (2).jpg|thumb|none|600px|Manning the MG.]]&lt;br /&gt;
[[File:CODBO DShK (3).jpg|thumb|none|600px|Zooming in ADS view.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[M197 Vulcan]] is mounted on AH-1 Cobras during the mission &amp;quot;S.O.G.&amp;quot; and in multiplayer. It is noteworthy that the AH-1 Cobra was introduced in 1967 and was used during the Tet Offensive in 1968 making its appearance at the Battle of Khe Sahn historical. However, the appearance of the Cobra in multiplayer maps set before 1967 would be anachronistic.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|350px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==KPV==&lt;br /&gt;
[[KPV]] heavy machine guns mounted in the ZPU-4 quad anti-aircraft mount are used by Communist forces. Mason destroys a Viet Cong emplacement in &amp;quot;Victor Charlie&amp;quot; and the ''Rusalka'' is covered in them in the final mission &amp;quot;Redemption.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Like ''Modern Warfare 2'', it reuses the same model from ''Call of Duty 4''.&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;
[[File:CODBO KPV ZPU-4.jpg|thumb|none|600px|Two ZPU-4s as seen from Mason's UH-1 gunship. Another one can be seen in the background.]]&lt;br /&gt;
&lt;br /&gt;
==M60E3==&lt;br /&gt;
The [[M60E3]] from [[Call of Duty 4: Modern Warfare]] is reused on the PBR in &amp;quot;Crash Site&amp;quot; and is used by Mason.&lt;br /&gt;
[[File:USOM60E3.jpg|thumb|none|450px|M60E3 machine gun with the full length barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO M60E3 PBR (1).jpg|thumb|none|600px|A view of the mounted M60E3, showing that it is the COD4 model from the original full length barrel.]]&lt;br /&gt;
[[File:CODBO M60E3 PBR (2).jpg|thumb|none|600px|The M60 in use, note the ammo box shape as well. Also note how Bowman is also following Mason's aim with his M202A1.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
Huey gunships are armed with the M21 Armament System that consists of side mounted 70mm rocket pods and twin [[M134 Minigun]]s.&lt;br /&gt;
[[File:Armament.jpg|thumb|none|500px|M134 Minigun mounted on M21 Armament Subsystem, same as in the films (this also includes huge [[M158 Rocket Launcher]])]]&lt;br /&gt;
[[File:CODBOAR-15.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODBO M134 M21.jpg|thumb|none|600px|&amp;quot;RT Texas&amp;quot; lights up the side of a building with its miniguns. Note the unused M75 40mm grenade launcher mounted in the nose ball turret.]]&lt;br /&gt;
&lt;br /&gt;
==MG42(*)==&lt;br /&gt;
The [[MG42]] appears only as an emplaced weapon throughout the World War II flashback mission &amp;quot;Project Nova&amp;quot;. The first MG42 is seen fired by a Russian soldier and the rest by the Germans, but all are usable by the player.&lt;br /&gt;
[[File:MG42Bipod.jpg|thumb|none|500px|MG42 with bipod extended - 7.92mm Mauser]]&lt;br /&gt;
[[File:CODBO MG42 (1).jpg|thumb|none|600px|Reznov manning an MG42.]]&lt;br /&gt;
[[File:CODBO MG42 (2).jpg|thumb|none|600px|An MG42 in a ground emplacement.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
Twin [[Mk 19 Grenade Launcher]]s with extended barrels are bizarrely mounted on the BTR-60 APC turret that Hudson operates during the mission &amp;quot;Rebirth,&amp;quot; and the right gun fires machine gun rounds rather than 40mm grenades. It reuses the Mk 19 Mod 3 model from [[Call of Duty 4: Modern Warfare]], which is anachronistic, and a more appropriate choice would've been the Soviet [[KPV]] heavy machine gun or [[AGS-17]] automatic grenade launcher; interestingly, the in-game weapons both use the latter's distinctive belt drum, suggesting that they may have been meant to pass for actual AGS-17s.&lt;br /&gt;
[[Image:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|400px|Mk 19 Mod 3 grenade launcher on vehicle pintle mounting with 48-round belt box and older flash hider - 40x53mm]]&lt;br /&gt;
[[File:CODBO Mk 19 (1).jpg|thumb|none|600px|The Mark 19 duo as manned by Hudson. Note the charging handles only present on the outside sides of the weapon models.]]&lt;br /&gt;
[[File:CODBO Mk 19 (2).jpg|thumb|none|600px|Zooming in with the turret machination.]]&lt;br /&gt;
[[File:CODBO Mk 19 (3).jpg|thumb|none|600px|The weapon system as seen in third person after the BTR-60 eats a missile launched from an Mi-8.]]&lt;br /&gt;
&lt;br /&gt;
==Type 92 Heavy Machine Gun==&lt;br /&gt;
The sentry guns in the zombie map &amp;quot;Kino der Toten&amp;quot; are built around a [[Type 92 heavy machine gun]]. A double machine gun mount in the level &amp;quot;Victor Charlie&amp;quot; also uses Type 92s. The use icon for the emplacement reuses the icon for the Type 92 from ''[[Call of Duty: World at War]]''.&lt;br /&gt;
[[Image:Type 92 HMG.jpg|thumb|none|400px|Nambu Type 92 Heavy machine gun - 7.7x58mm Arisaka]]&lt;br /&gt;
[[File:CODBO Type 92 (1).jpg|thumb|none|600px|The twin Type 92 emplacement in &amp;quot;Victor Charlie.&amp;quot; It appears to feed from AGS-17-like drums.]]&lt;br /&gt;
[[File:CODBO Type 92 (2).jpg|thumb|none|600px|Manning the turret.]]&lt;br /&gt;
[[File:CODBO Type 92 (3).jpg|thumb|none|600px|Aiming with the odd improvised sights.]]&lt;br /&gt;
[[File:CODBO Type 92 (4).jpg|thumb|none|600px|A single Type 92 in &amp;quot;Kino Der Toten.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger Dual Mount System (mockup)==&lt;br /&gt;
A mockup of the [[FIM-92 Stinger]] Dual Mount System made of SA-14 Gremlin models appears as the SAM Turret. It is inaccurately depicted as an autonomous weapon system, with the sighting system replaced by a simple camera. Its appearance in the game is anachronistic as the base FIM-92 Stinger was developed in the 1970s and the Dual Mount System version was developed in the late 1990s. A slightly more realistic choice would be to use the [[FIM-43 Redeye]].&lt;br /&gt;
[[File:Stinger mount.jpg|thumb|none|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:BLACKOPS-SAM.jpg|thumb|none|600px|The SAM Turret killstreak. Apparently the 60s had such an advanced AI that it was capable of acquiring targets on its own only by the means of simple security cameras.]]&lt;br /&gt;
&lt;br /&gt;
==FN M249 SAW==&lt;br /&gt;
The [[FN Minimi|FN M249 SAW]] model from [[Call of Duty 4: Modern Warfare]] is seen in the level &amp;quot;Vorkuta&amp;quot;, where it is used by Soviet prison guard as an emplaced heavy machine gun. Being a Belgian-designed, US-issued light machine gun (and being a variant thereof that came into being in the mid-1980s), it is rather obviously inappropriate for the setting; a more reasonable choice would've been a [[DShKM]].&lt;br /&gt;
[[File:Fn_m249saw_mk2_10-1-.jpg|thumb|none|450px|FN M249 SAW - with 200-round belt box - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==UB-32 Rocket Pod==&lt;br /&gt;
Mi-24A helicopters utilize UB-32 Rocket Pods to fire S-5 rockets. Woods incorrectly calls the pods &amp;quot;UV-32 rockets&amp;quot;, apparently thinking that the &amp;quot;U'''B'''-32&amp;quot; in the English transliteration of the Russian &amp;quot;УБ-32&amp;quot; stands for &amp;quot;V&amp;quot;. This error might be caused by the fact that the Russian letter &amp;quot;B&amp;quot; is actually transliterated to &amp;quot;V&amp;quot; in English. When Mason commandeers a Mi-24A in &amp;quot;Payback&amp;quot; he can fire only four S-5 rockets per wing at a time then he needs to reload. The hind has two pods per wing for a total of 64 rockets per wing, however, Mason's supply of rockets never runs out.&lt;br /&gt;
&lt;br /&gt;
==B-8M Rocket Pod==&lt;br /&gt;
Mi-8 helicopters utilize B-8M Rocket Pods. However, they are inaccurately depicted as firing S-5 rockets instead of the appropriate S-8. Somewhat anachronistic as S-8 rockets were developed in the 1960s, but underwent preliminary testing in 1969 and entered service in 1984.&lt;br /&gt;
&lt;br /&gt;
==M-21 Field Rocket System==&lt;br /&gt;
BM-21 self-propelled multiple rocket launcher vehicles complete with M-21 Field Rocket Systems are seen rather inappropriately being parked in the US Beale Air Force Base in &amp;quot;WMD&amp;quot;. Standalone M-21 systems are also mounted throughout the Rusalka in &amp;quot;Redemption&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
== F1 hand grenade ==&lt;br /&gt;
The French [[F1 hand grenade]] is one of the grenades that aren't usable in-game. The designers appear to have confused it with the Soviet [[F-1 hand grenade|F-1]], which was directly based on the French grenade, even keeping its original name which caused a certain confusion.&lt;br /&gt;
&lt;br /&gt;
[[File:F1 Mle35 hand grenade.JPG|thumb|none|200px|F1 High-Explosive Fragmentation hand grenade with Mle1935 fuse.]]&lt;br /&gt;
[[File:Shot0219.jpg|thumb|none|600px|The grenades under the right shoulder are the F1s.]]&lt;br /&gt;
[[File:Shot0259.jpg|thumb|none|600px|F1 hand grenade on dead Russian soldier. An [[RGD-5 hand grenade]] is also visible.]]&lt;br /&gt;
&lt;br /&gt;
== M7 Gas Grenade ==&lt;br /&gt;
[[M7 CS gas grenade]]s are available in the game's multiplayer, dispersing a lethal load of the game's &amp;quot;Nova Gas&amp;quot;. They are also present on some character models.&lt;br /&gt;
[[File:M7A3.jpg|thumb|none|175px|M7A3 CS gas grenade.]]&lt;br /&gt;
[[File:CODBO M7 CS.jpg|thumb|none|600px|Preparing to throw a &amp;quot;Nova Gas&amp;quot; grenade.]]&lt;br /&gt;
[[File:Shot0219.jpg|thumb|none|600px|The black grenades on the waist are the M7.]]&lt;br /&gt;
&lt;br /&gt;
== M18A1 Claymore ==&lt;br /&gt;
The [[M18A1 Claymore]] anti-personnel mine is available once again as a defensive weapon. For 1000 points claymores X2 are able to purchase in the maps Kino Der Toten, Five, Ascention, Call of the Dead, and Moon. Shangri La features an alternate version for the same price, called the &amp;quot;Spikemore&amp;quot;, which (as its name indicates) launches spikes along with its usual shrapnel. &lt;br /&gt;
&lt;br /&gt;
As with other ''Call of Duty'' games, the mine is based on the depiction of the Claymore in ''Metal Gear Solid'', emitting two red laser beams from its iron sight when placed to show its damage radius and arming area, and is proximity triggered; such a system would require a level of laser technology that did not exist at the time the game is set, and would be of very little practical function since the beams are not associated with any kind of reflector. About the only way it could work, assuming the laser is actually the detonator, is if the laser unit was a rangefinder set to detonate the mine if anything passed closer than a preset distance, which would be an absurdly inefficient method of fuzing an antipersonnel mine. Real Claymore mines are typically command-detonated, though they can also be rigged up with a simple mechanical tripwire for use as a self-detonating mine.&lt;br /&gt;
&lt;br /&gt;
The M18A1 is somewhat anachronistic for most of the singleplayer since while it was adopted in 1960, it is not known to have been used in combat until 1966. For most of the game's events, the original, unreliable M18 would have been the only Claymore variant in use.&lt;br /&gt;
&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|500px|M18A1 Claymore anti-personnel mine.]]&lt;br /&gt;
[[File:CODBO Claymore (1).jpg|thumb|none|600px|The M18A1 Claymore mine in first person.]]&lt;br /&gt;
[[File:CODBO Claymore (2).jpg|thumb|none|600px|The Claymore mine as seen when deployed.]]&lt;br /&gt;
&lt;br /&gt;
== M34 White Phosphorous grenade ==&lt;br /&gt;
The [[M34 White Phosphorous grenade]], referred to as the &amp;quot;Willy Pete,&amp;quot; is used as a smoke grenade, minus most of its real-life incendiary effect: the smoke cloud lasts 8-9 seconds rather than the 60 or so of the real weapon. It still causes mild damage to enemies who are too close when it explodes, though. The grenade is incorrectly shown with a green casing: this colour was not used until STANAG 2321 was adopted in 1987, and a period M34 should be white.&lt;br /&gt;
&lt;br /&gt;
[[File:M34 2-1-.jpg|thumb|none|200px|M34 White Phosphorous grenade.]]&lt;br /&gt;
[[File:CODBO M34 WP.jpg|thumb|none|600px|About to throw the &amp;quot;Willy Pete&amp;quot; grenade.]]&lt;br /&gt;
[[File:Shot0219.jpg|thumb|none|600px|The green grenade on the belt is the M34.]]&lt;br /&gt;
&lt;br /&gt;
== M67 hand grenade ==&lt;br /&gt;
The [[M67 hand grenade]] once again returns as the primary grenade of every faction in-game (not including the World War II mission &amp;quot;Project Nova&amp;quot;). Because ''Black Ops'' takes place from 1961 to 1968, it would be slightly more accurate to see the [[M26 hand grenade]] instead of the M67, as it did not come into common use in the U.S. Military until 1969. Strictly speaking, though, it's not ''exactly'' anachronistic, as it was designed in the 50's. In the zombie maps Kino Der Toten, Five, and Ascension M67 hand grenades are 250 points for 4 grenades.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|500px|M67 fragmentation grenade.]]&lt;br /&gt;
[[File:CODBO M67.jpg|thumb|none|600px|Pulling the pin on a M67 Frag.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
&lt;br /&gt;
[[M84 stun grenade]]s appear as the Flashbangs and as the icon for Concussion Grenades; Flashbangs have a green stripe, while Concussion Grenades have a red stripe in the menu. In gameplay, however, the Concussion Grenade is actually a [[MK3 offensive hand grenade]]. It's appearance in the 60s is highly anachronistic as it was used from 1995 in reality.&lt;br /&gt;
&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:CODBO M84 Flashbang.jpg|thumb|none|600px|Pulling the pin on a M84 Flashbang.]]&lt;br /&gt;
&lt;br /&gt;
== Mk 2 hand grenade ==&lt;br /&gt;
The [[Mk 2 hand grenade]] is one of the grenades that aren't usable in-game. The Mk 2 can can be seen on Tank Dempsey in the zombie map &amp;quot;Kino Der Toten&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 &amp;quot;Pineapple&amp;quot; High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:Shot0032301.jpg|thumb|none|600px|Mk 2 hand grenade on Tank Dempsey's coat.]]&lt;br /&gt;
&lt;br /&gt;
== MK3 Offensive Hand Grenade ==&lt;br /&gt;
[[MK3 offensive hand grenade]]s are appropriately used as the Concussion Grenade in multiplayer gameplay.&lt;br /&gt;
[[Image:MK3A2.jpg|thumb|none|200px|MK3A2 offensive hand grenade]]&lt;br /&gt;
[[File:CODBO Mk3 Concussion.jpg|thumb|none|600px|About to toss a Mk3 grenade.]]&lt;br /&gt;
&lt;br /&gt;
== Model 24 Stielhandgranate(*) ==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] is used by the German soldiers in the World War II mission &amp;quot;Project Nova&amp;quot; and usable by the player. Also available in the zombie maps Nacht der Untoten, Verrückt, Shi No Numa and Der Riese for 250 points.&lt;br /&gt;
&lt;br /&gt;
[[File:24-43 grenade.jpg|thumb|none|500px|Model 24 Stielhandgranate.]]&lt;br /&gt;
[[File:CODBO Stielhandgranate (1).jpg|thumb|none|600px|Prepping a Model 24 Stielhandgranate.]]&lt;br /&gt;
[[File:CODBO Stielhandgrante (2).jpg|thumb|none|600px|A Stielhandgranate on the ground.]]&lt;br /&gt;
&lt;br /&gt;
== RGD-5 hand grenade ==&lt;br /&gt;
The [[RGD-5 hand grenade]] is one of the grenades that aren't usable in-game. It would be more accurate to see Soviet forces in the game use this grenade, rather than simply using the same M67 grenade as the player.&lt;br /&gt;
&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|600px|RGD-5 High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:Shot0259.jpg|thumb|none|600px|RGD-5 hand grenade on a dead Russian soldier. An [[F1 hand grenade]] is also visible.]]&lt;br /&gt;
&lt;br /&gt;
== RGD-33 stick grenade(*) ==&lt;br /&gt;
The [[RGD-33 stick grenade]] is used by the Russian soldiers in the World War II mission &amp;quot;Project Nova&amp;quot; and usable by the player.&lt;br /&gt;
&lt;br /&gt;
[[File:Rgd-33russianfrag mp.jpg|thumb|none|400px|RGD-33 stick grenade.]]&lt;br /&gt;
[[File:CODBO RGD-33 (1).jpg|thumb|none|600px|RGD-33 about to be thrown.]]&lt;br /&gt;
&lt;br /&gt;
== S-Mine(*) ==&lt;br /&gt;
In the classic Nazi Zombies maps, [[S-Mine]]s are available instead of Claymore mines. They are still referred to as &amp;quot;Bouncing Betty&amp;quot; mines.&lt;br /&gt;
&lt;br /&gt;
[[File:Schrapnellmine 35 mine.jpg|thumb|none|500p|S-Mine 35.]]&lt;br /&gt;
[[File:CODBO S-Mine (1).jpg|thumb|none|600px|Nikolai Belinksi holds a ''Schrapnellmine''.]]&lt;br /&gt;
[[File:CODBO S-Mine (2).jpg|thumb|none|600px|Pulling the pin and deploying a mine.]]&lt;br /&gt;
&lt;br /&gt;
= Attachments =&lt;br /&gt;
==GP-30==&lt;br /&gt;
A [[GP-30]] can be mounted on the &amp;quot;AK-47&amp;quot; and the Galil; as ever for the series, it is incorrectly called a &amp;quot;GP-25&amp;quot;. This time, there is not quadrant sight at all, but the presence of four ribs around the barrel (as opposed to three for an actual GP-25), coupled with the lack of a support frame behind the launcher, confirms that it is indeed modeled after a GP-30. Its appearance is anachronistic; the GP-30 entered service in 1989, and the GP-25 itself in 1978. A more accurate choice for the time period of the game could have been the OKG-40 &amp;quot;Iskra&amp;quot; prototype underbarrel grenade launcher that was developed in 1965, or else the standalone ''Device &amp;quot;D&amp;quot;'' noiseless grenade launcher / pistol combo, which was actually used by the Soviet Spetsnaz in the 1960s (and could be equipped with several attachments like a suppressor and a shoulder stock).&lt;br /&gt;
&lt;br /&gt;
Unlike ''[[Call of Duty 4: Modern Warfare]]'' and ''[[Modern Warfare 2]]'', which use a western 40mm grenade to stand in for the Soviet VOG-25 40mm grenade, ''Black Ops'' is the first game in the series to correctly depict a VOG-25 grenade being used. However, the game still portrays the Russian grenade as being cased, with the reload animation involving a downwards flick to eject a nonexistent casing, which, like previous games (and the M203), is stood in with a full 40mm grenade.&lt;br /&gt;
&lt;br /&gt;
[[File:GP-30.jpg|thumb|none|350px|GP-30 grenade launcher - 40mm]]&lt;br /&gt;
[[File:CODBO GP30 (1).jpg|thumb|none|600px|The launcher about to be fired.]]&lt;br /&gt;
[[File:CODBO GP30 (2).jpg|thumb|none|600px|Loading a new grenade.]]&lt;br /&gt;
[[File:Shot0047.jpg|thumb|none|600px|Third-person view of the &amp;quot;AK-47&amp;quot; equipped with a GP-30.]]&lt;br /&gt;
&lt;br /&gt;
==BS-1 grenade launcher==&lt;br /&gt;
The [[BS-1 grenade launcher]] is a unique attachment for the [[AKS-74U]] compact carbine, called by its alternate name &amp;quot;Tishina&amp;quot; in-game. First encountered in the single-player mission &amp;quot;Rebirth&amp;quot;. Anachronistic, as like the gun in question, the launcher was not developed until the 1970s. A more accurate choice for the time period of the game could have been the ''Device &amp;quot;D&amp;quot;'' noiseless grenade launcher / pistol combo (that could be equipped with several attachments like a suppressor and a shoulder stock) and was actually used by the Soviet Spetsnaz in the 1960s.&lt;br /&gt;
&lt;br /&gt;
[[File:GSN-19.jpg|thumb|none|400px|BS-1 grenade launcher - 30mm]]&lt;br /&gt;
[[File:CODBO Tishina (1).jpg|thumb|none|600px|BS-1 in idle. Note that it is actually mirrored; the bolt handle and ejection port for the blanks should actually be on the right side.]]&lt;br /&gt;
[[File:CODBO Tishina (2).jpg|thumb|none|600px|The player character operates the bolt of the BS-1. The game correctly portrays the reload procedure; because the 30mm grenade is fired with a blank instead of having its own propellant, when reloading, the user has to operate the bolt to eject the fired blank and chamber a new blank from the BS-1's detachable box magazine for blanks, and loads in a new 30mm grenade from the muzzle.]]&lt;br /&gt;
[[File:CODBO Tishina (3).jpg|thumb|none|600px|Reloading the BS-1 with a 30mm VOG-T grenade.]]&lt;br /&gt;
[[File:Shot005004.jpg |thumb|none|600px|AKS-74U with a BS-1 on a table.]]&lt;br /&gt;
&lt;br /&gt;
== Knight's Armament Masterkey ==&lt;br /&gt;
The [[Knight's Armament Masterkey]] is a purchasable attachment for some assault rifles in multiplayer, and is seen in singleplayer mounted on the [[M14]] and [[M16]] in &amp;quot;SOG&amp;quot;, the [[AK-47]] hybrid in &amp;quot;Victor Charlie&amp;quot;, the [[Enfield L85 rifle series#XL64E5|Enfield]] in &amp;quot;Rebirth&amp;quot; and the [[Galil]] in &amp;quot;Redemption&amp;quot;. Rather appropriately, readying the underbarrel shotgun does not make the user work the pump handle of the weapon, saving a good technically achievable shotgun shell (unlike the later ''Modern Warfare 3'' or ''Modern Warfare 2'', ''as well'' as its singleplayer remaster for that manner). The Masterkey's capacity inconsistent throughout the modes, while it technically holds four in both normal singleplayer and multiplayer, it incorrectly holds six in Zombies. The Masterkey shotguns in &amp;quot;Victor Charlie&amp;quot; on the other hand uniquely holds eight shells instead.&lt;br /&gt;
&lt;br /&gt;
It is anachronistic, since the Masterkey project was not initiated until the 1980s. The only historically accurate way to do this would be to jury-rig a sawed-off shotgun to the rifle (say with zipties) or have an armorer create a one-off mounting (as with, say, the custom [[Mossberg 500]] mounting seen in ''[[Predator]]''), using something like an XM148 mount or a custom M203-like handguard as a base.&lt;br /&gt;
&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:CODBO Masterkey (1).jpg|thumb|none|600px|The Masterkey mounted on a Colt Commando.]]&lt;br /&gt;
[[File:CODBO Masterkey (2).jpg|thumb|none|600px|Pumping the Masterkey.]]&lt;br /&gt;
[[File:CODBO Masterkey (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
== M203 grenade launcher ==&lt;br /&gt;
The [[M203 Grenade Launcher|M203 Grenade Launcher]] returns once again, but this time, it actually has the trigger and trigger guard, unlike in ''[[Call of Duty 4: Modern Warfare]]'' and ''[[Modern Warfare 2]]''. During the Beta, the M203 lacked the front and rear mountings seen below, but they were added in the final version. Since ''Black Ops'' takes place from 1961 to 1968, it is anachronistic to see the M203 in use as it entered service only in 1969, and even then, the XM203 was the grenade launcher, which was designed in 1968, was used in service until it became the M203 in 1971. A more historically-accurate choice would have been the [[XM148 grenade launcher]], or the experiment X-1 Grenade Launcher, which was used for the M14. Like earlier games, the full 40mm grenade stands in for the spent casing during the reload animation.&lt;br /&gt;
&lt;br /&gt;
[[File:M203.jpg|thumb|none|400px|]]&lt;br /&gt;
[[File:CODBO M203 (1).jpg|thumb|none|600px|M203A1 mounted on an M16.]]&lt;br /&gt;
[[File:CODBO M203 (2).jpg|thumb|none|600px|Reloading an M203A1 mounted on an M14.]]&lt;br /&gt;
[[File:Aug m203.jpg|thumb|none|400px|Steyr AUG A1 (5.56x45mm) with M203PI grenade launcher.]]&lt;br /&gt;
[[File:CODBO M203 (3).jpg|thumb|none|600px|Reloading an M203A1 mounted on an AUG. Note the heat shield; the AUG gains this heat shield when any of the three underbarrel attachments are attached, which appears to be based on the heat shield of the M203PI.]]&lt;br /&gt;
&lt;br /&gt;
=== Underbarrel Flamethrower ===&lt;br /&gt;
A seemingly improvised flamethrower appears as an underbarrel attachment. It appears to have been made from an M203 trigger mechanism mated with a miniature fuel tank and a modified GP-30 serving as igniter. When mounted on the M16, the flamethrower gains a rifle length M203 grenade launcher heat shield painted in red (with two less vent holes). Mounting it on the &amp;quot;Commando&amp;quot; gives it a shortened red M203 heat shield, and mounting it on the FAMAS gives it an even shorter one.&lt;br /&gt;
[[File:CODBO Flamethrower (1).jpg|thumb|none|600px|Flamethrower mounted on an IMI Galil.]]&lt;br /&gt;
[[File:CODBO Flamethrower (2).jpg|thumb|none|600px|Reloading the device. Regardless of any remaining fuel left in the first tank, it will be discarded.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Crossbow==&lt;br /&gt;
The Crossbow is a new weapon that featured in ''Call of Duty: Black Ops''. The crossbow appears in the campaign missions &amp;quot;Executive Order&amp;quot; and &amp;quot;WMD&amp;quot;, which are set in Baikonur and the Ural Mountains, respectively. In multiplayer, crossbows only fire explosive bolts; in singleplayer, they can also fire normal bolts and, on one occasion in &amp;quot;Executive Order&amp;quot;, a zipline. Crossbows in singleplayer also often have scopes attached, using anachronistic slotted accessory rails.&lt;br /&gt;
&lt;br /&gt;
Design-wise, the crossbow appears to be a custom made weapon using a stock and pistol grip from an [[AR-18]] rifle. In an apparent reference to ''[[Rambo: First Blood Part II]]'', the appearance of the explosive tips is modeled after the explosive tips in the cult action film.&lt;br /&gt;
&lt;br /&gt;
[[File:Armalite-AR18.jpg|thumb|none|500px|Armalite AR-18 - 5.56x45mm]]&lt;br /&gt;
[[File:RamboIItorquebow-1.jpg|thumb|none|500px|Rambo's explosive arrow tips as seen in ''Rambo: First Blood Part II''.]]&lt;br /&gt;
[[File:CODBO Crossbow (1).jpg|thumb|none|600px|The vanilla crossbow in multiplayer.]]&lt;br /&gt;
[[File:CODBO Crossbow (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CODBO Crossbow (3).jpg|thumb|none|600px|Resetting the drawstring.]]&lt;br /&gt;
[[File:CODBO Crossbow (4).jpg|thumb|none|600px|Hudson's crossbow in &amp;quot;WMD,&amp;quot; note the scope and &amp;quot;Siberia&amp;quot; camouflage.]]&lt;br /&gt;
[[File:CODBO Crossbow (5).jpg|thumb|none|600px|Loading an explosive arrow.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
The [[M2 Flamethrower]] appears exclusively in the top-down Zombies map Dead Ops Arcade. The in-game model only consists of the gun group; the tank group is missing.&lt;br /&gt;
&lt;br /&gt;
[[File:M2 Flamethrower.jpg|thumb|none|205px|M2A1-2 Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
==Flintlock Pistol==&lt;br /&gt;
Generic [[Flintlock Pistol]]s are seen in the prestige 2 badge.&lt;br /&gt;
&lt;br /&gt;
[[File:Sparroflintlock.jpg|thumb|none|300px|Prop replica of Jack Sparrow's 'Pirates' flintlock.]]&lt;br /&gt;
&lt;br /&gt;
=Stock Footage=&lt;br /&gt;
==Armalite AR-18==&lt;br /&gt;
An [[Armalite AR-18]] is briefly shown in a stock photo used in the introduction to the first mission, &amp;quot;Operation 40&amp;quot;, to illustrate Cuban exiles training for the Bay of Pigs invasion.&lt;br /&gt;
&lt;br /&gt;
[[File:Armalite-AR18.jpg|thumb|none|450px|Armalite AR-18 - 5.56x45mm]]&lt;br /&gt;
[[File:BO-AR18.jpg|thumb|none|600px|A still from the intro showing a soldier training with the AR-18. Also note the [[M1 Carbine]] with post-war upgrades used by the man to his right. The AR-18 along with the BDU uniforms is anachronistic to the Bay of Pigs, however, in this case the error is due to the stock image used to stand in for archival footage actually being a 1986 [https://www.gettyimages.dk/detail/news-photo/miami-cuban-exiled-community-rehearsing-mock-invasion-of-news-photo/200561388-001 photo] of Cuban exiled community rehearsing mock invasion of Cuba.]]&lt;br /&gt;
&lt;br /&gt;
==Carcano M91/38==&lt;br /&gt;
The actual [[Carcano M91/38]] carbine used on November 22, 1963 by Lee Harvey Oswald to assassinate U.S. President John F. Kennedy, can be seen for a second in a trailer. This is the first of many allusions to Kennedy's assassination throughout the game's campaign. This gun does not appear in-game.&lt;br /&gt;
[[File:Oswald-Carcano.jpg|thumb|none|500px|Actual Carcano M91/38 used by Lee Harvey Oswald to assassinate John F. Kennedy - 6.5x52mm]]&lt;br /&gt;
[[File:CoDBO-Carcano.jpg|thumb|none|500px|The rifle seen in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
An [[M1 Carbine]] briefly appears in the introduction to the &amp;quot;Operation 40&amp;quot; level, used in a stock photo of soldiers training with weapons to stand in for Cuban exiles being trained before the Bay of Pigs invasion.&lt;br /&gt;
&lt;br /&gt;
[[File:M1CarbineLateModel.jpg|thumb|none|450px|Korean War-era M1 Carbine with birch stock, adjustable rear sight, bayonet lug, and twin magazine pouch - .30 Carbine]]&lt;br /&gt;
[[File:BO-AR18.jpg|thumb|none|600px|The anachronistic still image from the &amp;quot;Operation 40&amp;quot; intro. The man to the right of the closest one is holding an M1 carbine, with the bayonet lug and adjustable rear sight clearly visible.]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
A Viet Cong fighter carrying a [[RPD]] light machine gun runs across the TV screens in the same setting.&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|500px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:CODBO RPD.jpg|thumb|none|600px|The RPD as seen on the four screens on the right side.]]&lt;br /&gt;
&lt;br /&gt;
==M79==&lt;br /&gt;
Archival footage of the Vietnam War seen on the televisions in the main menu interrogation room include footage of a US soldier firing an [[M79 grenade launcher]].&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:CODBO M79.jpg|thumb|none|600px|The M79 is visible in the far leftmost screen.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Zombie]]&lt;/div&gt;</summary>
		<author><name>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops&amp;diff=1591149</id>
		<title>Call of Duty: Black Ops</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops&amp;diff=1591149"/>
		<updated>2023-07-15T14:27:08Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: /* Steyr AUG */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Call of Duty: Black Ops&lt;br /&gt;
|picture = Cover BLACKOPS final.jpg&lt;br /&gt;
|caption = ''Official Box Art''&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|date= 2010&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&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Black Ops''''' (also known as ''CoD:BO'' or ''BO'' and often referred to as &amp;quot;''Blops''&amp;quot;) is the seventh main installment of the ''[[Call of Duty|Call of Duty series]]'' and the sequel to ''[[Call of Duty: World at War]]''. Developed by Treyarch and published by Activision, the game was released worldwide on November 9, 2010 for the PC, PS3, Xbox 360, Wii and Nintendo DS. The game sold over $1 billion after six weeks of its release.&lt;br /&gt;
&lt;br /&gt;
The storyline takes place during the Cold War of the 1960s, where the player assumes control of two main characters: Alex Mason (voiced by [[Sam Worthington]]), a Captain in the USMC who is recruited to the CIA and SOG, and his handler Jason Hudson (voiced by [[Ed Harris]]), a CIA special agent. Both are on a mission to track down the three men responsible for the development of a powerful biochemical weapon code-named Nova 6. Accompanying Mason and Hudson on their mission are several non-playable characters including Frank Woods (voiced by [[James C. Burns]]), a former USMC Sergeant and fellow member of SOG; Joseph Bowman (voiced by [[Ice Cube]]), a Chief Petty Officer of the U.S. Navy SEALs, and Viktor Reznov (voiced by [[Gary Oldman]]), a former World War II Soviet Army Captain (returning from ''[[Call of Duty: World at War]]'') who served under two of the men now being hunted, until he was betrayed by them.&lt;br /&gt;
&lt;br /&gt;
Legacy weapons featured in ''World at War'' exclusive to either singleplayer or Zombies are marked with (*) for the purposes of the wiki.&lt;br /&gt;
&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&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;
=Overview=&lt;br /&gt;
Many of the mechanics of the weapons, attachments and the loadouts were retained in previous entries (beyond renaming some of the perks). One significant difference is the method of unlocking weapons in this game: rather than obtaining the weapon from the get-go when leveling up, weapons must be purchased through the use of CODPoints (as in, normal game currency and not premium currency used in later games) in order to utilize them, though the player still needs to be leveled up in order to buy them. Attachments and camouflages can now be obtained as soon as the weapon is bought rather than completing challenges, though they must be purchased with CODPoints in order to be used as well. One weapon in every category in multiplayer (exempting the launchers) are designated as classified weapons, with the weapon information and icon hidden and locked until the player buys the weapon after obtaining all of the previous weapons in its category.&lt;br /&gt;
&lt;br /&gt;
Create-A-Class has been expanded from its previous iteration. Player characters can have their models changed by their perks instead of their primary weapons, and they can be customized with a variety of face camo. Reticles and lenses for the weapon sights can now be customized, and one can etch a clan tag to their weapon as well. Secondary weapons consist of fewer weapon categories compared to ''Modern Warfare 2'', being only able to carry a handgun, a launcher or a &amp;quot;special&amp;quot; weapon (which is either a ballistic knife or a crossbow). Shotguns return to the primary weapon category and some machine pistols are available as submachine guns. Some exotic special weapons are available in multiplayer as killstreaks.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, all handguns, the Skorpion, MAC-11, PM-63, Kiparis and the Model 10 can be dual-wielded. The CZ 75 as well the latter three machine pistols are available dual-wielded in singleplayer, while the M1911, HS-10 and PM-63 can be upgraded through the &amp;quot;Pack-A-Punch&amp;quot; machine to be dual-wielded. Standalone melee weapons have been expanded in ''Black Ops'', though most of them appear in singleplayer and Zombies, not in multiplayer. The new &amp;quot;Mule Kick&amp;quot; Perk-a-Cola in Zombies allows the player character to carry three weapons at once.&lt;br /&gt;
&lt;br /&gt;
'''See the [[Talk:Call of Duty: Black Ops|discussion page]] for miscellaneous weapon and attachment information.'''&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==ASP==&lt;br /&gt;
The [[ASP]] is featured in the game. In singleplayer, Mason uses an ASP in &amp;quot;Operation 40&amp;quot; set in 1961 Cuba, and it is also used by the Cuban soldiers and police in the same level. Its appearance in the hands of Cubans in 1961 is anachronistic and out-of-place, as it was not developed until the 1970s, and was developed in America for American special forces. A more historically-accurate choice would have been the [[Smith &amp;amp; Wesson Model 39]] (1954), on which the ASP was based. Another historically accurate choice would be the [[Walther PPK]] due to its similar round capacity and compact size.&lt;br /&gt;
&lt;br /&gt;
It is not available for the player in any fashion in Zombies mode, though game files of it are still referenced within the game.&lt;br /&gt;
&lt;br /&gt;
[[Image:ASP 9.jpg|thumb|none|300px|ASP - 9x19mm.  This is the firearm used in the production of the film ''[[Cobra (1986)|Cobra]]''.]]&lt;br /&gt;
[[File:CODBO ASP (1).jpg|thumb|none|600px|The initial draw animation of the ASP has a quick racking of the slide.]]&lt;br /&gt;
[[File:CODBO ASP (6).jpg|thumb|none|600px|An OP 40 holds an ASP in the &amp;quot;Hotel&amp;quot; DLC level.]]&lt;br /&gt;
[[File:CODBO ASP (7).jpg|thumb|none|600px|Aiming down the unique &amp;quot;guttersnipe&amp;quot; sight.]]&lt;br /&gt;
[[File:CODBO ASP (8).jpg|thumb|none|600px|Reloading. Due to the embargo on Cuba, shortages have forced the use of low-resolution ammunition.]]&lt;br /&gt;
[[File:CODBO ASP (2).jpg|thumb|none|600px|Empty reload, with the spent mag visible.]]&lt;br /&gt;
[[File:CODBO ASP (3).jpg|thumb|none|600px|Drawing dual ASPs - the slides are released to chamber both pistols.]]&lt;br /&gt;
[[File:CODBO ASP (4).jpg|thumb|none|600px|Dual ASPs in idle.]]&lt;br /&gt;
[[File:CODBO ASP (5).jpg|thumb|none|600px|Reloading; the left pistol's empty mag is barely visible.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
Just like in ''[[Call of Duty: World at War]]'', the M1911 resembles a mix between a WW2 A1 slide and trigger and an anachronistic Series 80 frame. It is found in singleplayer, multiplayer, and zombie mode. In multiplayer, it can be dual wielded, and available attachments include a suppressor, extended magazines, and upgraded iron sights. In Zombies, it is the starting weapon, and has an eight-round capacity instead of the seven-round capacity of the campaign and multiplayer.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, the M1911 has a standard parkerized finish, while in multiplayer and zombies, it has a bright nickel finish. The scene where Mason visualizes himself drawing an M1911 on President John F. Kennedy is the only instance where the multiplayer nickel-plated M1911 appears in singleplayer.&lt;br /&gt;
&lt;br /&gt;
Two [[M1911]]s can be seen in the hands of Alex Mason on the game's cover art; these have tally marks etched on them, and one of them has the name &amp;quot;Sally&amp;quot; engraved on it (based on the gun's upgrade in zombie mode, the other weapon is presumably &amp;quot;Mustang&amp;quot;). The upgraded variant allows to be dual-wielded and it fires deadly grenade rounds along with other benefits. The trend of having a starter handgun fire grenade rounds when upgraded is something that is repeated in other games that feature a Zombies mode, until ''Black Ops Cold War''.&lt;br /&gt;
&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|350px|none|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Series80blued.jpg|thumb|none|350px|Blued Colt MK IV Series 80 - .45 ACP]]&lt;br /&gt;
[[File:NickelPlatedM1911A1.jpg|thumb|350px|none|Nickel Plated Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:CODBO M1911 SP (1).jpg|thumb|none|600px|The original M1911, as used in singleplayer mode. Note that it appears to have the serrated hammer of a [[Colt MK IV Series 80]]. Note also the cocked hammer, just like in ''World At War''. Oddly, the slide is parkerized, but the frame and magazine are blued.]]&lt;br /&gt;
[[File:CODBO M1911 SP (2).jpg|thumb|none|600px|Aiming the campaign M1911.]]&lt;br /&gt;
[[File:CODBO M1911 SP (3).jpg|thumb|none|600px|Reloading the pistol.]]&lt;br /&gt;
[[File:CODBO M1911 JFK (1).jpg|thumb|none|600px|Mason visualizes himself drawing an M1911 on President John F. Kennedy. Perhaps one of the side effects of the brainwashing causes his brain to mirror objects: this 1911 is seen with its controls, markings, and ejection port on the wrong side. The hammer is also uncocked.]]&lt;br /&gt;
[[File:CODBO M1911 JFK (2).jpg|thumb|none|600px|Mason points his uncocked .45 at the President in his trance. Note the portrait of Abraham Lincoln in the background.]]&lt;br /&gt;
[[File:CODBO M1911 (1).jpg|thumb|none|600px|The initial draw animation of the M1911. The character locks the slide back (without reaching for it) and then releases it. Why you'd do this instead of racking the slide directly is a mystery.]]&lt;br /&gt;
[[File:CODBO M1911 (2).jpg|thumb|none|600px|The nickel-plated Colt in idle.]]&lt;br /&gt;
[[File:CODBO M1911 (3).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:CODBO M1911 (4).jpg|thumb|none|600px|Reloading the pistol.]]&lt;br /&gt;
[[File:CODBO M1911 (5).jpg|thumb|none|600px|When drawing dual M1911 pistols, the character flashily locks back the slides on both pistols, again, without using the slide release lever.]]&lt;br /&gt;
[[File:CODBO M1911 (6).jpg|thumb|none|600px|And then releases them. It looks like the ejection port of the pistol on the left is solid.]]&lt;br /&gt;
[[File:CODBO M1911 (7).jpg|thumb|none|600px|Holding dual M1911s.]]&lt;br /&gt;
[[File:CODBO M1911 (8).jpg|thumb|none|600px|Ejecting spent magazines.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The [[Colt Python]] appears in-game as the &amp;quot;Python&amp;quot;. In singleplayer, the Python appears to be Mason's preferred sidearm, as he starts with it in &amp;quot;Executive Order&amp;quot;, and pulls one out of nowhere to save a downed Woods in &amp;quot;SOG&amp;quot; and clear Vietcong tunnels in &amp;quot;Victor Charlie.&amp;quot; In &amp;quot;Payback,&amp;quot; a group of Viet Cong forces the captured Mason and Woods to play Russian roulette with a snub nosed Python. In multiplayer, it appears with the full length barrel by default, and the Snub Nose is available as an attachment, which decreases the amount of visual kick in exchange for less damage (in reality, this would increase kick and decrease range, so such a trade-off would make little sense on a real gun when concealability is not a concern).&lt;br /&gt;
&lt;br /&gt;
The Python has a rather nonsensical default reload animation, which shows the player character ejecting the entire contents of the cylinder (using gravity and not the ejector rod, no less) and then inserting as many rounds as would be needed to replace those actually fired, one at a time; the only way for this to work is if the ejector selectively ejected only the fired rounds, which it doesn't in reality. The speedloader attachment replaces the nonsensical individual round reload with a more sensible speedloader reload. Notably, the Python's reload shenanigans would be repeated in ''many'' of Treyarch's later ''Call of Duty'' games.&lt;br /&gt;
&lt;br /&gt;
Strangely, when firing the Python, the sound of casings hitting the ground can be heard as if it operated as a shell ejecting pistol.&lt;br /&gt;
&lt;br /&gt;
Aside from the Snub Nose and the Speedloader, a Colt Sporter Scope is also available as an attachment for the Python, under the incorrect moniker of &amp;quot;ACOG Scope&amp;quot;. A Python with speedloaders appears as the first weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:ColtPython6In.jpg|thumb|350px|none|Colt Python - .357 Magnum]]&lt;br /&gt;
[[File:Coltpython25.jpg|thumb|none|300px|Colt Python Snub Nose with 2.5&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:CODBO Python (1).jpg|thumb|none|600px|The draw animation has the player-character perform a quick brass check and cylinder spin.]]&lt;br /&gt;
[[File:CODBO Python (2).jpg|thumb|none|600px|Holding the Colt Python in Nuketown.]]&lt;br /&gt;
[[File:CODBO Python (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO Python (4).jpg|thumb|none|600px|Reloading the cylinder, round-by-round. The animation shows every round going into the same chamber as the cylinder never rotates, which is easily visible on PC with a high FoV setting.]]&lt;br /&gt;
[[File:CODBO Python (5).jpg|thumb|none|600px|Properly closing the cylinder, ''MW2''-style.]]&lt;br /&gt;
[[File:CODBO Python (6).jpg|thumb|none|600px|Ejecting all the rounds at the start of a speedloader reload.]]&lt;br /&gt;
[[File:CODBO Python (7).jpg|thumb|none|600px|Dropping the speedloader after loading in the rounds and about to swing the cylinder shut. This is the same animation as seen on the S&amp;amp;W Model 27 in [[Call of Duty: World at War]].]]&lt;br /&gt;
[[File:CODBO Python (8).jpg|thumb|none|600px|Drawing dual Colt Pythons.]]&lt;br /&gt;
[[File:CODBO Python (9).jpg|thumb|none|600px|Dual Colts in idle.]]&lt;br /&gt;
[[File:CODBO Python (10).jpg|thumb|none|600px|Reloading; also the same animations as the dual Colt Anacondas in ''MW2''.]]&lt;br /&gt;
[[File:CODBO Python (11).jpg|thumb|none|600px|Pointing a snub-nosed Python at comrade Castro.]]&lt;br /&gt;
[[File:BlackOps-Python-3.jpg|600px|thumb|none|A VC Bookie hands a snub-nosed Colt Python to Mason.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75==&lt;br /&gt;
The [[CZ 75|&amp;quot;Pre-B&amp;quot; CZ 75]] pistol is featured in the game, along with its machine pistol variant, the CZ 75 Automatic. In singleplayer, it is used by Hudson in the level &amp;quot;Numbers&amp;quot; and Mason in &amp;quot;Payback&amp;quot;, and the Soviet Spetsnaz use both the normal semi-auto and machine pistol variants. In multiplayer, the &amp;quot;Full-Auto Upgrade&amp;quot; attachment turns the weapon into the CZ 75 Automatic. Other multiplayer attachments include night sights, extended mags, suppressor, and dual-wielding.&lt;br /&gt;
&lt;br /&gt;
In-game, its basic capacity is 12 rounds in singleplayer and multiplayer and 15 rounds in zombies, and using the extended magazines attachment in multiplayer extends its capacity to 18 rounds. Dual-wielded CZ 75s in singleplayer have 20-round capacities, and dual wielding the CZ 75 in zombies reduces its capacity to 12. ''All'' these capacities are completely incorrect; the in-game CZ 75 is 9x19mm as identified in the game files, which has a 16-round capacity in reality.&lt;br /&gt;
&lt;br /&gt;
The CZ 75 is highly anachronistic to ''Black Ops'': not only did production first start in 1975, but the automatic variant wasn't introduced until 1992. A more historically accurate choice for a semi-automatic high-capacity 9mm pistol would have been the [[Browning Hi-Power]] (introduced in 1935, and actually used in Vietnam), and a historically accurate choice for a fully-automatic pistol would have been the Soviet [[Stechkin APS]] (introduced in 1951, and actually used by Spetsnaz). The [[CZ 52]] was also another period Czech sidearm within the Communist Bloc.&lt;br /&gt;
&lt;br /&gt;
[[File:Cz75.jpg|thumb|none|350px|&amp;quot;Pre-B&amp;quot; CZ 75 - 9x19mm]]&lt;br /&gt;
[[File:CODBO CZ75 (1).jpg|thumb|none|600px|Racking the CZ 75's slide in the equip animation.]]&lt;br /&gt;
[[File:CODBO CZ75 (2).jpg|thumb|none|600px|The CZ in-game.]]&lt;br /&gt;
[[File:CODBO CZ75 (3).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:CODBO CZ75 (4).jpg|thumb|none|600px|Reloading the CZ 75.]]&lt;br /&gt;
[[File:CODBO CZ75 (5).jpg|thumb|none|600px|Pulling the slide to chamber a round.]]&lt;br /&gt;
[[File:CODBO CZ75 (6).jpg|thumb|none|600px|Equipping dual CZs.]]&lt;br /&gt;
[[File:CODBO CZ75 (7).jpg|thumb|none|600px|Reloading the twin pistols.]]&lt;br /&gt;
[[File:Cz75fa.jpg|thumb|none|350px|CZ 75 Automatic with spare magazine - 9x19mm]]&lt;br /&gt;
[[File:CODBO CZ75 (8).jpg|thumb|none|600px|Reloading the CZ 75 Automatic.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] appears in in the game, though not available in Zombies mode. Although it has a heel-mounted magazine release, it still uses the same reload animation as the M1911 and the CZ 75, which have their magazine releases behind the trigger. It is modeled with an adjustable rear sight, which is only found on the civilian version. A pair of Makarovs make up the second weapon tier of Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File: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;
[[File:CODBO Makarov (1).jpg|thumb|none|600px|Drawing the Makarov PM; the second half of the same animation shown earlier on the M1911.]]&lt;br /&gt;
[[File:CODBO Makarov (2).jpg|thumb|none|600px|Holding the Makarov.]]&lt;br /&gt;
[[File:CODBO Makarov (3).jpg|thumb|none|600px|Aiming with the adjustable IJ-70-style rear sight, which is actually from the 1990s.]]&lt;br /&gt;
[[File:CODBO Makarov (4).jpg|thumb|none|600px|Reloading. Note that the bullets in the magazine are obviously just a texture put on the side of the mag.]]&lt;br /&gt;
[[File:CODBO Makarov (5).jpg|thumb|none|600px|Double the Makarovs.]]&lt;br /&gt;
[[File:CODBO Makarov (6).jpg|thumb|none|600px|Reloading the two Makarovs.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33(*)==&lt;br /&gt;
Capt. Viktor Reznov uses a [[Tokarev TT-33]] and flashlight to clear the ship in the World War II mission &amp;quot;Project Nova.&amp;quot; Kravchenko uses a TT-33 to execute German POWs in the same mission. British commandos that later appear during the same mission also nonsensically draw one if knocked into Last Stand (instead of it, they could have used a much more suitable M1911, which is already in the game).&lt;br /&gt;
&lt;br /&gt;
[[File:TT-33-Wartime.jpg|thumb|none|350px|Tokarev TT-33 - 7.62x25mm Tokarev. Pre-1947 version. Tula Arsenal (Soviet Union) Note CCCP printing around the star on the plastic grips.]]&lt;br /&gt;
[[File:CODBO TT-33 (1).jpg|thumb|none|600px|The Tokarev TT-33/flashlight combo in idle.]]&lt;br /&gt;
[[File:CODBO TT-33 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CODBO TT-33 (3).jpg|thumb|none|600px|Dropping a magazine while holding the flashlight with the left hand.]]&lt;br /&gt;
[[File:CODBO TT-33 (4).jpg|thumb|none|600px|About to thumb the slide release on an empty reload.]]&lt;br /&gt;
[[File:CODBO TT-33 (5).jpg|thumb|none|600px|Kravchenko executes prisoners with a TT. He kills the last one with a knife after running out of ammo, probably because the third-person model doesn't show the slide lock back or the slide stop was frozen in place. Note the guard behind him dual wielding a PPSh and a Mosin M38 sniper rifle as if the latter has a pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P38(*)==&lt;br /&gt;
At the end of the first part of the World War II flashback mission &amp;quot;Project Nova,&amp;quot; Dr. Friedrich Steiner waits for the Soviet troops with a [[Walther P38]] drawn, after using it to dispatch his own guards. In the following sequence, he holds a Mosin-Nagant M38 carbine with the P38 model still erroneously present in his hand. This is the only place where the Walther P38 is seen.&lt;br /&gt;
&lt;br /&gt;
[[File:P38Black.jpg|thumb|none|350px|Walther P38 WWII dated with black grips - 9x19mm]]&lt;br /&gt;
[[File:CODBO P38.jpg|thumb|none|600px|The Walther P38 is in the right hand of Steiner.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Many of the submachine guns lack a buttstock by default, and gain one when the &amp;quot;Grip&amp;quot; attachment is used in multiplayer. This will also change the first draw animation, with the user unfolding the stock.&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K (#0001)==&lt;br /&gt;
An early [[Heckler &amp;amp; Koch MP5K]] is featured in the game, with a threaded barrel, the special wooden foregrip unique to serial number 0001, and using waffle pattern magazines. It is the fifth weapon tier in Gun Game. Its appearance is anachronistic: it appears in &amp;quot;Executive Order&amp;quot;, a level set in 1963, while in reality the HK54 prototype of the MP5 was developed in 1964, and the [[H&amp;amp;K MP5]] did not enter service until 1966. The first MP5K variant, depicted in the game, was not developed until 1976. &lt;br /&gt;
&lt;br /&gt;
A less anachronistic choice could have been the above full-length HK54 (1964). A more period-accurate choice for a contemporary compact German SMG could have been the [[Walther MPK]] (1963).&lt;br /&gt;
&lt;br /&gt;
[[File:MP5Kprototype.JPG|thumb|none|400px|Heckler &amp;amp; Koch MP5K serial number 0001 with 15-round &amp;quot;waffle&amp;quot; magazine - 9x19mm. Note wooden foregrip unique to this weapon.]]&lt;br /&gt;
[[File:CODBO MP5K (1).jpg|thumb|none|600px|Drawing the MP5K.]]&lt;br /&gt;
[[File:CODBO MP5K (2).jpg|thumb|none|600px|The MP5K being held.]]&lt;br /&gt;
[[File:CODBO MP5K (3).jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:CODBO MP5K (4).jpg|thumb|none|600px|Pulling back the charging handle...]]&lt;br /&gt;
[[File:CODBO MP5K (5).jpg|thumb|none|600px|...inserting new magazine...]]&lt;br /&gt;
[[File:CODBO MP5K (6).jpg|thumb|none|600px|...and slapping the handle forwards.]]&lt;br /&gt;
[[File:CODBO-MP5K-FPV.jpg|thumb|none|600px|An MP5K with an Elbit Falcon red dot sight (the &amp;quot;Red Dot Sight&amp;quot; attachment of ''Black Ops'') attached via standard HK claw type mount in &amp;quot;Executive Order&amp;quot;. The Elbit Falcon gunsight is anachronistic as it was produced in the 1980s in reality.]]&lt;br /&gt;
[[File:Bomp5s.jpg|thumb|none|600px|Aiming down the red dot sight.]]&lt;br /&gt;
[[File:CODBO-SMG.jpg|thumb|none|600px|Pre-release footage of the same MP5K prototype as shown above, but with part of the vertical foregrip missing for unknown reasons, giving it an appearance similar to the H&amp;amp;K [[UMP]]. In the final game, Woods' MP5K appropriately has the foregrip.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] with olive drab furniture is one of the available SMGs in-game. By default, it lacks the underfolding stock, but can equip one in multiplayer. It is one of the few historically accurate weapons in the game as the Uzi was actually used by S.O.G. recon teams during the Vietnam War.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi.jpg|thumb|none|400px|IMI Uzi - 9x19mm]]&lt;br /&gt;
[[File:CODBO Uzi (1).jpg|thumb|none|600px|Drawing the Uzi, attaching any sort of sight makes the hand clip through the said sight.]]&lt;br /&gt;
[[File:CODBO Uzi (2).jpg|thumb|none|600px|The Uzi in idle.]]&lt;br /&gt;
[[File:CODBO Uzi (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO Uzi (4).jpg|thumb|none|600px|Reloading. Note the magazine is slightly shorter than normal. The markings at the rear label the gun as &amp;quot;IZI&amp;quot; and the manufacturer as IWI. The latter is an anachronism, as IWI was established in 2005 (&amp;quot;IMI&amp;quot; should have been written instead). Other markings include &amp;quot;semi auto&amp;quot; and &amp;quot;MODEL B&amp;quot;, and the fire selector has &amp;quot;A-F-S&amp;quot; markings; these indicate that the weapon is a civilian model converted to full-auto.]]&lt;br /&gt;
[[File:CODBO Uzi (5).jpg|thumb|none|600px|Racking the charging handle to finish the empty reload.]]&lt;br /&gt;
[[File:CODBO Uzi (7).jpg|thumb|none|600px|Unfolding the stock when the &amp;quot;Grip&amp;quot; is equipped. The extended mag is also present.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11==&lt;br /&gt;
The [[MAC-11]] is available in the game. It lacks its telescoping stock by default, but can receive one via the Grip and Dual-Wield attachments (though using the latter would remain unfolded). It can be found in the campaign level &amp;quot;Redemption&amp;quot; and is the player's secondary weapon in that level as well. Its appearance is also anachronistic as it was not developed until 1972; the MAC-11's predecessor, the [[MAC-10]], would be more period appropriate, since it was developed in 1964 and actually used during the Vietnam War (albeit not put into service until 1970).&lt;br /&gt;
&lt;br /&gt;
[[File:Mac m11 9k.jpg|thumb|none|300px|MAC-11 - .380 ACP]]&lt;br /&gt;
[[File:CODBO M11 (1).jpg|thumb|none|600px|The MAC-11 in-game. Note the weld seams on the receiver, and charging handle incorrectly being forward; the MAC is an open-bolt weapon. The player character opts to use it with just one hand, which may not be the wisest choice.]]&lt;br /&gt;
[[File:CODBO M11 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO M11 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO M11 (4).jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:CODBO M11 (5).jpg|thumb|none|600px|Dual-wielding MAC-11s. Though MAC-11s without the Grip attachment have the stock removed completely, dual wielded MACs have the stock in a collapsed position.]]&lt;br /&gt;
[[File:CODBO M11 (6).jpg|thumb|none|600px|MAC-11, now with its telescoping stock.]]&lt;br /&gt;
[[File:CODBO M11 (7).jpg|thumb|none|600px|Reloading a MAC-11 with the stock and extended mag. The extended magazine model is bugged and never moves during the animation.]]&lt;br /&gt;
[[File:BlackOps-MAC11-1.jpg|thumb|none|600px|A suppressed MAC-11 on a promotional artwork.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson(*)==&lt;br /&gt;
The [[Thompson M1A1]] fitted with a Cutts compensator is available in zombie mode for 1200 points in the zombie maps Nacht der Untoten, Verrückt, Shi No Numa and Der Riese, with a magazine capacity of 20 rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:Soldierwolf,20070107412.jpg|thumb|none|500px|M1A1 Thompson with 20-round magazine and Cutts compensator - .45 ACP]]&lt;br /&gt;
[[File:CODBOM1A1.jpg|thumb|none|600px|The Thompson in Zombies.]]&lt;br /&gt;
[[File:CODBOM1A1-1.jpg|thumb|none|600px|View down the &amp;quot;V&amp;quot; notch of the iron sights.]]&lt;br /&gt;
[[File:CODBO M1A1 (3).jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:CODBOM1A1-2.jpg|thumb|none|600px|Pulling the bolt back, which is not recommended on an open-bolt weapon with the finger still on the trigger.]]&lt;br /&gt;
&lt;br /&gt;
==MP40(*)==&lt;br /&gt;
The [[MP40]] is available for purchasing for 1,000 points in the Zombies maps &amp;quot;Kino der Toten,&amp;quot; &amp;quot;Verrückt,&amp;quot; &amp;quot;Shi No Numa,&amp;quot; &amp;quot;Der Riese&amp;quot; and &amp;quot;Call of the Dead.&amp;quot; It is also used by the Germans in the World War II flashback mission &amp;quot;Project Nova&amp;quot;. The MP40 in Zombies mode has a blued finish.&lt;br /&gt;
&lt;br /&gt;
[[File:MP40Side.jpg|thumb|none|500px|MP40 - 9x19mm]]&lt;br /&gt;
[[File:CODBO MP40 (2).jpg|thumb|none|600px|The MP40 in &amp;quot;Project Nova.&amp;quot;]]&lt;br /&gt;
[[File:CODBO MP40 (3).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:CODBO MP40 (4).jpg|thumb|none|600px|Reloading the SMG.]]&lt;br /&gt;
[[File:CODBO MP40 (1).jpg|thumb|none|600px|Pulling the bolt handle.]]&lt;br /&gt;
[[File:CODBO MP40 (5).jpg|thumb|none|600px|A not-frosty MP40 in &amp;quot;Kino der Toten.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==OTs-02 Kiparis==&lt;br /&gt;
The KBP Instrument Design Bureau [[OTs-02 Kiparis]] is an available submachine gun in-game. Its wire stock is removed by default, but is added back with the &amp;quot;Grip&amp;quot; attachment, like other submachine guns in the game. The final &amp;quot;classified&amp;quot; submachine gun unlocked in multiplayer (requiring all other submachine guns to be unlocked), it has a high rate of fire and tight hipfire spread, but has high recoil, low damage. It uses short 20 round magazines by default, and uses longer 30-rounders when Extended Mags is used. It appears in the hands of Spetsnaz operatives in the campaign and can be dual-wielded by the player.&lt;br /&gt;
&lt;br /&gt;
The Kiparis was designed in 1976, making it another anachronistic weapon. A similar looking and more adequate gun could have been the Soviet experimental Kalashnikov SMG (1947) or TKB-486 (1955).&lt;br /&gt;
&lt;br /&gt;
[[File:Kiparis1.jpg|thumb|none|500px|OTs-02 Kiparis with suppressor and LAM - 9x18mm Makarov]]&lt;br /&gt;
[[File:CODBO Kiparis (1).jpg|thumb|none|600px|Holding the Kiparis.]]&lt;br /&gt;
[[File:CODBO Kiparis (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO Kiparis (3).jpg|thumb|none|600px|Inserting a magazine.]]&lt;br /&gt;
[[File:CODBO Kiparis (4).jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
[[File:CODBO Kiparis (5).jpg|thumb|none|600px|Dual OTs-02 Kiparis submachine guns.]]&lt;br /&gt;
[[File:CODBO Kiparis (6).jpg|thumb|none|600px|Unfolding the Kiparis equipped with a stock.]]&lt;br /&gt;
[[File:BlackOps 2010-11-14 17-44-03-61.jpg|thumb|none|600px|A Kiparis with reflex sight during the mission &amp;quot;Numbers&amp;quot;. The reflex sight is based on the extremely rare Aimpoint Electronic (or Aimpoint MarkII), touted to be the first ever mass produced red dot sight. It is anachronistic as it was introduced in 1975.]]&lt;br /&gt;
[[File:BLACKOPS-OTS02.jpg|thumb|none|600px|A multiplayer character inserts a 30-round magazine into his gold plated OTs-02 Kiparis.]]&lt;br /&gt;
&lt;br /&gt;
==PM-63 RAK==&lt;br /&gt;
A [[PM-63 RAK]] is another available SMG. It uses 20 round magazines by default, and uses 30 round ones with Extended Mags (instead of the 15 and 25 round capacity in reality). The weapon gains its retractable stock when the Grip attachment is used. It appears in a level set in 1963, what can be conditionally considered historically correct, since the PM-63 was developed in 1956-1962 and introduced in 1963, although mass production did not start until the 1964. It is accurate for the rest of the game's time frame. A similar looking and more accurate submachine gun could have been the 7.62x25mm version of the Czech [[Sa.25]] SMG (1948), or, for a more exotic choice, the Soviet experimental Rukavishnikov SMG (1942).&lt;br /&gt;
&lt;br /&gt;
[[File:PM63.JPG|none|thumb|400px|PM-63 RAK - 9x18mm]]&lt;br /&gt;
[[File:CODBO PM-63 (1).jpg|thumb|none|600px|Drawing the weapon.]]&lt;br /&gt;
[[File:CODBO PM-63 (2).jpg|thumb|none|600px|Holding a PM-63.]]&lt;br /&gt;
[[File:CODBO PM-63 (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO PM-63 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO PM-63 (5).jpg|thumb|none|600px|Dual PM-63s. The front grips are folded down.]]&lt;br /&gt;
[[File:CODBO PM-63 (6).jpg|thumb|none|600px|Pulling out the retractable stock. This PM-63 also has the extended magazine.]]&lt;br /&gt;
[[File:CODBO PM-63 (7).jpg|thumb|none|600px|Holding the stocked PM-63.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41(*)==&lt;br /&gt;
The Russian soldiers, including Capt. Viktor Reznov and Pvt. Dimitri Petrenko, use the [[PPSh-41]] in the World War II flashback mission &amp;quot;Project Nova.&amp;quot; Since it is the same model, the PPSh-41 in Black Ops uses 35-round box-magazines like in ''[[Call of Duty: World at War]]'''s multiplayer mode.&lt;br /&gt;
&lt;br /&gt;
[[File:Ppsh41.jpg|thumb|none|500px|Soviet PPSh-41 Submachine Gun with 35 round stick magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:CODBO PPSh-41 (2).jpg|thumb|none|600px|The PPSh-41 in &amp;quot;Project Nova.&amp;quot;]]&lt;br /&gt;
[[File:CODBO PPSh-41 (3).jpg|thumb|none|600px|Aiming the PPSh.]]&lt;br /&gt;
[[File:CODBO PPSh-41 (4).jpg|thumb|none|600px|Reloading a 35-round stick magazine.]]&lt;br /&gt;
[[File:CODBO PPSh-41 (1).jpg|thumb|none|600px|Pulling the bolt.]]&lt;br /&gt;
[[File:CODBO PPSh-41 (5).jpg|thumb|none|600px|The PPSh-41 on Pvt. Gerasimov's back and also in Viktor Reznov's hands. Note the inaccurate proportions of the weapon, denoting that it is World at War's PPSh model.]]&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] is available in-game. It is depicted without its folding stock, but the unlockable Grip attachment adds and folds out the stock. It uses 20-round magazines, which increases to 30 with Extended Mags. It retains its 2-hit kill ability at close range from its ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'' counterpart, though it has a slightly altered bolt-racking animation on an empty reload. A pair of Vz. 61s makes up the sixth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
It first appears in 1961 segment during the mission &amp;quot;Operation 40&amp;quot;; while the vz. 61 was first made in 1961, it was not produced en masse until 1963, and there is no evidence of its use by Cuban forces at that time. The correct choice would be a [[Sa 23]], another compact Czech SMG, which was actually used by Cubans during the Bay of Pigs Invasion. The Skorpion is accurate for the rest of the game, including its use by the Viet Cong.&lt;br /&gt;
&lt;br /&gt;
[[File:CZ Vz.61.jpg|thumb|none|350px|Sa vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:CODBO Vz61 (1).jpg|thumb|none|600px|Drawing the Skorpion.]]&lt;br /&gt;
[[File:CODBO Vz61 (2).jpg|thumb|none|600px|Holding a Vz.61.]]&lt;br /&gt;
[[File:CODBO Vz61 (3).jpg|thumb|none|600px|Aiming down the rather small sights of the Vz. 61.]]&lt;br /&gt;
[[File:CODBO Vz61 (4).jpg|thumb|none|600px|Reloading the Skorpion.]]&lt;br /&gt;
[[File:CODBO Vz61 (5).jpg|thumb|none|600px|Racking the bolt, though the ejection port shows the bolt never moves.]]&lt;br /&gt;
[[File:CODBO Vz61 (6).jpg|thumb|none|600px|The Skorpion with a suppressor and its folding stock.]]&lt;br /&gt;
[[File:CODBO Vz61 (7).jpg|thumb|none|600px|Dual Vz. 61s, [[Goldeneye_007#Sa._Vz.61_Skorpion|Goldeneye style]].]]&lt;br /&gt;
[[File:CODBO Vz61 (8).jpg|thumb|none|600px|Tossing out spent magazines.]]&lt;br /&gt;
&lt;br /&gt;
==SITES Spectre M4==&lt;br /&gt;
The Italian [[Spectre M4]] is one of the available SMGs under the name &amp;quot;Spectre&amp;quot;, and has a 30-round capacity (increasing to 45 with extended mags). Its folding stock is absent by default, but is added when the &amp;quot;Grip&amp;quot; attachment is used in multiplayer. Its appearance is anachronistic, since it was not developed until the 1980s. More correct choices could have been the [[Franchi LF-57]] (1956) or the more similar looking [[Beretta M12|Beretta Model 12]] (1959), which saw use by American forces during the Tet Offensive in 1968.&lt;br /&gt;
&lt;br /&gt;
[[File:Sites Spectre.jpg|thumb|none|400px|Spectre M4 - 9x19mm]]&lt;br /&gt;
[[File:CODBO Spectre M4 (1).jpg|thumb|none|600px|A player character holds a Spectre M4.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (3).jpg|thumb|none|600px|Reloading the weapon.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (5).jpg|thumb|none|600px|Inserting a 45-round extended mag. Note that the magazine well is visibly modeled as a solid block.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (4).jpg|thumb|none|600px|Pulling back the bolt.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (6).jpg|thumb|none|600px|Unfolding the folding stock in the draw animation when the stock is equipped.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (7).jpg|thumb|none|600px|Holding the Spectre M4 with the stock, and also a suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk II(*)==&lt;br /&gt;
The [[Sten Mk II]] is carried by British commandos in the World War II flashback mission &amp;quot;Project Nova&amp;quot;, and is usable by the player.&lt;br /&gt;
&lt;br /&gt;
[[File:Sten.jpg|thumb|none|500px|Sten Mk II - 9x19mm]]&lt;br /&gt;
[[File:CODBO Sten (1).jpg|thumb|none|600px|The Sten in first person. As with most entries in the series, it is improperly held by the magazine.]]&lt;br /&gt;
[[File:CODBO Sten (2).jpg|thumb|none|600px|Looking through the weapon's rather simple iron sights. Like the [[Type 100 submachine gun|Type 100]], it is held at a slightly canted angle due to sharing the latter's animations.]]&lt;br /&gt;
[[File:CODBO Sten (3).jpg|thumb|none|600px|Reloading the Sten, with the uncharacteristically helpful aid of an empty magazine, also like the Type 100.]]&lt;br /&gt;
[[File:CODBO Sten (4).jpg|thumb|none|600px|Charging the SMG.]]&lt;br /&gt;
[[File:CODBO Sten (5).jpg|thumb|none|600px|British commandos with Sten Mk. II submachine guns. Note that, as a result of animation recycling, the man in the front of the shot isn't really &amp;quot;holding&amp;quot; his Sten ''per se''; instead, he seems to be supporting it with a grand total of about 3 fingers. The bolt is also incorrectly closed, on a side note.]]&lt;br /&gt;
[[File:CODBO Sten (6).jpg|thumb|none|600px|A Sten Mk II on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Type 100(*)==&lt;br /&gt;
The [[Type 100 submachine gun|Type 100]] appears in Shi No Numa and Der Riese for 1000 points.&lt;br /&gt;
&lt;br /&gt;
[[File:Type100 1944.jpg|thumb|none|500px|Arisaka Type 100 submachine gun (1944 - 1945 model) with magazine removed - 8x22mm Nambu]]&lt;br /&gt;
[[File:CODBO Type100 (1).jpg|thumb|none|600px|Holding the Type 100.]]&lt;br /&gt;
[[File:CODBO Type100 (2).jpg|thumb|none|600px|Aiming down sights. Note the rear sight appears to have been updated with white dots.]]&lt;br /&gt;
[[File:CODBO Type100 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO Type100 (4).jpg|thumb|none|600px|Pulling the bolt handle as Nikolai's wadded sleeves conspire to block out everything in the image.]]&lt;br /&gt;
&lt;br /&gt;
==Walther MPL==&lt;br /&gt;
The [[Walther MPL]] is one of the available SMGs, with a 32-round magazine. It can also be purchased off the wall in Zombies mode, where it incorrectly holds 24 rounds. It lacks a stock by default, but gets its wireframe folding stock when the &amp;quot;Grip&amp;quot; attachment is used. Despite being one of the few period-appropriate guns (1963), the MPL is not available in the single player campaign, and appears only in the multiplayer and Zombies modes.&lt;br /&gt;
&lt;br /&gt;
[[File:Walther mpl 1.jpg|thumb|none|450px|Walther MPL with stock extended - 9x19mm]]&lt;br /&gt;
[[File:CODBO MPL (1).jpg|thumb|none|600px|Drawing the MPL.]]&lt;br /&gt;
[[File:CODBO MPL (2).jpg|thumb|none|600px|The weapon in idle.]]&lt;br /&gt;
[[File:CODBO MPL (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO MPL (4).jpg|thumb|none|600px|The Walther MPL being reloaded.]]&lt;br /&gt;
[[File:CODBO MPL (5).jpg|thumb|none|600px|Pulling the bolt handle.]]&lt;br /&gt;
[[File:CODBO MPL (6).jpg|thumb|none|600px|The alternate draw animation when the weapon is equipped with the &amp;quot;Grip&amp;quot; attachment, which unfolds the &amp;quot;Grip&amp;quot;.]]&lt;br /&gt;
[[File:BLACKOPS-MPL-1.jpg|thumb|none|600px|An MPL with Elbit Falcon red dot sight and red camo. Note the HK claw mount.]]&lt;br /&gt;
&lt;br /&gt;
=Assault/Battle Rifles= &lt;br /&gt;
==AK Hybrid==&lt;br /&gt;
The weapon referred to as the &amp;quot;AK47&amp;quot; in-game is in fact a composite of several different AK variants. The main receiver of the rifle appears to be taken from an [[AKS-74]] (which is anachronistic, since it didn't see service until the very late 70s), along with an early 5.45x39mm steel magazine. The model has however been modified with other parts (possibly to make it more closely resemble the time period appropriate [[AK-47]] or [[AKM]] variants), including an AKM style front sight block and gas block, a Type 2 AK-47 wooden stock with a metal ferrule (which is actually a part of the receiver, not the stock), and a Type 3 AK-47 receiver-mounted rear sling loop. The handguard and grip resemble those from an ATI GSG AK47 .22LR rifle.&lt;br /&gt;
&lt;br /&gt;
In the singleplayer campaign, the Soviets and North Vietnamese Army use the hybrid AK with a variety of accessories. In both singleplayer and multiplayer, the Extended Mag attachment gives the AK an [[RPK-74]] magazine.&lt;br /&gt;
&lt;br /&gt;
[[File:Aks-74.jpg|thumb|none|500px|AKS-74 - 5.45x39mm. Image used to show the receiver.]]&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|500px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:AK-47 type II Part DM.jpg|thumb|none|500px|Type II AK-47 - 7.62x39mm. Image used to show the handguard and stock.]]&lt;br /&gt;
[[File:Ak74p.jpg|thumb|none|500px|Prototype AK-74 - 5.45x39mm. Image used to show the steel 5.45x39mm magazine.]]&lt;br /&gt;
[[File:CODBO AK-47 (1).jpg|thumb|none|600px|The AK in idle.]]&lt;br /&gt;
[[File:CODBO AK-47 (2).jpg|thumb|none|600px|Aiming down the hybrid AK's sights.]]&lt;br /&gt;
[[File:CODBO AK-47 (3).jpg|thumb|none|600px|Reloading; note the ATI GSG handguard lacking vent holes, which would probably cause overheating issues on a real AK, and an empty magazine being inserted. Also visible in this shot is the protrusion at the front of the receiver below the pair of rivets for the barrel trunion which is used to retain the AKS-74 stock in the folded position.]]&lt;br /&gt;
[[File:CODBO AK-47 (4).jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:BlackOps 2010-11-10 21-24-02-22.jpg|thumb|none|600px|An on-screen blip for picking up a dropped AK with the &amp;quot;Dual Mag&amp;quot; attachment, which consists of two magazines jungle-taped together, and speeds up the process of reloading. The player's own AK is equipped with a PK-AV scope, which serves as the &amp;quot;ACOG Scope&amp;quot; attachment for the AK-type and AK-like weapons in multiplayer, including the RPK, AKS-74U, Galil, and the SVD.]]&lt;br /&gt;
[[File:BlackOps 2010-11-14 17-09-41-46.jpg|thumb|none|600px|The hybrid AK with a 45-round RPK-74 magazine. Note the button at the rear of the receiver, which is used to fold the stock on the original AKS-74 rifle, along with the Type 3 AK-47-style sling loop fitted to the receiver just ahead of it.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] appears with the same &amp;quot;AK-74u&amp;quot; name used for the JG Beta-F Airsoft gun in ''[[Call of Duty 4: Modern Warfare]]'' and the same erroneous designation as a submachine gun; this one, however, is an actual AKS-74U, albeit depicted with a slightly longer barrel and gas tube. It has a black handguard, steel magazines, and no stock. An AKS-74U appears as the seventh weapon tier in Gun Game. Equipping a foregrip or the BS-1 grenade launcher alters the first draw animation to not dramatically chamber the first round.&lt;br /&gt;
&lt;br /&gt;
It is anachronistic to Black Ops, as it was not developed until 1979 (the full size variant, the AK-74, didn't enter service until 1974). A more accurate option would have been the Hungarian [[AMD-65]] carbine (1965), which was used as a compact weapon for Warsaw Pact vehicle crews.&lt;br /&gt;
&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:CODBO AKS-74U (1).jpg|thumb|none|600px|The AKS-74U in idle.]]&lt;br /&gt;
[[File:CODBO AKS-74U (2).jpg|thumb|none|600px|Looking through the sights.]]&lt;br /&gt;
[[File:CODBO AKS-74U (3).jpg|thumb|none|600px|Reloading. Note the odd shape of the gas tube/top handguard.]]&lt;br /&gt;
[[File:CODBO AKS-74U (4).jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Colt USAF M16 (Colt Model 604)==&lt;br /&gt;
The USAF variant of the original [[M16]] is available in the game, and can be identified by its M16E1 partial magazine fence lower and lack of forward assist. Its default 20-round magazine holds 30 rounds in gameplay, and the 30-round mag only appears with the Extended Mags attachment and holds 45 rounds (the same situation occurs with the &amp;quot;Commando&amp;quot; below).&lt;br /&gt;
&lt;br /&gt;
It is correctly depicted as firing fully-automatic in single player, but incorrectly uses a three-round burst fire mode in multiplayer and Zombie mode. Treyarch developer Josh Olin has stated that it was &amp;quot;an early prototype&amp;quot;, although the first variant that was capable of burst fire was the Model 605B (essentially a shorter barreled M16 with a four position selector switch tested in 1964) was fitted with a forward assist, unlike the weapon in game which also appears to have a standard weight barrel.&lt;br /&gt;
&lt;br /&gt;
When the M16 is mounted with optics, its carry handle, front sight and gas block are removed, which would prevent the gun from firing automatically. The shooter would have to manually rack the bolt to load the next round into the chamber, effectively making the gun a bolt action. This same goof was previously seen on the M16 and M4A1 in ''Call of Duty 4: Modern Warfare'' and ''Modern Warfare 2'', and can also be seen on the &amp;quot;Commando&amp;quot; in this game. Pre-release footage however, showed that the front sight was originally not removed when optics are mounted.&lt;br /&gt;
&lt;br /&gt;
Upgrading the M16 with the Pack-A-Punch machine in zombie mode turns it into the &amp;quot;Skullcrusher,&amp;quot; which fires laser-like rounds and mounts an [[M203 grenade launcher]]. Both the M16 and the M203 keep their normal ammunition count. An M16 appears as the ninth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:USAF Colt Model 604.jpg|thumb|none|500px|USAF M16 (Colt Model 604) - 5.56x45mm. This is an early model as indicated by its M16E1 type partial magazine fence lower.]]&lt;br /&gt;
[[File:CODBO M16 (1).jpg|thumb|none|600px|Drawing the M16.]]&lt;br /&gt;
[[File:CODBO M16 (2).jpg|thumb|none|600px|An M16 in idle.]]&lt;br /&gt;
[[File:CODBO M16 (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO M16 (4).jpg|thumb|none|600px|Reloading. Note the 20-round mag.]]&lt;br /&gt;
[[File:CODBO M16 (5).jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:CODBO M16 (6).jpg|thumb|none|600px|Reloading a 30-round-sized-45-round magazine.]]&lt;br /&gt;
[[File:M16 CoDBO SlabSide.jpg|thumb|none|600px|Carlos throws Mason an M16. Visible in this shot is the partial fence lower and lack of forward assist which identifies this as a Colt Model 604. Another thing to point out is the unusual length of the M203's barrel. A standard barrel length of an M203 is 12 inches (305mm) and usually the tip of the M203 runs parallel to the Bayonet lug of the M16. This might be due to the M16 being modeled smaller in 3rd person.]] &lt;br /&gt;
[[File:Shot0119.jpg|thumb|none|600px|Frank Woods with his M16. Note that the 3rd person model for the M16 is smaller than its real life counterpart.]]&lt;br /&gt;
[[File:BLOPS M16 misc1.jpg|thumb|600px|none|Mason gets ready to start blasting with his M16. The charging handle is not fully seated for some reason.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Commando&amp;quot;==&lt;br /&gt;
The weapon referred to in-game as the &amp;quot;Commando&amp;quot; appears to most closely resemble a [[GAU-5A/A]] with a fictional flat-topped receiver; the name likely refers to the Colt Commando series (a series of early AR-15 carbines made during the Vietnam War) which the GAU-5A/A is related to.&lt;br /&gt;
&lt;br /&gt;
It is fitted with a flash hider in place of the moderator, a configuration which was actually used by the US Air Force. Although the flat top appears to consist of a chopped off carry handle with bolted on rail, something that was actually done in the 80s by Olympic Arms and some other manufacturers before the introduction of actual flat-topped receivers by Colt, this setup would still be anachronistic for the time depicted period in this game (along with being a configuration never used by the US military). The concept of a scope rail fitted directly to the receiver in place of the carry handle is not completely anachronistic though, as the Rock Island Arsenal did an experiment with an AR-15 fitted with an integral Weaver scope rail known as the Model 656; however, the details of the design are significantly different, and the presence of a rail mounted Troy Battle Sight on the weapon can be considered anachronistic.&lt;br /&gt;
&lt;br /&gt;
Like the M16, the weapon by default uses 20-round magazines that hold 30 rounds in gameplay, and equipping the Extended Mags attachment gives it curved 30-round magazines that hold 45 rounds. Early screenshots and footage showed the straight magazine being modeled unusually long, as if it were stretched or partly falling out, but the final game has it at its proper length. &lt;br /&gt;
&lt;br /&gt;
Upgrading the &amp;quot;Commando&amp;quot; with the Pack-A-Punch machine in zombie mode turns it into the &amp;quot;Predator&amp;quot; (a reference to the [[Arnold Schwarzenegger|Schwarzenegger]] movie ''[[Predator]]''. ''[[Commando]]'' is also the name of another movie in which Schwarzenegger starred, hence the reference). The &amp;quot;Predator&amp;quot; fires laser-like rounds and has a forty-round magazine instead of thirty.&lt;br /&gt;
&lt;br /&gt;
Like the M16, mounting optics will remove the front sight and the gas block, which would realistically prevent the gun from firing automatically. This is only the case for the 1st person model however, with the 3rd person model correctly retaining the front sight and gas block.&lt;br /&gt;
&lt;br /&gt;
[[File:GAU-5AA with A1 flash hider.jpg|thumb|none|500px|GAU-5A/A with birdcage flash hider in place of the standard moderator - 5.56x45mm]]&lt;br /&gt;
[[File:CODBO Commando (1).jpg|thumb|none|600px|&amp;quot;Commando&amp;quot; in idle. Note the sling wrapped around the weapon and wedged behind the bolt release button; this would only be possible with the bolt locked open, meaning that the bolt would be permanently locked to the rear, rendering the weapon totally inoperable.]]&lt;br /&gt;
[[File:CODBO Commando (2).jpg|thumb|none|600px|Iron sights, which are rail-mounted Troy Battle Sights, similar to MW2. These sights are used on several other weapons. Interestingly, the Troy Battle Sight's model has improved from MW2, being depicted with more true to life knobs. These sights are however anachronistic to the setting, and the rear sight is also mounted backwards.]]&lt;br /&gt;
[[File:CODBO Commando (3).jpg|thumb|none|600px|Reloading the Commando. Note the lack of auto sear pin.]]&lt;br /&gt;
[[File:CODBO Commando (4).jpg|thumb|none|600px|Slapping the bolt release button.]]&lt;br /&gt;
[[File:CODBO Commando (5).jpg|thumb|none|600px|Reloading a Commando with several attachments, including dual mags.]]&lt;br /&gt;
[[File:Snapshot20100809133031.jpg|thumb|none|600px|Pre-release footage of a suppressed Commando with Elbit Falcon sight. Note the clan tag engraved on the charging handle. Also note that unlike in the final game, the front sight is shortened but still present.]]&lt;br /&gt;
[[File:CODBOAR-15a.jpg|thumb|none|600px|Frank Woods with his Commando and early Colt Scope. Note the early modeling mistake of the magazine.]]&lt;br /&gt;
[[File:CODBOAR15.JPG|thumb|none|600px|Promotional image showing the Commando. Note the Colt scope and the solid flash hider. The Colt Scope appears in BO1 as one of the many models for the &amp;quot;ACOG Scope&amp;quot; attachment (none of which being the Trijicon ACOG, which would be an anachronism).]]&lt;br /&gt;
&lt;br /&gt;
==Enfield XL60==&lt;br /&gt;
The [[Enfield L85 rifle series#XL64E5 IW|Enfield XL60]] is one the assault rifles available in the game, under the name &amp;quot;Enfield&amp;quot;. Hudson carries an Enfield fitted with an infrared scope and a Masterkey under-barrel shotgun during the singleplayer mission &amp;quot;Rebirth.&amp;quot; The Enfield is anachronistic as it was introduced after June 14, 1976; the presence of the [[Enfield EM-2]] ''Mamba'' (1951) would be more accurate (though it would extremely scarce, however). The ammo name for the Enfield XL60 in the game files is 7x43mm, which is the metric size of the .280 British caliber that was actually tested on the EM-2, but not on the XL60, which was chambered in 4.85x49mm.&lt;br /&gt;
&lt;br /&gt;
[[File:EnfieldXL64.jpg|thumb|none|500px|XL64E5 - 4.85x49mm]]&lt;br /&gt;
[[File:CODBO XL64 (1).jpg|thumb|none|600px|Drawing the XL60.]]&lt;br /&gt;
[[File:CODBO XL64 (2).jpg|thumb|none|600px|XL60 in idle.]]&lt;br /&gt;
[[File:CODBO XL64 (3).jpg|thumb|none|600px|Aiming through the iron sights, which are the same anachronistic Troy Battle iron sights as used on some of the other guns.]]&lt;br /&gt;
[[File:CODBO XL64 (4).jpg|thumb|none|600px|Reloading the XL60.]]&lt;br /&gt;
[[File:CODBO XL64 (5).jpg|thumb|none|600px|As in MW2, the &amp;quot;ACOG scope&amp;quot; model for the XL64 is a SUSAT. The SUSAT is also used as the &amp;quot;ACOG Scope&amp;quot; model for the AWM.]]&lt;br /&gt;
[[File:CODBO XL64 (6).jpg|thumb|none|600px|Aiming through the SUSAT.]]&lt;br /&gt;
[[File:Shot009120.jpg|thumb|none|600px|An XL60 on the ground with an IR scope attached.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
A prototype version of the [[FAMAS Valorisé]] appears in several levels, used by both CIA and Spetsnaz troops. Mason carries a FAMAS with multiple attachments in final level, &amp;quot;Redemption&amp;quot;. The FAMAS Valorisé is incredibly anachronistic (even for the game's standards) for the time period the game is set in (the 1960s): not only was the base weapon not developed until 1978, this specific variant didn't come into existence until the early 2000s. A more correct choice could have been the FA-MAS 54B bullpup configuration prototype (1954). A much more period and country-accurate choice for Spetsnaz could have been the one of the many Tula Arms Arsenal Soviet TKB prototypes from the 60s. The default iron sights of the weapon are the anachronistic rail mounted Troy Battle Sights. A FAMAS appears as the tenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
If upgraded with the Pack-A-Punch machine in zombies mode, it will turn into the &amp;quot;G16-GL35&amp;quot; (leet speak for GIGGLES), which fires laser-like rounds, has a forty-five round magazine instead of thirty, and a custom red dot sight. &lt;br /&gt;
&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|500px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm. This prototype can be distinguished from the final variant by the lack of fixed front sight ahead of the scope rail.]]&lt;br /&gt;
[[File:CODBO FAMAS (1).jpg|thumb|none|600px|Holding the FAMAS. Note it has the standard FAMAS bipod, compared to the Valorisé's bent bipod legs.]]&lt;br /&gt;
[[File:CODBO FAMAS (2).jpg|thumb|none|600px|Aiming through the rail-mounted iron sights.]]&lt;br /&gt;
[[File:CODBO FAMAS (3).jpg|thumb|none|600px|Reloading the FAMAS.]]&lt;br /&gt;
[[File:CODBO FAMAS (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==FG 42(*)==&lt;br /&gt;
The [[FG 42]] can be purchased in the Zombies map Der Riese for 1800 points and incorrectly holds 32 rounds instead of 20.&lt;br /&gt;
[[File:FG421stPattern.jpg|thumb|none|500px|First pattern FG 42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODBO FG 42 (1).jpg|thumb|none|600px|Holding the FG42 on Der Riese, near its spawn point.]]&lt;br /&gt;
[[File:CODBO FG 42 (2).jpg|thumb|none|600px|Aiming down sights, which still have a lot of zoom as they did in ''World at War'' outside of its multiplayer mode. The weapon is also visible on the wall here.]]&lt;br /&gt;
[[File:CODBO FG 42 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO FG 42 (4).jpg|thumb|none|600px|Takeo works the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] is seen mostly in the hands of Cuban soldiers and some NVA soldiers in the campaign, despite being the main service rifle of most of the Western powers throughout the Cold War. The rifle is aesthetically period correct, however the wooden furniture and semi-automatic fire mode would suggest that this weapon is more specifically the &amp;quot;G Series&amp;quot; FAL, the civilian version of the FAL which was imported into the US in the 1960s. It has an L1A1 &amp;quot;Hythe&amp;quot; foldable rear sight with the front leaf of the sight absent and only the rear leaf with enlarged aperture being used in game.&lt;br /&gt;
&lt;br /&gt;
It appears to stand in for the so called &amp;quot;Cuban FALs&amp;quot;, a batch of Belgian made FALs which were ordered by the Battista government just before its end. The FALs ended up in the Communist rebels' hands and were eventually used in the Bay of Pigs invasion. The G series were essentially the same as the Cuban rifles but with slight modification. The usage of FALs by the NVA forces meanwhile is historically dubious.&lt;br /&gt;
&lt;br /&gt;
[[File:Fn fal g series.jpg|thumb|none|500px|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO FAL (1).jpg|thumb|none|600px|The FN FAL in idle.]]&lt;br /&gt;
[[File:CODBO FAL (2).jpg|thumb|none|600px|Looking through the &amp;quot;Hythe&amp;quot; sights, the presence of which on Cuban FALs would be historically questionable.]]&lt;br /&gt;
[[File:CODBO FAL (3).jpg|thumb|none|600px|Inserting a new magazine, which is visibly empty.]]&lt;br /&gt;
[[File:CODBO FAL (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CODBO FAL (5).jpg|thumb|none|600px|Reloading the jungle-style dual mags on a FAL with a custom weapon finish.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43(*)==&lt;br /&gt;
The [[Gewehr 43]] costs 600 points in the Zombies maps Verrückt, Shi No Numa, and Der Riese. Holds 10 shots in the magazine.&lt;br /&gt;
&lt;br /&gt;
[[File:K43 nc.jpg|thumb|none|500px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODBO G43 (1).jpg|thumb|none|600px|Holding the G43.]]&lt;br /&gt;
[[File:CODBO G43 (2).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CODBO G43 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO G43 (4).jpg|thumb|none|600px|Inserting a new magazine on empty.]]&lt;br /&gt;
[[File:CODBO G43 (5).jpg|thumb|none|600px|Releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G11 K2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G11|Heckler &amp;amp; Koch G11 K2]] is one of the assault rifles in the game, and is used by Dr. Daniel Clarke in the level &amp;quot;Numbers.&amp;quot; As in real life, it fires in 3-round bursts, at a very high rate of fire with incredible accuracy and close to zero recoil, but suffers from low damage. The magazine is correctly depicted as reciprocating when firing. &lt;br /&gt;
&lt;br /&gt;
The weapon is erroneously depicted with rail mounted iron sights by default (which are in themselves anachronistic Troy Battle Sights); G11s were never designed with iron sights, and instead incorporated a scope (which is an available attachment in-game). In multiplayer, it can be fitted with only two attachments: &amp;quot;Low Power Scope&amp;quot; or &amp;quot;Variable Zoom&amp;quot;. The Low Power Scope is actually based on the actual sight built into the real G11 K2, and replaces the rail assembly. The scope of the Variable Zoom is a rail-mounted sniper scope instead.&lt;br /&gt;
&lt;br /&gt;
Its appearance in the 1960s is anachronistic; the G11 was not fully developed until the late 1980s, and working prototypes were not created until the early 1970s. The particular G11 K2 variant depicted in game was made in 1989. A more appropriate choice of exotic rifle for the era would have been one of the Project SALVO (1951) prototypes, the bullpup SPIW (Special Purpose Individual Weapon) from Project NIBLICK (1960s) or one of the many Tula Arms Arsenal Soviet TKB prototypes from the 60s; though how would a British scientist hiding in Hong Kong procure any of such prototypes is a mystery.&lt;br /&gt;
&lt;br /&gt;
Upgrading the G11K2 with the Pack-A-Punch machine in Zombies mode turns it into a more powerful version called &amp;quot;G115 Generator&amp;quot;; it fires laser-like rounds, but has the normal ammunition capacity.&lt;br /&gt;
&lt;br /&gt;
[[File:G11K2 left.jpg|thumb|none|500px|Heckler &amp;amp; Koch G11 K2 - 4.73x33mm]]&lt;br /&gt;
[[File:CODBO G11K2 (1).jpg|thumb|none|600px|Drawing the G11 shows its cocking animation, which is a full rotation of the charging knob.]]&lt;br /&gt;
[[File:CODBO G11K2 (2).jpg|thumb|none|600px|Holding the default railed G11.]]&lt;br /&gt;
[[File:CODBO G11K2 (3).jpg|thumb|none|600px|Aiming down through the Troy Battle Sights.]]&lt;br /&gt;
[[File:CODBO G11K2 (4).jpg|thumb|none|600px|The G11 with its Low Power Scope.]]&lt;br /&gt;
[[File:CODBO G11K2 (5).jpg|thumb|none|600px|The reticle of the Low Power Scope.]]&lt;br /&gt;
[[File:CODBO G11K2 (6).jpg|thumb|none|600px|Reloading the G11. The player removes the magazine without pressing the release button behind the sight, though given the scarce information of the weapon at the time, it would be somewhat understandable.]]&lt;br /&gt;
[[File:CODBO G11K2 (7).jpg|thumb|none|600px|Inserting a new magazine stick. The two extra mags are never used.]]&lt;br /&gt;
[[File:CODBO G11K2 (8).jpg|thumb|none|600px|Looking at the ''Aurora australis'' with a white, scoped G11 K2.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[IMI Galil ARM]] is available in the game. It has a thirty-five round magazine with a medium rate of fire. The standard rear sight for the Galil is the flip-up tritium night sights instead of the flip peep-sights, raised dramatically to accommodate the camera's point of view. The carry handle is on the wrong side and the handguard is from the Galil AR, which does not have the underside cutout for the bipod, although it appears to still contain it. The ammo name for the Galil in the game files is 7.62x51mm, despite the in-game weapon clearly being the 5.56x45mm version.&lt;br /&gt;
&lt;br /&gt;
Its appearance is anachronistic, as the Galil series of rifles was not developed until the late 1960s, and did not enter service until 1972. A more adequate choice could have been a full auto [[AR-18]] (1962), a somewhat similar-looking rifle that fired the same 5.56 round. Another adequate choice could have been the [[Rk 62]] (also 1962), a Finnish rifle that inspired the Galil but fired the Russian 7.62x39mm round.&lt;br /&gt;
&lt;br /&gt;
Upgrading a Galil with the Pack-A-Punch machine in zombie mode will turn it into the &amp;quot;Lamentation&amp;quot;; fitted with a red dot sight (which has a blue lens and an unusual blue reticle) and a sci-fi camo pattern, it fires laser-like rounds. &lt;br /&gt;
&lt;br /&gt;
[[File:Galil.jpg|thumb|500px|none|IMI Galil ARM - 5.56x45mm]]&lt;br /&gt;
[[File:CODBO Galil (1).jpg|thumb|600px|none|Drawing the Galil. In an inversion of all the other weapons, the Galil is simply brought to hand when first equipped but the character uses the carry handle when re-equipping it from secondary weapons or gadgets.]]&lt;br /&gt;
[[File:CODBO Galil (2).jpg|thumb|600px|none|Holding a Galil ARM.]]&lt;br /&gt;
[[File:CODBO Galil (3)mwstore.jpg|thumb|600px|none|Aiming down the flip-up night sights, though the front sight is a little too high. Note also that one of the rear peep sights has been removed to clear the sight plane, despite that the night sight has also been lengthened enough that this wouldn't be a problem.]]&lt;br /&gt;
[[File:CODBO Galil (4).jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
[[File:CODBO Galil (5).jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:CODBO Galil (6).jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[File:Shot0022222.jpg|thumb|600px|none|Upgraded Galil in Zombies mode. Note the added rail mount mounting the red dot sight.]]&lt;br /&gt;
[[File:Shot002783.jpg|thumb|600px|none|Looking through the red dot sight of the upgraded weapon. Note the unusual reticle.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine(*)==&lt;br /&gt;
The [[M1 Carbine]] can be purchased in zombie mode for 600 points in the maps Nacht der Untoten, Shi No Numa and Der Riese. It is now appropriately called M1 Carbine (unlike in ''World at War'', where it was referred to as the M1A1 folding stock variant).&lt;br /&gt;
&lt;br /&gt;
[[File:M1-Carbine.jpg|thumb|none|500px|WW2 era M1 Carbine with spare magazine pouch - .30 Carbine]]&lt;br /&gt;
[[File:CODBOM1Carbine.jpg|thumb|none|600px|An M1 Carbine in &amp;quot;Nacht der Untoten.&amp;quot;]]&lt;br /&gt;
[[File:CODBOM1Carbine-1.jpg|thumb|none|600px|View down the aperture sights.]]&lt;br /&gt;
[[File:CODBOM1Carbine-2.jpg|thumb|none|600px|Reloading the M1 after seeing off some of the Third Reich's undead.]]&lt;br /&gt;
[[File:CODBOM1Carbine-3.jpg|thumb|none|600px|Chambering a fresh round.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand(*)==&lt;br /&gt;
The [[M1 Garand]] is available for 600 points in the Zombies maps Verrückt and Shi No Numa.&lt;br /&gt;
[[File:M1 Garand.jpg |thumb|none|500px|M1 Garand - .30-06]]&lt;br /&gt;
[[File:CODBO M1 Garand (1).jpg|thumb|none|600px|Holding the Garand.]]&lt;br /&gt;
[[File:CODBO M1 Garand (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO M1 Garand (3).jpg|thumb|none|600px|Reloading the Garand mid-clip.]]&lt;br /&gt;
[[File:CODBO M1 Garand (4).jpg|thumb|none|600px|Inserting a new clip.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14 Rifle]] is one of the assault rifles (correctly, battle rifle) used in-game and also distinguished by its firepower, it is not present in the singleplayer campaign, despite being historically accurate. For some reason, it uses an eight-round magazine in zombie mode despite using a twenty-round one in single-player and multiplayer modes. The magazine change is likely to substitute the M1 Garand in Zombies mode maps present in ''Black Ops'', though it is inferior in some statistics (namely reload time and reserve ammo) when compared to each other.&lt;br /&gt;
&lt;br /&gt;
Various attachments can be fitted: [[M203 grenade launcher]], flamethrower, Colt scope, red dot sight, reflex sight, [[Knight's Armament Masterkey]] shotgun, suppressor, foregrip, IR scope and extended magazine. It is the only weapon in its class that can use the Grip attachment; in turn, it is one of only two weapons that whose models are not modified in any way with the Extended Mags attachment equipped (the other being the M60), and the only mag-fed one of the two. An M14 is used as the eighth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
Though the weapon is semi-automatic only, the in-game model bears a heavy resemblance to the M14E2/M14A1 LMG variation, including its pistol grip and a bipod (albeit one of the same Harris-like design used on the Mk 14 in ''[[Call of Duty: Modern Warfare 2]]'' rather than the E2's normal bipod), with the Grip attachment also taking the form of the E2's folding grip.&lt;br /&gt;
&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|500px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M14E2SAW.jpg|thumb|none|500px|M14E2 Light Machine Gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO M14 (1).jpg|thumb|none|600px|Drawing the M14.]]&lt;br /&gt;
[[File:CODBO M14 (2).jpg|thumb|none|600px|Holding the M14. ]]&lt;br /&gt;
[[File:CODBO M14 (3).jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:CODBO M14 (4).jpg|thumb|none|600px|Reloading. Its reload animations are taken from ''[[Call of Duty: Modern Warfare 2]]'''s [[Call of Duty: Modern Warfare 2#Mk. 14 Mod 1 EBR|Mk 14 EBR]].]]&lt;br /&gt;
[[File:CODBO M14 (5).jpg|thumb|none|600px|Pulling the bolt.]]&lt;br /&gt;
[[File:CODBO M14 (6).jpg|thumb|none|600px|The M14 with a foregrip.]]&lt;br /&gt;
[[File:CODBO M14 (7).jpg|thumb|none|600px|The M14 with the M203 grenade launcher, which gives it big M16-styled heat shields.]]&lt;br /&gt;
[[File:Shot0083.jpg|thumb|none|600px|M14 with Colt scope and Ice camo in idle. Note the cut-off front sight.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG==&lt;br /&gt;
The [[Steyr AUG]] is available in the game. The AUG A1 with its Swarovski scope is found in the singleplayer and Zombie mode, while the railed AUG A2 is used in multiplayer, with the anachronistic rail mounted Troy Battle Sights by default. Attaching the &amp;quot;ACOG Scope&amp;quot; to the multiplayer AUG A2 turns it back into the AUG A1 with its Swarovski scope. In singleplayer, the AUG A1 only used in levels set in the Ural Mountains. It is painted with an arctic camo, and is equipped with a suppressor in some of the scenes.&lt;br /&gt;
&lt;br /&gt;
Its appearance in the game is anachronistic, as the level takes place in 1968 but the prototype for the AUG was not patented until 1974 and was not introduced into Austrian military service until 1977, entering wide service in 1978. The A2 variant depicted in multiplayer was not developed until 1997. A more period-accurate choice could have been the [[H&amp;amp;K G3]] (1958) or [[HK33]] (1968). Another option is the prototype Model 45 (1945), which was designed by the US during World War II, and look similar to the AUG. The AUG appears as the eleventh weapon tier in Gun Game.&lt;br /&gt;
 &lt;br /&gt;
A weird visual glitch exists on the AUG when it is equipped with any of the sights; the scope mount will actually slide backwards along the weapon to meet the user's eye when the weapon is aimed.&lt;br /&gt;
&lt;br /&gt;
If upgraded with the Pack-A-Punch machine in zombie mode, it will turn into the &amp;quot;AUG-50M3&amp;quot; (leet speak for AUGSOME, a play on the word awesome), firing laser-like rounds and attached with a [[Knight's Armament Masterkey]], but both weapons keep their normal ammunition counts. Reloading the AUG-50M3's Masterkey counts each reloaded shell twice, allowing the player to reload all six rounds with just three shells.&lt;br /&gt;
&lt;br /&gt;
The AUG lacked its foregrip in the beta, but has it in the final game.&lt;br /&gt;
&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|500px|Steyr AUG A1- 5.56x45mm]]&lt;br /&gt;
[[File:SteyrAUGSR.jpg|thumb|none|500px|Steyr AUG Special Receiver - 5.56x45mm. NATO AUG A2 models are the Austrian military firearm, the imported weapon into the U.S. was named the AUG Special Receiver.]]&lt;br /&gt;
[[File:CODBO AUG (1).jpg|thumb|none|600px|The default multiplayer AUG A2, with its Picatinny rails.]]&lt;br /&gt;
[[File:CODBO AUG (2).jpg|thumb|none|600px|Aiming down the rail mounted iron sights.]]&lt;br /&gt;
[[File:CODBO AUG (3).jpg|thumb|none|600px|The multiplayer AUG fitted with the &amp;quot;ACOG Scope&amp;quot;, which turns it into an AUG A1 with a Swarovski scope.]]&lt;br /&gt;
[[File:CODBO AUG (4).jpg|thumb|none|600px|Aiming down the scope.]]&lt;br /&gt;
[[File:CODBO AUG (5).jpg|thumb|none|600px|Reloading the surprisingly detailed, but empty magazine.]]&lt;br /&gt;
[[File:CODBO AUG (6).jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
[[File:CODBO AUG (7).jpg|thumb|none|600px|The AUG as seen with a higher-than-normal FoV in &amp;quot;WMD,&amp;quot; when the game shifts player control between the SR-71 Blackbird navigator and Hudson.]]&lt;br /&gt;
[[File:Skydivingcodbo.jpg|thumb|none|600px|Our skydiving protagonist takes &amp;quot;two is one and one is none&amp;quot; to a new level when he carries an AUG to complement his primary weapon: another AUG. You know, in case one explodes or something.]]&lt;br /&gt;
[[File:59.jpg|thumb|none|600px|Beta Steyr AUG without foregrip in hands of Agent Weaver. Note how he's holding it by the barrel; a bad idea in real life...]]&lt;br /&gt;
[[File:COD BO AUG 3rd person.jpg|thumb|none|600px|Agent Weaver with a Steyr AUG in the final version of the game. Note the foregrip, the presence of which Weaver seems to still be ignoring.]]&lt;br /&gt;
&lt;br /&gt;
== Stoner 63A ==&lt;br /&gt;
The [[Stoner 63A]] in its assault rifle configuration appears in the game, classified as a light machine gun. In singleplayer, it is found in the final level &amp;quot;Redemption&amp;quot;, where it is always found with an Extended Mag. In multiplayer, it is unlocked as the last light machine gun. The extended mags attachment gives the weapon just a longer standard magazine that increases the ammo count from 30 to 60 rounds, while in reality belt-fed LMG configuration of the Stoner could also be equipped with a 100 round ammo box or a 150 round drum magazine for special operations.&lt;br /&gt;
&lt;br /&gt;
[[File:Stoner 63 Assault Rifle.jpg|thumb|none|500px|Stoner 63, Assault Rifle configuration - 5.56x45mm NATO]]&lt;br /&gt;
[[File:CODBO Stoner63 (1).jpg|thumb|none|600px|Holding the Stoner 63.]]&lt;br /&gt;
[[File:CODBO Stoner63 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO Stoner63 (3).jpg|thumb|none|600px|Reloading the magazine.]]&lt;br /&gt;
[[File:CODBO Stoner63 (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CODBO-Stoner63-FPV.jpg|thumb|none|600px|Stoner 63 in the final level of the game &amp;quot;Redemption&amp;quot;, which is equipped with an anachronistic Aimpoint Electronic &amp;quot;Reflex Sight&amp;quot;, mounted on a piece of rail that replaces the original rear sight.]]&lt;br /&gt;
&lt;br /&gt;
== Sturmgewehr 44(*) ==&lt;br /&gt;
The [[Sturmgewehr 44]] is used by the Germans in the World War II mission &amp;quot;Project Nova&amp;quot; and can be used by the player. It can also be purchased for 1200 points in the zombie maps Verrückt, Shi No Numa, and Der Riese.&lt;br /&gt;
&lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|500px|Sturmgewehr 44 - 7.92x33mm]]&lt;br /&gt;
[[File:CODBO STG-44 (2).jpg|thumb|none|600px|Holding an StG-44 that was left out in the cold for too long given how thin it is.]]&lt;br /&gt;
[[File:CODBO STG-44 (3).jpg|thumb|none|600px|Aiming the Sturmgewehr.]]&lt;br /&gt;
[[File:CODBO STG-44 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO StG-44 (1).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== Beretta Model 682 ==&lt;br /&gt;
One of the shotguns available in the game. While named after the Rottweil Olympia Over/Under 72 shotgun, the &amp;quot;Olympia&amp;quot; is in fact modeled on a [[Beretta 682]]. Either way, it is anachronistic; not only was the Rottweil Olympia introduced in 1972, but the Beretta 682 was not invented until 1985. A more historically accurate choice would have been a [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|Browning O/U]] (1931) or a [[TOZ-34]] (1964).&lt;br /&gt;
&lt;br /&gt;
[[File:BM682.jpg|thumb|none|450px|Beretta Model 682 Gold E - 12 gauge]]&lt;br /&gt;
[[File:RS Olympia 72.jpg|thumb|500px|none|Rottweil Skeet Olympia 72 - 12 gauge]]&lt;br /&gt;
[[File:CODBO Olympia (1).jpg|thumb|none|600px|&amp;lt;s&amp;gt;Double Rainbow!&amp;lt;/s&amp;gt; Drawing the &amp;quot;Olympia&amp;quot;.]]&lt;br /&gt;
[[File:CODBO Olympia (2).jpg|thumb|none|600px|Holding the shotgun.]]&lt;br /&gt;
[[File:CODBO Olympia (3).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:CODBO Olympia (4).jpg|thumb|none|600px|Popping out the fired shells.]]&lt;br /&gt;
[[File:CODBO Olympia (5).jpg|thumb|none|600px|Inserting new shells. If one shell is fired, only that shell will be ejected and reloaded.]]&lt;br /&gt;
&lt;br /&gt;
==Double-barreled shotgun(*)==&lt;br /&gt;
A full-length [[12 Gauge Double Barreled Shotgun|Double-barreled shotgun]] can be purchased in zombie mode maps &amp;quot;Nacht der Untoten&amp;quot;, &amp;quot;Verrückt&amp;quot;, and &amp;quot;Der Riese&amp;quot; for 1200 points. A sawed-off version can be purchased in &amp;quot;Nacht der Untoten&amp;quot; and &amp;quot;Verrückt&amp;quot;, also for 1200 points. Their models appear to be reused from ''[[Call of Duty: World at War]]'', and they still have the issue of showing spent cartridges being ejected when firing. This time at least, they are proper shotgun shells, but for some reason two are ejected with each shot.&lt;br /&gt;
&lt;br /&gt;
In the opening cutscene of the zombie-movie themed zombie map &amp;quot;Call of the Dead&amp;quot;, [[Michael Rooker]] (voiced by himself) is seen using a pair of sawn-off Double-Barreled Shotguns while acting for a zombie film, later using them to kill real zombies when they appear and abduct film director George Romero. These are not found on the actual map, however. During the cutscene, he also fires three shots from one of the shotguns without reloading.&lt;br /&gt;
[[File:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|500px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
[[File:CODBOSxS.jpg|thumb|none|600px|The Double Barrel shotgun in &amp;quot;Nacht der Untoten&amp;quot;. Note the barrels floating above the player's supporting hand; this appears to be due to it re-using the animations (but not the model) of the side-by-side from ''World at War'' fitted with its &amp;quot;Grip&amp;quot; attachment (a larger forend).]]&lt;br /&gt;
[[File:CODBOSxS-1.jpg|thumb|none|600px|Bead sight view.]]&lt;br /&gt;
[[File:CODBOSxS-2.jpg|thumb|none|600px|Cracking open the barrels. Remember, shop smart, shop S-Mart.]]&lt;br /&gt;
[[File:CODBO Doublebarrel (1).jpg|thumb|none|600px|Dumping out the shotgun shells. Oddly, the Double-Barreled Shotgun always uses a different spent shell model from the &amp;quot;Spicy 3-Inch&amp;quot; shells that most of the other shotguns use.]]&lt;br /&gt;
[[File:CODBO Doublebarrel (2).jpg|thumb|none|600px|Inserting new shells.]]&lt;br /&gt;
[[File:FuryRoadSarasqueta.jpg|thumb|none|500px|Screen-used sawed-off Victor Sarasqueta shotgun from ''[[Mad Max: Fury Road]]''. Image from MIL.SPEC.]]&lt;br /&gt;
[[File:DBShotgun-BO.jpg|thumb|none|600px|Michael Rooker aiming one of his sawed-off double barreled shotguns at a zombie.]]&lt;br /&gt;
[[File:CODBO Sawnoff (1).jpg|thumb|none|600px|Doctor Edward Richtofen holds a sawn-off Double-barreled shotgun on &amp;quot;Verrückt&amp;quot;; note how this version has the larger forend, and is thus held correctly.]]&lt;br /&gt;
[[File:CODBO Sawnoff (2).jpg|thumb|none|600px|&amp;quot;Aiming.&amp;quot;]]&lt;br /&gt;
[[File:CODBO Sawnoff (3).jpg|thumb|none|600px|Reloading a single shell.]]&lt;br /&gt;
&lt;br /&gt;
== Franchi SPAS-12 ==&lt;br /&gt;
The [[Franchi SPAS-12]] is featured in ''Black Ops''. In contrast to ''MW2'''s SPAS, the one featured in ''Black Ops'' is semi-auto and has its stock folded. Despite being locked in semi-auto, the pump is racked when the SPAS-12 is picked up and when reloading, even though the pump is locked forward when the SPAS-12 operates in semi-auto, requiring the use of the charging handle to chamber a new shell.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, it is found in &amp;quot;The Defector&amp;quot; and &amp;quot;Numbers&amp;quot; missions set in 1968, used by the NVA and Spetsnaz respectively. The SPAS-12's appearance is anachronistic because it first entered production in 1979. A more period-accurate semi-auto Franchi shotgun could have been the AL-48 model (1948), but a more correct choice of semi-automatic shotgun for the Vietnam War could have been the [[Remington Model 1100]] (1963), or its combat select-fire version Model 7188 (1967) specifically created for use in that war. The Soviet forces haven't officially adopted shotguns by that point, but a suitable choice of origin would be the [[MTs 21-12|MTs 21]] (1956) or the [[Baikal Semi Auto Shotgun Series|IZh-20]] (1964), the latter being a clone of the Model 1100.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, it can be equipped with a sound suppressor. A SPAS-12 is used as the third weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;The Defector,&amp;quot; Woods kills a SPAS-12 wielding NVA and gives it to Mason at the start of the level, telling Mason to use his incendiary &amp;quot;Dragon's Breath&amp;quot; rounds on the SPAS-12. Realistically, the Dragon's Breath rounds wouldn't be powerful enough to cycle the action in semi-automatic shotguns.&lt;br /&gt;
&lt;br /&gt;
Upgrading the SPAS-12 with the Pack-A-Punch machine in Zombies mode turns it into a more powerful version called &amp;quot;SPAZ-24&amp;quot;; it fires laser-like rounds, holds 24 shells instead of 8, and reloads the entire magazine by loading one shell, which only takes a second.&lt;br /&gt;
&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|none|500px|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[File:CODBO SPAS-12 (1).jpg|thumb|none|600px|Drawing the SPAS-12.]]&lt;br /&gt;
[[File:CODBO SPAS-12 (2).jpg|thumb|none|600px|Holding the shotgun.]]&lt;br /&gt;
[[File:CODBO SPAS-12 (3).jpg|thumb|none|600px|Aiming down sights. The middle of the butt-pad on the folding stock is hollowed out, leaving only two rectangular sheets on the ends the stock, similar to ''[[F.E.A.R.]]'', allowing the user to use its iron sights which are normally unusable whilst the stock is folded.]]&lt;br /&gt;
[[File:CODBO SPAS-12 (4).jpg|thumb|none|600px|Reloading the shotgun. As is incredibly common in media, the carrier latch button on the SPAS-12 is not depressed when reloading when it needs to be held down to unlock the carrier and allow for the tube to be loaded.]]&lt;br /&gt;
[[File:CODBO SPAS-12 (6).jpg|thumb|none|600px|Obligatory pump. The pump is locked forward in semi-auto mode; the bolt would have to be locked back and then released to rechamber in this mode.]]&lt;br /&gt;
&lt;br /&gt;
== High Standard Model 10 ==&lt;br /&gt;
The semi-automatic [[High Standard Model 10B]] is found in the game under the name &amp;quot;HS-10&amp;quot;. It is the last shotgun unlocked in multiplayer (being the &amp;quot;Classified&amp;quot; weapon of the class, it requires purchasing the other three).  It holds 4 shells in multiplayer and 6 shells in zombie mode.&lt;br /&gt;
&lt;br /&gt;
Its only &amp;quot;attachment&amp;quot; is Dual Wielding. While the Model 10 can be easily fired single-handedly, firing one with the left arm would be a very bad idea; due to the ejection port's location, firing the weapon left-handed will result in hot plastic flying in the user's face, and the Model 10 even features a warning label that reads, &amp;quot;Caution: Do not fire from left shoulder&amp;quot; to specifically stop people from doing it. It is unclear why the multiplayer version doesn't have an &amp;quot;extended mags&amp;quot; attachment, since the capacity of the real Model 10 magazine tube can be extended from 4 to 6 shells - and, in fact, the in-game model features the extended 6-shell tube.&lt;br /&gt;
&lt;br /&gt;
The upgraded Model 10 in Zombie mode is called ''Typhoid &amp;amp; Mary''.&lt;br /&gt;
&lt;br /&gt;
[[File:High standard 10 SHG.jpg|thumb|500px|none|High Standard Model 10B - 12 gauge]]&lt;br /&gt;
[[File:CODBO HS-10 (1).jpg|thumb|none|600px|Drawing the shotgun with a rack of the bolt handle.]]&lt;br /&gt;
[[File:CODBO HS-10 (2).jpg|thumb|none|600px|Holding the HS-10,]]&lt;br /&gt;
[[File:CODBO HS-10 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CODBO HS-10 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO HS-10 (5).jpg|thumb|none|600px|Charging the shotgun.]]&lt;br /&gt;
[[File:CODBO HS-10 (6).jpg|thumb|none|600px|Dual-wielding.]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 &amp;quot;Stakeout&amp;quot; ==&lt;br /&gt;
An [[Ithaca 37|Ithaca 37 &amp;quot;Stakeout&amp;quot;]] with a heat shield and unusable shell holder wrapped around the receiver is available in the game. While the Ithaca 37 was first introduced in 1937, the Stakeout is anachronistic as it was not produced until 1981. A more accurate weapon would be the Ithaca 37 &amp;quot;Trench Gun&amp;quot; S-prefix variant (1962), as it was around during the time period and was actually used by special forces during the Vietnam War. The Ithaca is used as the fourth weapon tier in Gun Game. As with the AKS-74U above, using a grip alters its first draw animation: the user bringing up the weapon without pumping the action.&lt;br /&gt;
&lt;br /&gt;
[[File:Stakeout-1-.jpg|thumb|none|450px|Ithaca 37 &amp;quot;Stakeout&amp;quot; - 12 gauge]]&lt;br /&gt;
[[File:CODBO Ithaca 37 (1).jpg|thumb|none|600px|Idle.]]&lt;br /&gt;
[[File:CODBO Ithaca 37 (2).jpg|thumb|none|600px|ADS.]]&lt;br /&gt;
[[File:CODBO Ithaca 37 (3).jpg|thumb|none|600px|Pump-action.]]&lt;br /&gt;
[[File:CODBO Ithaca 37 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
== KS-23 ==&lt;br /&gt;
The Soviet [[KS-23]] shotgun/carbine is only found in the game's single-player mode. It holds more rounds (seven) than it actually does in reality (three in the tube mag, one in the chamber); for some reason, it also seems to eject two shells at once every time the player pumps it after firing.&lt;br /&gt;
&lt;br /&gt;
It first appears during the mission &amp;quot;Operation 40&amp;quot;, set on Cuba in 1961, further KS-23 used by the Soviet forces since &amp;quot;Vorkuta&amp;quot; in 1963, and later it used by Viet Cong in &amp;quot;Crash Site&amp;quot; mission set in 1968. All of these appearances are anachronistic and inappropriate. The KS-23 wasn't designed until the 1970s, and first guns weren't produced until the 1981. The shotgun also was only used in the Soviet Union and former USSR territories, meaning that Cuban and Vietnamese usage were unlikely.&lt;br /&gt;
&lt;br /&gt;
More appropriate pump-action shotguns for the Cubans and Vietnamese would be popular and common models, such as the [[Remington Model 870]] (1950). The Soviet military had no interest in shotguns until the 80s, but a period-appropriate Soviet pump-action shotgun would've been the [[Baikal Pump Action Shotgun Series|IZh-21]] (1964), clone of the above Remington 870.&lt;br /&gt;
[[File:Ks23-1.jpg|thumb|none|500px|KS-23 with a fixed wooden stock - 23mm]]&lt;br /&gt;
[[File:CODBO KS-23 (1).jpg|thumb|none|600px|A pile of KS-23s lie on the ground.]]&lt;br /&gt;
[[File:CODBO KS-23 (2).jpg|thumb|none|600px|Mason chamber checks his KS-23 when he first picks it up.]]&lt;br /&gt;
[[File:CODBO KS-23 (4).jpg|thumb|none|600px|Mason holds his KS-23. It has a serial number &amp;quot;FS259&amp;quot;.]]&lt;br /&gt;
[[File:CODBO KS-23 (3).jpg|thumb|none|600px|KS-23 iron sights.]]&lt;br /&gt;
[[File:CODBO KS-23 (5).jpg|thumb|none|600px|Mason pumps the shotgun, ejecting a dirty 23mm shell.]]&lt;br /&gt;
[[File:CODBO KS-23 (7).jpg|thumb|none|600px|Mason reloads his KS-23.]]&lt;br /&gt;
&lt;br /&gt;
=== KS-23 with Harpoon ===&lt;br /&gt;
A KS-23 with a harpoon and cable is used by Mason to shoot down a Soviet helicopter (or &amp;quot;skewer the wing-ed beast,&amp;quot; as the plan describes it) during &amp;quot;Vorkuta&amp;quot;. It is worth noting that launching a harpoon with the KS-23 required a special muzzle attachment known as the OTs-06 «Koshka» (&amp;quot;The Cat&amp;quot;), which was introduced in 1993. In-game, Mason launches the harpoon without the attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:Cowaduty.jpg|thumb|none|500px|KS-23M with a synthetic stock and a OTs-06 «Koshka» harpoon attachment.]]&lt;br /&gt;
[[File:CODBO KS-23 (8).jpg|thumb|none|600px|Mason finds the KS-23 harpoon gun and its past owner.]]&lt;br /&gt;
[[File:CODBO KS-23 (9).jpg|thumb|none|600px|With no time to waste, Mason picks up the harpoon gun, which is wrapped with ropes.]]&lt;br /&gt;
[[File:CODBO KS-23 (6).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the harpoon gun.]]&lt;br /&gt;
&lt;br /&gt;
== Sawed-Off Winchester Model 1887 ==&lt;br /&gt;
Near the end of the singlepalyer level &amp;quot;Vorkuta&amp;quot;, Mason wields a [[Winchester Model 1887]] (that he seemingly acquired out of thin air) with one hand while escaping the Vorkuta gulag on a motorcycle. The model appears to the same one from ''[[Modern Warfare 2#Winchester Model 1887|Modern Warfare 2]]'', which was based on the 1887 used in ''[[Terminator 2: Judgment Day]]''. How such an old and unusual shotgun made its way into a Siberian prison camp is unexplained, made worse by the fact that it had been out of production for 40 years (and no common commercial reproductions would be made until the 1980s). While M1887s can still be found in the Russia, it surely would be an ordinary full-size shotgun, not a T2-style sawed-off. &lt;br /&gt;
&lt;br /&gt;
The 1887 has essentially infinite ammo during the setpiece (Mason is never seen loading any ammo into the weapon), and is erroneously shown being only spin-cocked once after every two shots. The weapon is most likely coded with a 2-round magazine in the game code (and infinite backup ammo), with the spin-cock animation apparently serving as the reload animation.&lt;br /&gt;
&lt;br /&gt;
[[File: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;
[[File:Shot0060.jpg|600px|thumb|none|This scene looks a lot like [[Terminator 2]]...]]&lt;br /&gt;
[[File:Shot0065.jpg|600px|thumb|none|Mason spin-cocks the 1887 in an outlandish way, apparently attempting to get the most spectacular lever bite in history.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;(*)==&lt;br /&gt;
The [[Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;]] is available in zombie mode in the maps &amp;quot;Nacht der Untoten&amp;quot;, &amp;quot;Verrückt&amp;quot;, &amp;quot;Shi No Numa&amp;quot; and &amp;quot;Der Diese&amp;quot; for 1500 points.&lt;br /&gt;
[[File:1897.jpg|thumb|none|500px|Winchester Model 1897 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:Screenshot-Original (10).jpg|thumb|none|600px|Winchester 1897 in Zombies.]]&lt;br /&gt;
[[File:Screenshot-Original (11).jpg|thumb|none|600px|ADS of the M1897.]]&lt;br /&gt;
[[File:Screenshot-Original (12).jpg|thumb|none|600px|Tank Dempsey gets his thumb stuck in the loading gate....]]&lt;br /&gt;
[[File:Screenshot-Original (13).jpg|thumb|none|600px|....and of course, has to always rack the pump after loading in any amount of 12 gauge shells.]]&lt;br /&gt;
&lt;br /&gt;
= Machine Guns =&lt;br /&gt;
As with the ''Modern Warfare'' series and unlike Treyarch's ''World at War'', machine guns in multiplayer are incorrectly classified once again as &amp;quot;light machine guns&amp;quot;. The HK21 hybrid and the M60E3 are general-purpose machine guns, and while the Stoner 63 weapon system can be configurated into the belt-fed light machine gun, the one depicted in-game uses the assault rifle configuration, and thus it is listed under the &amp;quot;rifles&amp;quot; category in the wiki.&lt;br /&gt;
&lt;br /&gt;
== Browning Automatic Rifle M1918A2(*) ==&lt;br /&gt;
The [[Browning Automatic Rifle|Browning Automatic Rifle M1918A2]] can be purchased for 1800 points in the zombie maps &amp;quot;Nacht der Untoten&amp;quot;, &amp;quot;Verrückt&amp;quot;, &amp;quot;Shi No Numa&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:BAR.jpg|thumb|none|500px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:CODBOBAR.jpg|thumb|none|600px|Three Nazi zombies walk into a BAR....]]&lt;br /&gt;
[[File:CODBOBAR-1.jpg|thumb|none|600px|BAR iron sights.]]&lt;br /&gt;
[[File:Screenshot-Original (16).jpg|thumb|none|600px|Reloading the BAR. Not an easy weapon to hold upwards with one hand.]]&lt;br /&gt;
[[File:CODBOBAR-3.jpg|thumb|none|600px|Locking the bolt back.]]&lt;br /&gt;
&lt;br /&gt;
== GE M134 Minigun ==&lt;br /&gt;
A handheld [[GE M134 Minigun|M134 Minigun]] (the GAU-2B/A, according to a data plate on the weapon's model) is available the game under the name &amp;quot;Death Machine&amp;quot;. In the campaign, it is found in the level &amp;quot;Vorkuta&amp;quot;. In multiplayer, it appears as a killstreak reward. It is also available in Zombie mode as a power-up, with unlimited ammo but disappearing after 30 seconds.&lt;br /&gt;
&lt;br /&gt;
This weapon is a modified version of the now-standard ''[[Terminator 2: Judgement Day|Terminator 2]]''-style Minigun with some slight alterations. First the chainsaw grip and weapon are canted counter-clockwise (from the user's perspective). Because of this modification, the entire frame and grip assembly is only attached to the gun at the rear. This makes the recoil adapter assemblies (the Mickey Mouse &amp;quot;ear&amp;quot;-shaped mounting hard points) completely extraneous. The right-hand side recoil adapter assembly appears to have the weapon serial number placard attached to it, when in reality this would be affixed to the gun body housing and not visible from the first person perspective. Additionally the barrel cluster incorrectly spins clockwise from the player's perspective and features a custom three-disc barrel clamp (that appears to be loosely based on very early GE two-disc assemblies: see the photograph of the &amp;quot;Mounted M134&amp;quot; further down this page for reference) rather than the traditional four-disc clamp.&lt;br /&gt;
&lt;br /&gt;
Brass and links eject from the 12 o'clock position sending a stream of shells up and to the left. In reality the links would be ejected from the feeder/delinker where the chute is attached on the right side of the weapon and the brass would eject from the bottom. Likely this was altered for a more cinematic effect while using the gun. Finally the firing mechanism is a thumb switch on top of the rear grip rather than a traditional trigger.&lt;br /&gt;
&lt;br /&gt;
The gun itself is fed from a 999-round (499-round in multiplayer) belt loaded into a chute from the first person perspective. In the third person the weapon has no visible ammo or power source though the motor is labeled &amp;quot;Sparky&amp;quot; in the world model. Despite the rotational speed of the barrel cluster (it spins so fast that it appears to be slowly rotating the opposite direction) the weapon only fires 1200 rounds per minute. There is a slight spin up and spin down of the barrels before and after firing. Though it is only a fraction of a second and doesn't significantly impede gameplay, it is technically incorrect as the M134's action is cycled by barrel rotation and would start firing as soon as the cluster rotated and would continue to fire until the cluster stopped. Modern Miniguns feature an electric clutch that engages and disengages the feeder/delinker from the gun, but that accessory is not present on the in-game model and even if it was, would be anachronistic.&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that the Sentry gun and the Huey door gun Miniguns both use the handheld &amp;quot;Death Machine&amp;quot; model including custom hand grips and barrel clamps. The door gun version features an ammo can to the left of the gun with a chute that appears to feed into the left recoil adapter mounting assembly, which is incorrect since the feeder/delinker is installed on the right side of the weapon.&lt;br /&gt;
&lt;br /&gt;
[[File: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;
[[File:Shot0054.jpg|thumb|none|600px|An M134 Minigun that somehow appeared in Soviet prison in modern day Siberia. Note the offset chainsaw grip and Y-frame tilted in relation to the recoil adapter assemblies and the top of the weapon. The drive motor was positioned in relation to the Y-frame but since the gun is sitting askew, it should on the underside.]]&lt;br /&gt;
[[File:Shot0058.jpg|thumb|none|600px|Mason &amp;quot;raising hell&amp;quot; with the hand-held M134. The events of &amp;quot;Vorkuta&amp;quot; are actually based on a real uprising at the Vorkuta Gulag. The Vorkuta Gulag or Vorkutlag was a real forced labor camp built around coal mining, where quite a few Americans accused of being spies ended up during the Cold War. The real Vorkuta uprising was a series of strikes by inmates that was violently suppressed by the camp authorities after two weeks that occurred in July-August 1953. The level in the game is set a decade later, and one year after the Vorkuta Gulag was shut down, and involves much more action-movie tropes than the real events.]]&lt;br /&gt;
[[File:CODBODeathMachineTropasWield.jpg|thumb|none|400px|A member of the Cuban Revolutionary Armed Forces (called &amp;quot;Tropas&amp;quot; -the Spanish word for &amp;quot;Troops&amp;quot;- in game) fires the M134. How the communist nation of Cuba got their hands on an American made minigun can only be explained as &amp;quot;Treyarch logic&amp;quot;.]]&lt;br /&gt;
[[File:CODBOM134HueyGunner.jpg|thumb|none|600px|A chopper gunner on a UH-1 Huey with the GE M134.]]&lt;br /&gt;
[[File:CODBOM134SnetryGun.jpg|thumb|none|400px|The sentry gun with the GE M134. Note the fictional security camera setup presumably used as the &amp;quot;eyes&amp;quot; of the autonomous targeting AI.]]&lt;br /&gt;
[[File:CODBO M134BerlinWall.jpg|thumb|none|600px|A trio of Miniguns on a Beobachtungsturm-11 on the GDR side in the &amp;quot;Berlin Wall&amp;quot; multiplayer level. Again, precisely how communists got their hands on US miniguns is a question beyond the wit of man.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch HK21 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears, fitted with a magazine feed adapter. By default, it is loaded with a 20-round [[Heckler &amp;amp; Koch G3|G3]] magazine holding 30 rounds in-game. The extended drum magazine holds 80 rounds in singleplayer, and 60 rounds in multiplayer; other attachments include various optics.&lt;br /&gt;
&lt;br /&gt;
Note that the model is a hybrid, as it has the hooked buttstock, carrying handle, and bipod of the HK21E variant. While the original HK21 is not anachronistic to Black Ops (having been developed in 1961), the HK21E was not developed until the 1980s.&lt;br /&gt;
&lt;br /&gt;
In Zombies mode, the HK21 has a 125-round capacity, despite still being shown with the base box magazine; when upgraded with the Pack-A-Punch machine, it turns into a more powerful version called &amp;quot;H115 Oscillator&amp;quot;, firing laser-like rounds and with a capacity of 150 rounds. An HK21 appears as the twelfth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:HK21 Magazine Feed.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK21 with rear mounted bipod and magazine feed]]&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO HK21 (1).jpg|thumb|none|600px|HK21 in idle.]]&lt;br /&gt;
[[File:CODBO HK21 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO HK21 (3).jpg|thumb|none|600px|Throwing away the short G3 magazine.]]&lt;br /&gt;
[[File:CODBO HK21 (4).jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:CODBO HK21 (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CODBO HK21 (6).jpg|thumb|none|600px|Reloading the very-low detail drum magazine.]]&lt;br /&gt;
[[File:BlackOps-HK21-1.jpg|thumb|none|600px|Hudson examining a drum-magged HK21 in Clarke's weapon's cache.]]&lt;br /&gt;
&lt;br /&gt;
== M60E3 ==&lt;br /&gt;
The [[M60E3]] general purpose machine gun is available in the game, labelled as the &amp;quot;M60&amp;quot;. The M60E3 is anachronistic for the 1960s setting as it was not introduced until 1986; only the original [[M60]] was available at the time (the classic version can be seen in archival footage of the Vietnam War during some loading screens).&lt;br /&gt;
&lt;br /&gt;
In-game, the M60E3's forward pistol grip has been removed, and by default uses anachronistic rail mounted Troy Battle Sights instead its own original sights, like some other weapons available in ''Black Ops''. It is also fitted with an airsoft Matrix Aluminum Duckbill Flash Hider.&lt;br /&gt;
&lt;br /&gt;
Both mounted and portable versions of the M60 can be found in-game. In singleplayer, the portable M60 is only available in &amp;quot;S.O.G.&amp;quot; as one of the starting weapons, and can also be found in the level. Mounted M60s appear in &amp;quot;Operation 40&amp;quot;, &amp;quot;S.O.G.&amp;quot;, &amp;quot;The Defector&amp;quot;, and &amp;quot;Rebirth&amp;quot;, where it is nonsensically mounted on Mi-8 helicopters. The first M60 in the game, mounted on the plane at the end of Operation 40, has unlimited ammo and fires explosive rounds. An M60E3 appears as the thirteenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:M60E3Short.jpg|thumb|none|500px|M60E3 with short barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO M60E3 (1).jpg|thumb|none|600px|Holding the M60E3. Note the backwards mounted rear sight.]]&lt;br /&gt;
[[File:CODBO M60E3 (2).jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:CODBO M60E3 (3).jpg|thumb|none|600px|Racking the charging handle at the start of the reload.]]&lt;br /&gt;
[[File:CODBO M60E3 (4).jpg|thumb|none|600px|Flipping open the feed tray cover.]]&lt;br /&gt;
[[File:CODBO M60E3 (5).jpg|thumb|none|600px|Replacing the belt box.]]&lt;br /&gt;
[[File:CODBO M60E3 (6).jpg|thumb|none|600px|Manning an emplaced M60E3 in &amp;quot;S.O.G.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;RPK&amp;quot;==&lt;br /&gt;
The &amp;quot;RPK&amp;quot; is a hybrid of various weapons, including the [[RPK-74M]], the [[Saiga rifle series]] and the [[Zastava M72]] (all three being anachronistic, although an original RPK would be appropriate for the game's time period). The receiver is based on a Saiga rifle with a folding stock, as evidenced by the &amp;quot;SAIGA CAL 7.62x39&amp;quot; markings above the magazine, as well as the hardware for an AK/Saiga's folding stock (latch at the front of the receiver, button at the rear). Despite this, it is shown with an RPK's reinforced trunnion, which is not the case for the 7.62x39mm Saiga (while the Saiga 308 only has the reinforcement on the right side of the receiver). It has an RPK-74M's ribbed handguard and synthetic stock, although the handguard is depicted as wooden. By default, it feeds from an RPK-74's 45-round bakelite magazine (which holds 40 rounds in-game, like an original RPK), and can optionally use a 7.62x39mm RPK's drum magazine (holding correctly 75 rounds in singleplayer, but incorrectly 80 in multiplayer).&lt;br /&gt;
&lt;br /&gt;
The weapon features an anachronistic Tech Sight AK rear aperture sight, which is removed and replaced with the standard AK top cover when an optic is attached. The base of the barrel is oddly modeled after a Zastava M72, and the weapon is equipped with a carrying handle from the Romanian PM md. 64 (anachronistic to the first campaign level &amp;quot;Operation 40&amp;quot; set in 1961). When equipped with the &amp;quot;ACOG Scope&amp;quot; attachment, the weapon obtains a PK-AV scope. In a notable gaffe, the weapon visibly ejects disintegrating belt links along with its spent casings, despite not being belt-fed.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpk74m.jpg|thumb|none|500px|RPK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:Saiga 7.62x39.jpg|thumb|none|500px|Saiga - 7.62x39mm]]&lt;br /&gt;
[[File:ZastavaM72.jpg|thumb|none|500px|Zastava M72 - 7.62x39mm]]&lt;br /&gt;
[[File:CODBO RPK-74 (1).jpg|thumb|none|600px|Idle. Note the ribbed handguard.]]&lt;br /&gt;
[[File:CODBO RPK-74 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO RPK-74 (3).jpg|thumb|none|600px|The player character tosses up the new magazine in his left hand...]]&lt;br /&gt;
[[File:CODBO RPK-74 (4).jpg|thumb|none|600px|...and rocks the new mag into the weapon.]]&lt;br /&gt;
[[File:CODBO RPK-74 (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CODBO RPK-74 (6).jpg|thumb|none|600px|Reloading the &amp;quot;RPK&amp;quot; with a drum magazine.]]&lt;br /&gt;
[[File:BORPK.jpg|thumb|none|600px|An RPK with an &amp;quot;ACOG Scope&amp;quot; (actually a PK-AV scope).]]&lt;br /&gt;
[[File:BORPK2.jpg|thumb|none|600px|An RPK with &amp;quot;Dual Mags&amp;quot;.]]&lt;br /&gt;
[[File:Borpk.jpg|thumb|none|600px|The third-person model of the hybrid RPK.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles =&lt;br /&gt;
== Accuracy International Arctic Warfare Magnum ==&lt;br /&gt;
The [[Accuracy International Arctic Warfare Magnum]] is available in the game. The fluted barrel indicates that this is the Magnum variant of the AW. It is highly anachronistic, since the AWM entered British Military service in 1998, and the entire Arctic Warfare family of rifles wasn't developed until 1982. A less anachronistic British sniper rifle would be the L42A1 (1970), based on the long-running [[Lee-Enfield]] series of bolt-action rifles. Other, more period-accurate sniper rifle choices would have been the [[M40 sniper rifle]] (introduced in 1966) or the older [[Winchester Model 70]]. An AWM appears as the fourteenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
In-game, the AWM is called the &amp;quot;L96A1&amp;quot;, which is the incorrect designation for the weapon. The L96A1 is the British designation for the Accuracy International Precision Marksman. The British designation for the variant used in the game is L115A2, which has a folding stock.&lt;br /&gt;
&lt;br /&gt;
Incidentally, when upgraded with the Pack-A-Punch machine in Zombies mode, the weapon becomes the &amp;quot;L115 Isolator&amp;quot;, firing laser-like rounds from an 8-round magazine. Amusingly, while this name is most likely meant as a reference to Element 115 (which holds a great deal of importance to the Zombies storyline), it is actually more correct than the default name.&lt;br /&gt;
&lt;br /&gt;
[[File:Accuracy International Arctic WarfareM - Psg 90.jpg|thumb|none|500px|Accuracy International AWM (Arctic Warfare Magnum) - .338 Lapua Magnum]]&lt;br /&gt;
[[File:L96A1G.jpg|thumb|none|500px|A real L96A1 for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO AWM (1).jpg|thumb|none|600px|Drawing the AWM.]]&lt;br /&gt;
[[File:CODBO AWM (2).jpg|thumb|none|600px|The AWM in-game. Note the odd tint to the scope's lens.]]&lt;br /&gt;
[[File:CODBO AWM (3).jpg|thumb|none|600px|The scope overlay of the weapon.]]&lt;br /&gt;
[[File:CODBO AWM (4).jpg|thumb|none|600px|Pulling back the bolt.]]&lt;br /&gt;
[[File:CODBO AWM (5).jpg|thumb|none|600px|Reloading the weapon.]]&lt;br /&gt;
[[File:BLACKOPS-AW-3.jpg|thumb|none|600px|The player character holds his Arctic Warfare Magnum with Siberia camo while performing a forward jump. Note the fluted barrel. The rifle has &amp;quot;ACCURATELY NATIONAL EAGLELAND&amp;quot; written on the side.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch PSG-1 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch PSG-1]] is a selectable weapon when playing as Agent Jason Hudson in the slums of Kowloon. In multiplayer, it is unlocked after every other sniper rifle is purchased. Its appearance in the game is anachronistic as the [[PSG-1]] was not developed until the 1970s. In addition it seems to be, for some reason, modeled with the standard G3 tropical handguard, attached bipod, and a shorter barrel. This suggests it was partially modeled after the [[Heckler &amp;amp; Koch SR9]] rifle, which is the civilian version of the PSG-1, though the SR-9 was not designed until 1990.&lt;br /&gt;
&lt;br /&gt;
A more accurate (and somewhat similar looking) choice for the time frame of the game would have been the French [[MAS FR F1]] precision rifle introduced in 1966, although the F1 is a bolt-action rifle. An accurized, scoped variant of the G3 (1959) such as the G3A3 ZF1 could pass as a semi-automatic choice as the PSG-1 is based on the G3's design.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;KPSG01.jpg |thumb|none|500px|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO PSG-1 (1).jpg|thumb|none|600px|The equip animation has the soldier disengage the safety, similar to the HK91 from ''Call of Duty 4''.]]&lt;br /&gt;
[[File:CODBO PSG-1 (2).jpg|thumb|none|600px|The HK PSG-1 in idle.]]&lt;br /&gt;
[[File:CODBO PSG-1 (3).jpg|thumb|none|600px|Scope reticle of the PSG.]]&lt;br /&gt;
[[File:CODBO PSG-1 (4).jpg|thumb|none|600px|Locking the bolt back on an empty reload.]]&lt;br /&gt;
[[File:CODBO PSG-1 (5).jpg|thumb|none|600px|Tossing away a spent, flat magazine.]]&lt;br /&gt;
[[File:CODBO PSG-1 (6).jpg|thumb|none|600px|Putting in a new one.]]&lt;br /&gt;
[[File:CODBO PSG-1 (7).jpg|thumb|none|600px|Knocking the charging handle back.]]&lt;br /&gt;
[[File:CODBO PSG-1 (8).jpg|thumb|none|600px|A PSG-1 with the extended magazine model, which is a 20-round G3 magazine that only holds 10. The Variable Zoom scope is also mounted on a proper claw-mount.]]&lt;br /&gt;
[[File:Shot0032.jpg|thumb|none|600px|The H&amp;amp;K PSG-1 on wall, note G3 foregrip, bipod, and short barrel. Also visible are a SITES [[Spectre M4]], [[CZ 75]] and dual OTs-02 Kiparis.]]&lt;br /&gt;
&lt;br /&gt;
== Karabiner 98k(*) ==&lt;br /&gt;
The [[Karabiner 98k]] is 200 points in the zombie maps &amp;quot;Nacht der Untoten,&amp;quot; &amp;quot;Verrückt&amp;quot; and &amp;quot;Der Riese.&amp;quot; It also replaces the [[M1903 Springfield]] in &amp;quot;Verrükt,&amp;quot; probably due to file space and the Springfield's poor performance. Its effective power against zombies stops at round 4.&lt;br /&gt;
&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|500px|Karabiner 98k - 7.92x57mm]]&lt;br /&gt;
[[File:CODBO Kar98K (1).jpg|thumb|none|600px|A normal Kar 98k on &amp;quot;Verrükt.&amp;quot;]]&lt;br /&gt;
[[File:CODBO Kar98K (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CODBO Kar98K (3).jpg|thumb|none|600px|Reloading with a stripper clip.]]&lt;br /&gt;
[[File:Mauser g98 Sniper.jpg|thumb|none|500px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODBOK98scoped.jpg|thumb|none|600px|The scoped Karabiner 98 Kurz in Zombies.]]&lt;br /&gt;
[[File:CODBOK98scoped-1.jpg|thumb|none|600px|View down the Ajack 6x scope, although it has the reticule of the 4x ZF42 scope.]]&lt;br /&gt;
[[File:CODBOK98scoped-2.jpg|thumb|none|600px|Operating the Mauser's bolt handle.]]&lt;br /&gt;
[[File:CODBOK98scoped-3.jpg|thumb|none|600px|Loading in some fresh 8mm Mauser ammunition.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M38 Carbine(*)==&lt;br /&gt;
The [[Mosin Nagant Rifle|Mosin-Nagant M38 Carbine]] is found during the World War II Flashback mission &amp;quot;Project Nova&amp;quot;, available either with a PU scope or iron sights. As its model is recycled from ''[[Call of Duty: World at War]]'', all the rifles are fitted with a downturned bolt handle, regardless if have a scope or not. The 3rd-person model always has a straight bolt handle, even on the scoped rifles, another leftover from ''World at War''. NPCs hold the rifle as if it has a pistol grip; this is due to recycling animations used by weapons which do have pistol grips (similar issues in other games result in sights like an enemy replacing a non-existent box magazine on a belt fed weapon, for example).&lt;br /&gt;
[[File:M38Carbine.jpg|thumb|none|500px|Mosin-Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:Mosin-Nagant M38 Carbine Sniper.jpg|thumb|none|500px|Mosin-Nagant M38 Carbine with PU 3.5x sniper scope - 7.62x54mm R]]&lt;br /&gt;
[[File:CODBO Mosin (3).jpg|thumb|none|600px|The regular M38 Carbine (with downturned bolt handle) in idle.]]&lt;br /&gt;
[[File:CODBO Mosin (4).jpg|thumb|none|600px|Iron sights of the Mosin.]]&lt;br /&gt;
[[File:CODBO Mosin (5).jpg|thumb|none|600px|Working the bolt.]]&lt;br /&gt;
[[File:CODBO Mosin (6).jpg|thumb|none|600px|The M38 sniper carbine in first person view.]]&lt;br /&gt;
[[File:CODBO Mosin (1).jpg|thumb|none|600px|Cycling the Mosin's bolt, with an ejected cartridge visible.]]&lt;br /&gt;
[[File:CODBO Mosin (2).jpg|thumb|none|600px|Reloading, which is done basically all off-screen. This is actually with the scoped-version, and both seem to reload all rounds at once regardless.]]&lt;br /&gt;
[[File:CODBO Mosin (7).jpg|thumb|none|600px|The middle soldier is holding a scoped Mosin Nagant M38 Carbine while the other two are holding [[PPSh-41]]s.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Scavenger&amp;quot;==&lt;br /&gt;
A bolt-action sniper rifle called the &amp;quot;Scavenger&amp;quot; is one of the Wonder Weapons in Zombies mode; while fictional, it does appear to use some parts of real weapons in its design, most notably the scope and handguard of an [[FN F2000]] (the latter of which is merged into an upside-down and backwards [[M16]] carrying handle, for whatever reason), along with what appears to be a [[Barrett M82A1]]'s magazine well. Gameplay-wise, it is functionally similar to the explosive crossbow (to the point of re-using its HUD icon), firing large explosive darts that stick into targets and explode after a short delay; compared to said crossbow it is more or less a straight upgrade, with larger, more powerful explosions (albeit without any base impact damage, in defiance of conventional wisdom regarding shoving large darts into things; this can actually be a benefit in-game, since it ensures that enemies shot with the weapon will stick together with their group and maximize potential splash damage), a 3-round magazine, and a faster reload (recycled wholesale from ''[[Modern Warfare 2]]'''s [[Cheyenne Tactical M200 Intervention]]).&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant, the &amp;quot;Hyena Infra-Dead&amp;quot;, increases its already-high damage even further, doubles its ammo reserve and capacity (without changing the magazine model), and somehow converts the existing scope into an infrared one (as the name implies).&lt;br /&gt;
[[File:F2000.jpg|thumb|none|500px|FN F2000 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M82a1.jpg|thumb|none|500px|Barrett M82A1 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov Hybrid ==&lt;br /&gt;
The Soviet [[SVD Dragunov]] (introduced in 1963) is one of the sniper rifles available in the game. Its receiver appears to be recycled from the game's hybrid AK which makes it resemble the Romanian PSL, the open front sight is also from that sniper. In singleplayer, it can be found in &amp;quot;Crash Site,&amp;quot; &amp;quot;Executive Order,&amp;quot; and &amp;quot;Numbers.&amp;quot; By default it is equipped with an inappropriate modern civilian POSP scope but it can also be used with Variable Zoom, Infrared Scope, ACOG Scope, Suppressor, or Extended Mags.&lt;br /&gt;
&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[File:Aks-74.jpg|thumb|none|500px|AKS-74 - 5.45x39mm. Image used to show the receiver.]]&lt;br /&gt;
[[File:CODBO SVD (1).jpg|thumb|none|600px|Drawing the weapon with a dramatic rack of the charging handle.]]&lt;br /&gt;
[[File:CODBO SVD (2).jpg|thumb|none|600px|Idle with the SVD. Note that this weapon seems to use the exact same receiver as the game's hybrid AK, which could explain the AK-style safety lever present on this weapon (not visible in this shot).]]&lt;br /&gt;
[[File:CODBO SVD (3).jpg|thumb|none|600px|The SVD's POSP scope reticle. This is a poor replica of the modern civilian POSP scope reticle (the 1.5m and 0.5m height lines are for elk and deer, the military scope only has one 1.7m line for humans). Anyway, a period military PSO-1 scope should have been used instead.]]&lt;br /&gt;
[[File:CODBO SVD (4).jpg|thumb|none|600px|Reloading, the bolt still isn't locked back as with previous games. Note the AK-style safety lever.]]&lt;br /&gt;
[[File:CODBO SVD (5).jpg|thumb|none|600px|An SVD equipped with an Infrared Scope attachment and an alternate finish. The Infrared Scope's model is based on the NSPU, which is a nightvision scope in reality.]]&lt;br /&gt;
&lt;br /&gt;
== Type 99 Arisaka(*) ==&lt;br /&gt;
The [[Arisaka Type 99]] is able to be purchased in the zombie map &amp;quot;Shi No Numa&amp;quot; for 200 points.&lt;br /&gt;
&lt;br /&gt;
[[File:Arisaka-Type-99.jpg|thumb|none|500px|Arisaka Type 99 Rifle - 7.7mm Arisaka]]&lt;br /&gt;
[[File:CODBO Type99 Arisaka (1).jpg|thumb|none|600px|Holding the Type 99.]]&lt;br /&gt;
[[File:CODBO Type99 Arisaka (2).jpg|thumb|none|600px|Aiming down the iron sights of the rifle.]]&lt;br /&gt;
[[File:CODBO Type99 Arisaka (3).jpg|thumb|none|600px|Inserting a stripper clip.]]&lt;br /&gt;
[[File:CODBO Type99 Arisaka (4).jpg|thumb|none|600px|Cycling the bolt. This is only really visible in prone; as with the Mosin, the animation is somewhat hidden.]]&lt;br /&gt;
&lt;br /&gt;
== Walther WA 2000 ==&lt;br /&gt;
The [[Walther WA 2000]] appears in both singleplayer and multiplayer. In the singleplayer campaign, it appears as part of Mason's loadout in the mission &amp;quot;Victor Charlie&amp;quot;, which makes it anachronistic, because &amp;quot;Victor Charlie&amp;quot; takes place in 1968 and the WA 2000 was not manufactured until 1982. Even a prototype would be anachronistic because the gun was designed in the late 70s; its exorbitant cost and ill-suited design for the military also would have discouraged use. The ammo name for the WA 2000 in the game files is 7.62x51mm, which contradicts the .300 Win Mag caliber inscribed above the pistol grip. A WA 2000 appears as the fifteenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
A more adequate U.S. sniper rifle choice for that era would have been the [[M40 sniper rifle]] (introduced in 1966) or the older [[Winchester Model 70]], both used in Vietnam before 1968, and the [[Remington 700]] was used by the MACV-SOG during the Vietnam War. However, these were bolt-action rifles. The [[M21 Designated Marksman Rifle|XM21]] semi-automatic sniper rifle was used during the war since 1968, and before then, the US also modified their M14 with sniper scopes, including the M14E2 SAW. The older [[M1 Garand]] M1D and MC52 variants would also make good choices for semi-automatic sniper rifles used early in the war.&lt;br /&gt;
&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|none|500px|Walther WA 2000 - .300 Win Mag]]&lt;br /&gt;
[[File:CODBO WA2000 (1).jpg|thumb|none|600px|Initially-equipping the WA 2000, the sniper pops open the rear lens cover and the front one obligingly does so as well, of its own accord. Bringing up the rifle with any other sight equipped appropriately uses its non initial draw animation.]]&lt;br /&gt;
[[File:CODBO WA2000 (2).jpg|thumb|none|600px|The normal WA 2000 transition, which shows off some of the top of the rifle.]]&lt;br /&gt;
[[File:CODBO WA2000 (3).jpg|thumb|none|600px|The sniper rifle in idle.]]&lt;br /&gt;
[[File:CODBO WA2000 (4).jpg|thumb|none|600px|The Walther's scope reticle, which seems to be a re-use of scope_overlay_m40a3 from ''[[Call of Duty 4: Modern Warfare]]''.]]&lt;br /&gt;
[[File:CODBO WA2000 (5).jpg|thumb|none|600px|Reloading the WA 2000. Note the rather undersized magazine; not only is it too small in general, but it's far too small for the cartridges on the cheek rest (not that these are ever used anyway).]]&lt;br /&gt;
[[File:CODBO WA2000 (6).jpg|thumb|none|600px|Rechambering the Walther.]]&lt;br /&gt;
&lt;br /&gt;
= Launchers =&lt;br /&gt;
==China Lake Grenade Launcher==&lt;br /&gt;
The [[China Lake Launcher]] is available in ''Black Ops''. In singleplayer, it is found in &amp;quot;S.O.G.&amp;quot;, &amp;quot;Numbers&amp;quot;, and &amp;quot;Crash Site&amp;quot;, while in multiplayer it is the last launcher unlocked. It holds four grenades per tube in the campaign and two in multiplayer, rather than three in the tube magazine and one in the chamber as seen on the real weapon.&lt;br /&gt;
&lt;br /&gt;
The pumping animation has been deliberately made slow for game balance, to the point that when paired with the correct Multiplayer perk, it'd be faster to reload after every shot rather than waiting for the pump animation to play. It also cannot be fired without aiming down sights (except when upgraded with the Pack-A-Punch machine in Zombies mode); if a &amp;quot;no-scope&amp;quot; shot is attempted, the player character will automatically aim down sights before firing. A China Lake serves as the eighteenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
Unlike the M203, the ejected casings (seen when pumping) appropriately have their own model as opposed to being shown as full 40mm grenades.&lt;br /&gt;
&lt;br /&gt;
The China Lake is also used as the basis of the rather non-descriptively-named &amp;quot;31-79 JGb215&amp;quot; (apparently code for a set of coordinates), a Wonder Weapon in Zombies mode; functionally, it is a semi-automatic shrink ray.&lt;br /&gt;
[[File:US M79 pump-action four-shot 40x46mm grenade launcher.jpg|thumb|none|500px|China Lake Grenade Launcher - 40x46mm]]&lt;br /&gt;
[[File:CODBO China Lake (1).jpg|thumb|none|600px|Drawing the China Lake; the player character flips up the leaf sight and chambers a round. Note that a grenade can be seen in the presumably-open ejection port, despite the pump handle being all the way forward.]]&lt;br /&gt;
[[File:CODBO China Lake (2).jpg|thumb|none|600px|Holding the China Lake.]]&lt;br /&gt;
[[File:CODBO China Lake (3).jpg|thumb|none|600px|The iron sights of the China Lake Launcher, which are lined up to roughly 200 meters though the rear notch is being ignored.]]&lt;br /&gt;
[[File:CODBO China Lake (4).jpg|thumb|none|600px|Pumping the China Lake.]]&lt;br /&gt;
[[File:CODBO China Lake (5).jpg|thumb|none|600px|Loading new grenades into the weapon.]]&lt;br /&gt;
[[File:CODBO China Lake (6).jpg|thumb|none|600px|The player character flips down the leaf sight before putting away the China Lake.]]&lt;br /&gt;
&lt;br /&gt;
== M72 LAW ==&lt;br /&gt;
The [[M72 LAW]] appears in the game as a single shot rocket launcher. It is used by Mason to destroy NVA T-55 tanks in Vietnam. In multiplayer the M72 is the first launcher unlocked by the player and has the unrealistic capacity to lock-on to vehicles as opposed to the real life version, which is unguided. The M72 LAW appears as the seventeenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:M72 law.jpg|thumb|none|500px|M72 LAW with rocket - 66mm]]&lt;br /&gt;
[[File:CODBO M72 LAW (1).jpg|thumb|none|600px|Drawing the LAW.]]&lt;br /&gt;
[[File:CODBO M72 LAW (2).jpg|thumb|none|600px|Holding the launcher.]]&lt;br /&gt;
[[File:CODBO M72 LAW (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CODBO M72 LAW (4).jpg|thumb|none|600px|Putting away the LAW.]]&lt;br /&gt;
&lt;br /&gt;
== M202A1 FLASH ==&lt;br /&gt;
The [[M202A1 FLASH]], referred as the &amp;quot;Grim Reaper&amp;quot;, is found in the game. In singleplayer, it can be used by Mason in the missions &amp;quot;Victor Charlie&amp;quot; and &amp;quot;Numbers.&amp;quot; In the level &amp;quot;Crash Site,&amp;quot; a boat section has Woods and Bowman each armed with an M202, and the player controls what they shoot at. In multiplayer mode, the M202 can be obtained from a care package killstreak (awarded after five kills) just like the &amp;quot;Death Machine&amp;quot;. It also appears as the sixteenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
It holds 4 rockets per clip, and has the unrealistic ability to lock on to helicopters and planes. In singleplayer mode, multiple rockets can be fired at once, while in multiplayer the weapon is restricted to firing one round per trigger pull. The M202's appearance in Black Ops is slightly anachronistic, as it wasn't designed until the late 1960s and was used in Vietnam from 1970 onward. &lt;br /&gt;
&lt;br /&gt;
[[File:M202A2 FLASH.JPG|thumb|none|500px|M202A2 FLASH - 66mm]]&lt;br /&gt;
[[File:CODBO M202 (1).jpg|thumb|none|600px|The sight is unfolded when equipped. It is folded again when reloading or when put away.]]&lt;br /&gt;
[[File:CODBO M202 (2).jpg|thumb|none|600px|&amp;quot;Grim Reaper.&amp;quot; Note the writing on the side of the weapon declares it to be &amp;quot;Launcher, Rocket, 66mm, 4-tube, M202A1,&amp;quot; putting paid to any claim that the launcher shown in game is in any way supposed to be the earlier XM191.]]&lt;br /&gt;
[[File:CODBO M202 (3).jpg|thumb|none|600px|The Grim Reaper through its scope. Note the number dial next to the scope, indicating how many rockets will be simultaneously fired; this is changed using the &amp;quot;hold breath&amp;quot; control. In real life, the M202 can only fire rocket one at a time.]]&lt;br /&gt;
[[File:CODBO M202 (4).jpg|thumb|none|600px|Grim Reaper reloading. Regardless of how many shots from a volley were fired, all rockets are shown as having been fired when reloading.]]&lt;br /&gt;
[[File:CODBO M202 (5).jpg|thumb|none|600px|In with a new set.]]&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
The [[RPG-7]] is used by Cuban, North Vietnamese, and Russian troops in the campaign, and is available in multiplayer as well. The RPG-7 is not anachronistic per se, though in real life its first use in combat was by the Egyptians during the Arab-Israeli War in 1967.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:CODBO RPG-7 (1).jpg|thumb|none|600px|Holding the RPG-7.]]&lt;br /&gt;
[[File:CODBO RPG-7 (2).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:CODBO RPG-7 (3).jpg|thumb|none|600px|Loading a new rocket, it still lacks the propellant charge.]]&lt;br /&gt;
&lt;br /&gt;
== RPzB 54 Panzerschreck(*) ==&lt;br /&gt;
The [[Panzerschreck|RPzB 54 Panzerschreck]] is used by the German soldiers in the World War II flashback mission &amp;quot;Project Nova&amp;quot; and usable by Viktor Reznov.&lt;br /&gt;
&lt;br /&gt;
[[File:Tank h5.jpg|thumb|none|500px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
[[File:CODBO Panzerschrek (1).jpg|thumb|none|600px|The Panzerschreck in first-person.]]&lt;br /&gt;
[[File:CODBO Panzerschrek (2).jpg|thumb|none|600px|Aiming only uses the front sight, apparently stabbing the rear one into Reznov's cheek.]]&lt;br /&gt;
[[File:CODBO Panzerschrek (3).jpg|thumb|none|600px|Reloading. Given the average WW2 soldier was 68 inches tall while a Panzerschreck was 65 inches long, this view would require digging a small hole for the weapon's muzzle or a box to stand on. Additional, Reznov simply shoves the rocket into the tube, without pushing down the pin on the contact box (the box at the bottom-left of the shot), which was required to transfer electricity from the launcher to the rocket; failing to do so would mean that pulling the trigger would result in absolutely nothing whatsoever.]]&lt;br /&gt;
[[File:CODBO Panzerschrek (4).jpg|thumb|none|600px|A Panzerschreck leaning on a low wooden wall, next to a StG-44.]]&lt;br /&gt;
&lt;br /&gt;
== SA-14 Gremlin ==&lt;br /&gt;
The [[SA-14 Gremlin]], an updated version of the [[SA-7 Grail]], is referred to in-game by its Russian designation of &amp;quot;Strela-3&amp;quot;; it appears in both single and multiplayer mode, and is only capable of firing when locked onto a vehicle. Its appearance in the campaign is brief; Hudson uses a scavenged Strela-3 to shoot down two Mi-8 &amp;quot;Hip&amp;quot; gunships during the attack on Rebirth Island.&lt;br /&gt;
&lt;br /&gt;
The Gremlin is, like most weapons in the game, anachronistic, as ''Black Ops'' takes place in 1968, 6 years before its introduction in 1974. A more appropriate choice would have been the original Strela-2/SA-7 Grail, which was developed in 1967 and issued in 1968 (though in both cases the &amp;quot;Valkyrie&amp;quot; variant mentioned below would still be anachronistic to the 1963 level &amp;quot;Executive Order&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|500px|none|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
[[File:STRELABO.jpg|thumb|300px|none|SA-14 Gremlin in Create-A-Class menu.]]&lt;br /&gt;
[[File:CODBO 9K34 Strela-3 (1).jpg|thumb|600px|none|SA-14 Gremlin in idle.]]&lt;br /&gt;
[[File:CODBO 9K34 Strela-3 (2).jpg|thumb|600px|none|SA-14 Gremlin in ADS.]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Valkyrie&amp;quot; ===&lt;br /&gt;
A unique fictional version of the [[SA-14 Gremlin]], the &amp;quot;Valkyrie&amp;quot; has a MCLOS (Manual Command to Line of Sight) system, same as the in-game [[BGM-71 TOW]]. It is usable in the single-player missions &amp;quot;Executive Order&amp;quot;, wherein Alex Mason uses it to destroy the ''Soyuz II'' rocket in flight, and &amp;quot;Redemption&amp;quot;, where it's used to down a pair of Mi-8 helicopters. It also acts as a killstreak in multiplayer, awarded after seven kills and costing 4,000 COD Points.&lt;br /&gt;
&lt;br /&gt;
[[File:CODBO Valkyrie (1) bostore.jpg|thumb|600px|none|&amp;quot;Valkyrie&amp;quot; in idle.]]&lt;br /&gt;
[[File:CODBO Valkyrie (2).jpg|thumb|600px|none|Aiming at a Mi-8 &amp;quot;Hip.&amp;quot;]]&lt;br /&gt;
[[File:CODBO Valkyrie (3).jpg|thumb|600px|none|A &amp;quot;Valkyrie&amp;quot; rocket about to impact the engine area of the Mi-8.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Afanasev A-12.7==&lt;br /&gt;
The [[Afanasev A-12.7]] is mounted on Mi-24A helicopters in the game. Woods shows a remarkable knowledge on Soviet weaponry remarking that it is a &amp;quot;12mm nose cannon&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==82-PM-37==&lt;br /&gt;
The [[82-PM-37]] mortar is used by the Russian soldiers in the World War II mission &amp;quot;Project Nova&amp;quot;. The player can't use these first-hand, but can instead call in mortar strikes that are launched via these weapons by allies. Calling the mortars is done by throwing smoke grenades near the target. They appear on the ground as stun grenades, though this is simply a result of model reuse.&lt;br /&gt;
[[File:82mm BM-37 Mortar.jpg|thumb|none|450px|82-PM-37 mortar - 82mm]]&lt;br /&gt;
[[File:CODBO Mortar.jpg|thumb|none|600px|Russian soldiers using several 82-PM-37 mortars. Note the square baseplate of an [[M1 Mortar]].]]&lt;br /&gt;
&lt;br /&gt;
==BGM-71 TOW==&lt;br /&gt;
The [[BGM-71 TOW]] is seen mounted on a jeep only in the mission &amp;quot;S.O.G.&amp;quot; where the player needs to destroy the NVA tanks. Unlike the real TOW missile, this missile is guided by MCLOS (Manual Command Line of Sight) instead of SACLOS (Semi Active Command Line of Sight) which would be much simpler. Its appearance in &amp;quot;S.O.G.&amp;quot; (set in 1968) is anachronistic: the BGM-71 wasn't introduced into US military service until 1970, and though it saw service in Vietnam, the weapon didn't appear there until 1972. Era-appropriate anti-tank missiles would be the French-designed MGM-21A or MGM-32A or a captured [[AT-3 Sagger]], which were also actually MCLOS in real life: the other option would be to use an [[M40 Recoilless Rifle]].&lt;br /&gt;
[[File:ITAS-FTL.jpg|thumb|none|500px|BGM-71D TOW-2 with M41 ITAS-FTL launcher - 152mm. The FTL version differs in that it mounts a PADS device on top of the ITAS scope: the version in game does not have this.]]&lt;br /&gt;
[[File:CODBO TOW (1).jpg|thumb|none|600px|BGM-71 mounted on a jeep. Note that this is the the Jeep 2011 Wrangler model, which is very anachronistic. During the 60's the US army used the M151 MUTT. Jeep asked Treyarch to advertise their new vehicle through the game; the company even offers a &amp;quot;Black Ops&amp;quot; edition of it.]]&lt;br /&gt;
[[File:CODBO TOW (2).jpg|thumb|none|600px|The BGM-71. Notice the &amp;quot;TOW 2B&amp;quot; stencil on the tube; TOW 2B (BGM-71F) started production in 1991. It is also incorrect for how the weapon functions: TOW-2B is a top-attack variant that fires two explosively formed tantalum penetrators at the upper surface of the target, while the weapon in game uses a standard warhead. The sighting unit appears to be a very undersized replica of the modern ITAS integrated scope, which only entered production in the late 90s: the vertical cylinder on the right is the new SADA II cooling unit, not mounted on any previous TOW sight. Note also the &amp;quot;nose end&amp;quot; marking which suggests the missile is loaded backwards, though the brown stripe indicates the missile casing's tail end.]]&lt;br /&gt;
[[File:CODBO TOW (3).jpg|thumb|none|600px|About to look into the sighting unit.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
A [[Browning M2HB]] can be seen mounted on every M113 APC in the singleplayer and also on the PBRs in &amp;quot;Crash Site.&amp;quot;&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|500px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:CODBO-M2HB.jpg|thumb|none|600px|A M2HB is mounted on the APC.]]&lt;br /&gt;
[[File:CODBO M2HB (1).jpg|thumb|none|600px|An M113 with M2HB in Khe Sanh.]]&lt;br /&gt;
[[File:Twin M2 machine guns PBR.jpg|thumb|none|400px|Dual Browning M2HB in PBR - .50 BMG]] &lt;br /&gt;
[[File:CODBO M2HB (2).jpg|thumb|none|600px|The dual M2HBs on the PBR used in the level &amp;quot;Crash Site.&amp;quot;]]&lt;br /&gt;
[[File:CODBO M2HB (3).jpg|thumb|none|600px|Another view.]]&lt;br /&gt;
&lt;br /&gt;
==DShK==&lt;br /&gt;
The [[DShK]] is mostly seen mounted on trucks. The player uses one in &amp;quot;Vorkuta&amp;quot; and &amp;quot;WMD&amp;quot;, and NPCs operate them in several other missions. It is fitted with an anti-aircraft sight.&lt;br /&gt;
[[File:DSHK.jpg|thumb|none|450px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[File:CODBO DShK (1).jpg|thumb|none|600px|The DShK mounted on a GAZ-66 truck. Even the latter could not avoid the universal rule of Black Ops, since it was not serial produced until 1964, which does not prevent it appears in large quantities a year earlier.]]&lt;br /&gt;
[[File:CODBO DShK (2).jpg|thumb|none|600px|Manning the MG.]]&lt;br /&gt;
[[File:CODBO DShK (3).jpg|thumb|none|600px|Zooming in ADS view.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[M197 Vulcan]] is mounted on AH-1 Cobras during the mission &amp;quot;S.O.G.&amp;quot; and in multiplayer. It is noteworthy that the AH-1 Cobra was introduced in 1967 and was used during the Tet Offensive in 1968 making its appearance at the Battle of Khe Sahn historical. However, the appearance of the Cobra in multiplayer maps set before 1967 would be anachronistic.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|350px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==KPV==&lt;br /&gt;
[[KPV]] heavy machine guns mounted in the ZPU-4 quad anti-aircraft mount are used by Communist forces. Mason destroys a Viet Cong emplacement in &amp;quot;Victor Charlie&amp;quot; and the ''Rusalka'' is covered in them in the final mission &amp;quot;Redemption.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Like ''Modern Warfare 2'', it reuses the same model from ''Call of Duty 4''.&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;
[[File:CODBO KPV ZPU-4.jpg|thumb|none|600px|Two ZPU-4s as seen from Mason's UH-1 gunship. Another one can be seen in the background.]]&lt;br /&gt;
&lt;br /&gt;
==M60E3==&lt;br /&gt;
The [[M60E3]] from [[Call of Duty 4: Modern Warfare]] is reused on the PBR in &amp;quot;Crash Site&amp;quot; and is used by Mason.&lt;br /&gt;
[[File:USOM60E3.jpg|thumb|none|450px|M60E3 machine gun with the full length barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO M60E3 PBR (1).jpg|thumb|none|600px|A view of the mounted M60E3, showing that it is the COD4 model from the original full length barrel.]]&lt;br /&gt;
[[File:CODBO M60E3 PBR (2).jpg|thumb|none|600px|The M60 in use, note the ammo box shape as well. Also note how Bowman is also following Mason's aim with his M202A1.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
Huey gunships are armed with the M21 Armament System that consists of side mounted 70mm rocket pods and twin [[M134 Minigun]]s.&lt;br /&gt;
[[File:Armament.jpg|thumb|none|500px|M134 Minigun mounted on M21 Armament Subsystem, same as in the films (this also includes huge [[M158 Rocket Launcher]])]]&lt;br /&gt;
[[File:CODBOAR-15.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODBO M134 M21.jpg|thumb|none|600px|&amp;quot;RT Texas&amp;quot; lights up the side of a building with its miniguns. Note the unused M75 40mm grenade launcher mounted in the nose ball turret.]]&lt;br /&gt;
&lt;br /&gt;
==MG42(*)==&lt;br /&gt;
The [[MG42]] appears only as an emplaced weapon throughout the World War II flashback mission &amp;quot;Project Nova&amp;quot;. The first MG42 is seen fired by a Russian soldier and the rest by the Germans, but all are usable by the player.&lt;br /&gt;
[[File:MG42Bipod.jpg|thumb|none|500px|MG42 with bipod extended - 7.92mm Mauser]]&lt;br /&gt;
[[File:CODBO MG42 (1).jpg|thumb|none|600px|Reznov manning an MG42.]]&lt;br /&gt;
[[File:CODBO MG42 (2).jpg|thumb|none|600px|An MG42 in a ground emplacement.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
Twin [[Mk 19 Grenade Launcher]]s with extended barrels are bizarrely mounted on the BTR-60 APC turret that Hudson operates during the mission &amp;quot;Rebirth,&amp;quot; and the right gun fires machine gun rounds rather than 40mm grenades. It reuses the Mk 19 Mod 3 model from [[Call of Duty 4: Modern Warfare]], which is anachronistic, and a more appropriate choice would've been the Soviet [[KPV]] heavy machine gun or [[AGS-17]] automatic grenade launcher; interestingly, the in-game weapons both use the latter's distinctive belt drum, suggesting that they may have been meant to pass for actual AGS-17s.&lt;br /&gt;
[[Image:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|400px|Mk 19 Mod 3 grenade launcher on vehicle pintle mounting with 48-round belt box and older flash hider - 40x53mm]]&lt;br /&gt;
[[File:CODBO Mk 19 (1).jpg|thumb|none|600px|The Mark 19 duo as manned by Hudson. Note the charging handles only present on the outside sides of the weapon models.]]&lt;br /&gt;
[[File:CODBO Mk 19 (2).jpg|thumb|none|600px|Zooming in with the turret machination.]]&lt;br /&gt;
[[File:CODBO Mk 19 (3).jpg|thumb|none|600px|The weapon system as seen in third person after the BTR-60 eats a missile launched from an Mi-8.]]&lt;br /&gt;
&lt;br /&gt;
==Type 92 Heavy Machine Gun==&lt;br /&gt;
The sentry guns in the zombie map &amp;quot;Kino der Toten&amp;quot; are built around a [[Type 92 heavy machine gun]]. A double machine gun mount in the level &amp;quot;Victor Charlie&amp;quot; also uses Type 92s. The use icon for the emplacement reuses the icon for the Type 92 from ''[[Call of Duty: World at War]]''.&lt;br /&gt;
[[Image:Type 92 HMG.jpg|thumb|none|400px|Nambu Type 92 Heavy machine gun - 7.7x58mm Arisaka]]&lt;br /&gt;
[[File:CODBO Type 92 (1).jpg|thumb|none|600px|The twin Type 92 emplacement in &amp;quot;Victor Charlie.&amp;quot; It appears to feed from AGS-17-like drums.]]&lt;br /&gt;
[[File:CODBO Type 92 (2).jpg|thumb|none|600px|Manning the turret.]]&lt;br /&gt;
[[File:CODBO Type 92 (3).jpg|thumb|none|600px|Aiming with the odd improvised sights.]]&lt;br /&gt;
[[File:CODBO Type 92 (4).jpg|thumb|none|600px|A single Type 92 in &amp;quot;Kino Der Toten.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger Dual Mount System (mockup)==&lt;br /&gt;
A mockup of the [[FIM-92 Stinger]] Dual Mount System made of SA-14 Gremlin models appears as the SAM Turret. It is inaccurately depicted as an autonomous weapon system, with the sighting system replaced by a simple camera. Its appearance in the game is anachronistic as the base FIM-92 Stinger was developed in the 1970s and the Dual Mount System version was developed in the late 1990s. A slightly more realistic choice would be to use the [[FIM-43 Redeye]].&lt;br /&gt;
[[File:Stinger mount.jpg|thumb|none|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:BLACKOPS-SAM.jpg|thumb|none|600px|The SAM Turret killstreak. Apparently the 60s had such an advanced AI that it was capable of acquiring targets on its own only by the means of simple security cameras.]]&lt;br /&gt;
&lt;br /&gt;
==FN M249 SAW==&lt;br /&gt;
The [[FN Minimi|FN M249 SAW]] model from [[Call of Duty 4: Modern Warfare]] is seen in the level &amp;quot;Vorkuta&amp;quot;, where it is used by Soviet prison guard as an emplaced heavy machine gun. Being a Belgian-designed, US-issued light machine gun (and being a variant thereof that came into being in the mid-1980s), it is rather obviously inappropriate for the setting; a more reasonable choice would've been a [[DShKM]].&lt;br /&gt;
[[File:Fn_m249saw_mk2_10-1-.jpg|thumb|none|450px|FN M249 SAW - with 200-round belt box - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==UB-32 Rocket Pod==&lt;br /&gt;
Mi-24A helicopters utilize UB-32 Rocket Pods to fire S-5 rockets. Woods incorrectly calls the pods &amp;quot;UV-32 rockets&amp;quot;, apparently thinking that the &amp;quot;U'''B'''-32&amp;quot; in the English transliteration of the Russian &amp;quot;УБ-32&amp;quot; stands for &amp;quot;V&amp;quot;. This error might be caused by the fact that the Russian letter &amp;quot;B&amp;quot; is actually transliterated to &amp;quot;V&amp;quot; in English. When Mason commandeers a Mi-24A in &amp;quot;Payback&amp;quot; he can fire only four S-5 rockets per wing at a time then he needs to reload. The hind has two pods per wing for a total of 64 rockets per wing, however, Mason's supply of rockets never runs out.&lt;br /&gt;
&lt;br /&gt;
==B-8M Rocket Pod==&lt;br /&gt;
Mi-8 helicopters utilize B-8M Rocket Pods. However, they are inaccurately depicted as firing S-5 rockets instead of the appropriate S-8. Somewhat anachronistic as S-8 rockets were developed in the 1960s, but underwent preliminary testing in 1969 and entered service in 1984.&lt;br /&gt;
&lt;br /&gt;
==M-21 Field Rocket System==&lt;br /&gt;
BM-21 self-propelled multiple rocket launcher vehicles complete with M-21 Field Rocket Systems are seen rather inappropriately being parked in the US Beale Air Force Base in &amp;quot;WMD&amp;quot;. Standalone M-21 systems are also mounted throughout the Rusalka in &amp;quot;Redemption&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
== F1 hand grenade ==&lt;br /&gt;
The French [[F1 hand grenade]] is one of the grenades that aren't usable in-game. The designers appear to have confused it with the Soviet [[F-1 hand grenade|F-1]], which was directly based on the French grenade, even keeping its original name which caused a certain confusion.&lt;br /&gt;
&lt;br /&gt;
[[File:F1 Mle35 hand grenade.JPG|thumb|none|200px|F1 High-Explosive Fragmentation hand grenade with Mle1935 fuse.]]&lt;br /&gt;
[[File:Shot0219.jpg|thumb|none|600px|The grenades under the right shoulder are the F1s.]]&lt;br /&gt;
[[File:Shot0259.jpg|thumb|none|600px|F1 hand grenade on dead Russian soldier. An [[RGD-5 hand grenade]] is also visible.]]&lt;br /&gt;
&lt;br /&gt;
== M7 Gas Grenade ==&lt;br /&gt;
[[M7 CS gas grenade]]s are available in the game's multiplayer, dispersing a lethal load of the game's &amp;quot;Nova Gas&amp;quot;. They are also present on some character models.&lt;br /&gt;
[[File:M7A3.jpg|thumb|none|175px|M7A3 CS gas grenade.]]&lt;br /&gt;
[[File:CODBO M7 CS.jpg|thumb|none|600px|Preparing to throw a &amp;quot;Nova Gas&amp;quot; grenade.]]&lt;br /&gt;
[[File:Shot0219.jpg|thumb|none|600px|The black grenades on the waist are the M7.]]&lt;br /&gt;
&lt;br /&gt;
== M18A1 Claymore ==&lt;br /&gt;
The [[M18A1 Claymore]] anti-personnel mine is available once again as a defensive weapon. For 1000 points claymores X2 are able to purchase in the maps Kino Der Toten, Five, Ascention, Call of the Dead, and Moon. Shangri La features an alternate version for the same price, called the &amp;quot;Spikemore&amp;quot;, which (as its name indicates) launches spikes along with its usual shrapnel. &lt;br /&gt;
&lt;br /&gt;
As with other ''Call of Duty'' games, the mine is based on the depiction of the Claymore in ''Metal Gear Solid'', emitting two red laser beams from its iron sight when placed to show its damage radius and arming area, and is proximity triggered; such a system would require a level of laser technology that did not exist at the time the game is set, and would be of very little practical function since the beams are not associated with any kind of reflector. About the only way it could work, assuming the laser is actually the detonator, is if the laser unit was a rangefinder set to detonate the mine if anything passed closer than a preset distance, which would be an absurdly inefficient method of fuzing an antipersonnel mine. Real Claymore mines are typically command-detonated, though they can also be rigged up with a simple mechanical tripwire for use as a self-detonating mine.&lt;br /&gt;
&lt;br /&gt;
The M18A1 is somewhat anachronistic for most of the singleplayer since while it was adopted in 1960, it is not known to have been used in combat until 1966. For most of the game's events, the original, unreliable M18 would have been the only Claymore variant in use.&lt;br /&gt;
&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|500px|M18A1 Claymore anti-personnel mine.]]&lt;br /&gt;
[[File:CODBO Claymore (1).jpg|thumb|none|600px|The M18A1 Claymore mine in first person.]]&lt;br /&gt;
[[File:CODBO Claymore (2).jpg|thumb|none|600px|The Claymore mine as seen when deployed.]]&lt;br /&gt;
&lt;br /&gt;
== M34 White Phosphorous grenade ==&lt;br /&gt;
The [[M34 White Phosphorous grenade]], referred to as the &amp;quot;Willy Pete,&amp;quot; is used as a smoke grenade, minus most of its real-life incendiary effect: the smoke cloud lasts 8-9 seconds rather than the 60 or so of the real weapon. It still causes mild damage to enemies who are too close when it explodes, though. The grenade is incorrectly shown with a green casing: this colour was not used until STANAG 2321 was adopted in 1987, and a period M34 should be white.&lt;br /&gt;
&lt;br /&gt;
[[File:M34 2-1-.jpg|thumb|none|200px|M34 White Phosphorous grenade.]]&lt;br /&gt;
[[File:CODBO M34 WP.jpg|thumb|none|600px|About to throw the &amp;quot;Willy Pete&amp;quot; grenade.]]&lt;br /&gt;
[[File:Shot0219.jpg|thumb|none|600px|The green grenade on the belt is the M34.]]&lt;br /&gt;
&lt;br /&gt;
== M67 hand grenade ==&lt;br /&gt;
The [[M67 hand grenade]] once again returns as the primary grenade of every faction in-game (not including the World War II mission &amp;quot;Project Nova&amp;quot;). Because ''Black Ops'' takes place from 1961 to 1968, it would be slightly more accurate to see the [[M26 hand grenade]] instead of the M67, as it did not come into common use in the U.S. Military until 1969. Strictly speaking, though, it's not ''exactly'' anachronistic, as it was designed in the 50's. In the zombie maps Kino Der Toten, Five, and Ascension M67 hand grenades are 250 points for 4 grenades.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|500px|M67 fragmentation grenade.]]&lt;br /&gt;
[[File:CODBO M67.jpg|thumb|none|600px|Pulling the pin on a M67 Frag.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
&lt;br /&gt;
[[M84 stun grenade]]s appear as the Flashbangs and as the icon for Concussion Grenades; Flashbangs have a green stripe, while Concussion Grenades have a red stripe in the menu. In gameplay, however, the Concussion Grenade is actually a [[MK3 offensive hand grenade]]. It's appearance in the 60s is highly anachronistic as it was used from 1995 in reality.&lt;br /&gt;
&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:CODBO M84 Flashbang.jpg|thumb|none|600px|Pulling the pin on a M84 Flashbang.]]&lt;br /&gt;
&lt;br /&gt;
== Mk 2 hand grenade ==&lt;br /&gt;
The [[Mk 2 hand grenade]] is one of the grenades that aren't usable in-game. The Mk 2 can can be seen on Tank Dempsey in the zombie map &amp;quot;Kino Der Toten&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 &amp;quot;Pineapple&amp;quot; High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:Shot0032301.jpg|thumb|none|600px|Mk 2 hand grenade on Tank Dempsey's coat.]]&lt;br /&gt;
&lt;br /&gt;
== MK3 Offensive Hand Grenade ==&lt;br /&gt;
[[MK3 offensive hand grenade]]s are appropriately used as the Concussion Grenade in multiplayer gameplay.&lt;br /&gt;
[[Image:MK3A2.jpg|thumb|none|200px|MK3A2 offensive hand grenade]]&lt;br /&gt;
[[File:CODBO Mk3 Concussion.jpg|thumb|none|600px|About to toss a Mk3 grenade.]]&lt;br /&gt;
&lt;br /&gt;
== Model 24 Stielhandgranate(*) ==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] is used by the German soldiers in the World War II mission &amp;quot;Project Nova&amp;quot; and usable by the player. Also available in the zombie maps Nacht der Untoten, Verrückt, Shi No Numa and Der Riese for 250 points.&lt;br /&gt;
&lt;br /&gt;
[[File:24-43 grenade.jpg|thumb|none|500px|Model 24 Stielhandgranate.]]&lt;br /&gt;
[[File:CODBO Stielhandgranate (1).jpg|thumb|none|600px|Prepping a Model 24 Stielhandgranate.]]&lt;br /&gt;
[[File:CODBO Stielhandgrante (2).jpg|thumb|none|600px|A Stielhandgranate on the ground.]]&lt;br /&gt;
&lt;br /&gt;
== RGD-5 hand grenade ==&lt;br /&gt;
The [[RGD-5 hand grenade]] is one of the grenades that aren't usable in-game. It would be more accurate to see Soviet forces in the game use this grenade, rather than simply using the same M67 grenade as the player.&lt;br /&gt;
&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|600px|RGD-5 High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:Shot0259.jpg|thumb|none|600px|RGD-5 hand grenade on a dead Russian soldier. An [[F1 hand grenade]] is also visible.]]&lt;br /&gt;
&lt;br /&gt;
== RGD-33 stick grenade(*) ==&lt;br /&gt;
The [[RGD-33 stick grenade]] is used by the Russian soldiers in the World War II mission &amp;quot;Project Nova&amp;quot; and usable by the player.&lt;br /&gt;
&lt;br /&gt;
[[File:Rgd-33russianfrag mp.jpg|thumb|none|400px|RGD-33 stick grenade.]]&lt;br /&gt;
[[File:CODBO RGD-33 (1).jpg|thumb|none|600px|RGD-33 about to be thrown.]]&lt;br /&gt;
&lt;br /&gt;
== S-Mine(*) ==&lt;br /&gt;
In the classic Nazi Zombies maps, [[S-Mine]]s are available instead of Claymore mines. They are still referred to as &amp;quot;Bouncing Betty&amp;quot; mines.&lt;br /&gt;
&lt;br /&gt;
[[File:Schrapnellmine 35 mine.jpg|thumb|none|500p|S-Mine 35.]]&lt;br /&gt;
[[File:CODBO S-Mine (1).jpg|thumb|none|600px|Nikolai Belinksi holds a ''Schrapnellmine''.]]&lt;br /&gt;
[[File:CODBO S-Mine (2).jpg|thumb|none|600px|Pulling the pin and deploying a mine.]]&lt;br /&gt;
&lt;br /&gt;
= Attachments =&lt;br /&gt;
==GP-30==&lt;br /&gt;
A [[GP-30]] can be mounted on the &amp;quot;AK-47&amp;quot; and the Galil; as ever for the series, it is incorrectly called a &amp;quot;GP-25&amp;quot;. This time, there is not quadrant sight at all, but the presence of four ribs around the barrel (as opposed to three for an actual GP-25), coupled with the lack of a support frame behind the launcher, confirms that it is indeed modeled after a GP-30. Its appearance is anachronistic; the GP-30 entered service in 1989, and the GP-25 itself in 1978. A more accurate choice for the time period of the game could have been the OKG-40 &amp;quot;Iskra&amp;quot; prototype underbarrel grenade launcher that was developed in 1965, or else the standalone ''Device &amp;quot;D&amp;quot;'' noiseless grenade launcher / pistol combo, which was actually used by the Soviet Spetsnaz in the 1960s (and could be equipped with several attachments like a suppressor and a shoulder stock).&lt;br /&gt;
&lt;br /&gt;
Unlike ''[[Call of Duty 4: Modern Warfare]]'' and ''[[Modern Warfare 2]]'', which use a western 40mm grenade to stand in for the Soviet VOG-25 40mm grenade, ''Black Ops'' is the first game in the series to correctly depict a VOG-25 grenade being used. However, the game still portrays the Russian grenade as being cased, with the reload animation involving a downwards flick to eject a nonexistent casing, which, like previous games (and the M203), is stood in with a full 40mm grenade.&lt;br /&gt;
&lt;br /&gt;
[[File:GP-30.jpg|thumb|none|350px|GP-30 grenade launcher - 40mm]]&lt;br /&gt;
[[File:CODBO GP30 (1).jpg|thumb|none|600px|The launcher about to be fired.]]&lt;br /&gt;
[[File:CODBO GP30 (2).jpg|thumb|none|600px|Loading a new grenade.]]&lt;br /&gt;
[[File:Shot0047.jpg|thumb|none|600px|Third-person view of the &amp;quot;AK-47&amp;quot; equipped with a GP-30.]]&lt;br /&gt;
&lt;br /&gt;
==BS-1 grenade launcher==&lt;br /&gt;
The [[BS-1 grenade launcher]] is a unique attachment for the [[AKS-74U]] compact carbine, called by its alternate name &amp;quot;Tishina&amp;quot; in-game. First encountered in the single-player mission &amp;quot;Rebirth&amp;quot;. Anachronistic, as like the gun in question, the launcher was not developed until the 1970s. A more accurate choice for the time period of the game could have been the ''Device &amp;quot;D&amp;quot;'' noiseless grenade launcher / pistol combo (that could be equipped with several attachments like a suppressor and a shoulder stock) and was actually used by the Soviet Spetsnaz in the 1960s.&lt;br /&gt;
&lt;br /&gt;
[[File:GSN-19.jpg|thumb|none|400px|BS-1 grenade launcher - 30mm]]&lt;br /&gt;
[[File:CODBO Tishina (1).jpg|thumb|none|600px|BS-1 in idle. Note that it is actually mirrored; the bolt handle and ejection port for the blanks should actually be on the right side.]]&lt;br /&gt;
[[File:CODBO Tishina (2).jpg|thumb|none|600px|The player character operates the bolt of the BS-1. The game correctly portrays the reload procedure; because the 30mm grenade is fired with a blank instead of having its own propellant, when reloading, the user has to operate the bolt to eject the fired blank and chamber a new blank from the BS-1's detachable box magazine for blanks, and loads in a new 30mm grenade from the muzzle.]]&lt;br /&gt;
[[File:CODBO Tishina (3).jpg|thumb|none|600px|Reloading the BS-1 with a 30mm VOG-T grenade.]]&lt;br /&gt;
[[File:Shot005004.jpg |thumb|none|600px|AKS-74U with a BS-1 on a table.]]&lt;br /&gt;
&lt;br /&gt;
== Knight's Armament Masterkey ==&lt;br /&gt;
The [[Knight's Armament Masterkey]] is a purchasable attachment for some assault rifles in multiplayer, and is seen in singleplayer mounted on the [[M14]] and [[M16]] in &amp;quot;SOG&amp;quot;, the [[AK-47]] hybrid in &amp;quot;Victor Charlie&amp;quot;, the [[Enfield L85 rifle series#XL64E5|Enfield]] in &amp;quot;Rebirth&amp;quot; and the [[Galil]] in &amp;quot;Redemption&amp;quot;. Rather appropriately, readying the underbarrel shotgun does not make the user work the pump handle of the weapon, saving a good technically achievable shotgun shell (unlike the later ''Modern Warfare 3'' or ''Modern Warfare 2'', ''as well'' as its singleplayer remaster for that manner). The Masterkey's capacity inconsistent throughout the modes, while it technically holds four in both normal singleplayer and multiplayer, it incorrectly holds six in Zombies. The Masterkey shotguns in &amp;quot;Victor Charlie&amp;quot; on the other hand uniquely holds eight shells instead.&lt;br /&gt;
&lt;br /&gt;
It is anachronistic, since the Masterkey project was not initiated until the 1980s. The only historically accurate way to do this would be to jury-rig a sawed-off shotgun to the rifle (say with zipties) or have an armorer create a one-off mounting (as with, say, the custom [[Mossberg 500]] mounting seen in ''[[Predator]]''), using something like an XM148 mount or a custom M203-like handguard as a base.&lt;br /&gt;
&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:CODBO Masterkey (1).jpg|thumb|none|600px|The Masterkey mounted on a Colt Commando.]]&lt;br /&gt;
[[File:CODBO Masterkey (2).jpg|thumb|none|600px|Pumping the Masterkey.]]&lt;br /&gt;
[[File:CODBO Masterkey (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
== M203 grenade launcher ==&lt;br /&gt;
The [[M203 Grenade Launcher|M203 Grenade Launcher]] returns once again, but this time, it actually has the trigger and trigger guard, unlike in ''[[Call of Duty 4: Modern Warfare]]'' and ''[[Modern Warfare 2]]''. During the Beta, the M203 lacked the front and rear mountings seen below, but they were added in the final version. Since ''Black Ops'' takes place from 1961 to 1968, it is anachronistic to see the M203 in use as it entered service only in 1969, and even then, the XM203 was the grenade launcher, which was designed in 1968, was used in service until it became the M203 in 1971. A more historically-accurate choice would have been the [[XM148 grenade launcher]], or the experiment X-1 Grenade Launcher, which was used for the M14. Like earlier games, the full 40mm grenade stands in for the spent casing during the reload animation.&lt;br /&gt;
&lt;br /&gt;
[[File:M203.jpg|thumb|none|400px|]]&lt;br /&gt;
[[File:CODBO M203 (1).jpg|thumb|none|600px|M203A1 mounted on an M16.]]&lt;br /&gt;
[[File:CODBO M203 (2).jpg|thumb|none|600px|Reloading an M203A1 mounted on an M14.]]&lt;br /&gt;
[[File:Aug m203.jpg|thumb|none|400px|Steyr AUG A1 (5.56x45mm) with M203PI grenade launcher.]]&lt;br /&gt;
[[File:CODBO M203 (3).jpg|thumb|none|600px|Reloading an M203A1 mounted on an AUG. Note the heat shield; the AUG gains this heat shield when any of the three underbarrel attachments are attached, which appears to be based on the heat shield of the M203PI.]]&lt;br /&gt;
&lt;br /&gt;
=== Underbarrel Flamethrower ===&lt;br /&gt;
A seemingly improvised flamethrower appears as an underbarrel attachment. It appears to have been made from an M203 trigger mechanism mated with a miniature fuel tank and a modified GP-30 serving as igniter. When mounted on the M16, the flamethrower gains a rifle length M203 grenade launcher heat shield painted in red (with two less vent holes). Mounting it on the &amp;quot;Commando&amp;quot; gives it a shortened red M203 heat shield, and mounting it on the FAMAS gives it an even shorter one.&lt;br /&gt;
[[File:CODBO Flamethrower (1).jpg|thumb|none|600px|Flamethrower mounted on an IMI Galil.]]&lt;br /&gt;
[[File:CODBO Flamethrower (2).jpg|thumb|none|600px|Reloading the device. Regardless of any remaining fuel left in the first tank, it will be discarded.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Crossbow==&lt;br /&gt;
The Crossbow is a new weapon that featured in ''Call of Duty: Black Ops''. The crossbow appears in the campaign missions &amp;quot;Executive Order&amp;quot; and &amp;quot;WMD&amp;quot;, which are set in Baikonur and the Ural Mountains, respectively. In multiplayer, crossbows only fire explosive bolts; in singleplayer, they can also fire normal bolts and, on one occasion in &amp;quot;Executive Order&amp;quot;, a zipline. Crossbows in singleplayer also often have scopes attached, using anachronistic slotted accessory rails.&lt;br /&gt;
&lt;br /&gt;
Design-wise, the crossbow appears to be a custom made weapon using a stock and pistol grip from an [[AR-18]] rifle. In an apparent reference to ''[[Rambo: First Blood Part II]]'', the appearance of the explosive tips is modeled after the explosive tips in the cult action film.&lt;br /&gt;
&lt;br /&gt;
[[File:Armalite-AR18.jpg|thumb|none|500px|Armalite AR-18 - 5.56x45mm]]&lt;br /&gt;
[[File:RamboIItorquebow-1.jpg|thumb|none|500px|Rambo's explosive arrow tips as seen in ''Rambo: First Blood Part II''.]]&lt;br /&gt;
[[File:CODBO Crossbow (1).jpg|thumb|none|600px|The vanilla crossbow in multiplayer.]]&lt;br /&gt;
[[File:CODBO Crossbow (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CODBO Crossbow (3).jpg|thumb|none|600px|Resetting the drawstring.]]&lt;br /&gt;
[[File:CODBO Crossbow (4).jpg|thumb|none|600px|Hudson's crossbow in &amp;quot;WMD,&amp;quot; note the scope and &amp;quot;Siberia&amp;quot; camouflage.]]&lt;br /&gt;
[[File:CODBO Crossbow (5).jpg|thumb|none|600px|Loading an explosive arrow.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
The [[M2 Flamethrower]] appears exclusively in the top-down Zombies map Dead Ops Arcade. The in-game model only consists of the gun group; the tank group is missing.&lt;br /&gt;
&lt;br /&gt;
[[File:M2 Flamethrower.jpg|thumb|none|205px|M2A1-2 Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
==Flintlock Pistol==&lt;br /&gt;
Generic [[Flintlock Pistol]]s are seen in the prestige 2 badge.&lt;br /&gt;
&lt;br /&gt;
[[File:Sparroflintlock.jpg|thumb|none|300px|Prop replica of Jack Sparrow's 'Pirates' flintlock.]]&lt;br /&gt;
&lt;br /&gt;
=Stock Footage=&lt;br /&gt;
==Armalite AR-18==&lt;br /&gt;
An [[Armalite AR-18]] is briefly shown in a stock photo used in the introduction to the first mission, &amp;quot;Operation 40&amp;quot;, to illustrate Cuban exiles training for the Bay of Pigs invasion.&lt;br /&gt;
&lt;br /&gt;
[[File:Armalite-AR18.jpg|thumb|none|450px|Armalite AR-18 - 5.56x45mm]]&lt;br /&gt;
[[File:BO-AR18.jpg|thumb|none|600px|A still from the intro showing a soldier training with the AR-18. Also note the [[M1 Carbine]] with post-war upgrades used by the man to his right. The AR-18 along with the BDU uniforms is anachronistic to the Bay of Pigs, however, in this case the error is due to the stock image used to stand in for archival footage actually being a 1986 [https://www.gettyimages.dk/detail/news-photo/miami-cuban-exiled-community-rehearsing-mock-invasion-of-news-photo/200561388-001 photo] of Cuban exiled community rehearsing mock invasion of Cuba.]]&lt;br /&gt;
&lt;br /&gt;
==Carcano M91/38==&lt;br /&gt;
The actual [[Carcano M91/38]] carbine used on November 22, 1963 by Lee Harvey Oswald to assassinate U.S. President John F. Kennedy, can be seen for a second in a trailer. This is the first of many allusions to Kennedy's assassination throughout the game's campaign. This gun does not appear in-game.&lt;br /&gt;
[[File:Oswald-Carcano.jpg|thumb|none|500px|Actual Carcano M91/38 used by Lee Harvey Oswald to assassinate John F. Kennedy - 6.5x52mm]]&lt;br /&gt;
[[File:CoDBO-Carcano.jpg|thumb|none|500px|The rifle seen in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
An [[M1 Carbine]] briefly appears in the introduction to the &amp;quot;Operation 40&amp;quot; level, used in a stock photo of soldiers training with weapons to stand in for Cuban exiles being trained before the Bay of Pigs invasion.&lt;br /&gt;
&lt;br /&gt;
[[File:M1CarbineLateModel.jpg|thumb|none|450px|Korean War-era M1 Carbine with birch stock, adjustable rear sight, bayonet lug, and twin magazine pouch - .30 Carbine]]&lt;br /&gt;
[[File:BO-AR18.jpg|thumb|none|600px|The anachronistic still image from the &amp;quot;Operation 40&amp;quot; intro. The man to the right of the closest one is holding an M1 carbine, with the bayonet lug and adjustable rear sight clearly visible.]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
A Viet Cong fighter carrying a [[RPD]] light machine gun runs across the TV screens in the same setting.&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|500px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:CODBO RPD.jpg|thumb|none|600px|The RPD as seen on the four screens on the right side.]]&lt;br /&gt;
&lt;br /&gt;
==M79==&lt;br /&gt;
Archival footage of the Vietnam War seen on the televisions in the main menu interrogation room include footage of a US soldier firing an [[M79 grenade launcher]].&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:CODBO M79.jpg|thumb|none|600px|The M79 is visible in the far leftmost screen.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Zombie]]&lt;/div&gt;</summary>
		<author><name>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Black_Ops&amp;diff=1591144</id>
		<title>Talk:Call of Duty: Black Ops</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Black_Ops&amp;diff=1591144"/>
		<updated>2023-07-15T14:24:19Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: /* Red Dot Sight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See [[Talk:Call of Duty: Black Ops/Archive 1]] and [[Talk:Call of Duty: Black Ops/Archive 2]] for older discussions.&lt;br /&gt;
&lt;br /&gt;
= Weapons only found in game files =&lt;br /&gt;
Many of these weapon models were tested or based on ''[[Call of Duty 4: Modern Warfare]]'' models.&lt;br /&gt;
&lt;br /&gt;
==Colt AR-15A3==&lt;br /&gt;
An AR-15A3 model, use in ''[[Call of Duty 4: Modern Warfare]]'', was used to test the &amp;quot;Commando&amp;quot;. It was incorrectly referred to as the M4A1 Carbine, just like the previous Call of Duty game. The Commando was referred to as the &amp;quot;M4A1 Carbine&amp;quot; in the game files.&lt;br /&gt;
[[File:ColtAR-15A3TacticalCarbine.jpg|thumb|none|450px|Colt AR-15A3 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:AR15A3BO1.jpg|thumb|none|600px|An AR-15A3 appears in the menu icon referred to as the M4A1 Carbine]]&lt;br /&gt;
&lt;br /&gt;
==HK MP5N==&lt;br /&gt;
An MP5N model, used in ''[[Call of Duty 4: Modern Warfare]]'', was used to test the MP5K. The MP5K was referred to as the &amp;quot;MP5&amp;quot; in the game files.&lt;br /&gt;
[[File:Hk-mp5n.jpg|thumb|none|450px|HK MP5A3 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:Mp5 ingame CoD BO.jpg|thumb|none|600px|An MP5N appears in the game]]&lt;br /&gt;
&lt;br /&gt;
= Live Action Commercial=&lt;br /&gt;
&lt;br /&gt;
==M1911A1==&lt;br /&gt;
&lt;br /&gt;
[[File:CODBOLiveActComM1911.jpg|thumb|none|600px|A chef fires two [[M1911A1]]s in different directions, an action that is impossible in game.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
&lt;br /&gt;
[[File:CODBOLiveActComRemington870.jpg|thumb|none|600px|The [[Mossberg 500]] being fired. This weapon is not ever available in the game but judging by the heatshield slapped attached, it may be standing in for the [[Ithaca 37|Ithaca 37 Stakeout]].]]&lt;br /&gt;
[[File:CODBOLiveActComRemington870Closeup.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODBOLiveActComRemington870FPS.jpg|thumb|none|600px|If you ever see yourself in a similar situation just remember, they're right behind you.]]&lt;br /&gt;
[[File:CODBOLiveActComAUG&amp;amp;PumpShotgun.jpg|thumb|none|600px|See girls do play COD.]]&lt;br /&gt;
&lt;br /&gt;
==Mini Uzi==&lt;br /&gt;
&lt;br /&gt;
[[File:CODBOLiveActComMiniUzi.jpg|thumb|none|600px|A player firing his [[Mini Uzi]], which appears to be standing in for it's full sized counterpart actually seen in game.]]&lt;br /&gt;
&lt;br /&gt;
==AUG==&lt;br /&gt;
&lt;br /&gt;
[[File:CODBOLiveActComAUG&amp;amp;PumpShotgun.jpg|thumb|none|600px|The [[AUG]] in the background. Note the black finish, where the one in game is olive drab.]]&lt;br /&gt;
[[File:CODBOLiveActComAUG.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1==&lt;br /&gt;
[[File:CODBOLiveActComM733.jpg|thumb|none|600px|&amp;quot;My emblem is bigger than yours&amp;quot;.]]&lt;br /&gt;
[[File:CODBOLiveActComAR15&amp;amp;M203.jpg|thumb|none|600px|Kobe Bryant of the NBA's Los Angeles Lakers with an [[M4A1]] with an [[M203]]. The &amp;quot;Mamba&amp;quot; emblem refers to his nickname, The Black Mamba.]]&lt;br /&gt;
&lt;br /&gt;
==WASR-2==&lt;br /&gt;
&lt;br /&gt;
[[File:CODBOLiveActComWASR2.jpg|thumb|none|600px|Hotel employee somehow gets into a shootout. Still not as crazy as spring break.]]&lt;br /&gt;
[[File:CODBOLiveActComWASR2(2).jpg|thumb|none|600px|A &amp;quot;player&amp;quot; holds the [[Romanian WASR|WASR-2]] before getting blown to bits by a crossbow bolt.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
&lt;br /&gt;
[[File:CODBOLiveActComRPG7.jpg|thumb|none|600px|A player about to fire his [[RPG-7]] as he gives a sneak peak at a faction that did not make it into the final game. The all powerful Best Buy faction.]]&lt;br /&gt;
[[File:CODBOLiveActComRPG7Kimmel.jpg|thumb|none|600px|Jimmy Kimmel (yes that Jimmy Kimmel) is about to fire the RPG-7. He humorously falls on his ass due to the back blast.]]&lt;br /&gt;
&lt;br /&gt;
==GE M134==&lt;br /&gt;
&lt;br /&gt;
[[File:CODBOLiveActComM134Huey.jpg|thumb|none|600px|The [[M134]] being fired from an UH-1 Huey.]]&lt;br /&gt;
[[File:CODBOLiveActComM134Huey2.jpg|thumb|none|600px|Thats... one way to do your job in the demolition business.]]&lt;br /&gt;
&lt;br /&gt;
==Crossbow==&lt;br /&gt;
&lt;br /&gt;
[[File:CODBOLiveActComCrossbow.jpg|thumb|none|600px|The Crossbow about to be fired.]]&lt;br /&gt;
&lt;br /&gt;
= Miscellaneous Weapons =&lt;br /&gt;
This section covers other throwables and melee weapons.&lt;br /&gt;
&lt;br /&gt;
==Semtex Grenades==&lt;br /&gt;
Semtex Grenades return from ''Modern Warfare 2''.&lt;br /&gt;
&lt;br /&gt;
==Decoy Grenades==&lt;br /&gt;
&lt;br /&gt;
What appears to be improvised grenades made out of rifle rounds can be used to create a decoy on enemy radars.&lt;br /&gt;
&lt;br /&gt;
== Tomahawk (Strider Hatchet) ==&lt;br /&gt;
The Tomahawk is a thrown weapon occupying the lethal grenade slot, serving the same role as the throwing knife from ''[[Modern Warfare 2]]'' in multiplayer. In singleplayer, it's only available on the mission &amp;quot;Rebirth&amp;quot; after obtaining it from a Russian harbor worker and killing him with it. It is based on the medium variant of the Strider Hatchet and is anachronistic. An M-1910 hand axe would have been more appropriate.&lt;br /&gt;
&lt;br /&gt;
[[Image:Tomahawk-BO.jpg|thumb|none|600px|Tomahawk in Create-a-Class.]]&lt;br /&gt;
[[Image:Tomahawk-BOthrow.jpg|thumb|none|400px|A Tomahawk being thrown.]]&lt;br /&gt;
&lt;br /&gt;
== Ballistic Knife ==&lt;br /&gt;
The ballistic knife is a powerful melee weapon that available only in multiplayer and zombie modes. The knife is firing blades with a spring inside the body. Even though the ballistic knife does not appear in single player, its appearance in multiplayer could be seen as anachronistic, as the ballistic knife was not developed until the early 1980's.&lt;br /&gt;
&lt;br /&gt;
The ballistic knife in game also has an unrealistically long range, the real ballistic knife has a maximum range of only twenty to thirty feet while the blades in game travels near infinitely in an arc. &lt;br /&gt;
&lt;br /&gt;
[[Image:BK-BO.jpg|thumb|none|600px|The ballistic knife being reloaded.]]&lt;br /&gt;
&lt;br /&gt;
== Knife ==&lt;br /&gt;
&lt;br /&gt;
The Rambo II inspired knife returns in Call of Duty: Black Ops. It is still a one-hit kill, but unlike the previous versions, seems to cause a very large fountain of blood to appear after knifing an enemy.&lt;br /&gt;
&lt;br /&gt;
Even if the fact that this particular knife wasn't actually used by the military is ignored, its appearance in the 60s would be technically anachronistic since it was developed for the 1985 movie ''[[Rambo: First Blood Part II]]''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rambo_knife_2.JPG‎|thumb|none|400px|Rambo II Survival Knife]]&lt;br /&gt;
[[Image:659px-KnifeBlackOpsMultiplayer.png|thumb|none|500px|The Knife in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Prison Knife ==&lt;br /&gt;
&lt;br /&gt;
The Prison Knife is a melee weapon used in the mission &amp;quot;Vorkuta&amp;quot; in Call of Duty: Black Ops. It appears to be a jagged piece of scrap metal, similar to a 'shank' or 'shiv'. After Mason acquires another weapon, the prison knife is no longer equipped, and is only used by pressing the melee button. You can see blood on the blade, probably from stabbing the prison guard.&lt;br /&gt;
&lt;br /&gt;
[[Image:624px-Prisonknife.jpg|thumb|none|500px|The Prison Knife in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Karambit Knife ==&lt;br /&gt;
&lt;br /&gt;
The Karambit Knife is a combat knife used in the mission &amp;quot;Executive Order&amp;quot;. It is used to kill a Soviet soldier by sticking it into the soldier's spinal cord, killing him, allowing the player and Frank Woods to take their uniform and infiltrate the launch site. Though this blade is used only by US Federal Air Marshals currently, Mason and Woods could have used it instead of a normal blade to aid in the purpose of the mission. Unlike a normal blade, it is shaped like a jungle cat's claw. It is based on the Emerson Karambit Fixed Blade which makes it heavily anachronistic as Emerson Knives was founded in 1996.&lt;br /&gt;
&lt;br /&gt;
[[Image:561px-Karambit_Knife.jpg|thumb|none|500px|Karambit Knife in-game.]]&lt;br /&gt;
&lt;br /&gt;
== SOG Knife ==&lt;br /&gt;
The SOG Knife is a special knife used by the Mason in the mission &amp;quot;Victor Charlie&amp;quot;. This is the only time the SOG Knife is used. It is based on Randall Model 14 &amp;quot;Attack&amp;quot; with sawteeth and a micarta handle.&lt;br /&gt;
&lt;br /&gt;
[[Image:Shot0159.jpg|thumb|none|600px|SOG Knife in idle. Note the tally marks.]]&lt;br /&gt;
[[Image:Shot0167.jpg|thumb|none|600px|SOG Knife been drawn.]]&lt;br /&gt;
&lt;br /&gt;
== Bowie Knife ==&lt;br /&gt;
&lt;br /&gt;
The Bowie Knife is a special melee weapon which can be bought for 3000 points in Der Riese, Kino der Toten and Five. It is larger and wider than the standard combat knife in Call of Duty: Black Ops (or any Call of Duty game for that matter). It increases Knife damage from 150 to 1150, making it a one-hit-kill for zombies from Round 1 to Round 11. It is a one-hit-kill to Hellhounds all the way up until the third hellround. &lt;br /&gt;
&lt;br /&gt;
[[Image:BowieKnifePolkCompetition2-1024.jpg|thumb|none|500px|The Bowie Knife in Real Life.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Bowie.jpg|thumb|none|400px|The Bowie Knife in-game.]]&lt;br /&gt;
&lt;br /&gt;
== M1942 Machete ==&lt;br /&gt;
The M1942 Machete is featured in the campaign. It is used by the Vietcong and is carried in a plastic sheath by US marines and MACV SOG operatives.&lt;br /&gt;
&lt;br /&gt;
= Attachments =&lt;br /&gt;
== Red Dot Sight ==&lt;br /&gt;
The Israeli '''Elbit Falcon sight''' appears as the &amp;quot;Red Dot Sight&amp;quot; for the western weapons. Its depiction in the 1960s is anachronistic as the Falcon was produced in the 1980s. A better optic would be the Nydar Sight (1945), even though it’s only available for shotguns.&lt;br /&gt;
&lt;br /&gt;
A fictionalized depiction of the Russian '''Kobra red dot sight''' appears as the &amp;quot;Red Dot Sight&amp;quot; for the Soviet weapons. Its depiction in the 1960s is anachronistic as it was introduced in 1996 in reality.&lt;br /&gt;
&lt;br /&gt;
== Reflex Sight ==&lt;br /&gt;
The Swedish '''Aimpoint Electronic''' also known as '''Aimpoint MarkII''' appears as the &amp;quot;Reflex Sight&amp;quot;. The Aimpoint Electronic is the first red dot sight in history. It was invented in 1974 and launched in 1975, however, that means its appearance in the 1960s is anachronistic. The Singlepoint Sight would have be the more appropriate scope as it was developed in 1968, but even then, it didn’t saw uses in Vietnam until the Son Tay Raid in November 1970.&lt;br /&gt;
&lt;br /&gt;
== ACOG Scope ==&lt;br /&gt;
The '''Colt 3×20 scope''' appears as the &amp;quot;ACOG Scope&amp;quot; for the western weapons. While the Colt scope was used in the Vietnam War, its appearance during the Bay of Pigs invasion is anachronistic considering that the earlier 3x20 version was developed around [http://www.sniperglass.com/Item/1028 1962].&lt;br /&gt;
&lt;br /&gt;
The Russian '''PK-A''' appears as the &amp;quot;ACOG Scope&amp;quot; for the Soviet weapons and the Galil. However, this is heavily anachronistic considering that it was developed around 2004. The more appropriate scope could have been the PGO-7 scope (1959).&lt;br /&gt;
&lt;br /&gt;
Equipping the AUG with an &amp;quot;ACOG Scope&amp;quot; turns it into an A1 version complete with a '''Swarovski scope''', however, the entire AUG platform is anachronistic.&lt;br /&gt;
&lt;br /&gt;
The XL 60 version of the '''SUSAT scope''' appears as the &amp;quot;ACOG Scope&amp;quot; for the Enfield. However, this is anachronistic considering that this iteration of the SUSAT appeared first on the XL 60 which itself was introduced after June 14, 1976. Also the left side of the scope appears to be a mirror of the right side. A slightly more appropriate scope would be the Enfield EM-2 Scope (1951).&lt;br /&gt;
&lt;br /&gt;
The actual Trijicon ACOG Scope really doesn't appear in the game, but its appearance would have been heavily anachronistic since it was introduced in 1987.&lt;br /&gt;
&lt;br /&gt;
== Infrared Scope ==&lt;br /&gt;
The '''AN/PVS-3A night vision sight''' appears as the &amp;quot;Infrared Scope&amp;quot; for the western weapons. Its depiction in the 1960s is anachronistic as it was produced circa 1970, but it was used in the Vietnam War for M16s and XM21s. It is depicted with a reticle from the AN/PVS-4 night vision scope. The older AN/PVS-2 (1967) would have been a better choice.&lt;br /&gt;
&lt;br /&gt;
The '''NSPU 1PN34''' appears as the &amp;quot;Infrared Scope&amp;quot; for the Soviet weapons. Its depiction in the 1960s is anachronistic as it was developed in the 1970s. It is depicted with its proper reticle. The NSP-2 (1957) would have been a better choice.&lt;br /&gt;
&lt;br /&gt;
Both the AN/PVS-3A and NSPU 1PN34 are depicted as dual band thermal/night vision optics, which is inaccurate to the real devices which are solely night vision devices; the concept of such dual band optics is also very anachronistic, appearing in the late 2000s at the earliest with fusion devices such as the AN/PSQ-20. Weirdly enough, the night vision sight appears to be a pale blue color, resembling the image from white phosphor image intensifiers; this is also anachronistic as white phosphor image intensifiers did not exist in the 1960s, and would not come into major use until the 1990s (in applications such as the AN/AVS-9's MX-10160 intensifiers). Both the PVS-3A and 1PN34 used green phosphor intensifiers and should produce a monochrome green image accordingly. &lt;br /&gt;
&lt;br /&gt;
The M41 ITAS sight on the BGM-71 TOW possesses a similar pale blue image but with no passive illumination of heat sources, which is also incorrect as TOW missile systems specifically used thermal optics (the M41 ITAS in particular is supposed to use second-generation FLIR).&lt;br /&gt;
&lt;br /&gt;
== Grip ==&lt;br /&gt;
The '''Knight's Armament vertical grip''' appears as the &amp;quot;Grip&amp;quot; attachment, though some SMGs use their stocks to represent the grip attachment instead. The appearance of the KAC vertical grip in the 1960s is heavily anachronistic as the KAC rail adapter system and presumably foregrip became available in 1997.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
&lt;br /&gt;
I just realize that the BUISs on the Commando looked kinda like Troy Industry sights and they they are...backwards. They are supposed to fold back down towards you and not forward [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 23:49, 1 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Regarding the HK21... ==&lt;br /&gt;
&lt;br /&gt;
Shouldn't an HK21E that feeds from magazines be referred to as an HK11E?&lt;br /&gt;
As I understand the numbers: 21 = 7.62x51mm belt fed, 11 = 7.62x51mm magazine fed, 23 = 5.56x45mm belt fed and 13 = 5.56x45mm magazine fed.&lt;br /&gt;
The original HK21 could be adapted to feed from G3 mags or drums but I don't know if the &amp;quot;E&amp;quot; for Export models could be modded in the same way.&lt;br /&gt;
Is there an obvious visual difference between an HK21E with an adaptor kit and an HK11E? If so, which one is it that's in the game? [[User:Stickie|Stickie]] ([[User talk:Stickie|talk]]) 19:11, 10 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
: According to HKPro.com I was right - an HK21E adapted to fire from G3 mags or drums *is* an HK11E. I'll change the entry now. [[User:Stickie|Stickie]] ([[User talk:Stickie|talk]]) 20:33, 10 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::From the images I get of the HK11, it has a G3-style magwell with no facility for a belt feed. If you look carefully at the in-game model of the HK21, it has a magwell but it ''also'' has a belt feed opening, so it's not right for an HK11. It also doesn't have the magazine adaptor on it that an HK21 would need to use G3 mags, so it's just wrong. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 02:26, 11 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::On looking at it the HK21E in this game is a bodge job. Firstly, it has the belt feed from and HK21 not an HK21E. On the original HK21 the gun had a rectangular magazine well with an open side into which was inserted either a belt feed or a flat sided mag adapter (see [http://www.hkparts.net/shop/pc/HK21-Factory-Magazine-Adapter-RARE-p233.htm here], the fuller grey part in the middle is the adapter). On an HK21E the whole thing is replaced with a G3 style well, and in this case the gun does become an HK11E as this is the only difference. However the belt feed on the HK21E looks different, protruding much further out the left side of the gun and isn't as &amp;quot;tall&amp;quot; as this feed system. It uses some HK21E parts though like the stock, so it is a mess. Not to mention, as Evil Tim said, it is impossible on either gun to insert a magazine if there is a belt feed. However it is ''more'' possible on a regular HK21 as that always has a magazine well of a sort that is just blocked by the belt feed, as opposed to the HK21E where the whole thing is swapped out.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 06:04, 11 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Legacy zombie maps ==&lt;br /&gt;
&lt;br /&gt;
Should we have to include the weapons from the legacy zombie maps? --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 14:26, 29 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I can only add that the WWII-guns, used in the Zombie maps, clearly taken from '''Wolrd at War'''. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 08:42, 9 February 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
== [[Call_of_Duty:_Black_Ops#82-PM-37|82-PM-37 mortar]] entry ==&lt;br /&gt;
The square shape of the baseplate allows to identify the in-game weapon as BM-36, the predecessor of BM-37. The &amp;quot;PM&amp;quot; in the name is also incorrect because &amp;quot;PM&amp;quot; means &amp;quot;polkovoy minomet&amp;quot; (&amp;quot;regimental mortar&amp;quot;), and it was used for 120mm mortars while 82mm mortars were &amp;quot;BM&amp;quot;s (&amp;quot;batalyonny minomet&amp;quot; - &amp;quot;battalion mortar&amp;quot;). So my question: is &amp;quot;82-PM-37&amp;quot; the name used for this weapon in the game? If so, at least a clarification will be useful that the in-game image is of a different weapon. In case if the weapon is called in game with some generic name (like &amp;quot;a Soviet mortar&amp;quot;), it would be better to rename this entry. Thanks. [[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 16:59, 26 October 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Enfield XL64E5==&lt;br /&gt;
Since [[List of firearms used by British Armed Forces#Experimental|this page]] states that the weapon was produced from 1964 to 1970, then how come the weapon is described as &amp;quot;anachronistic&amp;quot; in the main article? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 11:53, 5 October 2014 (EDT)&lt;br /&gt;
:Firstly, this was just a prototype weapon that never went into full production. Those dates are the period over which it was developed, so the prototype in this form would not be available until into the 70s whilst the level it appears in is set in 1968. Secondly, I think these dates might actually be wrong, but not sure as it is incredibly hard to come by solid data for these experimental weapons. I think that although earlier versions of the XL64 were finished in the early 70s, the final version (which was used in the NATO trials) which is depicted here, the XL64E5, was not finalised until 1976 or thereabouts.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 19:30, 5 October 2014 (EDT)&lt;br /&gt;
::Uh okay, thanks for the info. I've added to the main page that the EM-2 would be more accurate to the game. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:04, 6 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Multiplayer set in the 1970s? ==&lt;br /&gt;
&lt;br /&gt;
I'm playing against the bots on Berlin Wall. One of the buildings is a music store, some of the albums are labeled, &amp;quot;Sounds of the '70s&amp;quot;. So, I'm assuming the multiplayer portion takes place between 1970-1975 which would make some of the anachronistic weapons unanachronistic (excluding the campaign of course.) - [[User:1morey]] November 5, 2014 1:25 PM (EST)&lt;br /&gt;
:If they were advertising &amp;quot;Sounds of the '70's,&amp;quot; I would think that's definitely proof it's NOT in the seventies. If you listen to the radio, they never refer to the current decade (&amp;quot;Greatest hits of the seventies, eighties, nineties, and today!&amp;quot;). Given the DDR flag, I'm guessing eighties. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 15:33, 5 November 2014 (EST)&lt;br /&gt;
::On Stadium, there are also references to the year 1972, so it can be assumed some multiplayer maps may take place further than 1968.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 00:53, 6 November 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== SVD ==&lt;br /&gt;
Is it worth mentioning that the SVD has a safety lever of an AK and that the safety is on? --[[User:CnC Fin|CnC Fin]] ([[User talk:CnC Fin|talk]]) 04:31, 27 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Vz 58==&lt;br /&gt;
I really wonder why(thinking about the time when the action takes place)they didn't included a Sa. Vz. 58 used by NVA.It is pretty modern and accurate compared to an Ak 47. [[User:VLAD M|VLAD M]] ([[User talk:VLAD M|talk]]) 05:48, 14 July 2015 (EDT)&lt;br /&gt;
[[File:800px-Sa_58-JH01.jpg|thumb|none|600px|VZ 58  7.62x39]]&lt;br /&gt;
[[File:WASR10.jpg|thumb|none|600px|WASR 10  7.62x39]]&lt;br /&gt;
&lt;br /&gt;
Pretty sure they didn't start using Vz 58s until after the Vietnam War. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:37, 16 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== GP ==&lt;br /&gt;
&lt;br /&gt;
The GP grenade launcher doesn't have any quadrant sight in BO, unlike other CoD games. I will fix the info, but first, is it actually a GP-30? Probably yes, due to lack of support frame behind it; otherwise, we could assume that it is an actual GP-25, just like the game labels it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:43, 16 July 2015 (EDT)&lt;br /&gt;
:Have you checked the third person model? In Blops 2 there's no sight in first person but there is one in third. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 08:25, 16 July 2015 (EDT)&lt;br /&gt;
::Yeah, I checked it, and unlike BO2 the third-person model lacks the quadrant sight as well. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:13, 16 July 2015 (EDT)&lt;br /&gt;
:::I've changed the info on the page to GP-25. If there's anything that proves otherwise, such as the support frame stuff or something like that let us know. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:03, 15 August 2015 (EDT)&lt;br /&gt;
::::EDIT (three years later) : in addition to that component, the in-game launcher has four ribs around the barrel, in the same setup as a GP-30 (while a GP-25 has three). Therefore, I'll edit it back to GP-30. On another note, the version in CoD4, MW2, MW3, and BO2 only has two ribs, for some weird reason. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:05, 28 July 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== XM21 with IR Scope ==&lt;br /&gt;
&lt;br /&gt;
If you put the IR Scope on the M14, it becomes the XM21. [http://imageevent.com/willyp/firearmsalbums/usspringfieldxm21sniper;jsessionid=gef3ol6hr1.camel_s?p=55&amp;amp;n=1&amp;amp;m=-1&amp;amp;c=3&amp;amp;l=0&amp;amp;w=4&amp;amp;s=0&amp;amp;z=9 Look at the link right here.]&lt;br /&gt;
:XM21 doesn't have a pistol grip and the IR scope in Blops isn't a PVS-2. Also IIRC the PVS-2 isn't an IR scope anyway, it's an image intensifier. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 08:17, 21 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
==Weapon Sights==&lt;br /&gt;
Considering that this game takes place in the 1960s, wouldn't it be anachronistic for red dot sights and mid-ranged optics (is the ACOG anachronistic as well?) to appear in the game?  Did they really exist back in the 1960s or this game, as with most of the guns, adopt the &amp;quot;screw the rules, they had prototypes&amp;quot; attitude? - [[User:Kenny99|Kenny99]] ([[User talk:Kenny99|talk]]) 19:54, 27 January 2016 (EST)&lt;br /&gt;
:I believe most of them are anachronistic with the exception of the Colt &amp;quot;ACOG&amp;quot; 4x32 scope. The reflex sight appears to be the first Aimpoint from 1975, and I don't think the western red dot sight is even modeled on a real optic.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:58, 27 January 2016 (EST)&lt;br /&gt;
::I looked into the concept of red dot sights more closely and came across the idea of reflector sights.  They apparently existed since WW2 (although they were more commonly used on machine guns, AA cannons, and ship weaponry).  I read that after WW2, custom and detachable weapon sights started appearing, but most likely very obscure and not so widespread.  As for Infrared scopes and such, I think Germany made detachable scopes for the StG44 during WW2, including a prototype Infrared scope called the &amp;quot;Vampire&amp;quot;.  Then again, I'm not so certain about the plausibility of red dot sights, &amp;quot;reflex sights&amp;quot;, and Infrared scopes as well as attachable weapon mounts (such as rails) for optics.  - [[User:Kenny99|Kenny99]] ([[User talk:Kenny99|talk]]) 22:29, 27 January 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
:::The STG44's setup was nicknamed the &amp;quot;Vampyr&amp;quot; because Germans. The same set-up was used by the US Military in the M3 Carbine. Any rail or scope mount would have to be a custom make because Weaver Rails were still a while away. I always got the vibe with Black Ops that they intended it to be set in the 1980's, what with all the more 80's equipment, but the higher ups made them go to the Vietnam era because the Nam era is a reasonably untapped genre, like WWI or the Spanish-American War.  -- [[User:PaperCake|PaperCake]] 22:47, 27 January 2016 (EST)&lt;br /&gt;
::::Don't forget this sight, it's mounted on a BAR--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 01:01, 28 January 2016 (EST)&lt;br /&gt;
[[File:OM-BARa.jpg|thumb|600px|none|This movie came out in 1971, no idea how long this sight been around at that point. Nice suit.]]&lt;br /&gt;
::::::That's just the scope from an M3 mounted on a BAR. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 08:05, 28 January 2016 (EST)&lt;br /&gt;
:::::Was the PK-A that can be mounted on the AK around in the 60's? [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 01:57, 28 January 2016 (EST)&lt;br /&gt;
::::::I stand corrected....?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 10:48, 28 January 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
The Red Dot Sight was first introduced in 1970, when Singlepiont appears in the Vietnam War. --[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 12:33, 15 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Commando in Black Ops ==&lt;br /&gt;
&lt;br /&gt;
I think the Commando is an Colt 733 With a Flattop (Colt M4 Commando)?&lt;br /&gt;
&lt;br /&gt;
[[File:Colt_M733_with_Flattop.jpeg|thumb|450px|none|Colt Model 933 with Fiberlite stock, A1 profile barrel, slim handguards, and no bayonet lug - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
It looks similar to the Colt M933, but is an M733 with Flattop. The Commando has an Flip Up Iron Sight in the game.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 12:40, 15 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Firstly, as far as I know there is no such thing as a Model 733 with a flat top, that is just a Model 933. What do you think the difference is? The gun in the game isn't a Model 933 or a 733 though, as regardless of the different design of rail, it also has a slickside upper receiver without a FA or BD. The closest match I can come up with would be a GAU-5A/A with a flash hider rather than the moderator (which was actually done) with a fictional/custom upper with a sight rail.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:37, 15 April 2016 (EDT)&lt;br /&gt;
:: c552 is right about the Model 733/Model 933 remarks. I also concur with him about the game gun most closely resembling a GAU-5/A variant. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 01:24, 16 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::What it really is, is a gun model made by people that don't actually know anything about guns. In video games a gun can be a whole slew of things do to a dev team's poor gun modeling skills/lack of knowledge. As evidenced by the sling that blocks the bolt release that's used in the reload animation. The main problem is that Treyarch felt the need to make it a flattop AR-15 even though they were never used or made in numbers in the 60s, why would mounting optics on a XM177 carrying handle be so bad? I agree that it seems to be a GAU-5/A with a made-up flattop upper and &amp;quot;filled in&amp;quot; flash hider, I also noticed it has partial magazine fencing too.  [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 01:43, 16 April 2016 (EDT)&lt;br /&gt;
:::: There were experimental flat-top carbines back then, but as you said they were never actually used or issued. That said, I agree there's nothing wrong with actually having optics on the carry handle - indeed that was the case for the longest time. But it evidently doesn't follow their own rigidly self-imposed aesthetic for the game weapons. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 17:32, 16 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
The AR pictured above isn't ''exactly'' an M933, it looks like someone built themselves a lookalike. It has an A1 profile barrel, older slimline handguards, and no bayonet lug. A ''true'' M933 is simply an M4A1 with an 11.5&amp;quot; barrel, retaining the thicker barrel width, double heat shield handguards, and FSP with bayonet lug. That said, however, the Commando in this game is pure fictional franken gun, simply a way for Treyarch to include a &amp;quot;SOPMOD&amp;quot; AR long before the M4 was ever invented and justifying it with the weak excuse that &amp;quot;SOG can get whatever they want&amp;quot;. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:34, 16 April 2016 (EDT)&lt;br /&gt;
:The Colt carbines are kind of a crap-shoot in regards to what features they have, with the 933 being available with or without a bayonet lug, A1 or A2 profile barrel, and either handguard. [http://www.autoweapons.com/photos10/apr/3240m16j.jpg Here] is another 933 with no lug, an A1 barrel, slim handguards and the M4 style stock, and [http://www.autoweapons.com/photos14/sep/vk340m16a.jpg here] is one to the same spec but with the wide handguards. From what I have seen it seems that the thin barrel and no bayonet lug is the most common option (which makes the most sense as this features are pretty useless on a barrel of this length). I believe that all of these images (including the original posted above) are real Colt weapons advertised on Autoweapons. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]])&lt;br /&gt;
So I think it could be an GAU-5/A with Flash Hider.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 10:25, 16 April 2016 (EDT)&lt;br /&gt;
[[File:GAU-5AA with A1 flash hider.jpg|thumb|450px|none|GAU-5A/A with A1 flash hider - 5.56x45mm]]&lt;br /&gt;
:No, the GAU-5/A is a different gun with a 10&amp;quot; barrel, the game gun has a longer barrel more like the 11.5&amp;quot; barrel of the GAU-5A/A. This is the gun that you pictured above (which I have properly renamed as the image name was totally nonsensical). Also, when posting images use the code that I have changed it to above so that it is a thumbnail that can have a descriptive caption.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 12:29, 16 April 2016 (EDT)&lt;br /&gt;
::I've rewritten the Commando section to try and have it make some sort of sense, and I noticed that there is an image where it is fitted with optics and has the front sight present (albeit vertically stunted) and the caption reads &amp;quot;Suppressed Colt Commando with Kobra sight. Note clan tag engraved on the charging handle. Also note that, unlike in the released game, the front sight is still present&amp;quot;. Anybody know where this is from? Is it early promotional footage or from a beta or what?  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:06, 16 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think the reason why it has a removable carry handle because Treyarch do the same Flip up sights to the Enfield, Famas, G11, Aug, and M60. So if these Iron Sight were not in the game, than the Commando would have the M16's Iron sights.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 13:32, 16 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
Someone who's not on IMFDB told me that he believes that the Commando is exactly the GAU-5A/A configuration about the USAF flash hider in place of the moderator) &amp;quot;''and the flat-topped receiver is not fictional but what appears to be a chopped off carry handle with a bolted on rail. According to [http://www.ar15.com/forums/t_3_118/573301_History_of_flattop_uppers____.html this discussion], this was done in the late 80s and early 90s before the introduction of actual flat-topped receivers. That is also the case with the M16 when mounted with sight attachments apparently. While the article mentions the Model 656 receiver as some kind of justification for the flat-topped receiver actually that's not the case as the BO version is just a chopped off version and this is yet another anachronism''&amp;quot;. Ideas? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:17, 15 July 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
I swear that everything in this game makes me think they intended it to be set in the 1980's rather than the 1960's. The story about brain-washing and rogue Soviet soldiers feels like a cheesy Cannon Films B movie rather than a 1960's set story. The inclusion of several 80's guns over the more proper arsenal that has already been established by previous games like Vietcong seem to back that theory up. Even the Vietnam elements feel more like 1980's CIA shittery than 1960's. I have no leads on the development team, but it feels like the game was intended to be in the 1980's and was just shifted over to the 60's last minute, which could explain how almost every gun is an anachronism. --[[User:PaperCake|PaperCake]] 14:26, 15 July 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
Or the 1990's. Plus missions like &amp;quot;Executive Order&amp;quot; takes place in 1963, but in realism, it takes place in 1988. The mission &amp;quot;Rebirth&amp;quot; takes place in 1968, but it suppose to takes place in 1989. The mission &amp;quot;Numbers&amp;quot; takes place in 1968, but for realism, it takes place in 1990, and the mission &amp;quot;WMD&amp;quot; take place in 1968, but it should take place in 1997, which is 6 years after the cold war. Back to the Commando, I just figure out about the model. Treyarch wanted to make this gun like a combination with the older CAR-15s and the M4. The flattop rail was based on the MIL-STD-1913 scope rail, which never used in CAR-15s. When you look at the Commando on the E3 Demo, you can see the MIL-STD-1913 scope rail. The Troy Battle Sights was a modern 2000's sight, and the M203 was model after the M203A1. Black Ops was not suppose to go realism, but it was suppose to be more wacky unlike the Modern Warfare Series. Now, I heard rumors saying that the next Black Ops game was going to be a Vietnam Setting, but not as a wacky game, but focus on realism.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 10:05, 30 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Red Dot Sights ==&lt;br /&gt;
&lt;br /&gt;
Originally the RDS were Korba Sights, but on the AK47, AK-74U, and on the RPK, the RDS looks different. I trying to figure what kind of RDS it is.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 16:23, 10 July 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Commando Discussion ==&lt;br /&gt;
&lt;br /&gt;
I read the Topic, and I'm kinda want to search up some Variants of the Commando:&lt;br /&gt;
&lt;br /&gt;
XM177 Shorty (XM177 Short Barrel with A1 Flash Hider)&lt;br /&gt;
&lt;br /&gt;
GAU-5AA (On Topic)&lt;br /&gt;
&lt;br /&gt;
Colt 733 (M16A2/M4 Commando)&lt;br /&gt;
&lt;br /&gt;
Colt 933 (M4 Commando)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Crossfire has the same gun (But a XM177 Flash Hider), and it's based on the Commando in Black Ops, and it was refer as M4 Commando (Also they have an XM177 with flattop).&lt;br /&gt;
&lt;br /&gt;
The M60, Enfield, G11, AUG, Famas has the same iron sights. So Colt 933 can't count (Plus the optics on the M16 has a flattop, so that could be like the commando).&lt;br /&gt;
&lt;br /&gt;
Honestly, I don't think this is a GAU-5AA, because I don't see why is it this gun.&lt;br /&gt;
&lt;br /&gt;
In my theory, this might be a Fictional XM177 with A1 Flash Hider.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 02:49, 22 July 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
:XM177 is just the name used for the CAR-15 in US military use in Vietnam, a &amp;quot;fiction XM177 variant&amp;quot; ''is'' a CAR-15 variant. &lt;br /&gt;
:Also, it would not be remotely realistic for the CIA to be using MP40s in the 1960s, or the Soviet Union to be using PPShs in the 1960s, and the AKMS doesn't fit as a substitute for a shortened AK because it's full-length. The RPG-7, meanwhile, entered service in 1958, which was before the Cuban Missile Crisis: it just didn't see ''combat'' until Vietnam in real life. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 04:18, 22 July 2017 (EDT)&lt;br /&gt;
::Okay, I could agree with you, The RPG-7 was started in 1958, but it was in service in 1961 by the Soviets. In Cuba, the weapons were the FAL and some WW2 and Korean War Weapons. The RPG-7 first war was the Vietnam War, and it was use by the North Vietnamese and the VC in 1967. I was going to remove the WAW Gun, because it's not like realistic. I don't know the Commando is close to the GAU-5AA, I had to be honest.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 05:19, 22 July 2017 (EDT)&lt;br /&gt;
:::To clarify why the GAU-5A/A is stated as the closest match, the reason is that it has the combination of a slickside upper and an 11.5&amp;quot; barrel. The XM177 has a shorter 10&amp;quot; barrel, whilst the XM177E2 has an A1 upper with a forward assist. If you don't know what I mean by this, check out the [[Colt AR-15 Identification Guide]].  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 21:23, 22 July 2017 (EDT)&lt;br /&gt;
::::The in-game gun also appears to have a partial fence on the lower receiver (not a full one), which indeed matches the GAU-5A/A reference image that we have on the main page. By the way, the majority of the GAU-5A/A images that I found online have full fence lowers, while our reference image (with the moderator replaced) is an exception; are there any other images out there with partial fence lowers? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:30, 6 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I was looking though some models for the AUG, M14, WA2000, and M60. I don't know if it's based on the models from 007 QoS.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 23:45, 12 April 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== ray gun ==&lt;br /&gt;
&lt;br /&gt;
Where are the wonder weapons like the ray gun&lt;br /&gt;
http://callofduty.wikia.com/wiki/Ray_Gun&lt;br /&gt;
[[User:IRMacGuyver|IRMacGuyver]] ([[User talk:IRMacGuyver|talk]]) 08:27, 14 August 2018 (EDT)&lt;br /&gt;
:The silly ray gun doesn't really qualify for inclusion. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 14:28, 14 August 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Two-handed pistol shooting ==&lt;br /&gt;
&lt;br /&gt;
Is it period accurate to see the two-handed technique being used by almost all characters between 1961 and 1968 in the game? I'm reading that it was invented in 1959 (in this specific case the Weaver stance), but I wonder how much time it took for the technique to have become widespread enough. I suppose that if it became quickly popular, this would have been reflected in the movies of that era, which is not the case, as in a significant number of 1960s-1970s movies the handguns are still held with one hand (well, not all filmmakers must have automatically become familiar with the new stance, but still). There are some exceptions, but in these specific cases it's because the character is practice firing and not participating in actual combat; [[Last Adventure, The#Luger P08|here's]] an example (that's one of the earliest media appearances that I know regarding two-handed firing). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 12:37, 27 October 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Now let's start with a brief overview. The earliest pistol grip technique is the one-handed or &amp;quot;bullseye&amp;quot;. As we know for certain, this was common up until at least WW2. Some believe that this stance [https://www.reddit.com/r/AskHistorians/comments/26hcyv/why_were_soldiers_and_policemen_originally/ originated in the 18-19th century duels when it made sense to present as narrow a figure as possible to your opponent by standing sideways and firing one-handed]. As for the [https://callofduty.wikia.com/wiki/File:Delta_Force_Five_Seven_MW3.jpg grip featured in CoD games], it is not actually a weaver but a [https://www.armystudyguide.com/content/army_board_study_guide_topics/m9/grip-techniques-used-with.shtml &amp;quot;palm-supported grip&amp;quot; also known as &amp;quot;cup and saucer grip&amp;quot;] or &amp;quot;teacup grip&amp;quot;. The saucer grip appears to be [https://www.google.com/imgres?imgurl=https%3A%2F%2Fi.chzbgr.com%2Ffull%2F3197724928%2Fh8C2F490E%2F&amp;amp;imgrefurl=https%3A%2F%2Fcheezburger.com%2F3197724928&amp;amp;docid=p365NpQm3Y9W4M&amp;amp;tbnid=NVV7JAALiZ7G5M%3A&amp;amp;vet=10ahUKEwis5sii1qfeAhXyp4sKHWsKDlEQMwhaKBIwEg..i&amp;amp;w=492&amp;amp;h=488&amp;amp;bih=609&amp;amp;biw=1366&amp;amp;q=cup%20and%20saucer%20grip&amp;amp;ved=0ahUKEwis5sii1qfeAhXyp4sKHWsKDlEQMwhaKBIwEg&amp;amp;iact=mrc&amp;amp;uact=8 mocked and dismissed as impractical hollywoodism]. It is believed that it can be [http://firearmshistory.blogspot.com/2012/05/handgun-shooting-positions-bad-stances.html traced back to the revolver era of the Wild West and for a number of reasons it is ineffective with modern guns]. In spite of this, however, in [https://youtu.be/jP7J-JNSUu4?t=283 this video] we can clearly see that the saucer grip was taught back in WW2. In summary, the bullseye and saucer grips were both used in WW2 and I believe that was also the case in Vietnam. As for the actual weaver, I don't think I have ever seen a movie or archival footage of it being used back then, I suppose it was just a novelty in the first few decades. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:48, 27 October 2018 (EDT)&lt;br /&gt;
::So, the Weaver stance is not the first two-handed technique. But then my original question still stands, being whether the two-handed grip in general (not necessarily the Weaver) was used frequently enough in combat during the 1960s or not (as in, not merely for training purposes), and if it would have been more appropriate to see one-handed shooting for most part. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:21, 28 October 2018 (EDT)&lt;br /&gt;
:::I think we can't say if one technique was used more or less back then, all we can do is acknowledge if the given method existed. You see, it's a personal preference, as we can see in the WW2 training video, the two handed stance is more useful when crouching while one handed might have its benefits when standing so really it is a very situational thing. Also bear in mind that COD doesn't even try to portray such details in a realistic manner, I'm pretty sure that their inspiration comes from movies like Platoon or Full Metal Jacket. Considering that BO actually shows both grips (the ASP is one handed) I say that they should at least get credit for portraying both techniques. On another note, I'm just rewatching Terminator 2 and noticed how the T1000 was firing his gun one handed and that made sense since having a mechanical arm would have enough strength and this takes me back to BO3 where it is quite funny how your character uses two handed grip despite having cyborg arms. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:42, 29 October 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::&amp;quot;''bear in mind that COD doesn't even try to portray such details in a realistic manner''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::::[http://youtu.be/Ep85AkCkk-U?t=59 No shit!]&lt;br /&gt;
&lt;br /&gt;
::::&amp;lt;nowiki&amp;gt;:P&amp;lt;/nowiki&amp;gt; Now on a more serious note, that's the thing, the two-handed technique is shown as the most widespread in the game, even when standing. Mind you, the ASP is the only pistol shown fired one-handed during normal gameplay (as in, not during some scripted campaign sequences) - except when a player is downed and his third-person model also does this on all handguns, but that's another story. The thing with the ASP is that it only occurs in first-person view; heck, [http://callofduty.wikia.com/wiki/File:National_Revolutionary_Police_Force_member_Operation_40_BO.JPG just see] how the Cuban police officers are seen firing their ASPs in a level set in 1961; seems a bit far-fetched, don't ya think? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:47, 4 November 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
On another note, just talking about all these things in the game:&lt;br /&gt;
''&amp;quot;We use a lot of gun reference materials and spend a lot of time researching pre-production weapons. We basically make a list of every gun even remotely near our time period, some before some after – '''because if it's a prototype weapon you don't know what year it was introduced'''. And if you're an SOG officer, you're the perfect person to test these weapons.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Bravo. Seriously, I even like it. These guys say that &amp;quot;oh, how we explore all this&amp;quot;, but they don't even know when this or that weapon was created. On their spot, I would just honestly admit: &amp;quot;well, we just go to the Google Pictures, typing &amp;quot;weapons prototypes&amp;quot;, and chose those we liked without thinking about anything,&amp;quot; rather than trying to make a good face over a bad game. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 10:41, 22 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Quality Image Dump Part 2: Electric Boogaloo ==&lt;br /&gt;
&lt;br /&gt;
I'm about to upload some new images for this page, anyone is free to start putting them onto the page as they wish.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:09, 9 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'll start putting them on soon. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 18:37, 9 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:[[File:CODBO BrowningMG.jpg|thumb|none|600px|]] What is this machine gun? I know I've seen Browning M2 style machine guns with that barrel stabilizer but I can't figure out which one it is for the life of me.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:51, 9 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
::I also stumbled upon the same strange gun when researching the vehicle it's mounted on but didn't find anything. The vehicle is a Vietnam War gun truck and these appear to have been armed with pretty standard weaponry, M60 and M2s, nothing out of the ordinary. I don't know why but I have the feeling it's some kind of water cannon maybe modeled after something used in anti war protests of the period. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 14:05, 10 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
OK. I did the image replacements for the lower-quality sections. For the rest though, sometimes I will find an image that I don't know how to caption, and other times I feel like you've missed some important images (like the idle state image for the one-handed ASP), so I don't feel that confident going through the edit just yet. Can you help with adding some of the sections and maybe check if I missed any important images? Thanks. (and maybe check if I missed any images for your MW2 uploads too)&lt;br /&gt;
&lt;br /&gt;
In the end though I do expect all of the old images and the old non 16:9 images to be completely replaced. (the TT-33 images for example are 1,440 × 900, which is 16:10)--[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 20:03, 11 January 2019 (EST)&lt;br /&gt;
:OK, I have a little trouble figuring out which of those images are 16:10 so let me know which others need replacement. I'll be going through a lot of the uploads though, thanks for your help.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:33, 12 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
A suggestion: when screencapping scope reticles, you should aim at bright areas to make the reticle contrast more strongly with the background. Currently some of your scope images (SVD, PSG-1) have very dark or confusing backgrounds that makes it harder to see the reticle. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 23:40, 12 January 2019 (EST)&lt;br /&gt;
:Yeah I'll get better versions for those two, I usually try to do that with ADS images so every detail is easy to make out.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:53, 12 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 &amp;quot;Stakeout&amp;quot; anachronistic (SN/Date ranges) ==&lt;br /&gt;
&lt;br /&gt;
Apparently the page had received an overhaul, as there were some gaps in the page. That's fine and much appreciated, but oddly the fact that the Ithaca 37 &amp;quot;Stakeout&amp;quot; is anachronistic has been removed. Well, in case it was due to a lack of information on production dates, I found this site that provides information (with a source) on the serial number ranges for all shotguns made by the Ithaca Gun Co, and apparently the Stakeout was made from 1981 starting in the 371xxxxxxHG** range, to 1993, with the last serial number ending around 372000533. Just though this might be useful. As such, a sawn off Remington Model 870, sawn off Stevens 620A or a Model 37 S-Prefix &amp;quot;Trench gun&amp;quot; would probably suit the 1960s timeline better.&lt;br /&gt;
&lt;br /&gt;
https://ithacagun.com/serial-numbers/&lt;br /&gt;
:Thanks for the info; such input is much appreciated. One thing, though: make sure to sign your talk page posts, by typing &amp;quot;&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&amp;quot; without the quotes, or by hitting the pencil icon at the top-left of the editing box. Just a heads-up. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 15:50, 25 April 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== AR-18 ==&lt;br /&gt;
&lt;br /&gt;
Just started work on a video project centering around this game, and while taking a close look at the intro cutscene to the &amp;quot;Operation 40&amp;quot; level, I noticed there's a brief glimpse of a guy [https://i.imgur.com/fOqXPRY.jpg training with an AR-18]. The guy to his right looks to be using an M1 Carbine with the post-war upgrades as well. Didn't know whether to put it on the main page or in the misc section here. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 16:36, 8 May 2019 (EDT)&lt;br /&gt;
:Absolutely, it deserves a spot on the main page - the ''BOII'' page has a section for [[L85A2]]s that only appear in a cutscene, after all. Nice find. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 17:45, 8 May 2019 (EDT)&lt;br /&gt;
::IMO I think images of stock footage weapons should have their own section, like what I did with the RPD and M79 down at the bottom. It looks kind of misleading to see the AR-18 listed in the Table of Contents at the top of the page when it is not actually a usable weapon in the game. Also, the Crossbow also listed on the bottom is apparently made from an AR-18 lower receiver anyway, so we could merge the entries. That's my two cents --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:39, 17 May 2019 (EDT)&lt;br /&gt;
:::I support merging the stock footage weapons into their own section. However, I don't support merging the AR-18 with the Crossbow, due to their vastly different mechanisms. What do you think, Kadorhal? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 17:33, 17 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== M1911 one handed rack ==&lt;br /&gt;
&lt;br /&gt;
I'm curious about the way the character racks the slide with one hand. According to some random dudes that's &amp;quot;[https://www.youtube.com/watch?v=XkwhTTwKmJg Physically impossible]&amp;quot; so my question is, are they right? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 21:53, 14 May 2019 (EDT)&lt;br /&gt;
:Well, [http://youtu.be/-E-FxtDJLAk?t=75 at least with a single pistol] it's possible. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 01:57, 15 May 2019 (EDT)&lt;br /&gt;
::Very nice! Even though I'm pretty sure actual operators wouldn't employ it in an actual combat yet it's still cool. Interestingly, the character in BO3 also does it with his cybernetic arms which I suppose would be even more easier and efficient. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:58, 15 May 2019 (EDT)&lt;br /&gt;
:::I've read somewhere that soldiers have been trained to do it that way in case of injury, and Treyarch took the inspiration from this, although I don't know if it's exactly the case. On another note, you also have the [http://youtu.be/fOrYM-nuBO4 one-handed press check]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:42, 19 May 2019 (EDT)&lt;br /&gt;
::::On other videos I've also seen them recommend in case of injury to press the front of the slide against a wall or something or to clutch it between your thighs. But I gotta give props to Treyarch, they somehow managed to find the tacticoolest and rarest one handed reload haha the video you provided is literally the only place I've seen it IRL. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:19, 19 May 2019 (EDT)&lt;br /&gt;
:::::In fairness though (I should have mentioned it much earlier but I forgot), the guy in the video was just releasing the slide with that technique, and not pulling it back from its original position as in BO1 and BO3. Though I wouldn't be surprised if the latter were possible IRL. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:22, 30 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Question about Spetnatz's Guns ==&lt;br /&gt;
&lt;br /&gt;
I was wondering, if there proofs that Soviet Armed Forces used Warsaw Pact guns like [[PM-63]], [[Vz. 61 Skorpion]],AMD-63, etc? --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 04:30, 23 May 2019 (EDT)&lt;br /&gt;
::I doubt it. Firstly, they were brand new weapons when BO takes place and as we know, it takes some time before a new weapon goes into widespread use. Secondly, the Soviets had a very strong arms industry on their own so it wouldn't make sense for them to use Warsaw Pact guns even though I presume they could have obtained them easily. But we must also take into account that in BO they even use NATO weaponry from the future so this makes it an alternate reality anyway. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:21, 23 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
What do you mean by spetsnaz? Ordinary troops, of course not. But the Alpha antiterror group used Scorpion, although they did not exist until 1974. If we mean the special OGPU/NKVD/KGB units, then they used everything they wanted, including American submachine guns, sniper rifles, etc., without worrying about their origin (the USSR in general was extremely double-minded in this regard, not hesitating to buy anything from its &amp;quot;enemies&amp;quot;, if they don't have it yourself; and this tendency, I will tell you in confidence, is still relevant), just in the best spirit of these very video games. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 19:34, 23 May 2019 (EDT)&lt;br /&gt;
:Kiparis, by the way, was developed under the direct impression by the Scorpion, but was not put into use, as it was replaced by the AKS-74U for the unification of ammo and spare parts. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 12:55, 24 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Do we really need all the alternative options?==&lt;br /&gt;
While these alternative options provide some interesting historical context, do we really need all of them? Some of the alternatives are becoming more and more fringe and are degenerating into speculation on what the developers intended a weapon to be, and some of the suggestions I just find are plain unnecessary, like suggesting alternatives for the Minigun. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 16:01, 28 May 2019 (EDT)&lt;br /&gt;
:While I certainly agree that stuff like the minigun is kinda beyond saving, I think that the alternatives should definitely stay. There are a few that are a bit... out there, sure, but for the most part, they provide interesting historical and technical information, introduce people to guns they might not've been familiar with, and makes the page seem more constructive. If anything, I'd been thinking about adding these sorts of notes to other pages; it lets us teach not only what's wrong, but what's right. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:27, 28 May 2019 (EDT) P.S.: Man, did that last bit sound pretentious. I'm sorry to everybody that had to read that, but the point still stands.&lt;br /&gt;
:: The point is to ID the weapons used - that means describing what's there, not rambling about what isn't. Anything that is speculation or supposition should be done away with. As for any (actually accurate) technical or historical info, some is fine but at a certain point it's too much and comes off as overly encyclopedic.. and we're not supposed to be a gun encyclopedia. At the very least keep any factual 'should be' details simple and again factual; leave out anything along the lines of 'it could be..'. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 22:41, 28 May 2019 (EDT)&lt;br /&gt;
:::Yeah, some recent additions were pushing it a bit, but notable/accurate alternatives (such as the Stechkin APS, S&amp;amp;W Model 39, Sa vz. 23, Ithaca 37 Trench Gun, Remington 1100, SA-7 Grail, XM191, etc.) should definitely be kept. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:59, 29 May 2019 (EDT)&lt;br /&gt;
::::In addition, I think that for Vietnam, Stevens 77E would be an even more suitable choice (and some of them - this is interesting - subsequently ended up in the USSR). However, I am afraid to once again clutter up the article, so I will leave it at your discretion. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 18:54, 27 June 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== PK-AV ==&lt;br /&gt;
&lt;br /&gt;
I think this designation refers to the PK-A Venezuela contract variant, which has an Aimpoint-looking battery slot along the bottom left side of the optic that isn't present on the in-game model; I think it should probably just be listed as &amp;quot;PK-A.&amp;quot;--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:15, 4 December 2020 (EST) EDIT - nevermind, &amp;quot;PK-AV&amp;quot; must be the translation of &amp;quot;ПK-AB,&amp;quot; but the sight still looks more like the basic PK-A or whatever it is rather than that variant.&lt;br /&gt;
&lt;br /&gt;
:Done. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:57, 17 August 2022 (EDT)&lt;/div&gt;</summary>
		<author><name>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Black_Ops&amp;diff=1591143</id>
		<title>Talk:Call of Duty: Black Ops</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Black_Ops&amp;diff=1591143"/>
		<updated>2023-07-15T14:22:28Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: /* Infrared Scope */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See [[Talk:Call of Duty: Black Ops/Archive 1]] and [[Talk:Call of Duty: Black Ops/Archive 2]] for older discussions.&lt;br /&gt;
&lt;br /&gt;
= Weapons only found in game files =&lt;br /&gt;
Many of these weapon models were tested or based on ''[[Call of Duty 4: Modern Warfare]]'' models.&lt;br /&gt;
&lt;br /&gt;
==Colt AR-15A3==&lt;br /&gt;
An AR-15A3 model, use in ''[[Call of Duty 4: Modern Warfare]]'', was used to test the &amp;quot;Commando&amp;quot;. It was incorrectly referred to as the M4A1 Carbine, just like the previous Call of Duty game. The Commando was referred to as the &amp;quot;M4A1 Carbine&amp;quot; in the game files.&lt;br /&gt;
[[File:ColtAR-15A3TacticalCarbine.jpg|thumb|none|450px|Colt AR-15A3 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:AR15A3BO1.jpg|thumb|none|600px|An AR-15A3 appears in the menu icon referred to as the M4A1 Carbine]]&lt;br /&gt;
&lt;br /&gt;
==HK MP5N==&lt;br /&gt;
An MP5N model, used in ''[[Call of Duty 4: Modern Warfare]]'', was used to test the MP5K. The MP5K was referred to as the &amp;quot;MP5&amp;quot; in the game files.&lt;br /&gt;
[[File:Hk-mp5n.jpg|thumb|none|450px|HK MP5A3 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:Mp5 ingame CoD BO.jpg|thumb|none|600px|An MP5N appears in the game]]&lt;br /&gt;
&lt;br /&gt;
= Live Action Commercial=&lt;br /&gt;
&lt;br /&gt;
==M1911A1==&lt;br /&gt;
&lt;br /&gt;
[[File:CODBOLiveActComM1911.jpg|thumb|none|600px|A chef fires two [[M1911A1]]s in different directions, an action that is impossible in game.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
&lt;br /&gt;
[[File:CODBOLiveActComRemington870.jpg|thumb|none|600px|The [[Mossberg 500]] being fired. This weapon is not ever available in the game but judging by the heatshield slapped attached, it may be standing in for the [[Ithaca 37|Ithaca 37 Stakeout]].]]&lt;br /&gt;
[[File:CODBOLiveActComRemington870Closeup.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODBOLiveActComRemington870FPS.jpg|thumb|none|600px|If you ever see yourself in a similar situation just remember, they're right behind you.]]&lt;br /&gt;
[[File:CODBOLiveActComAUG&amp;amp;PumpShotgun.jpg|thumb|none|600px|See girls do play COD.]]&lt;br /&gt;
&lt;br /&gt;
==Mini Uzi==&lt;br /&gt;
&lt;br /&gt;
[[File:CODBOLiveActComMiniUzi.jpg|thumb|none|600px|A player firing his [[Mini Uzi]], which appears to be standing in for it's full sized counterpart actually seen in game.]]&lt;br /&gt;
&lt;br /&gt;
==AUG==&lt;br /&gt;
&lt;br /&gt;
[[File:CODBOLiveActComAUG&amp;amp;PumpShotgun.jpg|thumb|none|600px|The [[AUG]] in the background. Note the black finish, where the one in game is olive drab.]]&lt;br /&gt;
[[File:CODBOLiveActComAUG.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1==&lt;br /&gt;
[[File:CODBOLiveActComM733.jpg|thumb|none|600px|&amp;quot;My emblem is bigger than yours&amp;quot;.]]&lt;br /&gt;
[[File:CODBOLiveActComAR15&amp;amp;M203.jpg|thumb|none|600px|Kobe Bryant of the NBA's Los Angeles Lakers with an [[M4A1]] with an [[M203]]. The &amp;quot;Mamba&amp;quot; emblem refers to his nickname, The Black Mamba.]]&lt;br /&gt;
&lt;br /&gt;
==WASR-2==&lt;br /&gt;
&lt;br /&gt;
[[File:CODBOLiveActComWASR2.jpg|thumb|none|600px|Hotel employee somehow gets into a shootout. Still not as crazy as spring break.]]&lt;br /&gt;
[[File:CODBOLiveActComWASR2(2).jpg|thumb|none|600px|A &amp;quot;player&amp;quot; holds the [[Romanian WASR|WASR-2]] before getting blown to bits by a crossbow bolt.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
&lt;br /&gt;
[[File:CODBOLiveActComRPG7.jpg|thumb|none|600px|A player about to fire his [[RPG-7]] as he gives a sneak peak at a faction that did not make it into the final game. The all powerful Best Buy faction.]]&lt;br /&gt;
[[File:CODBOLiveActComRPG7Kimmel.jpg|thumb|none|600px|Jimmy Kimmel (yes that Jimmy Kimmel) is about to fire the RPG-7. He humorously falls on his ass due to the back blast.]]&lt;br /&gt;
&lt;br /&gt;
==GE M134==&lt;br /&gt;
&lt;br /&gt;
[[File:CODBOLiveActComM134Huey.jpg|thumb|none|600px|The [[M134]] being fired from an UH-1 Huey.]]&lt;br /&gt;
[[File:CODBOLiveActComM134Huey2.jpg|thumb|none|600px|Thats... one way to do your job in the demolition business.]]&lt;br /&gt;
&lt;br /&gt;
==Crossbow==&lt;br /&gt;
&lt;br /&gt;
[[File:CODBOLiveActComCrossbow.jpg|thumb|none|600px|The Crossbow about to be fired.]]&lt;br /&gt;
&lt;br /&gt;
= Miscellaneous Weapons =&lt;br /&gt;
This section covers other throwables and melee weapons.&lt;br /&gt;
&lt;br /&gt;
==Semtex Grenades==&lt;br /&gt;
Semtex Grenades return from ''Modern Warfare 2''.&lt;br /&gt;
&lt;br /&gt;
==Decoy Grenades==&lt;br /&gt;
&lt;br /&gt;
What appears to be improvised grenades made out of rifle rounds can be used to create a decoy on enemy radars.&lt;br /&gt;
&lt;br /&gt;
== Tomahawk (Strider Hatchet) ==&lt;br /&gt;
The Tomahawk is a thrown weapon occupying the lethal grenade slot, serving the same role as the throwing knife from ''[[Modern Warfare 2]]'' in multiplayer. In singleplayer, it's only available on the mission &amp;quot;Rebirth&amp;quot; after obtaining it from a Russian harbor worker and killing him with it. It is based on the medium variant of the Strider Hatchet and is anachronistic. An M-1910 hand axe would have been more appropriate.&lt;br /&gt;
&lt;br /&gt;
[[Image:Tomahawk-BO.jpg|thumb|none|600px|Tomahawk in Create-a-Class.]]&lt;br /&gt;
[[Image:Tomahawk-BOthrow.jpg|thumb|none|400px|A Tomahawk being thrown.]]&lt;br /&gt;
&lt;br /&gt;
== Ballistic Knife ==&lt;br /&gt;
The ballistic knife is a powerful melee weapon that available only in multiplayer and zombie modes. The knife is firing blades with a spring inside the body. Even though the ballistic knife does not appear in single player, its appearance in multiplayer could be seen as anachronistic, as the ballistic knife was not developed until the early 1980's.&lt;br /&gt;
&lt;br /&gt;
The ballistic knife in game also has an unrealistically long range, the real ballistic knife has a maximum range of only twenty to thirty feet while the blades in game travels near infinitely in an arc. &lt;br /&gt;
&lt;br /&gt;
[[Image:BK-BO.jpg|thumb|none|600px|The ballistic knife being reloaded.]]&lt;br /&gt;
&lt;br /&gt;
== Knife ==&lt;br /&gt;
&lt;br /&gt;
The Rambo II inspired knife returns in Call of Duty: Black Ops. It is still a one-hit kill, but unlike the previous versions, seems to cause a very large fountain of blood to appear after knifing an enemy.&lt;br /&gt;
&lt;br /&gt;
Even if the fact that this particular knife wasn't actually used by the military is ignored, its appearance in the 60s would be technically anachronistic since it was developed for the 1985 movie ''[[Rambo: First Blood Part II]]''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rambo_knife_2.JPG‎|thumb|none|400px|Rambo II Survival Knife]]&lt;br /&gt;
[[Image:659px-KnifeBlackOpsMultiplayer.png|thumb|none|500px|The Knife in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Prison Knife ==&lt;br /&gt;
&lt;br /&gt;
The Prison Knife is a melee weapon used in the mission &amp;quot;Vorkuta&amp;quot; in Call of Duty: Black Ops. It appears to be a jagged piece of scrap metal, similar to a 'shank' or 'shiv'. After Mason acquires another weapon, the prison knife is no longer equipped, and is only used by pressing the melee button. You can see blood on the blade, probably from stabbing the prison guard.&lt;br /&gt;
&lt;br /&gt;
[[Image:624px-Prisonknife.jpg|thumb|none|500px|The Prison Knife in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Karambit Knife ==&lt;br /&gt;
&lt;br /&gt;
The Karambit Knife is a combat knife used in the mission &amp;quot;Executive Order&amp;quot;. It is used to kill a Soviet soldier by sticking it into the soldier's spinal cord, killing him, allowing the player and Frank Woods to take their uniform and infiltrate the launch site. Though this blade is used only by US Federal Air Marshals currently, Mason and Woods could have used it instead of a normal blade to aid in the purpose of the mission. Unlike a normal blade, it is shaped like a jungle cat's claw. It is based on the Emerson Karambit Fixed Blade which makes it heavily anachronistic as Emerson Knives was founded in 1996.&lt;br /&gt;
&lt;br /&gt;
[[Image:561px-Karambit_Knife.jpg|thumb|none|500px|Karambit Knife in-game.]]&lt;br /&gt;
&lt;br /&gt;
== SOG Knife ==&lt;br /&gt;
The SOG Knife is a special knife used by the Mason in the mission &amp;quot;Victor Charlie&amp;quot;. This is the only time the SOG Knife is used. It is based on Randall Model 14 &amp;quot;Attack&amp;quot; with sawteeth and a micarta handle.&lt;br /&gt;
&lt;br /&gt;
[[Image:Shot0159.jpg|thumb|none|600px|SOG Knife in idle. Note the tally marks.]]&lt;br /&gt;
[[Image:Shot0167.jpg|thumb|none|600px|SOG Knife been drawn.]]&lt;br /&gt;
&lt;br /&gt;
== Bowie Knife ==&lt;br /&gt;
&lt;br /&gt;
The Bowie Knife is a special melee weapon which can be bought for 3000 points in Der Riese, Kino der Toten and Five. It is larger and wider than the standard combat knife in Call of Duty: Black Ops (or any Call of Duty game for that matter). It increases Knife damage from 150 to 1150, making it a one-hit-kill for zombies from Round 1 to Round 11. It is a one-hit-kill to Hellhounds all the way up until the third hellround. &lt;br /&gt;
&lt;br /&gt;
[[Image:BowieKnifePolkCompetition2-1024.jpg|thumb|none|500px|The Bowie Knife in Real Life.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Bowie.jpg|thumb|none|400px|The Bowie Knife in-game.]]&lt;br /&gt;
&lt;br /&gt;
== M1942 Machete ==&lt;br /&gt;
The M1942 Machete is featured in the campaign. It is used by the Vietcong and is carried in a plastic sheath by US marines and MACV SOG operatives.&lt;br /&gt;
&lt;br /&gt;
= Attachments =&lt;br /&gt;
== Red Dot Sight ==&lt;br /&gt;
The Israeli '''Elbit Falcon sight''' appears as the &amp;quot;Red Dot Sight&amp;quot; for the western weapons. Its depiction in the 1960s is anachronistic as the Falcon was produced in the 1980s.&lt;br /&gt;
&lt;br /&gt;
A fictionalized depiction of the Russian '''Kobra red dot sight''' appears as the &amp;quot;Red Dot Sight&amp;quot; for the Soviet weapons. Its depiction in the 1960s is anachronistic as it was introduced in 1996 in reality.&lt;br /&gt;
&lt;br /&gt;
== Reflex Sight ==&lt;br /&gt;
The Swedish '''Aimpoint Electronic''' also known as '''Aimpoint MarkII''' appears as the &amp;quot;Reflex Sight&amp;quot;. The Aimpoint Electronic is the first red dot sight in history. It was invented in 1974 and launched in 1975, however, that means its appearance in the 1960s is anachronistic. The Singlepoint Sight would have be the more appropriate scope as it was developed in 1968, but even then, it didn’t saw uses in Vietnam until the Son Tay Raid in November 1970.&lt;br /&gt;
&lt;br /&gt;
== ACOG Scope ==&lt;br /&gt;
The '''Colt 3×20 scope''' appears as the &amp;quot;ACOG Scope&amp;quot; for the western weapons. While the Colt scope was used in the Vietnam War, its appearance during the Bay of Pigs invasion is anachronistic considering that the earlier 3x20 version was developed around [http://www.sniperglass.com/Item/1028 1962].&lt;br /&gt;
&lt;br /&gt;
The Russian '''PK-A''' appears as the &amp;quot;ACOG Scope&amp;quot; for the Soviet weapons and the Galil. However, this is heavily anachronistic considering that it was developed around 2004. The more appropriate scope could have been the PGO-7 scope (1959).&lt;br /&gt;
&lt;br /&gt;
Equipping the AUG with an &amp;quot;ACOG Scope&amp;quot; turns it into an A1 version complete with a '''Swarovski scope''', however, the entire AUG platform is anachronistic.&lt;br /&gt;
&lt;br /&gt;
The XL 60 version of the '''SUSAT scope''' appears as the &amp;quot;ACOG Scope&amp;quot; for the Enfield. However, this is anachronistic considering that this iteration of the SUSAT appeared first on the XL 60 which itself was introduced after June 14, 1976. Also the left side of the scope appears to be a mirror of the right side. A slightly more appropriate scope would be the Enfield EM-2 Scope (1951).&lt;br /&gt;
&lt;br /&gt;
The actual Trijicon ACOG Scope really doesn't appear in the game, but its appearance would have been heavily anachronistic since it was introduced in 1987.&lt;br /&gt;
&lt;br /&gt;
== Infrared Scope ==&lt;br /&gt;
The '''AN/PVS-3A night vision sight''' appears as the &amp;quot;Infrared Scope&amp;quot; for the western weapons. Its depiction in the 1960s is anachronistic as it was produced circa 1970, but it was used in the Vietnam War for M16s and XM21s. It is depicted with a reticle from the AN/PVS-4 night vision scope. The older AN/PVS-2 (1967) would have been a better choice.&lt;br /&gt;
&lt;br /&gt;
The '''NSPU 1PN34''' appears as the &amp;quot;Infrared Scope&amp;quot; for the Soviet weapons. Its depiction in the 1960s is anachronistic as it was developed in the 1970s. It is depicted with its proper reticle. The NSP-2 (1957) would have been a better choice.&lt;br /&gt;
&lt;br /&gt;
Both the AN/PVS-3A and NSPU 1PN34 are depicted as dual band thermal/night vision optics, which is inaccurate to the real devices which are solely night vision devices; the concept of such dual band optics is also very anachronistic, appearing in the late 2000s at the earliest with fusion devices such as the AN/PSQ-20. Weirdly enough, the night vision sight appears to be a pale blue color, resembling the image from white phosphor image intensifiers; this is also anachronistic as white phosphor image intensifiers did not exist in the 1960s, and would not come into major use until the 1990s (in applications such as the AN/AVS-9's MX-10160 intensifiers). Both the PVS-3A and 1PN34 used green phosphor intensifiers and should produce a monochrome green image accordingly. &lt;br /&gt;
&lt;br /&gt;
The M41 ITAS sight on the BGM-71 TOW possesses a similar pale blue image but with no passive illumination of heat sources, which is also incorrect as TOW missile systems specifically used thermal optics (the M41 ITAS in particular is supposed to use second-generation FLIR).&lt;br /&gt;
&lt;br /&gt;
== Grip ==&lt;br /&gt;
The '''Knight's Armament vertical grip''' appears as the &amp;quot;Grip&amp;quot; attachment, though some SMGs use their stocks to represent the grip attachment instead. The appearance of the KAC vertical grip in the 1960s is heavily anachronistic as the KAC rail adapter system and presumably foregrip became available in 1997.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
&lt;br /&gt;
I just realize that the BUISs on the Commando looked kinda like Troy Industry sights and they they are...backwards. They are supposed to fold back down towards you and not forward [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 23:49, 1 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Regarding the HK21... ==&lt;br /&gt;
&lt;br /&gt;
Shouldn't an HK21E that feeds from magazines be referred to as an HK11E?&lt;br /&gt;
As I understand the numbers: 21 = 7.62x51mm belt fed, 11 = 7.62x51mm magazine fed, 23 = 5.56x45mm belt fed and 13 = 5.56x45mm magazine fed.&lt;br /&gt;
The original HK21 could be adapted to feed from G3 mags or drums but I don't know if the &amp;quot;E&amp;quot; for Export models could be modded in the same way.&lt;br /&gt;
Is there an obvious visual difference between an HK21E with an adaptor kit and an HK11E? If so, which one is it that's in the game? [[User:Stickie|Stickie]] ([[User talk:Stickie|talk]]) 19:11, 10 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
: According to HKPro.com I was right - an HK21E adapted to fire from G3 mags or drums *is* an HK11E. I'll change the entry now. [[User:Stickie|Stickie]] ([[User talk:Stickie|talk]]) 20:33, 10 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::From the images I get of the HK11, it has a G3-style magwell with no facility for a belt feed. If you look carefully at the in-game model of the HK21, it has a magwell but it ''also'' has a belt feed opening, so it's not right for an HK11. It also doesn't have the magazine adaptor on it that an HK21 would need to use G3 mags, so it's just wrong. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 02:26, 11 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::On looking at it the HK21E in this game is a bodge job. Firstly, it has the belt feed from and HK21 not an HK21E. On the original HK21 the gun had a rectangular magazine well with an open side into which was inserted either a belt feed or a flat sided mag adapter (see [http://www.hkparts.net/shop/pc/HK21-Factory-Magazine-Adapter-RARE-p233.htm here], the fuller grey part in the middle is the adapter). On an HK21E the whole thing is replaced with a G3 style well, and in this case the gun does become an HK11E as this is the only difference. However the belt feed on the HK21E looks different, protruding much further out the left side of the gun and isn't as &amp;quot;tall&amp;quot; as this feed system. It uses some HK21E parts though like the stock, so it is a mess. Not to mention, as Evil Tim said, it is impossible on either gun to insert a magazine if there is a belt feed. However it is ''more'' possible on a regular HK21 as that always has a magazine well of a sort that is just blocked by the belt feed, as opposed to the HK21E where the whole thing is swapped out.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 06:04, 11 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Legacy zombie maps ==&lt;br /&gt;
&lt;br /&gt;
Should we have to include the weapons from the legacy zombie maps? --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 14:26, 29 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I can only add that the WWII-guns, used in the Zombie maps, clearly taken from '''Wolrd at War'''. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 08:42, 9 February 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
== [[Call_of_Duty:_Black_Ops#82-PM-37|82-PM-37 mortar]] entry ==&lt;br /&gt;
The square shape of the baseplate allows to identify the in-game weapon as BM-36, the predecessor of BM-37. The &amp;quot;PM&amp;quot; in the name is also incorrect because &amp;quot;PM&amp;quot; means &amp;quot;polkovoy minomet&amp;quot; (&amp;quot;regimental mortar&amp;quot;), and it was used for 120mm mortars while 82mm mortars were &amp;quot;BM&amp;quot;s (&amp;quot;batalyonny minomet&amp;quot; - &amp;quot;battalion mortar&amp;quot;). So my question: is &amp;quot;82-PM-37&amp;quot; the name used for this weapon in the game? If so, at least a clarification will be useful that the in-game image is of a different weapon. In case if the weapon is called in game with some generic name (like &amp;quot;a Soviet mortar&amp;quot;), it would be better to rename this entry. Thanks. [[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 16:59, 26 October 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Enfield XL64E5==&lt;br /&gt;
Since [[List of firearms used by British Armed Forces#Experimental|this page]] states that the weapon was produced from 1964 to 1970, then how come the weapon is described as &amp;quot;anachronistic&amp;quot; in the main article? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 11:53, 5 October 2014 (EDT)&lt;br /&gt;
:Firstly, this was just a prototype weapon that never went into full production. Those dates are the period over which it was developed, so the prototype in this form would not be available until into the 70s whilst the level it appears in is set in 1968. Secondly, I think these dates might actually be wrong, but not sure as it is incredibly hard to come by solid data for these experimental weapons. I think that although earlier versions of the XL64 were finished in the early 70s, the final version (which was used in the NATO trials) which is depicted here, the XL64E5, was not finalised until 1976 or thereabouts.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 19:30, 5 October 2014 (EDT)&lt;br /&gt;
::Uh okay, thanks for the info. I've added to the main page that the EM-2 would be more accurate to the game. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:04, 6 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Multiplayer set in the 1970s? ==&lt;br /&gt;
&lt;br /&gt;
I'm playing against the bots on Berlin Wall. One of the buildings is a music store, some of the albums are labeled, &amp;quot;Sounds of the '70s&amp;quot;. So, I'm assuming the multiplayer portion takes place between 1970-1975 which would make some of the anachronistic weapons unanachronistic (excluding the campaign of course.) - [[User:1morey]] November 5, 2014 1:25 PM (EST)&lt;br /&gt;
:If they were advertising &amp;quot;Sounds of the '70's,&amp;quot; I would think that's definitely proof it's NOT in the seventies. If you listen to the radio, they never refer to the current decade (&amp;quot;Greatest hits of the seventies, eighties, nineties, and today!&amp;quot;). Given the DDR flag, I'm guessing eighties. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 15:33, 5 November 2014 (EST)&lt;br /&gt;
::On Stadium, there are also references to the year 1972, so it can be assumed some multiplayer maps may take place further than 1968.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 00:53, 6 November 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== SVD ==&lt;br /&gt;
Is it worth mentioning that the SVD has a safety lever of an AK and that the safety is on? --[[User:CnC Fin|CnC Fin]] ([[User talk:CnC Fin|talk]]) 04:31, 27 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Vz 58==&lt;br /&gt;
I really wonder why(thinking about the time when the action takes place)they didn't included a Sa. Vz. 58 used by NVA.It is pretty modern and accurate compared to an Ak 47. [[User:VLAD M|VLAD M]] ([[User talk:VLAD M|talk]]) 05:48, 14 July 2015 (EDT)&lt;br /&gt;
[[File:800px-Sa_58-JH01.jpg|thumb|none|600px|VZ 58  7.62x39]]&lt;br /&gt;
[[File:WASR10.jpg|thumb|none|600px|WASR 10  7.62x39]]&lt;br /&gt;
&lt;br /&gt;
Pretty sure they didn't start using Vz 58s until after the Vietnam War. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:37, 16 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== GP ==&lt;br /&gt;
&lt;br /&gt;
The GP grenade launcher doesn't have any quadrant sight in BO, unlike other CoD games. I will fix the info, but first, is it actually a GP-30? Probably yes, due to lack of support frame behind it; otherwise, we could assume that it is an actual GP-25, just like the game labels it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:43, 16 July 2015 (EDT)&lt;br /&gt;
:Have you checked the third person model? In Blops 2 there's no sight in first person but there is one in third. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 08:25, 16 July 2015 (EDT)&lt;br /&gt;
::Yeah, I checked it, and unlike BO2 the third-person model lacks the quadrant sight as well. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:13, 16 July 2015 (EDT)&lt;br /&gt;
:::I've changed the info on the page to GP-25. If there's anything that proves otherwise, such as the support frame stuff or something like that let us know. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:03, 15 August 2015 (EDT)&lt;br /&gt;
::::EDIT (three years later) : in addition to that component, the in-game launcher has four ribs around the barrel, in the same setup as a GP-30 (while a GP-25 has three). Therefore, I'll edit it back to GP-30. On another note, the version in CoD4, MW2, MW3, and BO2 only has two ribs, for some weird reason. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:05, 28 July 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== XM21 with IR Scope ==&lt;br /&gt;
&lt;br /&gt;
If you put the IR Scope on the M14, it becomes the XM21. [http://imageevent.com/willyp/firearmsalbums/usspringfieldxm21sniper;jsessionid=gef3ol6hr1.camel_s?p=55&amp;amp;n=1&amp;amp;m=-1&amp;amp;c=3&amp;amp;l=0&amp;amp;w=4&amp;amp;s=0&amp;amp;z=9 Look at the link right here.]&lt;br /&gt;
:XM21 doesn't have a pistol grip and the IR scope in Blops isn't a PVS-2. Also IIRC the PVS-2 isn't an IR scope anyway, it's an image intensifier. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 08:17, 21 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
==Weapon Sights==&lt;br /&gt;
Considering that this game takes place in the 1960s, wouldn't it be anachronistic for red dot sights and mid-ranged optics (is the ACOG anachronistic as well?) to appear in the game?  Did they really exist back in the 1960s or this game, as with most of the guns, adopt the &amp;quot;screw the rules, they had prototypes&amp;quot; attitude? - [[User:Kenny99|Kenny99]] ([[User talk:Kenny99|talk]]) 19:54, 27 January 2016 (EST)&lt;br /&gt;
:I believe most of them are anachronistic with the exception of the Colt &amp;quot;ACOG&amp;quot; 4x32 scope. The reflex sight appears to be the first Aimpoint from 1975, and I don't think the western red dot sight is even modeled on a real optic.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:58, 27 January 2016 (EST)&lt;br /&gt;
::I looked into the concept of red dot sights more closely and came across the idea of reflector sights.  They apparently existed since WW2 (although they were more commonly used on machine guns, AA cannons, and ship weaponry).  I read that after WW2, custom and detachable weapon sights started appearing, but most likely very obscure and not so widespread.  As for Infrared scopes and such, I think Germany made detachable scopes for the StG44 during WW2, including a prototype Infrared scope called the &amp;quot;Vampire&amp;quot;.  Then again, I'm not so certain about the plausibility of red dot sights, &amp;quot;reflex sights&amp;quot;, and Infrared scopes as well as attachable weapon mounts (such as rails) for optics.  - [[User:Kenny99|Kenny99]] ([[User talk:Kenny99|talk]]) 22:29, 27 January 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
:::The STG44's setup was nicknamed the &amp;quot;Vampyr&amp;quot; because Germans. The same set-up was used by the US Military in the M3 Carbine. Any rail or scope mount would have to be a custom make because Weaver Rails were still a while away. I always got the vibe with Black Ops that they intended it to be set in the 1980's, what with all the more 80's equipment, but the higher ups made them go to the Vietnam era because the Nam era is a reasonably untapped genre, like WWI or the Spanish-American War.  -- [[User:PaperCake|PaperCake]] 22:47, 27 January 2016 (EST)&lt;br /&gt;
::::Don't forget this sight, it's mounted on a BAR--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 01:01, 28 January 2016 (EST)&lt;br /&gt;
[[File:OM-BARa.jpg|thumb|600px|none|This movie came out in 1971, no idea how long this sight been around at that point. Nice suit.]]&lt;br /&gt;
::::::That's just the scope from an M3 mounted on a BAR. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 08:05, 28 January 2016 (EST)&lt;br /&gt;
:::::Was the PK-A that can be mounted on the AK around in the 60's? [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 01:57, 28 January 2016 (EST)&lt;br /&gt;
::::::I stand corrected....?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 10:48, 28 January 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
The Red Dot Sight was first introduced in 1970, when Singlepiont appears in the Vietnam War. --[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 12:33, 15 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Commando in Black Ops ==&lt;br /&gt;
&lt;br /&gt;
I think the Commando is an Colt 733 With a Flattop (Colt M4 Commando)?&lt;br /&gt;
&lt;br /&gt;
[[File:Colt_M733_with_Flattop.jpeg|thumb|450px|none|Colt Model 933 with Fiberlite stock, A1 profile barrel, slim handguards, and no bayonet lug - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
It looks similar to the Colt M933, but is an M733 with Flattop. The Commando has an Flip Up Iron Sight in the game.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 12:40, 15 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Firstly, as far as I know there is no such thing as a Model 733 with a flat top, that is just a Model 933. What do you think the difference is? The gun in the game isn't a Model 933 or a 733 though, as regardless of the different design of rail, it also has a slickside upper receiver without a FA or BD. The closest match I can come up with would be a GAU-5A/A with a flash hider rather than the moderator (which was actually done) with a fictional/custom upper with a sight rail.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:37, 15 April 2016 (EDT)&lt;br /&gt;
:: c552 is right about the Model 733/Model 933 remarks. I also concur with him about the game gun most closely resembling a GAU-5/A variant. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 01:24, 16 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::What it really is, is a gun model made by people that don't actually know anything about guns. In video games a gun can be a whole slew of things do to a dev team's poor gun modeling skills/lack of knowledge. As evidenced by the sling that blocks the bolt release that's used in the reload animation. The main problem is that Treyarch felt the need to make it a flattop AR-15 even though they were never used or made in numbers in the 60s, why would mounting optics on a XM177 carrying handle be so bad? I agree that it seems to be a GAU-5/A with a made-up flattop upper and &amp;quot;filled in&amp;quot; flash hider, I also noticed it has partial magazine fencing too.  [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 01:43, 16 April 2016 (EDT)&lt;br /&gt;
:::: There were experimental flat-top carbines back then, but as you said they were never actually used or issued. That said, I agree there's nothing wrong with actually having optics on the carry handle - indeed that was the case for the longest time. But it evidently doesn't follow their own rigidly self-imposed aesthetic for the game weapons. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 17:32, 16 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
The AR pictured above isn't ''exactly'' an M933, it looks like someone built themselves a lookalike. It has an A1 profile barrel, older slimline handguards, and no bayonet lug. A ''true'' M933 is simply an M4A1 with an 11.5&amp;quot; barrel, retaining the thicker barrel width, double heat shield handguards, and FSP with bayonet lug. That said, however, the Commando in this game is pure fictional franken gun, simply a way for Treyarch to include a &amp;quot;SOPMOD&amp;quot; AR long before the M4 was ever invented and justifying it with the weak excuse that &amp;quot;SOG can get whatever they want&amp;quot;. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:34, 16 April 2016 (EDT)&lt;br /&gt;
:The Colt carbines are kind of a crap-shoot in regards to what features they have, with the 933 being available with or without a bayonet lug, A1 or A2 profile barrel, and either handguard. [http://www.autoweapons.com/photos10/apr/3240m16j.jpg Here] is another 933 with no lug, an A1 barrel, slim handguards and the M4 style stock, and [http://www.autoweapons.com/photos14/sep/vk340m16a.jpg here] is one to the same spec but with the wide handguards. From what I have seen it seems that the thin barrel and no bayonet lug is the most common option (which makes the most sense as this features are pretty useless on a barrel of this length). I believe that all of these images (including the original posted above) are real Colt weapons advertised on Autoweapons. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]])&lt;br /&gt;
So I think it could be an GAU-5/A with Flash Hider.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 10:25, 16 April 2016 (EDT)&lt;br /&gt;
[[File:GAU-5AA with A1 flash hider.jpg|thumb|450px|none|GAU-5A/A with A1 flash hider - 5.56x45mm]]&lt;br /&gt;
:No, the GAU-5/A is a different gun with a 10&amp;quot; barrel, the game gun has a longer barrel more like the 11.5&amp;quot; barrel of the GAU-5A/A. This is the gun that you pictured above (which I have properly renamed as the image name was totally nonsensical). Also, when posting images use the code that I have changed it to above so that it is a thumbnail that can have a descriptive caption.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 12:29, 16 April 2016 (EDT)&lt;br /&gt;
::I've rewritten the Commando section to try and have it make some sort of sense, and I noticed that there is an image where it is fitted with optics and has the front sight present (albeit vertically stunted) and the caption reads &amp;quot;Suppressed Colt Commando with Kobra sight. Note clan tag engraved on the charging handle. Also note that, unlike in the released game, the front sight is still present&amp;quot;. Anybody know where this is from? Is it early promotional footage or from a beta or what?  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:06, 16 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think the reason why it has a removable carry handle because Treyarch do the same Flip up sights to the Enfield, Famas, G11, Aug, and M60. So if these Iron Sight were not in the game, than the Commando would have the M16's Iron sights.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 13:32, 16 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
Someone who's not on IMFDB told me that he believes that the Commando is exactly the GAU-5A/A configuration about the USAF flash hider in place of the moderator) &amp;quot;''and the flat-topped receiver is not fictional but what appears to be a chopped off carry handle with a bolted on rail. According to [http://www.ar15.com/forums/t_3_118/573301_History_of_flattop_uppers____.html this discussion], this was done in the late 80s and early 90s before the introduction of actual flat-topped receivers. That is also the case with the M16 when mounted with sight attachments apparently. While the article mentions the Model 656 receiver as some kind of justification for the flat-topped receiver actually that's not the case as the BO version is just a chopped off version and this is yet another anachronism''&amp;quot;. Ideas? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:17, 15 July 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
I swear that everything in this game makes me think they intended it to be set in the 1980's rather than the 1960's. The story about brain-washing and rogue Soviet soldiers feels like a cheesy Cannon Films B movie rather than a 1960's set story. The inclusion of several 80's guns over the more proper arsenal that has already been established by previous games like Vietcong seem to back that theory up. Even the Vietnam elements feel more like 1980's CIA shittery than 1960's. I have no leads on the development team, but it feels like the game was intended to be in the 1980's and was just shifted over to the 60's last minute, which could explain how almost every gun is an anachronism. --[[User:PaperCake|PaperCake]] 14:26, 15 July 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
Or the 1990's. Plus missions like &amp;quot;Executive Order&amp;quot; takes place in 1963, but in realism, it takes place in 1988. The mission &amp;quot;Rebirth&amp;quot; takes place in 1968, but it suppose to takes place in 1989. The mission &amp;quot;Numbers&amp;quot; takes place in 1968, but for realism, it takes place in 1990, and the mission &amp;quot;WMD&amp;quot; take place in 1968, but it should take place in 1997, which is 6 years after the cold war. Back to the Commando, I just figure out about the model. Treyarch wanted to make this gun like a combination with the older CAR-15s and the M4. The flattop rail was based on the MIL-STD-1913 scope rail, which never used in CAR-15s. When you look at the Commando on the E3 Demo, you can see the MIL-STD-1913 scope rail. The Troy Battle Sights was a modern 2000's sight, and the M203 was model after the M203A1. Black Ops was not suppose to go realism, but it was suppose to be more wacky unlike the Modern Warfare Series. Now, I heard rumors saying that the next Black Ops game was going to be a Vietnam Setting, but not as a wacky game, but focus on realism.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 10:05, 30 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Red Dot Sights ==&lt;br /&gt;
&lt;br /&gt;
Originally the RDS were Korba Sights, but on the AK47, AK-74U, and on the RPK, the RDS looks different. I trying to figure what kind of RDS it is.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 16:23, 10 July 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Commando Discussion ==&lt;br /&gt;
&lt;br /&gt;
I read the Topic, and I'm kinda want to search up some Variants of the Commando:&lt;br /&gt;
&lt;br /&gt;
XM177 Shorty (XM177 Short Barrel with A1 Flash Hider)&lt;br /&gt;
&lt;br /&gt;
GAU-5AA (On Topic)&lt;br /&gt;
&lt;br /&gt;
Colt 733 (M16A2/M4 Commando)&lt;br /&gt;
&lt;br /&gt;
Colt 933 (M4 Commando)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Crossfire has the same gun (But a XM177 Flash Hider), and it's based on the Commando in Black Ops, and it was refer as M4 Commando (Also they have an XM177 with flattop).&lt;br /&gt;
&lt;br /&gt;
The M60, Enfield, G11, AUG, Famas has the same iron sights. So Colt 933 can't count (Plus the optics on the M16 has a flattop, so that could be like the commando).&lt;br /&gt;
&lt;br /&gt;
Honestly, I don't think this is a GAU-5AA, because I don't see why is it this gun.&lt;br /&gt;
&lt;br /&gt;
In my theory, this might be a Fictional XM177 with A1 Flash Hider.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 02:49, 22 July 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
:XM177 is just the name used for the CAR-15 in US military use in Vietnam, a &amp;quot;fiction XM177 variant&amp;quot; ''is'' a CAR-15 variant. &lt;br /&gt;
:Also, it would not be remotely realistic for the CIA to be using MP40s in the 1960s, or the Soviet Union to be using PPShs in the 1960s, and the AKMS doesn't fit as a substitute for a shortened AK because it's full-length. The RPG-7, meanwhile, entered service in 1958, which was before the Cuban Missile Crisis: it just didn't see ''combat'' until Vietnam in real life. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 04:18, 22 July 2017 (EDT)&lt;br /&gt;
::Okay, I could agree with you, The RPG-7 was started in 1958, but it was in service in 1961 by the Soviets. In Cuba, the weapons were the FAL and some WW2 and Korean War Weapons. The RPG-7 first war was the Vietnam War, and it was use by the North Vietnamese and the VC in 1967. I was going to remove the WAW Gun, because it's not like realistic. I don't know the Commando is close to the GAU-5AA, I had to be honest.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 05:19, 22 July 2017 (EDT)&lt;br /&gt;
:::To clarify why the GAU-5A/A is stated as the closest match, the reason is that it has the combination of a slickside upper and an 11.5&amp;quot; barrel. The XM177 has a shorter 10&amp;quot; barrel, whilst the XM177E2 has an A1 upper with a forward assist. If you don't know what I mean by this, check out the [[Colt AR-15 Identification Guide]].  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 21:23, 22 July 2017 (EDT)&lt;br /&gt;
::::The in-game gun also appears to have a partial fence on the lower receiver (not a full one), which indeed matches the GAU-5A/A reference image that we have on the main page. By the way, the majority of the GAU-5A/A images that I found online have full fence lowers, while our reference image (with the moderator replaced) is an exception; are there any other images out there with partial fence lowers? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:30, 6 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I was looking though some models for the AUG, M14, WA2000, and M60. I don't know if it's based on the models from 007 QoS.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 23:45, 12 April 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== ray gun ==&lt;br /&gt;
&lt;br /&gt;
Where are the wonder weapons like the ray gun&lt;br /&gt;
http://callofduty.wikia.com/wiki/Ray_Gun&lt;br /&gt;
[[User:IRMacGuyver|IRMacGuyver]] ([[User talk:IRMacGuyver|talk]]) 08:27, 14 August 2018 (EDT)&lt;br /&gt;
:The silly ray gun doesn't really qualify for inclusion. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 14:28, 14 August 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Two-handed pistol shooting ==&lt;br /&gt;
&lt;br /&gt;
Is it period accurate to see the two-handed technique being used by almost all characters between 1961 and 1968 in the game? I'm reading that it was invented in 1959 (in this specific case the Weaver stance), but I wonder how much time it took for the technique to have become widespread enough. I suppose that if it became quickly popular, this would have been reflected in the movies of that era, which is not the case, as in a significant number of 1960s-1970s movies the handguns are still held with one hand (well, not all filmmakers must have automatically become familiar with the new stance, but still). There are some exceptions, but in these specific cases it's because the character is practice firing and not participating in actual combat; [[Last Adventure, The#Luger P08|here's]] an example (that's one of the earliest media appearances that I know regarding two-handed firing). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 12:37, 27 October 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Now let's start with a brief overview. The earliest pistol grip technique is the one-handed or &amp;quot;bullseye&amp;quot;. As we know for certain, this was common up until at least WW2. Some believe that this stance [https://www.reddit.com/r/AskHistorians/comments/26hcyv/why_were_soldiers_and_policemen_originally/ originated in the 18-19th century duels when it made sense to present as narrow a figure as possible to your opponent by standing sideways and firing one-handed]. As for the [https://callofduty.wikia.com/wiki/File:Delta_Force_Five_Seven_MW3.jpg grip featured in CoD games], it is not actually a weaver but a [https://www.armystudyguide.com/content/army_board_study_guide_topics/m9/grip-techniques-used-with.shtml &amp;quot;palm-supported grip&amp;quot; also known as &amp;quot;cup and saucer grip&amp;quot;] or &amp;quot;teacup grip&amp;quot;. The saucer grip appears to be [https://www.google.com/imgres?imgurl=https%3A%2F%2Fi.chzbgr.com%2Ffull%2F3197724928%2Fh8C2F490E%2F&amp;amp;imgrefurl=https%3A%2F%2Fcheezburger.com%2F3197724928&amp;amp;docid=p365NpQm3Y9W4M&amp;amp;tbnid=NVV7JAALiZ7G5M%3A&amp;amp;vet=10ahUKEwis5sii1qfeAhXyp4sKHWsKDlEQMwhaKBIwEg..i&amp;amp;w=492&amp;amp;h=488&amp;amp;bih=609&amp;amp;biw=1366&amp;amp;q=cup%20and%20saucer%20grip&amp;amp;ved=0ahUKEwis5sii1qfeAhXyp4sKHWsKDlEQMwhaKBIwEg&amp;amp;iact=mrc&amp;amp;uact=8 mocked and dismissed as impractical hollywoodism]. It is believed that it can be [http://firearmshistory.blogspot.com/2012/05/handgun-shooting-positions-bad-stances.html traced back to the revolver era of the Wild West and for a number of reasons it is ineffective with modern guns]. In spite of this, however, in [https://youtu.be/jP7J-JNSUu4?t=283 this video] we can clearly see that the saucer grip was taught back in WW2. In summary, the bullseye and saucer grips were both used in WW2 and I believe that was also the case in Vietnam. As for the actual weaver, I don't think I have ever seen a movie or archival footage of it being used back then, I suppose it was just a novelty in the first few decades. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:48, 27 October 2018 (EDT)&lt;br /&gt;
::So, the Weaver stance is not the first two-handed technique. But then my original question still stands, being whether the two-handed grip in general (not necessarily the Weaver) was used frequently enough in combat during the 1960s or not (as in, not merely for training purposes), and if it would have been more appropriate to see one-handed shooting for most part. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:21, 28 October 2018 (EDT)&lt;br /&gt;
:::I think we can't say if one technique was used more or less back then, all we can do is acknowledge if the given method existed. You see, it's a personal preference, as we can see in the WW2 training video, the two handed stance is more useful when crouching while one handed might have its benefits when standing so really it is a very situational thing. Also bear in mind that COD doesn't even try to portray such details in a realistic manner, I'm pretty sure that their inspiration comes from movies like Platoon or Full Metal Jacket. Considering that BO actually shows both grips (the ASP is one handed) I say that they should at least get credit for portraying both techniques. On another note, I'm just rewatching Terminator 2 and noticed how the T1000 was firing his gun one handed and that made sense since having a mechanical arm would have enough strength and this takes me back to BO3 where it is quite funny how your character uses two handed grip despite having cyborg arms. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:42, 29 October 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::&amp;quot;''bear in mind that COD doesn't even try to portray such details in a realistic manner''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::::[http://youtu.be/Ep85AkCkk-U?t=59 No shit!]&lt;br /&gt;
&lt;br /&gt;
::::&amp;lt;nowiki&amp;gt;:P&amp;lt;/nowiki&amp;gt; Now on a more serious note, that's the thing, the two-handed technique is shown as the most widespread in the game, even when standing. Mind you, the ASP is the only pistol shown fired one-handed during normal gameplay (as in, not during some scripted campaign sequences) - except when a player is downed and his third-person model also does this on all handguns, but that's another story. The thing with the ASP is that it only occurs in first-person view; heck, [http://callofduty.wikia.com/wiki/File:National_Revolutionary_Police_Force_member_Operation_40_BO.JPG just see] how the Cuban police officers are seen firing their ASPs in a level set in 1961; seems a bit far-fetched, don't ya think? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:47, 4 November 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
On another note, just talking about all these things in the game:&lt;br /&gt;
''&amp;quot;We use a lot of gun reference materials and spend a lot of time researching pre-production weapons. We basically make a list of every gun even remotely near our time period, some before some after – '''because if it's a prototype weapon you don't know what year it was introduced'''. And if you're an SOG officer, you're the perfect person to test these weapons.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Bravo. Seriously, I even like it. These guys say that &amp;quot;oh, how we explore all this&amp;quot;, but they don't even know when this or that weapon was created. On their spot, I would just honestly admit: &amp;quot;well, we just go to the Google Pictures, typing &amp;quot;weapons prototypes&amp;quot;, and chose those we liked without thinking about anything,&amp;quot; rather than trying to make a good face over a bad game. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 10:41, 22 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Quality Image Dump Part 2: Electric Boogaloo ==&lt;br /&gt;
&lt;br /&gt;
I'm about to upload some new images for this page, anyone is free to start putting them onto the page as they wish.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:09, 9 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'll start putting them on soon. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 18:37, 9 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:[[File:CODBO BrowningMG.jpg|thumb|none|600px|]] What is this machine gun? I know I've seen Browning M2 style machine guns with that barrel stabilizer but I can't figure out which one it is for the life of me.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:51, 9 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
::I also stumbled upon the same strange gun when researching the vehicle it's mounted on but didn't find anything. The vehicle is a Vietnam War gun truck and these appear to have been armed with pretty standard weaponry, M60 and M2s, nothing out of the ordinary. I don't know why but I have the feeling it's some kind of water cannon maybe modeled after something used in anti war protests of the period. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 14:05, 10 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
OK. I did the image replacements for the lower-quality sections. For the rest though, sometimes I will find an image that I don't know how to caption, and other times I feel like you've missed some important images (like the idle state image for the one-handed ASP), so I don't feel that confident going through the edit just yet. Can you help with adding some of the sections and maybe check if I missed any important images? Thanks. (and maybe check if I missed any images for your MW2 uploads too)&lt;br /&gt;
&lt;br /&gt;
In the end though I do expect all of the old images and the old non 16:9 images to be completely replaced. (the TT-33 images for example are 1,440 × 900, which is 16:10)--[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 20:03, 11 January 2019 (EST)&lt;br /&gt;
:OK, I have a little trouble figuring out which of those images are 16:10 so let me know which others need replacement. I'll be going through a lot of the uploads though, thanks for your help.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:33, 12 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
A suggestion: when screencapping scope reticles, you should aim at bright areas to make the reticle contrast more strongly with the background. Currently some of your scope images (SVD, PSG-1) have very dark or confusing backgrounds that makes it harder to see the reticle. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 23:40, 12 January 2019 (EST)&lt;br /&gt;
:Yeah I'll get better versions for those two, I usually try to do that with ADS images so every detail is easy to make out.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:53, 12 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 &amp;quot;Stakeout&amp;quot; anachronistic (SN/Date ranges) ==&lt;br /&gt;
&lt;br /&gt;
Apparently the page had received an overhaul, as there were some gaps in the page. That's fine and much appreciated, but oddly the fact that the Ithaca 37 &amp;quot;Stakeout&amp;quot; is anachronistic has been removed. Well, in case it was due to a lack of information on production dates, I found this site that provides information (with a source) on the serial number ranges for all shotguns made by the Ithaca Gun Co, and apparently the Stakeout was made from 1981 starting in the 371xxxxxxHG** range, to 1993, with the last serial number ending around 372000533. Just though this might be useful. As such, a sawn off Remington Model 870, sawn off Stevens 620A or a Model 37 S-Prefix &amp;quot;Trench gun&amp;quot; would probably suit the 1960s timeline better.&lt;br /&gt;
&lt;br /&gt;
https://ithacagun.com/serial-numbers/&lt;br /&gt;
:Thanks for the info; such input is much appreciated. One thing, though: make sure to sign your talk page posts, by typing &amp;quot;&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&amp;quot; without the quotes, or by hitting the pencil icon at the top-left of the editing box. Just a heads-up. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 15:50, 25 April 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== AR-18 ==&lt;br /&gt;
&lt;br /&gt;
Just started work on a video project centering around this game, and while taking a close look at the intro cutscene to the &amp;quot;Operation 40&amp;quot; level, I noticed there's a brief glimpse of a guy [https://i.imgur.com/fOqXPRY.jpg training with an AR-18]. The guy to his right looks to be using an M1 Carbine with the post-war upgrades as well. Didn't know whether to put it on the main page or in the misc section here. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 16:36, 8 May 2019 (EDT)&lt;br /&gt;
:Absolutely, it deserves a spot on the main page - the ''BOII'' page has a section for [[L85A2]]s that only appear in a cutscene, after all. Nice find. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 17:45, 8 May 2019 (EDT)&lt;br /&gt;
::IMO I think images of stock footage weapons should have their own section, like what I did with the RPD and M79 down at the bottom. It looks kind of misleading to see the AR-18 listed in the Table of Contents at the top of the page when it is not actually a usable weapon in the game. Also, the Crossbow also listed on the bottom is apparently made from an AR-18 lower receiver anyway, so we could merge the entries. That's my two cents --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:39, 17 May 2019 (EDT)&lt;br /&gt;
:::I support merging the stock footage weapons into their own section. However, I don't support merging the AR-18 with the Crossbow, due to their vastly different mechanisms. What do you think, Kadorhal? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 17:33, 17 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== M1911 one handed rack ==&lt;br /&gt;
&lt;br /&gt;
I'm curious about the way the character racks the slide with one hand. According to some random dudes that's &amp;quot;[https://www.youtube.com/watch?v=XkwhTTwKmJg Physically impossible]&amp;quot; so my question is, are they right? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 21:53, 14 May 2019 (EDT)&lt;br /&gt;
:Well, [http://youtu.be/-E-FxtDJLAk?t=75 at least with a single pistol] it's possible. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 01:57, 15 May 2019 (EDT)&lt;br /&gt;
::Very nice! Even though I'm pretty sure actual operators wouldn't employ it in an actual combat yet it's still cool. Interestingly, the character in BO3 also does it with his cybernetic arms which I suppose would be even more easier and efficient. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:58, 15 May 2019 (EDT)&lt;br /&gt;
:::I've read somewhere that soldiers have been trained to do it that way in case of injury, and Treyarch took the inspiration from this, although I don't know if it's exactly the case. On another note, you also have the [http://youtu.be/fOrYM-nuBO4 one-handed press check]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:42, 19 May 2019 (EDT)&lt;br /&gt;
::::On other videos I've also seen them recommend in case of injury to press the front of the slide against a wall or something or to clutch it between your thighs. But I gotta give props to Treyarch, they somehow managed to find the tacticoolest and rarest one handed reload haha the video you provided is literally the only place I've seen it IRL. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:19, 19 May 2019 (EDT)&lt;br /&gt;
:::::In fairness though (I should have mentioned it much earlier but I forgot), the guy in the video was just releasing the slide with that technique, and not pulling it back from its original position as in BO1 and BO3. Though I wouldn't be surprised if the latter were possible IRL. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:22, 30 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Question about Spetnatz's Guns ==&lt;br /&gt;
&lt;br /&gt;
I was wondering, if there proofs that Soviet Armed Forces used Warsaw Pact guns like [[PM-63]], [[Vz. 61 Skorpion]],AMD-63, etc? --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 04:30, 23 May 2019 (EDT)&lt;br /&gt;
::I doubt it. Firstly, they were brand new weapons when BO takes place and as we know, it takes some time before a new weapon goes into widespread use. Secondly, the Soviets had a very strong arms industry on their own so it wouldn't make sense for them to use Warsaw Pact guns even though I presume they could have obtained them easily. But we must also take into account that in BO they even use NATO weaponry from the future so this makes it an alternate reality anyway. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:21, 23 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
What do you mean by spetsnaz? Ordinary troops, of course not. But the Alpha antiterror group used Scorpion, although they did not exist until 1974. If we mean the special OGPU/NKVD/KGB units, then they used everything they wanted, including American submachine guns, sniper rifles, etc., without worrying about their origin (the USSR in general was extremely double-minded in this regard, not hesitating to buy anything from its &amp;quot;enemies&amp;quot;, if they don't have it yourself; and this tendency, I will tell you in confidence, is still relevant), just in the best spirit of these very video games. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 19:34, 23 May 2019 (EDT)&lt;br /&gt;
:Kiparis, by the way, was developed under the direct impression by the Scorpion, but was not put into use, as it was replaced by the AKS-74U for the unification of ammo and spare parts. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 12:55, 24 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Do we really need all the alternative options?==&lt;br /&gt;
While these alternative options provide some interesting historical context, do we really need all of them? Some of the alternatives are becoming more and more fringe and are degenerating into speculation on what the developers intended a weapon to be, and some of the suggestions I just find are plain unnecessary, like suggesting alternatives for the Minigun. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 16:01, 28 May 2019 (EDT)&lt;br /&gt;
:While I certainly agree that stuff like the minigun is kinda beyond saving, I think that the alternatives should definitely stay. There are a few that are a bit... out there, sure, but for the most part, they provide interesting historical and technical information, introduce people to guns they might not've been familiar with, and makes the page seem more constructive. If anything, I'd been thinking about adding these sorts of notes to other pages; it lets us teach not only what's wrong, but what's right. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:27, 28 May 2019 (EDT) P.S.: Man, did that last bit sound pretentious. I'm sorry to everybody that had to read that, but the point still stands.&lt;br /&gt;
:: The point is to ID the weapons used - that means describing what's there, not rambling about what isn't. Anything that is speculation or supposition should be done away with. As for any (actually accurate) technical or historical info, some is fine but at a certain point it's too much and comes off as overly encyclopedic.. and we're not supposed to be a gun encyclopedia. At the very least keep any factual 'should be' details simple and again factual; leave out anything along the lines of 'it could be..'. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 22:41, 28 May 2019 (EDT)&lt;br /&gt;
:::Yeah, some recent additions were pushing it a bit, but notable/accurate alternatives (such as the Stechkin APS, S&amp;amp;W Model 39, Sa vz. 23, Ithaca 37 Trench Gun, Remington 1100, SA-7 Grail, XM191, etc.) should definitely be kept. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:59, 29 May 2019 (EDT)&lt;br /&gt;
::::In addition, I think that for Vietnam, Stevens 77E would be an even more suitable choice (and some of them - this is interesting - subsequently ended up in the USSR). However, I am afraid to once again clutter up the article, so I will leave it at your discretion. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 18:54, 27 June 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== PK-AV ==&lt;br /&gt;
&lt;br /&gt;
I think this designation refers to the PK-A Venezuela contract variant, which has an Aimpoint-looking battery slot along the bottom left side of the optic that isn't present on the in-game model; I think it should probably just be listed as &amp;quot;PK-A.&amp;quot;--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:15, 4 December 2020 (EST) EDIT - nevermind, &amp;quot;PK-AV&amp;quot; must be the translation of &amp;quot;ПK-AB,&amp;quot; but the sight still looks more like the basic PK-A or whatever it is rather than that variant.&lt;br /&gt;
&lt;br /&gt;
:Done. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:57, 17 August 2022 (EDT)&lt;/div&gt;</summary>
		<author><name>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Black_Ops&amp;diff=1591141</id>
		<title>Talk:Call of Duty: Black Ops</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Black_Ops&amp;diff=1591141"/>
		<updated>2023-07-15T14:20:35Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: /* ACOG Scope */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See [[Talk:Call of Duty: Black Ops/Archive 1]] and [[Talk:Call of Duty: Black Ops/Archive 2]] for older discussions.&lt;br /&gt;
&lt;br /&gt;
= Weapons only found in game files =&lt;br /&gt;
Many of these weapon models were tested or based on ''[[Call of Duty 4: Modern Warfare]]'' models.&lt;br /&gt;
&lt;br /&gt;
==Colt AR-15A3==&lt;br /&gt;
An AR-15A3 model, use in ''[[Call of Duty 4: Modern Warfare]]'', was used to test the &amp;quot;Commando&amp;quot;. It was incorrectly referred to as the M4A1 Carbine, just like the previous Call of Duty game. The Commando was referred to as the &amp;quot;M4A1 Carbine&amp;quot; in the game files.&lt;br /&gt;
[[File:ColtAR-15A3TacticalCarbine.jpg|thumb|none|450px|Colt AR-15A3 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:AR15A3BO1.jpg|thumb|none|600px|An AR-15A3 appears in the menu icon referred to as the M4A1 Carbine]]&lt;br /&gt;
&lt;br /&gt;
==HK MP5N==&lt;br /&gt;
An MP5N model, used in ''[[Call of Duty 4: Modern Warfare]]'', was used to test the MP5K. The MP5K was referred to as the &amp;quot;MP5&amp;quot; in the game files.&lt;br /&gt;
[[File:Hk-mp5n.jpg|thumb|none|450px|HK MP5A3 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:Mp5 ingame CoD BO.jpg|thumb|none|600px|An MP5N appears in the game]]&lt;br /&gt;
&lt;br /&gt;
= Live Action Commercial=&lt;br /&gt;
&lt;br /&gt;
==M1911A1==&lt;br /&gt;
&lt;br /&gt;
[[File:CODBOLiveActComM1911.jpg|thumb|none|600px|A chef fires two [[M1911A1]]s in different directions, an action that is impossible in game.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
&lt;br /&gt;
[[File:CODBOLiveActComRemington870.jpg|thumb|none|600px|The [[Mossberg 500]] being fired. This weapon is not ever available in the game but judging by the heatshield slapped attached, it may be standing in for the [[Ithaca 37|Ithaca 37 Stakeout]].]]&lt;br /&gt;
[[File:CODBOLiveActComRemington870Closeup.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODBOLiveActComRemington870FPS.jpg|thumb|none|600px|If you ever see yourself in a similar situation just remember, they're right behind you.]]&lt;br /&gt;
[[File:CODBOLiveActComAUG&amp;amp;PumpShotgun.jpg|thumb|none|600px|See girls do play COD.]]&lt;br /&gt;
&lt;br /&gt;
==Mini Uzi==&lt;br /&gt;
&lt;br /&gt;
[[File:CODBOLiveActComMiniUzi.jpg|thumb|none|600px|A player firing his [[Mini Uzi]], which appears to be standing in for it's full sized counterpart actually seen in game.]]&lt;br /&gt;
&lt;br /&gt;
==AUG==&lt;br /&gt;
&lt;br /&gt;
[[File:CODBOLiveActComAUG&amp;amp;PumpShotgun.jpg|thumb|none|600px|The [[AUG]] in the background. Note the black finish, where the one in game is olive drab.]]&lt;br /&gt;
[[File:CODBOLiveActComAUG.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1==&lt;br /&gt;
[[File:CODBOLiveActComM733.jpg|thumb|none|600px|&amp;quot;My emblem is bigger than yours&amp;quot;.]]&lt;br /&gt;
[[File:CODBOLiveActComAR15&amp;amp;M203.jpg|thumb|none|600px|Kobe Bryant of the NBA's Los Angeles Lakers with an [[M4A1]] with an [[M203]]. The &amp;quot;Mamba&amp;quot; emblem refers to his nickname, The Black Mamba.]]&lt;br /&gt;
&lt;br /&gt;
==WASR-2==&lt;br /&gt;
&lt;br /&gt;
[[File:CODBOLiveActComWASR2.jpg|thumb|none|600px|Hotel employee somehow gets into a shootout. Still not as crazy as spring break.]]&lt;br /&gt;
[[File:CODBOLiveActComWASR2(2).jpg|thumb|none|600px|A &amp;quot;player&amp;quot; holds the [[Romanian WASR|WASR-2]] before getting blown to bits by a crossbow bolt.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
&lt;br /&gt;
[[File:CODBOLiveActComRPG7.jpg|thumb|none|600px|A player about to fire his [[RPG-7]] as he gives a sneak peak at a faction that did not make it into the final game. The all powerful Best Buy faction.]]&lt;br /&gt;
[[File:CODBOLiveActComRPG7Kimmel.jpg|thumb|none|600px|Jimmy Kimmel (yes that Jimmy Kimmel) is about to fire the RPG-7. He humorously falls on his ass due to the back blast.]]&lt;br /&gt;
&lt;br /&gt;
==GE M134==&lt;br /&gt;
&lt;br /&gt;
[[File:CODBOLiveActComM134Huey.jpg|thumb|none|600px|The [[M134]] being fired from an UH-1 Huey.]]&lt;br /&gt;
[[File:CODBOLiveActComM134Huey2.jpg|thumb|none|600px|Thats... one way to do your job in the demolition business.]]&lt;br /&gt;
&lt;br /&gt;
==Crossbow==&lt;br /&gt;
&lt;br /&gt;
[[File:CODBOLiveActComCrossbow.jpg|thumb|none|600px|The Crossbow about to be fired.]]&lt;br /&gt;
&lt;br /&gt;
= Miscellaneous Weapons =&lt;br /&gt;
This section covers other throwables and melee weapons.&lt;br /&gt;
&lt;br /&gt;
==Semtex Grenades==&lt;br /&gt;
Semtex Grenades return from ''Modern Warfare 2''.&lt;br /&gt;
&lt;br /&gt;
==Decoy Grenades==&lt;br /&gt;
&lt;br /&gt;
What appears to be improvised grenades made out of rifle rounds can be used to create a decoy on enemy radars.&lt;br /&gt;
&lt;br /&gt;
== Tomahawk (Strider Hatchet) ==&lt;br /&gt;
The Tomahawk is a thrown weapon occupying the lethal grenade slot, serving the same role as the throwing knife from ''[[Modern Warfare 2]]'' in multiplayer. In singleplayer, it's only available on the mission &amp;quot;Rebirth&amp;quot; after obtaining it from a Russian harbor worker and killing him with it. It is based on the medium variant of the Strider Hatchet and is anachronistic. An M-1910 hand axe would have been more appropriate.&lt;br /&gt;
&lt;br /&gt;
[[Image:Tomahawk-BO.jpg|thumb|none|600px|Tomahawk in Create-a-Class.]]&lt;br /&gt;
[[Image:Tomahawk-BOthrow.jpg|thumb|none|400px|A Tomahawk being thrown.]]&lt;br /&gt;
&lt;br /&gt;
== Ballistic Knife ==&lt;br /&gt;
The ballistic knife is a powerful melee weapon that available only in multiplayer and zombie modes. The knife is firing blades with a spring inside the body. Even though the ballistic knife does not appear in single player, its appearance in multiplayer could be seen as anachronistic, as the ballistic knife was not developed until the early 1980's.&lt;br /&gt;
&lt;br /&gt;
The ballistic knife in game also has an unrealistically long range, the real ballistic knife has a maximum range of only twenty to thirty feet while the blades in game travels near infinitely in an arc. &lt;br /&gt;
&lt;br /&gt;
[[Image:BK-BO.jpg|thumb|none|600px|The ballistic knife being reloaded.]]&lt;br /&gt;
&lt;br /&gt;
== Knife ==&lt;br /&gt;
&lt;br /&gt;
The Rambo II inspired knife returns in Call of Duty: Black Ops. It is still a one-hit kill, but unlike the previous versions, seems to cause a very large fountain of blood to appear after knifing an enemy.&lt;br /&gt;
&lt;br /&gt;
Even if the fact that this particular knife wasn't actually used by the military is ignored, its appearance in the 60s would be technically anachronistic since it was developed for the 1985 movie ''[[Rambo: First Blood Part II]]''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rambo_knife_2.JPG‎|thumb|none|400px|Rambo II Survival Knife]]&lt;br /&gt;
[[Image:659px-KnifeBlackOpsMultiplayer.png|thumb|none|500px|The Knife in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Prison Knife ==&lt;br /&gt;
&lt;br /&gt;
The Prison Knife is a melee weapon used in the mission &amp;quot;Vorkuta&amp;quot; in Call of Duty: Black Ops. It appears to be a jagged piece of scrap metal, similar to a 'shank' or 'shiv'. After Mason acquires another weapon, the prison knife is no longer equipped, and is only used by pressing the melee button. You can see blood on the blade, probably from stabbing the prison guard.&lt;br /&gt;
&lt;br /&gt;
[[Image:624px-Prisonknife.jpg|thumb|none|500px|The Prison Knife in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Karambit Knife ==&lt;br /&gt;
&lt;br /&gt;
The Karambit Knife is a combat knife used in the mission &amp;quot;Executive Order&amp;quot;. It is used to kill a Soviet soldier by sticking it into the soldier's spinal cord, killing him, allowing the player and Frank Woods to take their uniform and infiltrate the launch site. Though this blade is used only by US Federal Air Marshals currently, Mason and Woods could have used it instead of a normal blade to aid in the purpose of the mission. Unlike a normal blade, it is shaped like a jungle cat's claw. It is based on the Emerson Karambit Fixed Blade which makes it heavily anachronistic as Emerson Knives was founded in 1996.&lt;br /&gt;
&lt;br /&gt;
[[Image:561px-Karambit_Knife.jpg|thumb|none|500px|Karambit Knife in-game.]]&lt;br /&gt;
&lt;br /&gt;
== SOG Knife ==&lt;br /&gt;
The SOG Knife is a special knife used by the Mason in the mission &amp;quot;Victor Charlie&amp;quot;. This is the only time the SOG Knife is used. It is based on Randall Model 14 &amp;quot;Attack&amp;quot; with sawteeth and a micarta handle.&lt;br /&gt;
&lt;br /&gt;
[[Image:Shot0159.jpg|thumb|none|600px|SOG Knife in idle. Note the tally marks.]]&lt;br /&gt;
[[Image:Shot0167.jpg|thumb|none|600px|SOG Knife been drawn.]]&lt;br /&gt;
&lt;br /&gt;
== Bowie Knife ==&lt;br /&gt;
&lt;br /&gt;
The Bowie Knife is a special melee weapon which can be bought for 3000 points in Der Riese, Kino der Toten and Five. It is larger and wider than the standard combat knife in Call of Duty: Black Ops (or any Call of Duty game for that matter). It increases Knife damage from 150 to 1150, making it a one-hit-kill for zombies from Round 1 to Round 11. It is a one-hit-kill to Hellhounds all the way up until the third hellround. &lt;br /&gt;
&lt;br /&gt;
[[Image:BowieKnifePolkCompetition2-1024.jpg|thumb|none|500px|The Bowie Knife in Real Life.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Bowie.jpg|thumb|none|400px|The Bowie Knife in-game.]]&lt;br /&gt;
&lt;br /&gt;
== M1942 Machete ==&lt;br /&gt;
The M1942 Machete is featured in the campaign. It is used by the Vietcong and is carried in a plastic sheath by US marines and MACV SOG operatives.&lt;br /&gt;
&lt;br /&gt;
= Attachments =&lt;br /&gt;
== Red Dot Sight ==&lt;br /&gt;
The Israeli '''Elbit Falcon sight''' appears as the &amp;quot;Red Dot Sight&amp;quot; for the western weapons. Its depiction in the 1960s is anachronistic as the Falcon was produced in the 1980s.&lt;br /&gt;
&lt;br /&gt;
A fictionalized depiction of the Russian '''Kobra red dot sight''' appears as the &amp;quot;Red Dot Sight&amp;quot; for the Soviet weapons. Its depiction in the 1960s is anachronistic as it was introduced in 1996 in reality.&lt;br /&gt;
&lt;br /&gt;
== Reflex Sight ==&lt;br /&gt;
The Swedish '''Aimpoint Electronic''' also known as '''Aimpoint MarkII''' appears as the &amp;quot;Reflex Sight&amp;quot;. The Aimpoint Electronic is the first red dot sight in history. It was invented in 1974 and launched in 1975, however, that means its appearance in the 1960s is anachronistic. The Singlepoint Sight would have be the more appropriate scope as it was developed in 1968, but even then, it didn’t saw uses in Vietnam until the Son Tay Raid in November 1970.&lt;br /&gt;
&lt;br /&gt;
== ACOG Scope ==&lt;br /&gt;
The '''Colt 3×20 scope''' appears as the &amp;quot;ACOG Scope&amp;quot; for the western weapons. While the Colt scope was used in the Vietnam War, its appearance during the Bay of Pigs invasion is anachronistic considering that the earlier 3x20 version was developed around [http://www.sniperglass.com/Item/1028 1962].&lt;br /&gt;
&lt;br /&gt;
The Russian '''PK-A''' appears as the &amp;quot;ACOG Scope&amp;quot; for the Soviet weapons and the Galil. However, this is heavily anachronistic considering that it was developed around 2004. The more appropriate scope could have been the PGO-7 scope (1959).&lt;br /&gt;
&lt;br /&gt;
Equipping the AUG with an &amp;quot;ACOG Scope&amp;quot; turns it into an A1 version complete with a '''Swarovski scope''', however, the entire AUG platform is anachronistic.&lt;br /&gt;
&lt;br /&gt;
The XL 60 version of the '''SUSAT scope''' appears as the &amp;quot;ACOG Scope&amp;quot; for the Enfield. However, this is anachronistic considering that this iteration of the SUSAT appeared first on the XL 60 which itself was introduced after June 14, 1976. Also the left side of the scope appears to be a mirror of the right side. A slightly more appropriate scope would be the Enfield EM-2 Scope (1951).&lt;br /&gt;
&lt;br /&gt;
The actual Trijicon ACOG Scope really doesn't appear in the game, but its appearance would have been heavily anachronistic since it was introduced in 1987.&lt;br /&gt;
&lt;br /&gt;
== Infrared Scope ==&lt;br /&gt;
The '''AN/PVS-3A night vision sight''' appears as the &amp;quot;Infrared Scope&amp;quot; for the western weapons. Its depiction in the 1960s is anachronistic as it was produced circa 1970, but it was used in the Vietnam War for M16s and XM21s. It is depicted with a reticle from the AN/PVS-4 night vision scope.&lt;br /&gt;
&lt;br /&gt;
The '''NSPU 1PN34''' appears as the &amp;quot;Infrared Scope&amp;quot; for the Soviet weapons. Its depiction in the 1960s is anachronistic as it was developed in the 1970s. It is depicted with its proper reticle.&lt;br /&gt;
&lt;br /&gt;
Both the AN/PVS-3A and NSPU 1PN34 are depicted as dual band thermal/night vision optics, which is inaccurate to the real devices which are solely night vision devices; the concept of such dual band optics is also very anachronistic, appearing in the late 2000s at the earliest with fusion devices such as the AN/PSQ-20. Weirdly enough, the night vision sight appears to be a pale blue color, resembling the image from white phosphor image intensifiers; this is also anachronistic as white phosphor image intensifiers did not exist in the 1960s, and would not come into major use until the 1990s (in applications such as the AN/AVS-9's MX-10160 intensifiers). Both the PVS-3A and 1PN34 used green phosphor intensifiers and should produce a monochrome green image accordingly. &lt;br /&gt;
&lt;br /&gt;
The M41 ITAS sight on the BGM-71 TOW possesses a similar pale blue image but with no passive illumination of heat sources, which is also incorrect as TOW missile systems specifically used thermal optics (the M41 ITAS in particular is supposed to use second-generation FLIR).&lt;br /&gt;
&lt;br /&gt;
== Grip ==&lt;br /&gt;
The '''Knight's Armament vertical grip''' appears as the &amp;quot;Grip&amp;quot; attachment, though some SMGs use their stocks to represent the grip attachment instead. The appearance of the KAC vertical grip in the 1960s is heavily anachronistic as the KAC rail adapter system and presumably foregrip became available in 1997.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
&lt;br /&gt;
I just realize that the BUISs on the Commando looked kinda like Troy Industry sights and they they are...backwards. They are supposed to fold back down towards you and not forward [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 23:49, 1 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Regarding the HK21... ==&lt;br /&gt;
&lt;br /&gt;
Shouldn't an HK21E that feeds from magazines be referred to as an HK11E?&lt;br /&gt;
As I understand the numbers: 21 = 7.62x51mm belt fed, 11 = 7.62x51mm magazine fed, 23 = 5.56x45mm belt fed and 13 = 5.56x45mm magazine fed.&lt;br /&gt;
The original HK21 could be adapted to feed from G3 mags or drums but I don't know if the &amp;quot;E&amp;quot; for Export models could be modded in the same way.&lt;br /&gt;
Is there an obvious visual difference between an HK21E with an adaptor kit and an HK11E? If so, which one is it that's in the game? [[User:Stickie|Stickie]] ([[User talk:Stickie|talk]]) 19:11, 10 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
: According to HKPro.com I was right - an HK21E adapted to fire from G3 mags or drums *is* an HK11E. I'll change the entry now. [[User:Stickie|Stickie]] ([[User talk:Stickie|talk]]) 20:33, 10 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::From the images I get of the HK11, it has a G3-style magwell with no facility for a belt feed. If you look carefully at the in-game model of the HK21, it has a magwell but it ''also'' has a belt feed opening, so it's not right for an HK11. It also doesn't have the magazine adaptor on it that an HK21 would need to use G3 mags, so it's just wrong. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 02:26, 11 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::On looking at it the HK21E in this game is a bodge job. Firstly, it has the belt feed from and HK21 not an HK21E. On the original HK21 the gun had a rectangular magazine well with an open side into which was inserted either a belt feed or a flat sided mag adapter (see [http://www.hkparts.net/shop/pc/HK21-Factory-Magazine-Adapter-RARE-p233.htm here], the fuller grey part in the middle is the adapter). On an HK21E the whole thing is replaced with a G3 style well, and in this case the gun does become an HK11E as this is the only difference. However the belt feed on the HK21E looks different, protruding much further out the left side of the gun and isn't as &amp;quot;tall&amp;quot; as this feed system. It uses some HK21E parts though like the stock, so it is a mess. Not to mention, as Evil Tim said, it is impossible on either gun to insert a magazine if there is a belt feed. However it is ''more'' possible on a regular HK21 as that always has a magazine well of a sort that is just blocked by the belt feed, as opposed to the HK21E where the whole thing is swapped out.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 06:04, 11 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Legacy zombie maps ==&lt;br /&gt;
&lt;br /&gt;
Should we have to include the weapons from the legacy zombie maps? --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 14:26, 29 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I can only add that the WWII-guns, used in the Zombie maps, clearly taken from '''Wolrd at War'''. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 08:42, 9 February 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
== [[Call_of_Duty:_Black_Ops#82-PM-37|82-PM-37 mortar]] entry ==&lt;br /&gt;
The square shape of the baseplate allows to identify the in-game weapon as BM-36, the predecessor of BM-37. The &amp;quot;PM&amp;quot; in the name is also incorrect because &amp;quot;PM&amp;quot; means &amp;quot;polkovoy minomet&amp;quot; (&amp;quot;regimental mortar&amp;quot;), and it was used for 120mm mortars while 82mm mortars were &amp;quot;BM&amp;quot;s (&amp;quot;batalyonny minomet&amp;quot; - &amp;quot;battalion mortar&amp;quot;). So my question: is &amp;quot;82-PM-37&amp;quot; the name used for this weapon in the game? If so, at least a clarification will be useful that the in-game image is of a different weapon. In case if the weapon is called in game with some generic name (like &amp;quot;a Soviet mortar&amp;quot;), it would be better to rename this entry. Thanks. [[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 16:59, 26 October 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Enfield XL64E5==&lt;br /&gt;
Since [[List of firearms used by British Armed Forces#Experimental|this page]] states that the weapon was produced from 1964 to 1970, then how come the weapon is described as &amp;quot;anachronistic&amp;quot; in the main article? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 11:53, 5 October 2014 (EDT)&lt;br /&gt;
:Firstly, this was just a prototype weapon that never went into full production. Those dates are the period over which it was developed, so the prototype in this form would not be available until into the 70s whilst the level it appears in is set in 1968. Secondly, I think these dates might actually be wrong, but not sure as it is incredibly hard to come by solid data for these experimental weapons. I think that although earlier versions of the XL64 were finished in the early 70s, the final version (which was used in the NATO trials) which is depicted here, the XL64E5, was not finalised until 1976 or thereabouts.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 19:30, 5 October 2014 (EDT)&lt;br /&gt;
::Uh okay, thanks for the info. I've added to the main page that the EM-2 would be more accurate to the game. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:04, 6 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Multiplayer set in the 1970s? ==&lt;br /&gt;
&lt;br /&gt;
I'm playing against the bots on Berlin Wall. One of the buildings is a music store, some of the albums are labeled, &amp;quot;Sounds of the '70s&amp;quot;. So, I'm assuming the multiplayer portion takes place between 1970-1975 which would make some of the anachronistic weapons unanachronistic (excluding the campaign of course.) - [[User:1morey]] November 5, 2014 1:25 PM (EST)&lt;br /&gt;
:If they were advertising &amp;quot;Sounds of the '70's,&amp;quot; I would think that's definitely proof it's NOT in the seventies. If you listen to the radio, they never refer to the current decade (&amp;quot;Greatest hits of the seventies, eighties, nineties, and today!&amp;quot;). Given the DDR flag, I'm guessing eighties. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 15:33, 5 November 2014 (EST)&lt;br /&gt;
::On Stadium, there are also references to the year 1972, so it can be assumed some multiplayer maps may take place further than 1968.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 00:53, 6 November 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== SVD ==&lt;br /&gt;
Is it worth mentioning that the SVD has a safety lever of an AK and that the safety is on? --[[User:CnC Fin|CnC Fin]] ([[User talk:CnC Fin|talk]]) 04:31, 27 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Vz 58==&lt;br /&gt;
I really wonder why(thinking about the time when the action takes place)they didn't included a Sa. Vz. 58 used by NVA.It is pretty modern and accurate compared to an Ak 47. [[User:VLAD M|VLAD M]] ([[User talk:VLAD M|talk]]) 05:48, 14 July 2015 (EDT)&lt;br /&gt;
[[File:800px-Sa_58-JH01.jpg|thumb|none|600px|VZ 58  7.62x39]]&lt;br /&gt;
[[File:WASR10.jpg|thumb|none|600px|WASR 10  7.62x39]]&lt;br /&gt;
&lt;br /&gt;
Pretty sure they didn't start using Vz 58s until after the Vietnam War. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:37, 16 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== GP ==&lt;br /&gt;
&lt;br /&gt;
The GP grenade launcher doesn't have any quadrant sight in BO, unlike other CoD games. I will fix the info, but first, is it actually a GP-30? Probably yes, due to lack of support frame behind it; otherwise, we could assume that it is an actual GP-25, just like the game labels it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:43, 16 July 2015 (EDT)&lt;br /&gt;
:Have you checked the third person model? In Blops 2 there's no sight in first person but there is one in third. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 08:25, 16 July 2015 (EDT)&lt;br /&gt;
::Yeah, I checked it, and unlike BO2 the third-person model lacks the quadrant sight as well. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:13, 16 July 2015 (EDT)&lt;br /&gt;
:::I've changed the info on the page to GP-25. If there's anything that proves otherwise, such as the support frame stuff or something like that let us know. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:03, 15 August 2015 (EDT)&lt;br /&gt;
::::EDIT (three years later) : in addition to that component, the in-game launcher has four ribs around the barrel, in the same setup as a GP-30 (while a GP-25 has three). Therefore, I'll edit it back to GP-30. On another note, the version in CoD4, MW2, MW3, and BO2 only has two ribs, for some weird reason. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:05, 28 July 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== XM21 with IR Scope ==&lt;br /&gt;
&lt;br /&gt;
If you put the IR Scope on the M14, it becomes the XM21. [http://imageevent.com/willyp/firearmsalbums/usspringfieldxm21sniper;jsessionid=gef3ol6hr1.camel_s?p=55&amp;amp;n=1&amp;amp;m=-1&amp;amp;c=3&amp;amp;l=0&amp;amp;w=4&amp;amp;s=0&amp;amp;z=9 Look at the link right here.]&lt;br /&gt;
:XM21 doesn't have a pistol grip and the IR scope in Blops isn't a PVS-2. Also IIRC the PVS-2 isn't an IR scope anyway, it's an image intensifier. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 08:17, 21 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
==Weapon Sights==&lt;br /&gt;
Considering that this game takes place in the 1960s, wouldn't it be anachronistic for red dot sights and mid-ranged optics (is the ACOG anachronistic as well?) to appear in the game?  Did they really exist back in the 1960s or this game, as with most of the guns, adopt the &amp;quot;screw the rules, they had prototypes&amp;quot; attitude? - [[User:Kenny99|Kenny99]] ([[User talk:Kenny99|talk]]) 19:54, 27 January 2016 (EST)&lt;br /&gt;
:I believe most of them are anachronistic with the exception of the Colt &amp;quot;ACOG&amp;quot; 4x32 scope. The reflex sight appears to be the first Aimpoint from 1975, and I don't think the western red dot sight is even modeled on a real optic.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:58, 27 January 2016 (EST)&lt;br /&gt;
::I looked into the concept of red dot sights more closely and came across the idea of reflector sights.  They apparently existed since WW2 (although they were more commonly used on machine guns, AA cannons, and ship weaponry).  I read that after WW2, custom and detachable weapon sights started appearing, but most likely very obscure and not so widespread.  As for Infrared scopes and such, I think Germany made detachable scopes for the StG44 during WW2, including a prototype Infrared scope called the &amp;quot;Vampire&amp;quot;.  Then again, I'm not so certain about the plausibility of red dot sights, &amp;quot;reflex sights&amp;quot;, and Infrared scopes as well as attachable weapon mounts (such as rails) for optics.  - [[User:Kenny99|Kenny99]] ([[User talk:Kenny99|talk]]) 22:29, 27 January 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
:::The STG44's setup was nicknamed the &amp;quot;Vampyr&amp;quot; because Germans. The same set-up was used by the US Military in the M3 Carbine. Any rail or scope mount would have to be a custom make because Weaver Rails were still a while away. I always got the vibe with Black Ops that they intended it to be set in the 1980's, what with all the more 80's equipment, but the higher ups made them go to the Vietnam era because the Nam era is a reasonably untapped genre, like WWI or the Spanish-American War.  -- [[User:PaperCake|PaperCake]] 22:47, 27 January 2016 (EST)&lt;br /&gt;
::::Don't forget this sight, it's mounted on a BAR--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 01:01, 28 January 2016 (EST)&lt;br /&gt;
[[File:OM-BARa.jpg|thumb|600px|none|This movie came out in 1971, no idea how long this sight been around at that point. Nice suit.]]&lt;br /&gt;
::::::That's just the scope from an M3 mounted on a BAR. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 08:05, 28 January 2016 (EST)&lt;br /&gt;
:::::Was the PK-A that can be mounted on the AK around in the 60's? [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 01:57, 28 January 2016 (EST)&lt;br /&gt;
::::::I stand corrected....?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 10:48, 28 January 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
The Red Dot Sight was first introduced in 1970, when Singlepiont appears in the Vietnam War. --[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 12:33, 15 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Commando in Black Ops ==&lt;br /&gt;
&lt;br /&gt;
I think the Commando is an Colt 733 With a Flattop (Colt M4 Commando)?&lt;br /&gt;
&lt;br /&gt;
[[File:Colt_M733_with_Flattop.jpeg|thumb|450px|none|Colt Model 933 with Fiberlite stock, A1 profile barrel, slim handguards, and no bayonet lug - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
It looks similar to the Colt M933, but is an M733 with Flattop. The Commando has an Flip Up Iron Sight in the game.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 12:40, 15 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Firstly, as far as I know there is no such thing as a Model 733 with a flat top, that is just a Model 933. What do you think the difference is? The gun in the game isn't a Model 933 or a 733 though, as regardless of the different design of rail, it also has a slickside upper receiver without a FA or BD. The closest match I can come up with would be a GAU-5A/A with a flash hider rather than the moderator (which was actually done) with a fictional/custom upper with a sight rail.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:37, 15 April 2016 (EDT)&lt;br /&gt;
:: c552 is right about the Model 733/Model 933 remarks. I also concur with him about the game gun most closely resembling a GAU-5/A variant. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 01:24, 16 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::What it really is, is a gun model made by people that don't actually know anything about guns. In video games a gun can be a whole slew of things do to a dev team's poor gun modeling skills/lack of knowledge. As evidenced by the sling that blocks the bolt release that's used in the reload animation. The main problem is that Treyarch felt the need to make it a flattop AR-15 even though they were never used or made in numbers in the 60s, why would mounting optics on a XM177 carrying handle be so bad? I agree that it seems to be a GAU-5/A with a made-up flattop upper and &amp;quot;filled in&amp;quot; flash hider, I also noticed it has partial magazine fencing too.  [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 01:43, 16 April 2016 (EDT)&lt;br /&gt;
:::: There were experimental flat-top carbines back then, but as you said they were never actually used or issued. That said, I agree there's nothing wrong with actually having optics on the carry handle - indeed that was the case for the longest time. But it evidently doesn't follow their own rigidly self-imposed aesthetic for the game weapons. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 17:32, 16 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
The AR pictured above isn't ''exactly'' an M933, it looks like someone built themselves a lookalike. It has an A1 profile barrel, older slimline handguards, and no bayonet lug. A ''true'' M933 is simply an M4A1 with an 11.5&amp;quot; barrel, retaining the thicker barrel width, double heat shield handguards, and FSP with bayonet lug. That said, however, the Commando in this game is pure fictional franken gun, simply a way for Treyarch to include a &amp;quot;SOPMOD&amp;quot; AR long before the M4 was ever invented and justifying it with the weak excuse that &amp;quot;SOG can get whatever they want&amp;quot;. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:34, 16 April 2016 (EDT)&lt;br /&gt;
:The Colt carbines are kind of a crap-shoot in regards to what features they have, with the 933 being available with or without a bayonet lug, A1 or A2 profile barrel, and either handguard. [http://www.autoweapons.com/photos10/apr/3240m16j.jpg Here] is another 933 with no lug, an A1 barrel, slim handguards and the M4 style stock, and [http://www.autoweapons.com/photos14/sep/vk340m16a.jpg here] is one to the same spec but with the wide handguards. From what I have seen it seems that the thin barrel and no bayonet lug is the most common option (which makes the most sense as this features are pretty useless on a barrel of this length). I believe that all of these images (including the original posted above) are real Colt weapons advertised on Autoweapons. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]])&lt;br /&gt;
So I think it could be an GAU-5/A with Flash Hider.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 10:25, 16 April 2016 (EDT)&lt;br /&gt;
[[File:GAU-5AA with A1 flash hider.jpg|thumb|450px|none|GAU-5A/A with A1 flash hider - 5.56x45mm]]&lt;br /&gt;
:No, the GAU-5/A is a different gun with a 10&amp;quot; barrel, the game gun has a longer barrel more like the 11.5&amp;quot; barrel of the GAU-5A/A. This is the gun that you pictured above (which I have properly renamed as the image name was totally nonsensical). Also, when posting images use the code that I have changed it to above so that it is a thumbnail that can have a descriptive caption.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 12:29, 16 April 2016 (EDT)&lt;br /&gt;
::I've rewritten the Commando section to try and have it make some sort of sense, and I noticed that there is an image where it is fitted with optics and has the front sight present (albeit vertically stunted) and the caption reads &amp;quot;Suppressed Colt Commando with Kobra sight. Note clan tag engraved on the charging handle. Also note that, unlike in the released game, the front sight is still present&amp;quot;. Anybody know where this is from? Is it early promotional footage or from a beta or what?  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:06, 16 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think the reason why it has a removable carry handle because Treyarch do the same Flip up sights to the Enfield, Famas, G11, Aug, and M60. So if these Iron Sight were not in the game, than the Commando would have the M16's Iron sights.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 13:32, 16 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
Someone who's not on IMFDB told me that he believes that the Commando is exactly the GAU-5A/A configuration about the USAF flash hider in place of the moderator) &amp;quot;''and the flat-topped receiver is not fictional but what appears to be a chopped off carry handle with a bolted on rail. According to [http://www.ar15.com/forums/t_3_118/573301_History_of_flattop_uppers____.html this discussion], this was done in the late 80s and early 90s before the introduction of actual flat-topped receivers. That is also the case with the M16 when mounted with sight attachments apparently. While the article mentions the Model 656 receiver as some kind of justification for the flat-topped receiver actually that's not the case as the BO version is just a chopped off version and this is yet another anachronism''&amp;quot;. Ideas? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:17, 15 July 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
I swear that everything in this game makes me think they intended it to be set in the 1980's rather than the 1960's. The story about brain-washing and rogue Soviet soldiers feels like a cheesy Cannon Films B movie rather than a 1960's set story. The inclusion of several 80's guns over the more proper arsenal that has already been established by previous games like Vietcong seem to back that theory up. Even the Vietnam elements feel more like 1980's CIA shittery than 1960's. I have no leads on the development team, but it feels like the game was intended to be in the 1980's and was just shifted over to the 60's last minute, which could explain how almost every gun is an anachronism. --[[User:PaperCake|PaperCake]] 14:26, 15 July 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
Or the 1990's. Plus missions like &amp;quot;Executive Order&amp;quot; takes place in 1963, but in realism, it takes place in 1988. The mission &amp;quot;Rebirth&amp;quot; takes place in 1968, but it suppose to takes place in 1989. The mission &amp;quot;Numbers&amp;quot; takes place in 1968, but for realism, it takes place in 1990, and the mission &amp;quot;WMD&amp;quot; take place in 1968, but it should take place in 1997, which is 6 years after the cold war. Back to the Commando, I just figure out about the model. Treyarch wanted to make this gun like a combination with the older CAR-15s and the M4. The flattop rail was based on the MIL-STD-1913 scope rail, which never used in CAR-15s. When you look at the Commando on the E3 Demo, you can see the MIL-STD-1913 scope rail. The Troy Battle Sights was a modern 2000's sight, and the M203 was model after the M203A1. Black Ops was not suppose to go realism, but it was suppose to be more wacky unlike the Modern Warfare Series. Now, I heard rumors saying that the next Black Ops game was going to be a Vietnam Setting, but not as a wacky game, but focus on realism.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 10:05, 30 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Red Dot Sights ==&lt;br /&gt;
&lt;br /&gt;
Originally the RDS were Korba Sights, but on the AK47, AK-74U, and on the RPK, the RDS looks different. I trying to figure what kind of RDS it is.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 16:23, 10 July 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Commando Discussion ==&lt;br /&gt;
&lt;br /&gt;
I read the Topic, and I'm kinda want to search up some Variants of the Commando:&lt;br /&gt;
&lt;br /&gt;
XM177 Shorty (XM177 Short Barrel with A1 Flash Hider)&lt;br /&gt;
&lt;br /&gt;
GAU-5AA (On Topic)&lt;br /&gt;
&lt;br /&gt;
Colt 733 (M16A2/M4 Commando)&lt;br /&gt;
&lt;br /&gt;
Colt 933 (M4 Commando)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Crossfire has the same gun (But a XM177 Flash Hider), and it's based on the Commando in Black Ops, and it was refer as M4 Commando (Also they have an XM177 with flattop).&lt;br /&gt;
&lt;br /&gt;
The M60, Enfield, G11, AUG, Famas has the same iron sights. So Colt 933 can't count (Plus the optics on the M16 has a flattop, so that could be like the commando).&lt;br /&gt;
&lt;br /&gt;
Honestly, I don't think this is a GAU-5AA, because I don't see why is it this gun.&lt;br /&gt;
&lt;br /&gt;
In my theory, this might be a Fictional XM177 with A1 Flash Hider.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 02:49, 22 July 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
:XM177 is just the name used for the CAR-15 in US military use in Vietnam, a &amp;quot;fiction XM177 variant&amp;quot; ''is'' a CAR-15 variant. &lt;br /&gt;
:Also, it would not be remotely realistic for the CIA to be using MP40s in the 1960s, or the Soviet Union to be using PPShs in the 1960s, and the AKMS doesn't fit as a substitute for a shortened AK because it's full-length. The RPG-7, meanwhile, entered service in 1958, which was before the Cuban Missile Crisis: it just didn't see ''combat'' until Vietnam in real life. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 04:18, 22 July 2017 (EDT)&lt;br /&gt;
::Okay, I could agree with you, The RPG-7 was started in 1958, but it was in service in 1961 by the Soviets. In Cuba, the weapons were the FAL and some WW2 and Korean War Weapons. The RPG-7 first war was the Vietnam War, and it was use by the North Vietnamese and the VC in 1967. I was going to remove the WAW Gun, because it's not like realistic. I don't know the Commando is close to the GAU-5AA, I had to be honest.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 05:19, 22 July 2017 (EDT)&lt;br /&gt;
:::To clarify why the GAU-5A/A is stated as the closest match, the reason is that it has the combination of a slickside upper and an 11.5&amp;quot; barrel. The XM177 has a shorter 10&amp;quot; barrel, whilst the XM177E2 has an A1 upper with a forward assist. If you don't know what I mean by this, check out the [[Colt AR-15 Identification Guide]].  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 21:23, 22 July 2017 (EDT)&lt;br /&gt;
::::The in-game gun also appears to have a partial fence on the lower receiver (not a full one), which indeed matches the GAU-5A/A reference image that we have on the main page. By the way, the majority of the GAU-5A/A images that I found online have full fence lowers, while our reference image (with the moderator replaced) is an exception; are there any other images out there with partial fence lowers? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:30, 6 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I was looking though some models for the AUG, M14, WA2000, and M60. I don't know if it's based on the models from 007 QoS.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 23:45, 12 April 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== ray gun ==&lt;br /&gt;
&lt;br /&gt;
Where are the wonder weapons like the ray gun&lt;br /&gt;
http://callofduty.wikia.com/wiki/Ray_Gun&lt;br /&gt;
[[User:IRMacGuyver|IRMacGuyver]] ([[User talk:IRMacGuyver|talk]]) 08:27, 14 August 2018 (EDT)&lt;br /&gt;
:The silly ray gun doesn't really qualify for inclusion. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 14:28, 14 August 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Two-handed pistol shooting ==&lt;br /&gt;
&lt;br /&gt;
Is it period accurate to see the two-handed technique being used by almost all characters between 1961 and 1968 in the game? I'm reading that it was invented in 1959 (in this specific case the Weaver stance), but I wonder how much time it took for the technique to have become widespread enough. I suppose that if it became quickly popular, this would have been reflected in the movies of that era, which is not the case, as in a significant number of 1960s-1970s movies the handguns are still held with one hand (well, not all filmmakers must have automatically become familiar with the new stance, but still). There are some exceptions, but in these specific cases it's because the character is practice firing and not participating in actual combat; [[Last Adventure, The#Luger P08|here's]] an example (that's one of the earliest media appearances that I know regarding two-handed firing). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 12:37, 27 October 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Now let's start with a brief overview. The earliest pistol grip technique is the one-handed or &amp;quot;bullseye&amp;quot;. As we know for certain, this was common up until at least WW2. Some believe that this stance [https://www.reddit.com/r/AskHistorians/comments/26hcyv/why_were_soldiers_and_policemen_originally/ originated in the 18-19th century duels when it made sense to present as narrow a figure as possible to your opponent by standing sideways and firing one-handed]. As for the [https://callofduty.wikia.com/wiki/File:Delta_Force_Five_Seven_MW3.jpg grip featured in CoD games], it is not actually a weaver but a [https://www.armystudyguide.com/content/army_board_study_guide_topics/m9/grip-techniques-used-with.shtml &amp;quot;palm-supported grip&amp;quot; also known as &amp;quot;cup and saucer grip&amp;quot;] or &amp;quot;teacup grip&amp;quot;. The saucer grip appears to be [https://www.google.com/imgres?imgurl=https%3A%2F%2Fi.chzbgr.com%2Ffull%2F3197724928%2Fh8C2F490E%2F&amp;amp;imgrefurl=https%3A%2F%2Fcheezburger.com%2F3197724928&amp;amp;docid=p365NpQm3Y9W4M&amp;amp;tbnid=NVV7JAALiZ7G5M%3A&amp;amp;vet=10ahUKEwis5sii1qfeAhXyp4sKHWsKDlEQMwhaKBIwEg..i&amp;amp;w=492&amp;amp;h=488&amp;amp;bih=609&amp;amp;biw=1366&amp;amp;q=cup%20and%20saucer%20grip&amp;amp;ved=0ahUKEwis5sii1qfeAhXyp4sKHWsKDlEQMwhaKBIwEg&amp;amp;iact=mrc&amp;amp;uact=8 mocked and dismissed as impractical hollywoodism]. It is believed that it can be [http://firearmshistory.blogspot.com/2012/05/handgun-shooting-positions-bad-stances.html traced back to the revolver era of the Wild West and for a number of reasons it is ineffective with modern guns]. In spite of this, however, in [https://youtu.be/jP7J-JNSUu4?t=283 this video] we can clearly see that the saucer grip was taught back in WW2. In summary, the bullseye and saucer grips were both used in WW2 and I believe that was also the case in Vietnam. As for the actual weaver, I don't think I have ever seen a movie or archival footage of it being used back then, I suppose it was just a novelty in the first few decades. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:48, 27 October 2018 (EDT)&lt;br /&gt;
::So, the Weaver stance is not the first two-handed technique. But then my original question still stands, being whether the two-handed grip in general (not necessarily the Weaver) was used frequently enough in combat during the 1960s or not (as in, not merely for training purposes), and if it would have been more appropriate to see one-handed shooting for most part. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:21, 28 October 2018 (EDT)&lt;br /&gt;
:::I think we can't say if one technique was used more or less back then, all we can do is acknowledge if the given method existed. You see, it's a personal preference, as we can see in the WW2 training video, the two handed stance is more useful when crouching while one handed might have its benefits when standing so really it is a very situational thing. Also bear in mind that COD doesn't even try to portray such details in a realistic manner, I'm pretty sure that their inspiration comes from movies like Platoon or Full Metal Jacket. Considering that BO actually shows both grips (the ASP is one handed) I say that they should at least get credit for portraying both techniques. On another note, I'm just rewatching Terminator 2 and noticed how the T1000 was firing his gun one handed and that made sense since having a mechanical arm would have enough strength and this takes me back to BO3 where it is quite funny how your character uses two handed grip despite having cyborg arms. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:42, 29 October 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::&amp;quot;''bear in mind that COD doesn't even try to portray such details in a realistic manner''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::::[http://youtu.be/Ep85AkCkk-U?t=59 No shit!]&lt;br /&gt;
&lt;br /&gt;
::::&amp;lt;nowiki&amp;gt;:P&amp;lt;/nowiki&amp;gt; Now on a more serious note, that's the thing, the two-handed technique is shown as the most widespread in the game, even when standing. Mind you, the ASP is the only pistol shown fired one-handed during normal gameplay (as in, not during some scripted campaign sequences) - except when a player is downed and his third-person model also does this on all handguns, but that's another story. The thing with the ASP is that it only occurs in first-person view; heck, [http://callofduty.wikia.com/wiki/File:National_Revolutionary_Police_Force_member_Operation_40_BO.JPG just see] how the Cuban police officers are seen firing their ASPs in a level set in 1961; seems a bit far-fetched, don't ya think? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:47, 4 November 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
On another note, just talking about all these things in the game:&lt;br /&gt;
''&amp;quot;We use a lot of gun reference materials and spend a lot of time researching pre-production weapons. We basically make a list of every gun even remotely near our time period, some before some after – '''because if it's a prototype weapon you don't know what year it was introduced'''. And if you're an SOG officer, you're the perfect person to test these weapons.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Bravo. Seriously, I even like it. These guys say that &amp;quot;oh, how we explore all this&amp;quot;, but they don't even know when this or that weapon was created. On their spot, I would just honestly admit: &amp;quot;well, we just go to the Google Pictures, typing &amp;quot;weapons prototypes&amp;quot;, and chose those we liked without thinking about anything,&amp;quot; rather than trying to make a good face over a bad game. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 10:41, 22 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Quality Image Dump Part 2: Electric Boogaloo ==&lt;br /&gt;
&lt;br /&gt;
I'm about to upload some new images for this page, anyone is free to start putting them onto the page as they wish.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:09, 9 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'll start putting them on soon. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 18:37, 9 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:[[File:CODBO BrowningMG.jpg|thumb|none|600px|]] What is this machine gun? I know I've seen Browning M2 style machine guns with that barrel stabilizer but I can't figure out which one it is for the life of me.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:51, 9 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
::I also stumbled upon the same strange gun when researching the vehicle it's mounted on but didn't find anything. The vehicle is a Vietnam War gun truck and these appear to have been armed with pretty standard weaponry, M60 and M2s, nothing out of the ordinary. I don't know why but I have the feeling it's some kind of water cannon maybe modeled after something used in anti war protests of the period. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 14:05, 10 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
OK. I did the image replacements for the lower-quality sections. For the rest though, sometimes I will find an image that I don't know how to caption, and other times I feel like you've missed some important images (like the idle state image for the one-handed ASP), so I don't feel that confident going through the edit just yet. Can you help with adding some of the sections and maybe check if I missed any important images? Thanks. (and maybe check if I missed any images for your MW2 uploads too)&lt;br /&gt;
&lt;br /&gt;
In the end though I do expect all of the old images and the old non 16:9 images to be completely replaced. (the TT-33 images for example are 1,440 × 900, which is 16:10)--[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 20:03, 11 January 2019 (EST)&lt;br /&gt;
:OK, I have a little trouble figuring out which of those images are 16:10 so let me know which others need replacement. I'll be going through a lot of the uploads though, thanks for your help.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:33, 12 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
A suggestion: when screencapping scope reticles, you should aim at bright areas to make the reticle contrast more strongly with the background. Currently some of your scope images (SVD, PSG-1) have very dark or confusing backgrounds that makes it harder to see the reticle. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 23:40, 12 January 2019 (EST)&lt;br /&gt;
:Yeah I'll get better versions for those two, I usually try to do that with ADS images so every detail is easy to make out.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:53, 12 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 &amp;quot;Stakeout&amp;quot; anachronistic (SN/Date ranges) ==&lt;br /&gt;
&lt;br /&gt;
Apparently the page had received an overhaul, as there were some gaps in the page. That's fine and much appreciated, but oddly the fact that the Ithaca 37 &amp;quot;Stakeout&amp;quot; is anachronistic has been removed. Well, in case it was due to a lack of information on production dates, I found this site that provides information (with a source) on the serial number ranges for all shotguns made by the Ithaca Gun Co, and apparently the Stakeout was made from 1981 starting in the 371xxxxxxHG** range, to 1993, with the last serial number ending around 372000533. Just though this might be useful. As such, a sawn off Remington Model 870, sawn off Stevens 620A or a Model 37 S-Prefix &amp;quot;Trench gun&amp;quot; would probably suit the 1960s timeline better.&lt;br /&gt;
&lt;br /&gt;
https://ithacagun.com/serial-numbers/&lt;br /&gt;
:Thanks for the info; such input is much appreciated. One thing, though: make sure to sign your talk page posts, by typing &amp;quot;&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&amp;quot; without the quotes, or by hitting the pencil icon at the top-left of the editing box. Just a heads-up. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 15:50, 25 April 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== AR-18 ==&lt;br /&gt;
&lt;br /&gt;
Just started work on a video project centering around this game, and while taking a close look at the intro cutscene to the &amp;quot;Operation 40&amp;quot; level, I noticed there's a brief glimpse of a guy [https://i.imgur.com/fOqXPRY.jpg training with an AR-18]. The guy to his right looks to be using an M1 Carbine with the post-war upgrades as well. Didn't know whether to put it on the main page or in the misc section here. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 16:36, 8 May 2019 (EDT)&lt;br /&gt;
:Absolutely, it deserves a spot on the main page - the ''BOII'' page has a section for [[L85A2]]s that only appear in a cutscene, after all. Nice find. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 17:45, 8 May 2019 (EDT)&lt;br /&gt;
::IMO I think images of stock footage weapons should have their own section, like what I did with the RPD and M79 down at the bottom. It looks kind of misleading to see the AR-18 listed in the Table of Contents at the top of the page when it is not actually a usable weapon in the game. Also, the Crossbow also listed on the bottom is apparently made from an AR-18 lower receiver anyway, so we could merge the entries. That's my two cents --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:39, 17 May 2019 (EDT)&lt;br /&gt;
:::I support merging the stock footage weapons into their own section. However, I don't support merging the AR-18 with the Crossbow, due to their vastly different mechanisms. What do you think, Kadorhal? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 17:33, 17 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== M1911 one handed rack ==&lt;br /&gt;
&lt;br /&gt;
I'm curious about the way the character racks the slide with one hand. According to some random dudes that's &amp;quot;[https://www.youtube.com/watch?v=XkwhTTwKmJg Physically impossible]&amp;quot; so my question is, are they right? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 21:53, 14 May 2019 (EDT)&lt;br /&gt;
:Well, [http://youtu.be/-E-FxtDJLAk?t=75 at least with a single pistol] it's possible. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 01:57, 15 May 2019 (EDT)&lt;br /&gt;
::Very nice! Even though I'm pretty sure actual operators wouldn't employ it in an actual combat yet it's still cool. Interestingly, the character in BO3 also does it with his cybernetic arms which I suppose would be even more easier and efficient. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:58, 15 May 2019 (EDT)&lt;br /&gt;
:::I've read somewhere that soldiers have been trained to do it that way in case of injury, and Treyarch took the inspiration from this, although I don't know if it's exactly the case. On another note, you also have the [http://youtu.be/fOrYM-nuBO4 one-handed press check]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:42, 19 May 2019 (EDT)&lt;br /&gt;
::::On other videos I've also seen them recommend in case of injury to press the front of the slide against a wall or something or to clutch it between your thighs. But I gotta give props to Treyarch, they somehow managed to find the tacticoolest and rarest one handed reload haha the video you provided is literally the only place I've seen it IRL. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:19, 19 May 2019 (EDT)&lt;br /&gt;
:::::In fairness though (I should have mentioned it much earlier but I forgot), the guy in the video was just releasing the slide with that technique, and not pulling it back from its original position as in BO1 and BO3. Though I wouldn't be surprised if the latter were possible IRL. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:22, 30 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Question about Spetnatz's Guns ==&lt;br /&gt;
&lt;br /&gt;
I was wondering, if there proofs that Soviet Armed Forces used Warsaw Pact guns like [[PM-63]], [[Vz. 61 Skorpion]],AMD-63, etc? --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 04:30, 23 May 2019 (EDT)&lt;br /&gt;
::I doubt it. Firstly, they were brand new weapons when BO takes place and as we know, it takes some time before a new weapon goes into widespread use. Secondly, the Soviets had a very strong arms industry on their own so it wouldn't make sense for them to use Warsaw Pact guns even though I presume they could have obtained them easily. But we must also take into account that in BO they even use NATO weaponry from the future so this makes it an alternate reality anyway. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:21, 23 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
What do you mean by spetsnaz? Ordinary troops, of course not. But the Alpha antiterror group used Scorpion, although they did not exist until 1974. If we mean the special OGPU/NKVD/KGB units, then they used everything they wanted, including American submachine guns, sniper rifles, etc., without worrying about their origin (the USSR in general was extremely double-minded in this regard, not hesitating to buy anything from its &amp;quot;enemies&amp;quot;, if they don't have it yourself; and this tendency, I will tell you in confidence, is still relevant), just in the best spirit of these very video games. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 19:34, 23 May 2019 (EDT)&lt;br /&gt;
:Kiparis, by the way, was developed under the direct impression by the Scorpion, but was not put into use, as it was replaced by the AKS-74U for the unification of ammo and spare parts. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 12:55, 24 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Do we really need all the alternative options?==&lt;br /&gt;
While these alternative options provide some interesting historical context, do we really need all of them? Some of the alternatives are becoming more and more fringe and are degenerating into speculation on what the developers intended a weapon to be, and some of the suggestions I just find are plain unnecessary, like suggesting alternatives for the Minigun. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 16:01, 28 May 2019 (EDT)&lt;br /&gt;
:While I certainly agree that stuff like the minigun is kinda beyond saving, I think that the alternatives should definitely stay. There are a few that are a bit... out there, sure, but for the most part, they provide interesting historical and technical information, introduce people to guns they might not've been familiar with, and makes the page seem more constructive. If anything, I'd been thinking about adding these sorts of notes to other pages; it lets us teach not only what's wrong, but what's right. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:27, 28 May 2019 (EDT) P.S.: Man, did that last bit sound pretentious. I'm sorry to everybody that had to read that, but the point still stands.&lt;br /&gt;
:: The point is to ID the weapons used - that means describing what's there, not rambling about what isn't. Anything that is speculation or supposition should be done away with. As for any (actually accurate) technical or historical info, some is fine but at a certain point it's too much and comes off as overly encyclopedic.. and we're not supposed to be a gun encyclopedia. At the very least keep any factual 'should be' details simple and again factual; leave out anything along the lines of 'it could be..'. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 22:41, 28 May 2019 (EDT)&lt;br /&gt;
:::Yeah, some recent additions were pushing it a bit, but notable/accurate alternatives (such as the Stechkin APS, S&amp;amp;W Model 39, Sa vz. 23, Ithaca 37 Trench Gun, Remington 1100, SA-7 Grail, XM191, etc.) should definitely be kept. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:59, 29 May 2019 (EDT)&lt;br /&gt;
::::In addition, I think that for Vietnam, Stevens 77E would be an even more suitable choice (and some of them - this is interesting - subsequently ended up in the USSR). However, I am afraid to once again clutter up the article, so I will leave it at your discretion. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 18:54, 27 June 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== PK-AV ==&lt;br /&gt;
&lt;br /&gt;
I think this designation refers to the PK-A Venezuela contract variant, which has an Aimpoint-looking battery slot along the bottom left side of the optic that isn't present on the in-game model; I think it should probably just be listed as &amp;quot;PK-A.&amp;quot;--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:15, 4 December 2020 (EST) EDIT - nevermind, &amp;quot;PK-AV&amp;quot; must be the translation of &amp;quot;ПK-AB,&amp;quot; but the sight still looks more like the basic PK-A or whatever it is rather than that variant.&lt;br /&gt;
&lt;br /&gt;
:Done. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:57, 17 August 2022 (EDT)&lt;/div&gt;</summary>
		<author><name>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Black_Ops&amp;diff=1591138</id>
		<title>Talk:Call of Duty: Black Ops</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Black_Ops&amp;diff=1591138"/>
		<updated>2023-07-15T14:17:28Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: /* Reflex Sight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See [[Talk:Call of Duty: Black Ops/Archive 1]] and [[Talk:Call of Duty: Black Ops/Archive 2]] for older discussions.&lt;br /&gt;
&lt;br /&gt;
= Weapons only found in game files =&lt;br /&gt;
Many of these weapon models were tested or based on ''[[Call of Duty 4: Modern Warfare]]'' models.&lt;br /&gt;
&lt;br /&gt;
==Colt AR-15A3==&lt;br /&gt;
An AR-15A3 model, use in ''[[Call of Duty 4: Modern Warfare]]'', was used to test the &amp;quot;Commando&amp;quot;. It was incorrectly referred to as the M4A1 Carbine, just like the previous Call of Duty game. The Commando was referred to as the &amp;quot;M4A1 Carbine&amp;quot; in the game files.&lt;br /&gt;
[[File:ColtAR-15A3TacticalCarbine.jpg|thumb|none|450px|Colt AR-15A3 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:AR15A3BO1.jpg|thumb|none|600px|An AR-15A3 appears in the menu icon referred to as the M4A1 Carbine]]&lt;br /&gt;
&lt;br /&gt;
==HK MP5N==&lt;br /&gt;
An MP5N model, used in ''[[Call of Duty 4: Modern Warfare]]'', was used to test the MP5K. The MP5K was referred to as the &amp;quot;MP5&amp;quot; in the game files.&lt;br /&gt;
[[File:Hk-mp5n.jpg|thumb|none|450px|HK MP5A3 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:Mp5 ingame CoD BO.jpg|thumb|none|600px|An MP5N appears in the game]]&lt;br /&gt;
&lt;br /&gt;
= Live Action Commercial=&lt;br /&gt;
&lt;br /&gt;
==M1911A1==&lt;br /&gt;
&lt;br /&gt;
[[File:CODBOLiveActComM1911.jpg|thumb|none|600px|A chef fires two [[M1911A1]]s in different directions, an action that is impossible in game.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
&lt;br /&gt;
[[File:CODBOLiveActComRemington870.jpg|thumb|none|600px|The [[Mossberg 500]] being fired. This weapon is not ever available in the game but judging by the heatshield slapped attached, it may be standing in for the [[Ithaca 37|Ithaca 37 Stakeout]].]]&lt;br /&gt;
[[File:CODBOLiveActComRemington870Closeup.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODBOLiveActComRemington870FPS.jpg|thumb|none|600px|If you ever see yourself in a similar situation just remember, they're right behind you.]]&lt;br /&gt;
[[File:CODBOLiveActComAUG&amp;amp;PumpShotgun.jpg|thumb|none|600px|See girls do play COD.]]&lt;br /&gt;
&lt;br /&gt;
==Mini Uzi==&lt;br /&gt;
&lt;br /&gt;
[[File:CODBOLiveActComMiniUzi.jpg|thumb|none|600px|A player firing his [[Mini Uzi]], which appears to be standing in for it's full sized counterpart actually seen in game.]]&lt;br /&gt;
&lt;br /&gt;
==AUG==&lt;br /&gt;
&lt;br /&gt;
[[File:CODBOLiveActComAUG&amp;amp;PumpShotgun.jpg|thumb|none|600px|The [[AUG]] in the background. Note the black finish, where the one in game is olive drab.]]&lt;br /&gt;
[[File:CODBOLiveActComAUG.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1==&lt;br /&gt;
[[File:CODBOLiveActComM733.jpg|thumb|none|600px|&amp;quot;My emblem is bigger than yours&amp;quot;.]]&lt;br /&gt;
[[File:CODBOLiveActComAR15&amp;amp;M203.jpg|thumb|none|600px|Kobe Bryant of the NBA's Los Angeles Lakers with an [[M4A1]] with an [[M203]]. The &amp;quot;Mamba&amp;quot; emblem refers to his nickname, The Black Mamba.]]&lt;br /&gt;
&lt;br /&gt;
==WASR-2==&lt;br /&gt;
&lt;br /&gt;
[[File:CODBOLiveActComWASR2.jpg|thumb|none|600px|Hotel employee somehow gets into a shootout. Still not as crazy as spring break.]]&lt;br /&gt;
[[File:CODBOLiveActComWASR2(2).jpg|thumb|none|600px|A &amp;quot;player&amp;quot; holds the [[Romanian WASR|WASR-2]] before getting blown to bits by a crossbow bolt.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
&lt;br /&gt;
[[File:CODBOLiveActComRPG7.jpg|thumb|none|600px|A player about to fire his [[RPG-7]] as he gives a sneak peak at a faction that did not make it into the final game. The all powerful Best Buy faction.]]&lt;br /&gt;
[[File:CODBOLiveActComRPG7Kimmel.jpg|thumb|none|600px|Jimmy Kimmel (yes that Jimmy Kimmel) is about to fire the RPG-7. He humorously falls on his ass due to the back blast.]]&lt;br /&gt;
&lt;br /&gt;
==GE M134==&lt;br /&gt;
&lt;br /&gt;
[[File:CODBOLiveActComM134Huey.jpg|thumb|none|600px|The [[M134]] being fired from an UH-1 Huey.]]&lt;br /&gt;
[[File:CODBOLiveActComM134Huey2.jpg|thumb|none|600px|Thats... one way to do your job in the demolition business.]]&lt;br /&gt;
&lt;br /&gt;
==Crossbow==&lt;br /&gt;
&lt;br /&gt;
[[File:CODBOLiveActComCrossbow.jpg|thumb|none|600px|The Crossbow about to be fired.]]&lt;br /&gt;
&lt;br /&gt;
= Miscellaneous Weapons =&lt;br /&gt;
This section covers other throwables and melee weapons.&lt;br /&gt;
&lt;br /&gt;
==Semtex Grenades==&lt;br /&gt;
Semtex Grenades return from ''Modern Warfare 2''.&lt;br /&gt;
&lt;br /&gt;
==Decoy Grenades==&lt;br /&gt;
&lt;br /&gt;
What appears to be improvised grenades made out of rifle rounds can be used to create a decoy on enemy radars.&lt;br /&gt;
&lt;br /&gt;
== Tomahawk (Strider Hatchet) ==&lt;br /&gt;
The Tomahawk is a thrown weapon occupying the lethal grenade slot, serving the same role as the throwing knife from ''[[Modern Warfare 2]]'' in multiplayer. In singleplayer, it's only available on the mission &amp;quot;Rebirth&amp;quot; after obtaining it from a Russian harbor worker and killing him with it. It is based on the medium variant of the Strider Hatchet and is anachronistic. An M-1910 hand axe would have been more appropriate.&lt;br /&gt;
&lt;br /&gt;
[[Image:Tomahawk-BO.jpg|thumb|none|600px|Tomahawk in Create-a-Class.]]&lt;br /&gt;
[[Image:Tomahawk-BOthrow.jpg|thumb|none|400px|A Tomahawk being thrown.]]&lt;br /&gt;
&lt;br /&gt;
== Ballistic Knife ==&lt;br /&gt;
The ballistic knife is a powerful melee weapon that available only in multiplayer and zombie modes. The knife is firing blades with a spring inside the body. Even though the ballistic knife does not appear in single player, its appearance in multiplayer could be seen as anachronistic, as the ballistic knife was not developed until the early 1980's.&lt;br /&gt;
&lt;br /&gt;
The ballistic knife in game also has an unrealistically long range, the real ballistic knife has a maximum range of only twenty to thirty feet while the blades in game travels near infinitely in an arc. &lt;br /&gt;
&lt;br /&gt;
[[Image:BK-BO.jpg|thumb|none|600px|The ballistic knife being reloaded.]]&lt;br /&gt;
&lt;br /&gt;
== Knife ==&lt;br /&gt;
&lt;br /&gt;
The Rambo II inspired knife returns in Call of Duty: Black Ops. It is still a one-hit kill, but unlike the previous versions, seems to cause a very large fountain of blood to appear after knifing an enemy.&lt;br /&gt;
&lt;br /&gt;
Even if the fact that this particular knife wasn't actually used by the military is ignored, its appearance in the 60s would be technically anachronistic since it was developed for the 1985 movie ''[[Rambo: First Blood Part II]]''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rambo_knife_2.JPG‎|thumb|none|400px|Rambo II Survival Knife]]&lt;br /&gt;
[[Image:659px-KnifeBlackOpsMultiplayer.png|thumb|none|500px|The Knife in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Prison Knife ==&lt;br /&gt;
&lt;br /&gt;
The Prison Knife is a melee weapon used in the mission &amp;quot;Vorkuta&amp;quot; in Call of Duty: Black Ops. It appears to be a jagged piece of scrap metal, similar to a 'shank' or 'shiv'. After Mason acquires another weapon, the prison knife is no longer equipped, and is only used by pressing the melee button. You can see blood on the blade, probably from stabbing the prison guard.&lt;br /&gt;
&lt;br /&gt;
[[Image:624px-Prisonknife.jpg|thumb|none|500px|The Prison Knife in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Karambit Knife ==&lt;br /&gt;
&lt;br /&gt;
The Karambit Knife is a combat knife used in the mission &amp;quot;Executive Order&amp;quot;. It is used to kill a Soviet soldier by sticking it into the soldier's spinal cord, killing him, allowing the player and Frank Woods to take their uniform and infiltrate the launch site. Though this blade is used only by US Federal Air Marshals currently, Mason and Woods could have used it instead of a normal blade to aid in the purpose of the mission. Unlike a normal blade, it is shaped like a jungle cat's claw. It is based on the Emerson Karambit Fixed Blade which makes it heavily anachronistic as Emerson Knives was founded in 1996.&lt;br /&gt;
&lt;br /&gt;
[[Image:561px-Karambit_Knife.jpg|thumb|none|500px|Karambit Knife in-game.]]&lt;br /&gt;
&lt;br /&gt;
== SOG Knife ==&lt;br /&gt;
The SOG Knife is a special knife used by the Mason in the mission &amp;quot;Victor Charlie&amp;quot;. This is the only time the SOG Knife is used. It is based on Randall Model 14 &amp;quot;Attack&amp;quot; with sawteeth and a micarta handle.&lt;br /&gt;
&lt;br /&gt;
[[Image:Shot0159.jpg|thumb|none|600px|SOG Knife in idle. Note the tally marks.]]&lt;br /&gt;
[[Image:Shot0167.jpg|thumb|none|600px|SOG Knife been drawn.]]&lt;br /&gt;
&lt;br /&gt;
== Bowie Knife ==&lt;br /&gt;
&lt;br /&gt;
The Bowie Knife is a special melee weapon which can be bought for 3000 points in Der Riese, Kino der Toten and Five. It is larger and wider than the standard combat knife in Call of Duty: Black Ops (or any Call of Duty game for that matter). It increases Knife damage from 150 to 1150, making it a one-hit-kill for zombies from Round 1 to Round 11. It is a one-hit-kill to Hellhounds all the way up until the third hellround. &lt;br /&gt;
&lt;br /&gt;
[[Image:BowieKnifePolkCompetition2-1024.jpg|thumb|none|500px|The Bowie Knife in Real Life.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Bowie.jpg|thumb|none|400px|The Bowie Knife in-game.]]&lt;br /&gt;
&lt;br /&gt;
== M1942 Machete ==&lt;br /&gt;
The M1942 Machete is featured in the campaign. It is used by the Vietcong and is carried in a plastic sheath by US marines and MACV SOG operatives.&lt;br /&gt;
&lt;br /&gt;
= Attachments =&lt;br /&gt;
== Red Dot Sight ==&lt;br /&gt;
The Israeli '''Elbit Falcon sight''' appears as the &amp;quot;Red Dot Sight&amp;quot; for the western weapons. Its depiction in the 1960s is anachronistic as the Falcon was produced in the 1980s.&lt;br /&gt;
&lt;br /&gt;
A fictionalized depiction of the Russian '''Kobra red dot sight''' appears as the &amp;quot;Red Dot Sight&amp;quot; for the Soviet weapons. Its depiction in the 1960s is anachronistic as it was introduced in 1996 in reality.&lt;br /&gt;
&lt;br /&gt;
== Reflex Sight ==&lt;br /&gt;
The Swedish '''Aimpoint Electronic''' also known as '''Aimpoint MarkII''' appears as the &amp;quot;Reflex Sight&amp;quot;. The Aimpoint Electronic is the first red dot sight in history. It was invented in 1974 and launched in 1975, however, that means its appearance in the 1960s is anachronistic. The Singlepoint Sight would have be the more appropriate scope as it was developed in 1968, but even then, it didn’t saw uses in Vietnam until the Son Tay Raid in November 1970.&lt;br /&gt;
&lt;br /&gt;
== ACOG Scope ==&lt;br /&gt;
The '''Colt 3×20 scope''' appears as the &amp;quot;ACOG Scope&amp;quot; for the western weapons. While the Colt scope was used in the Vietnam War, its appearance during the Bay of Pigs invasion is anachronistic considering that the earlier 3x20 version was developed around [http://www.sniperglass.com/Item/1028 1962].&lt;br /&gt;
&lt;br /&gt;
The Russian '''PK-A''' appears as the &amp;quot;ACOG Scope&amp;quot; for the Soviet weapons and the Galil. However, this is heavily anachronistic considering that it was developed around 2004.&lt;br /&gt;
&lt;br /&gt;
Equipping the AUG with an &amp;quot;ACOG Scope&amp;quot; turns it into an A1 version complete with a '''Swarovski scope''', however, the entire AUG platform is anachronistic.&lt;br /&gt;
&lt;br /&gt;
The XL 60 version of the '''SUSAT scope''' appears as the &amp;quot;ACOG Scope&amp;quot; for the Enfield. However, this is anachronistic considering that this iteration of the SUSAT appeared first on the XL 60 which itself was introduced after June 14, 1976. Also the left side of the scope appears to be a mirror of the right side.&lt;br /&gt;
&lt;br /&gt;
The actual Trijicon ACOG Scope really doesn't appear in the game, but its appearance would have been heavily anachronistic since it was introduced in 1987.&lt;br /&gt;
&lt;br /&gt;
== Infrared Scope ==&lt;br /&gt;
The '''AN/PVS-3A night vision sight''' appears as the &amp;quot;Infrared Scope&amp;quot; for the western weapons. Its depiction in the 1960s is anachronistic as it was produced circa 1970, but it was used in the Vietnam War for M16s and XM21s. It is depicted with a reticle from the AN/PVS-4 night vision scope.&lt;br /&gt;
&lt;br /&gt;
The '''NSPU 1PN34''' appears as the &amp;quot;Infrared Scope&amp;quot; for the Soviet weapons. Its depiction in the 1960s is anachronistic as it was developed in the 1970s. It is depicted with its proper reticle.&lt;br /&gt;
&lt;br /&gt;
Both the AN/PVS-3A and NSPU 1PN34 are depicted as dual band thermal/night vision optics, which is inaccurate to the real devices which are solely night vision devices; the concept of such dual band optics is also very anachronistic, appearing in the late 2000s at the earliest with fusion devices such as the AN/PSQ-20. Weirdly enough, the night vision sight appears to be a pale blue color, resembling the image from white phosphor image intensifiers; this is also anachronistic as white phosphor image intensifiers did not exist in the 1960s, and would not come into major use until the 1990s (in applications such as the AN/AVS-9's MX-10160 intensifiers). Both the PVS-3A and 1PN34 used green phosphor intensifiers and should produce a monochrome green image accordingly. &lt;br /&gt;
&lt;br /&gt;
The M41 ITAS sight on the BGM-71 TOW possesses a similar pale blue image but with no passive illumination of heat sources, which is also incorrect as TOW missile systems specifically used thermal optics (the M41 ITAS in particular is supposed to use second-generation FLIR).&lt;br /&gt;
&lt;br /&gt;
== Grip ==&lt;br /&gt;
The '''Knight's Armament vertical grip''' appears as the &amp;quot;Grip&amp;quot; attachment, though some SMGs use their stocks to represent the grip attachment instead. The appearance of the KAC vertical grip in the 1960s is heavily anachronistic as the KAC rail adapter system and presumably foregrip became available in 1997.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
&lt;br /&gt;
I just realize that the BUISs on the Commando looked kinda like Troy Industry sights and they they are...backwards. They are supposed to fold back down towards you and not forward [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 23:49, 1 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Regarding the HK21... ==&lt;br /&gt;
&lt;br /&gt;
Shouldn't an HK21E that feeds from magazines be referred to as an HK11E?&lt;br /&gt;
As I understand the numbers: 21 = 7.62x51mm belt fed, 11 = 7.62x51mm magazine fed, 23 = 5.56x45mm belt fed and 13 = 5.56x45mm magazine fed.&lt;br /&gt;
The original HK21 could be adapted to feed from G3 mags or drums but I don't know if the &amp;quot;E&amp;quot; for Export models could be modded in the same way.&lt;br /&gt;
Is there an obvious visual difference between an HK21E with an adaptor kit and an HK11E? If so, which one is it that's in the game? [[User:Stickie|Stickie]] ([[User talk:Stickie|talk]]) 19:11, 10 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
: According to HKPro.com I was right - an HK21E adapted to fire from G3 mags or drums *is* an HK11E. I'll change the entry now. [[User:Stickie|Stickie]] ([[User talk:Stickie|talk]]) 20:33, 10 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::From the images I get of the HK11, it has a G3-style magwell with no facility for a belt feed. If you look carefully at the in-game model of the HK21, it has a magwell but it ''also'' has a belt feed opening, so it's not right for an HK11. It also doesn't have the magazine adaptor on it that an HK21 would need to use G3 mags, so it's just wrong. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 02:26, 11 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::On looking at it the HK21E in this game is a bodge job. Firstly, it has the belt feed from and HK21 not an HK21E. On the original HK21 the gun had a rectangular magazine well with an open side into which was inserted either a belt feed or a flat sided mag adapter (see [http://www.hkparts.net/shop/pc/HK21-Factory-Magazine-Adapter-RARE-p233.htm here], the fuller grey part in the middle is the adapter). On an HK21E the whole thing is replaced with a G3 style well, and in this case the gun does become an HK11E as this is the only difference. However the belt feed on the HK21E looks different, protruding much further out the left side of the gun and isn't as &amp;quot;tall&amp;quot; as this feed system. It uses some HK21E parts though like the stock, so it is a mess. Not to mention, as Evil Tim said, it is impossible on either gun to insert a magazine if there is a belt feed. However it is ''more'' possible on a regular HK21 as that always has a magazine well of a sort that is just blocked by the belt feed, as opposed to the HK21E where the whole thing is swapped out.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 06:04, 11 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Legacy zombie maps ==&lt;br /&gt;
&lt;br /&gt;
Should we have to include the weapons from the legacy zombie maps? --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 14:26, 29 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I can only add that the WWII-guns, used in the Zombie maps, clearly taken from '''Wolrd at War'''. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 08:42, 9 February 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
== [[Call_of_Duty:_Black_Ops#82-PM-37|82-PM-37 mortar]] entry ==&lt;br /&gt;
The square shape of the baseplate allows to identify the in-game weapon as BM-36, the predecessor of BM-37. The &amp;quot;PM&amp;quot; in the name is also incorrect because &amp;quot;PM&amp;quot; means &amp;quot;polkovoy minomet&amp;quot; (&amp;quot;regimental mortar&amp;quot;), and it was used for 120mm mortars while 82mm mortars were &amp;quot;BM&amp;quot;s (&amp;quot;batalyonny minomet&amp;quot; - &amp;quot;battalion mortar&amp;quot;). So my question: is &amp;quot;82-PM-37&amp;quot; the name used for this weapon in the game? If so, at least a clarification will be useful that the in-game image is of a different weapon. In case if the weapon is called in game with some generic name (like &amp;quot;a Soviet mortar&amp;quot;), it would be better to rename this entry. Thanks. [[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 16:59, 26 October 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Enfield XL64E5==&lt;br /&gt;
Since [[List of firearms used by British Armed Forces#Experimental|this page]] states that the weapon was produced from 1964 to 1970, then how come the weapon is described as &amp;quot;anachronistic&amp;quot; in the main article? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 11:53, 5 October 2014 (EDT)&lt;br /&gt;
:Firstly, this was just a prototype weapon that never went into full production. Those dates are the period over which it was developed, so the prototype in this form would not be available until into the 70s whilst the level it appears in is set in 1968. Secondly, I think these dates might actually be wrong, but not sure as it is incredibly hard to come by solid data for these experimental weapons. I think that although earlier versions of the XL64 were finished in the early 70s, the final version (which was used in the NATO trials) which is depicted here, the XL64E5, was not finalised until 1976 or thereabouts.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 19:30, 5 October 2014 (EDT)&lt;br /&gt;
::Uh okay, thanks for the info. I've added to the main page that the EM-2 would be more accurate to the game. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:04, 6 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Multiplayer set in the 1970s? ==&lt;br /&gt;
&lt;br /&gt;
I'm playing against the bots on Berlin Wall. One of the buildings is a music store, some of the albums are labeled, &amp;quot;Sounds of the '70s&amp;quot;. So, I'm assuming the multiplayer portion takes place between 1970-1975 which would make some of the anachronistic weapons unanachronistic (excluding the campaign of course.) - [[User:1morey]] November 5, 2014 1:25 PM (EST)&lt;br /&gt;
:If they were advertising &amp;quot;Sounds of the '70's,&amp;quot; I would think that's definitely proof it's NOT in the seventies. If you listen to the radio, they never refer to the current decade (&amp;quot;Greatest hits of the seventies, eighties, nineties, and today!&amp;quot;). Given the DDR flag, I'm guessing eighties. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 15:33, 5 November 2014 (EST)&lt;br /&gt;
::On Stadium, there are also references to the year 1972, so it can be assumed some multiplayer maps may take place further than 1968.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 00:53, 6 November 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== SVD ==&lt;br /&gt;
Is it worth mentioning that the SVD has a safety lever of an AK and that the safety is on? --[[User:CnC Fin|CnC Fin]] ([[User talk:CnC Fin|talk]]) 04:31, 27 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Vz 58==&lt;br /&gt;
I really wonder why(thinking about the time when the action takes place)they didn't included a Sa. Vz. 58 used by NVA.It is pretty modern and accurate compared to an Ak 47. [[User:VLAD M|VLAD M]] ([[User talk:VLAD M|talk]]) 05:48, 14 July 2015 (EDT)&lt;br /&gt;
[[File:800px-Sa_58-JH01.jpg|thumb|none|600px|VZ 58  7.62x39]]&lt;br /&gt;
[[File:WASR10.jpg|thumb|none|600px|WASR 10  7.62x39]]&lt;br /&gt;
&lt;br /&gt;
Pretty sure they didn't start using Vz 58s until after the Vietnam War. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:37, 16 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== GP ==&lt;br /&gt;
&lt;br /&gt;
The GP grenade launcher doesn't have any quadrant sight in BO, unlike other CoD games. I will fix the info, but first, is it actually a GP-30? Probably yes, due to lack of support frame behind it; otherwise, we could assume that it is an actual GP-25, just like the game labels it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:43, 16 July 2015 (EDT)&lt;br /&gt;
:Have you checked the third person model? In Blops 2 there's no sight in first person but there is one in third. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 08:25, 16 July 2015 (EDT)&lt;br /&gt;
::Yeah, I checked it, and unlike BO2 the third-person model lacks the quadrant sight as well. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:13, 16 July 2015 (EDT)&lt;br /&gt;
:::I've changed the info on the page to GP-25. If there's anything that proves otherwise, such as the support frame stuff or something like that let us know. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:03, 15 August 2015 (EDT)&lt;br /&gt;
::::EDIT (three years later) : in addition to that component, the in-game launcher has four ribs around the barrel, in the same setup as a GP-30 (while a GP-25 has three). Therefore, I'll edit it back to GP-30. On another note, the version in CoD4, MW2, MW3, and BO2 only has two ribs, for some weird reason. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:05, 28 July 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== XM21 with IR Scope ==&lt;br /&gt;
&lt;br /&gt;
If you put the IR Scope on the M14, it becomes the XM21. [http://imageevent.com/willyp/firearmsalbums/usspringfieldxm21sniper;jsessionid=gef3ol6hr1.camel_s?p=55&amp;amp;n=1&amp;amp;m=-1&amp;amp;c=3&amp;amp;l=0&amp;amp;w=4&amp;amp;s=0&amp;amp;z=9 Look at the link right here.]&lt;br /&gt;
:XM21 doesn't have a pistol grip and the IR scope in Blops isn't a PVS-2. Also IIRC the PVS-2 isn't an IR scope anyway, it's an image intensifier. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 08:17, 21 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
==Weapon Sights==&lt;br /&gt;
Considering that this game takes place in the 1960s, wouldn't it be anachronistic for red dot sights and mid-ranged optics (is the ACOG anachronistic as well?) to appear in the game?  Did they really exist back in the 1960s or this game, as with most of the guns, adopt the &amp;quot;screw the rules, they had prototypes&amp;quot; attitude? - [[User:Kenny99|Kenny99]] ([[User talk:Kenny99|talk]]) 19:54, 27 January 2016 (EST)&lt;br /&gt;
:I believe most of them are anachronistic with the exception of the Colt &amp;quot;ACOG&amp;quot; 4x32 scope. The reflex sight appears to be the first Aimpoint from 1975, and I don't think the western red dot sight is even modeled on a real optic.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:58, 27 January 2016 (EST)&lt;br /&gt;
::I looked into the concept of red dot sights more closely and came across the idea of reflector sights.  They apparently existed since WW2 (although they were more commonly used on machine guns, AA cannons, and ship weaponry).  I read that after WW2, custom and detachable weapon sights started appearing, but most likely very obscure and not so widespread.  As for Infrared scopes and such, I think Germany made detachable scopes for the StG44 during WW2, including a prototype Infrared scope called the &amp;quot;Vampire&amp;quot;.  Then again, I'm not so certain about the plausibility of red dot sights, &amp;quot;reflex sights&amp;quot;, and Infrared scopes as well as attachable weapon mounts (such as rails) for optics.  - [[User:Kenny99|Kenny99]] ([[User talk:Kenny99|talk]]) 22:29, 27 January 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
:::The STG44's setup was nicknamed the &amp;quot;Vampyr&amp;quot; because Germans. The same set-up was used by the US Military in the M3 Carbine. Any rail or scope mount would have to be a custom make because Weaver Rails were still a while away. I always got the vibe with Black Ops that they intended it to be set in the 1980's, what with all the more 80's equipment, but the higher ups made them go to the Vietnam era because the Nam era is a reasonably untapped genre, like WWI or the Spanish-American War.  -- [[User:PaperCake|PaperCake]] 22:47, 27 January 2016 (EST)&lt;br /&gt;
::::Don't forget this sight, it's mounted on a BAR--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 01:01, 28 January 2016 (EST)&lt;br /&gt;
[[File:OM-BARa.jpg|thumb|600px|none|This movie came out in 1971, no idea how long this sight been around at that point. Nice suit.]]&lt;br /&gt;
::::::That's just the scope from an M3 mounted on a BAR. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 08:05, 28 January 2016 (EST)&lt;br /&gt;
:::::Was the PK-A that can be mounted on the AK around in the 60's? [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 01:57, 28 January 2016 (EST)&lt;br /&gt;
::::::I stand corrected....?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 10:48, 28 January 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
The Red Dot Sight was first introduced in 1970, when Singlepiont appears in the Vietnam War. --[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 12:33, 15 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Commando in Black Ops ==&lt;br /&gt;
&lt;br /&gt;
I think the Commando is an Colt 733 With a Flattop (Colt M4 Commando)?&lt;br /&gt;
&lt;br /&gt;
[[File:Colt_M733_with_Flattop.jpeg|thumb|450px|none|Colt Model 933 with Fiberlite stock, A1 profile barrel, slim handguards, and no bayonet lug - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
It looks similar to the Colt M933, but is an M733 with Flattop. The Commando has an Flip Up Iron Sight in the game.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 12:40, 15 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Firstly, as far as I know there is no such thing as a Model 733 with a flat top, that is just a Model 933. What do you think the difference is? The gun in the game isn't a Model 933 or a 733 though, as regardless of the different design of rail, it also has a slickside upper receiver without a FA or BD. The closest match I can come up with would be a GAU-5A/A with a flash hider rather than the moderator (which was actually done) with a fictional/custom upper with a sight rail.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:37, 15 April 2016 (EDT)&lt;br /&gt;
:: c552 is right about the Model 733/Model 933 remarks. I also concur with him about the game gun most closely resembling a GAU-5/A variant. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 01:24, 16 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::What it really is, is a gun model made by people that don't actually know anything about guns. In video games a gun can be a whole slew of things do to a dev team's poor gun modeling skills/lack of knowledge. As evidenced by the sling that blocks the bolt release that's used in the reload animation. The main problem is that Treyarch felt the need to make it a flattop AR-15 even though they were never used or made in numbers in the 60s, why would mounting optics on a XM177 carrying handle be so bad? I agree that it seems to be a GAU-5/A with a made-up flattop upper and &amp;quot;filled in&amp;quot; flash hider, I also noticed it has partial magazine fencing too.  [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 01:43, 16 April 2016 (EDT)&lt;br /&gt;
:::: There were experimental flat-top carbines back then, but as you said they were never actually used or issued. That said, I agree there's nothing wrong with actually having optics on the carry handle - indeed that was the case for the longest time. But it evidently doesn't follow their own rigidly self-imposed aesthetic for the game weapons. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 17:32, 16 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
The AR pictured above isn't ''exactly'' an M933, it looks like someone built themselves a lookalike. It has an A1 profile barrel, older slimline handguards, and no bayonet lug. A ''true'' M933 is simply an M4A1 with an 11.5&amp;quot; barrel, retaining the thicker barrel width, double heat shield handguards, and FSP with bayonet lug. That said, however, the Commando in this game is pure fictional franken gun, simply a way for Treyarch to include a &amp;quot;SOPMOD&amp;quot; AR long before the M4 was ever invented and justifying it with the weak excuse that &amp;quot;SOG can get whatever they want&amp;quot;. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:34, 16 April 2016 (EDT)&lt;br /&gt;
:The Colt carbines are kind of a crap-shoot in regards to what features they have, with the 933 being available with or without a bayonet lug, A1 or A2 profile barrel, and either handguard. [http://www.autoweapons.com/photos10/apr/3240m16j.jpg Here] is another 933 with no lug, an A1 barrel, slim handguards and the M4 style stock, and [http://www.autoweapons.com/photos14/sep/vk340m16a.jpg here] is one to the same spec but with the wide handguards. From what I have seen it seems that the thin barrel and no bayonet lug is the most common option (which makes the most sense as this features are pretty useless on a barrel of this length). I believe that all of these images (including the original posted above) are real Colt weapons advertised on Autoweapons. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]])&lt;br /&gt;
So I think it could be an GAU-5/A with Flash Hider.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 10:25, 16 April 2016 (EDT)&lt;br /&gt;
[[File:GAU-5AA with A1 flash hider.jpg|thumb|450px|none|GAU-5A/A with A1 flash hider - 5.56x45mm]]&lt;br /&gt;
:No, the GAU-5/A is a different gun with a 10&amp;quot; barrel, the game gun has a longer barrel more like the 11.5&amp;quot; barrel of the GAU-5A/A. This is the gun that you pictured above (which I have properly renamed as the image name was totally nonsensical). Also, when posting images use the code that I have changed it to above so that it is a thumbnail that can have a descriptive caption.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 12:29, 16 April 2016 (EDT)&lt;br /&gt;
::I've rewritten the Commando section to try and have it make some sort of sense, and I noticed that there is an image where it is fitted with optics and has the front sight present (albeit vertically stunted) and the caption reads &amp;quot;Suppressed Colt Commando with Kobra sight. Note clan tag engraved on the charging handle. Also note that, unlike in the released game, the front sight is still present&amp;quot;. Anybody know where this is from? Is it early promotional footage or from a beta or what?  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:06, 16 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think the reason why it has a removable carry handle because Treyarch do the same Flip up sights to the Enfield, Famas, G11, Aug, and M60. So if these Iron Sight were not in the game, than the Commando would have the M16's Iron sights.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 13:32, 16 April 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
Someone who's not on IMFDB told me that he believes that the Commando is exactly the GAU-5A/A configuration about the USAF flash hider in place of the moderator) &amp;quot;''and the flat-topped receiver is not fictional but what appears to be a chopped off carry handle with a bolted on rail. According to [http://www.ar15.com/forums/t_3_118/573301_History_of_flattop_uppers____.html this discussion], this was done in the late 80s and early 90s before the introduction of actual flat-topped receivers. That is also the case with the M16 when mounted with sight attachments apparently. While the article mentions the Model 656 receiver as some kind of justification for the flat-topped receiver actually that's not the case as the BO version is just a chopped off version and this is yet another anachronism''&amp;quot;. Ideas? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:17, 15 July 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
I swear that everything in this game makes me think they intended it to be set in the 1980's rather than the 1960's. The story about brain-washing and rogue Soviet soldiers feels like a cheesy Cannon Films B movie rather than a 1960's set story. The inclusion of several 80's guns over the more proper arsenal that has already been established by previous games like Vietcong seem to back that theory up. Even the Vietnam elements feel more like 1980's CIA shittery than 1960's. I have no leads on the development team, but it feels like the game was intended to be in the 1980's and was just shifted over to the 60's last minute, which could explain how almost every gun is an anachronism. --[[User:PaperCake|PaperCake]] 14:26, 15 July 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
Or the 1990's. Plus missions like &amp;quot;Executive Order&amp;quot; takes place in 1963, but in realism, it takes place in 1988. The mission &amp;quot;Rebirth&amp;quot; takes place in 1968, but it suppose to takes place in 1989. The mission &amp;quot;Numbers&amp;quot; takes place in 1968, but for realism, it takes place in 1990, and the mission &amp;quot;WMD&amp;quot; take place in 1968, but it should take place in 1997, which is 6 years after the cold war. Back to the Commando, I just figure out about the model. Treyarch wanted to make this gun like a combination with the older CAR-15s and the M4. The flattop rail was based on the MIL-STD-1913 scope rail, which never used in CAR-15s. When you look at the Commando on the E3 Demo, you can see the MIL-STD-1913 scope rail. The Troy Battle Sights was a modern 2000's sight, and the M203 was model after the M203A1. Black Ops was not suppose to go realism, but it was suppose to be more wacky unlike the Modern Warfare Series. Now, I heard rumors saying that the next Black Ops game was going to be a Vietnam Setting, but not as a wacky game, but focus on realism.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 10:05, 30 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Red Dot Sights ==&lt;br /&gt;
&lt;br /&gt;
Originally the RDS were Korba Sights, but on the AK47, AK-74U, and on the RPK, the RDS looks different. I trying to figure what kind of RDS it is.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 16:23, 10 July 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Commando Discussion ==&lt;br /&gt;
&lt;br /&gt;
I read the Topic, and I'm kinda want to search up some Variants of the Commando:&lt;br /&gt;
&lt;br /&gt;
XM177 Shorty (XM177 Short Barrel with A1 Flash Hider)&lt;br /&gt;
&lt;br /&gt;
GAU-5AA (On Topic)&lt;br /&gt;
&lt;br /&gt;
Colt 733 (M16A2/M4 Commando)&lt;br /&gt;
&lt;br /&gt;
Colt 933 (M4 Commando)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Crossfire has the same gun (But a XM177 Flash Hider), and it's based on the Commando in Black Ops, and it was refer as M4 Commando (Also they have an XM177 with flattop).&lt;br /&gt;
&lt;br /&gt;
The M60, Enfield, G11, AUG, Famas has the same iron sights. So Colt 933 can't count (Plus the optics on the M16 has a flattop, so that could be like the commando).&lt;br /&gt;
&lt;br /&gt;
Honestly, I don't think this is a GAU-5AA, because I don't see why is it this gun.&lt;br /&gt;
&lt;br /&gt;
In my theory, this might be a Fictional XM177 with A1 Flash Hider.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 02:49, 22 July 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
:XM177 is just the name used for the CAR-15 in US military use in Vietnam, a &amp;quot;fiction XM177 variant&amp;quot; ''is'' a CAR-15 variant. &lt;br /&gt;
:Also, it would not be remotely realistic for the CIA to be using MP40s in the 1960s, or the Soviet Union to be using PPShs in the 1960s, and the AKMS doesn't fit as a substitute for a shortened AK because it's full-length. The RPG-7, meanwhile, entered service in 1958, which was before the Cuban Missile Crisis: it just didn't see ''combat'' until Vietnam in real life. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 04:18, 22 July 2017 (EDT)&lt;br /&gt;
::Okay, I could agree with you, The RPG-7 was started in 1958, but it was in service in 1961 by the Soviets. In Cuba, the weapons were the FAL and some WW2 and Korean War Weapons. The RPG-7 first war was the Vietnam War, and it was use by the North Vietnamese and the VC in 1967. I was going to remove the WAW Gun, because it's not like realistic. I don't know the Commando is close to the GAU-5AA, I had to be honest.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 05:19, 22 July 2017 (EDT)&lt;br /&gt;
:::To clarify why the GAU-5A/A is stated as the closest match, the reason is that it has the combination of a slickside upper and an 11.5&amp;quot; barrel. The XM177 has a shorter 10&amp;quot; barrel, whilst the XM177E2 has an A1 upper with a forward assist. If you don't know what I mean by this, check out the [[Colt AR-15 Identification Guide]].  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 21:23, 22 July 2017 (EDT)&lt;br /&gt;
::::The in-game gun also appears to have a partial fence on the lower receiver (not a full one), which indeed matches the GAU-5A/A reference image that we have on the main page. By the way, the majority of the GAU-5A/A images that I found online have full fence lowers, while our reference image (with the moderator replaced) is an exception; are there any other images out there with partial fence lowers? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:30, 6 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I was looking though some models for the AUG, M14, WA2000, and M60. I don't know if it's based on the models from 007 QoS.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 23:45, 12 April 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== ray gun ==&lt;br /&gt;
&lt;br /&gt;
Where are the wonder weapons like the ray gun&lt;br /&gt;
http://callofduty.wikia.com/wiki/Ray_Gun&lt;br /&gt;
[[User:IRMacGuyver|IRMacGuyver]] ([[User talk:IRMacGuyver|talk]]) 08:27, 14 August 2018 (EDT)&lt;br /&gt;
:The silly ray gun doesn't really qualify for inclusion. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 14:28, 14 August 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Two-handed pistol shooting ==&lt;br /&gt;
&lt;br /&gt;
Is it period accurate to see the two-handed technique being used by almost all characters between 1961 and 1968 in the game? I'm reading that it was invented in 1959 (in this specific case the Weaver stance), but I wonder how much time it took for the technique to have become widespread enough. I suppose that if it became quickly popular, this would have been reflected in the movies of that era, which is not the case, as in a significant number of 1960s-1970s movies the handguns are still held with one hand (well, not all filmmakers must have automatically become familiar with the new stance, but still). There are some exceptions, but in these specific cases it's because the character is practice firing and not participating in actual combat; [[Last Adventure, The#Luger P08|here's]] an example (that's one of the earliest media appearances that I know regarding two-handed firing). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 12:37, 27 October 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Now let's start with a brief overview. The earliest pistol grip technique is the one-handed or &amp;quot;bullseye&amp;quot;. As we know for certain, this was common up until at least WW2. Some believe that this stance [https://www.reddit.com/r/AskHistorians/comments/26hcyv/why_were_soldiers_and_policemen_originally/ originated in the 18-19th century duels when it made sense to present as narrow a figure as possible to your opponent by standing sideways and firing one-handed]. As for the [https://callofduty.wikia.com/wiki/File:Delta_Force_Five_Seven_MW3.jpg grip featured in CoD games], it is not actually a weaver but a [https://www.armystudyguide.com/content/army_board_study_guide_topics/m9/grip-techniques-used-with.shtml &amp;quot;palm-supported grip&amp;quot; also known as &amp;quot;cup and saucer grip&amp;quot;] or &amp;quot;teacup grip&amp;quot;. The saucer grip appears to be [https://www.google.com/imgres?imgurl=https%3A%2F%2Fi.chzbgr.com%2Ffull%2F3197724928%2Fh8C2F490E%2F&amp;amp;imgrefurl=https%3A%2F%2Fcheezburger.com%2F3197724928&amp;amp;docid=p365NpQm3Y9W4M&amp;amp;tbnid=NVV7JAALiZ7G5M%3A&amp;amp;vet=10ahUKEwis5sii1qfeAhXyp4sKHWsKDlEQMwhaKBIwEg..i&amp;amp;w=492&amp;amp;h=488&amp;amp;bih=609&amp;amp;biw=1366&amp;amp;q=cup%20and%20saucer%20grip&amp;amp;ved=0ahUKEwis5sii1qfeAhXyp4sKHWsKDlEQMwhaKBIwEg&amp;amp;iact=mrc&amp;amp;uact=8 mocked and dismissed as impractical hollywoodism]. It is believed that it can be [http://firearmshistory.blogspot.com/2012/05/handgun-shooting-positions-bad-stances.html traced back to the revolver era of the Wild West and for a number of reasons it is ineffective with modern guns]. In spite of this, however, in [https://youtu.be/jP7J-JNSUu4?t=283 this video] we can clearly see that the saucer grip was taught back in WW2. In summary, the bullseye and saucer grips were both used in WW2 and I believe that was also the case in Vietnam. As for the actual weaver, I don't think I have ever seen a movie or archival footage of it being used back then, I suppose it was just a novelty in the first few decades. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:48, 27 October 2018 (EDT)&lt;br /&gt;
::So, the Weaver stance is not the first two-handed technique. But then my original question still stands, being whether the two-handed grip in general (not necessarily the Weaver) was used frequently enough in combat during the 1960s or not (as in, not merely for training purposes), and if it would have been more appropriate to see one-handed shooting for most part. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:21, 28 October 2018 (EDT)&lt;br /&gt;
:::I think we can't say if one technique was used more or less back then, all we can do is acknowledge if the given method existed. You see, it's a personal preference, as we can see in the WW2 training video, the two handed stance is more useful when crouching while one handed might have its benefits when standing so really it is a very situational thing. Also bear in mind that COD doesn't even try to portray such details in a realistic manner, I'm pretty sure that their inspiration comes from movies like Platoon or Full Metal Jacket. Considering that BO actually shows both grips (the ASP is one handed) I say that they should at least get credit for portraying both techniques. On another note, I'm just rewatching Terminator 2 and noticed how the T1000 was firing his gun one handed and that made sense since having a mechanical arm would have enough strength and this takes me back to BO3 where it is quite funny how your character uses two handed grip despite having cyborg arms. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:42, 29 October 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::&amp;quot;''bear in mind that COD doesn't even try to portray such details in a realistic manner''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::::[http://youtu.be/Ep85AkCkk-U?t=59 No shit!]&lt;br /&gt;
&lt;br /&gt;
::::&amp;lt;nowiki&amp;gt;:P&amp;lt;/nowiki&amp;gt; Now on a more serious note, that's the thing, the two-handed technique is shown as the most widespread in the game, even when standing. Mind you, the ASP is the only pistol shown fired one-handed during normal gameplay (as in, not during some scripted campaign sequences) - except when a player is downed and his third-person model also does this on all handguns, but that's another story. The thing with the ASP is that it only occurs in first-person view; heck, [http://callofduty.wikia.com/wiki/File:National_Revolutionary_Police_Force_member_Operation_40_BO.JPG just see] how the Cuban police officers are seen firing their ASPs in a level set in 1961; seems a bit far-fetched, don't ya think? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:47, 4 November 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
On another note, just talking about all these things in the game:&lt;br /&gt;
''&amp;quot;We use a lot of gun reference materials and spend a lot of time researching pre-production weapons. We basically make a list of every gun even remotely near our time period, some before some after – '''because if it's a prototype weapon you don't know what year it was introduced'''. And if you're an SOG officer, you're the perfect person to test these weapons.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Bravo. Seriously, I even like it. These guys say that &amp;quot;oh, how we explore all this&amp;quot;, but they don't even know when this or that weapon was created. On their spot, I would just honestly admit: &amp;quot;well, we just go to the Google Pictures, typing &amp;quot;weapons prototypes&amp;quot;, and chose those we liked without thinking about anything,&amp;quot; rather than trying to make a good face over a bad game. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 10:41, 22 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Quality Image Dump Part 2: Electric Boogaloo ==&lt;br /&gt;
&lt;br /&gt;
I'm about to upload some new images for this page, anyone is free to start putting them onto the page as they wish.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:09, 9 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'll start putting them on soon. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 18:37, 9 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:[[File:CODBO BrowningMG.jpg|thumb|none|600px|]] What is this machine gun? I know I've seen Browning M2 style machine guns with that barrel stabilizer but I can't figure out which one it is for the life of me.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:51, 9 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
::I also stumbled upon the same strange gun when researching the vehicle it's mounted on but didn't find anything. The vehicle is a Vietnam War gun truck and these appear to have been armed with pretty standard weaponry, M60 and M2s, nothing out of the ordinary. I don't know why but I have the feeling it's some kind of water cannon maybe modeled after something used in anti war protests of the period. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 14:05, 10 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
OK. I did the image replacements for the lower-quality sections. For the rest though, sometimes I will find an image that I don't know how to caption, and other times I feel like you've missed some important images (like the idle state image for the one-handed ASP), so I don't feel that confident going through the edit just yet. Can you help with adding some of the sections and maybe check if I missed any important images? Thanks. (and maybe check if I missed any images for your MW2 uploads too)&lt;br /&gt;
&lt;br /&gt;
In the end though I do expect all of the old images and the old non 16:9 images to be completely replaced. (the TT-33 images for example are 1,440 × 900, which is 16:10)--[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 20:03, 11 January 2019 (EST)&lt;br /&gt;
:OK, I have a little trouble figuring out which of those images are 16:10 so let me know which others need replacement. I'll be going through a lot of the uploads though, thanks for your help.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:33, 12 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
A suggestion: when screencapping scope reticles, you should aim at bright areas to make the reticle contrast more strongly with the background. Currently some of your scope images (SVD, PSG-1) have very dark or confusing backgrounds that makes it harder to see the reticle. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 23:40, 12 January 2019 (EST)&lt;br /&gt;
:Yeah I'll get better versions for those two, I usually try to do that with ADS images so every detail is easy to make out.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:53, 12 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 &amp;quot;Stakeout&amp;quot; anachronistic (SN/Date ranges) ==&lt;br /&gt;
&lt;br /&gt;
Apparently the page had received an overhaul, as there were some gaps in the page. That's fine and much appreciated, but oddly the fact that the Ithaca 37 &amp;quot;Stakeout&amp;quot; is anachronistic has been removed. Well, in case it was due to a lack of information on production dates, I found this site that provides information (with a source) on the serial number ranges for all shotguns made by the Ithaca Gun Co, and apparently the Stakeout was made from 1981 starting in the 371xxxxxxHG** range, to 1993, with the last serial number ending around 372000533. Just though this might be useful. As such, a sawn off Remington Model 870, sawn off Stevens 620A or a Model 37 S-Prefix &amp;quot;Trench gun&amp;quot; would probably suit the 1960s timeline better.&lt;br /&gt;
&lt;br /&gt;
https://ithacagun.com/serial-numbers/&lt;br /&gt;
:Thanks for the info; such input is much appreciated. One thing, though: make sure to sign your talk page posts, by typing &amp;quot;&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&amp;quot; without the quotes, or by hitting the pencil icon at the top-left of the editing box. Just a heads-up. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 15:50, 25 April 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== AR-18 ==&lt;br /&gt;
&lt;br /&gt;
Just started work on a video project centering around this game, and while taking a close look at the intro cutscene to the &amp;quot;Operation 40&amp;quot; level, I noticed there's a brief glimpse of a guy [https://i.imgur.com/fOqXPRY.jpg training with an AR-18]. The guy to his right looks to be using an M1 Carbine with the post-war upgrades as well. Didn't know whether to put it on the main page or in the misc section here. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 16:36, 8 May 2019 (EDT)&lt;br /&gt;
:Absolutely, it deserves a spot on the main page - the ''BOII'' page has a section for [[L85A2]]s that only appear in a cutscene, after all. Nice find. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 17:45, 8 May 2019 (EDT)&lt;br /&gt;
::IMO I think images of stock footage weapons should have their own section, like what I did with the RPD and M79 down at the bottom. It looks kind of misleading to see the AR-18 listed in the Table of Contents at the top of the page when it is not actually a usable weapon in the game. Also, the Crossbow also listed on the bottom is apparently made from an AR-18 lower receiver anyway, so we could merge the entries. That's my two cents --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:39, 17 May 2019 (EDT)&lt;br /&gt;
:::I support merging the stock footage weapons into their own section. However, I don't support merging the AR-18 with the Crossbow, due to their vastly different mechanisms. What do you think, Kadorhal? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 17:33, 17 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== M1911 one handed rack ==&lt;br /&gt;
&lt;br /&gt;
I'm curious about the way the character racks the slide with one hand. According to some random dudes that's &amp;quot;[https://www.youtube.com/watch?v=XkwhTTwKmJg Physically impossible]&amp;quot; so my question is, are they right? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 21:53, 14 May 2019 (EDT)&lt;br /&gt;
:Well, [http://youtu.be/-E-FxtDJLAk?t=75 at least with a single pistol] it's possible. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 01:57, 15 May 2019 (EDT)&lt;br /&gt;
::Very nice! Even though I'm pretty sure actual operators wouldn't employ it in an actual combat yet it's still cool. Interestingly, the character in BO3 also does it with his cybernetic arms which I suppose would be even more easier and efficient. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:58, 15 May 2019 (EDT)&lt;br /&gt;
:::I've read somewhere that soldiers have been trained to do it that way in case of injury, and Treyarch took the inspiration from this, although I don't know if it's exactly the case. On another note, you also have the [http://youtu.be/fOrYM-nuBO4 one-handed press check]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:42, 19 May 2019 (EDT)&lt;br /&gt;
::::On other videos I've also seen them recommend in case of injury to press the front of the slide against a wall or something or to clutch it between your thighs. But I gotta give props to Treyarch, they somehow managed to find the tacticoolest and rarest one handed reload haha the video you provided is literally the only place I've seen it IRL. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:19, 19 May 2019 (EDT)&lt;br /&gt;
:::::In fairness though (I should have mentioned it much earlier but I forgot), the guy in the video was just releasing the slide with that technique, and not pulling it back from its original position as in BO1 and BO3. Though I wouldn't be surprised if the latter were possible IRL. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:22, 30 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Question about Spetnatz's Guns ==&lt;br /&gt;
&lt;br /&gt;
I was wondering, if there proofs that Soviet Armed Forces used Warsaw Pact guns like [[PM-63]], [[Vz. 61 Skorpion]],AMD-63, etc? --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 04:30, 23 May 2019 (EDT)&lt;br /&gt;
::I doubt it. Firstly, they were brand new weapons when BO takes place and as we know, it takes some time before a new weapon goes into widespread use. Secondly, the Soviets had a very strong arms industry on their own so it wouldn't make sense for them to use Warsaw Pact guns even though I presume they could have obtained them easily. But we must also take into account that in BO they even use NATO weaponry from the future so this makes it an alternate reality anyway. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:21, 23 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
What do you mean by spetsnaz? Ordinary troops, of course not. But the Alpha antiterror group used Scorpion, although they did not exist until 1974. If we mean the special OGPU/NKVD/KGB units, then they used everything they wanted, including American submachine guns, sniper rifles, etc., without worrying about their origin (the USSR in general was extremely double-minded in this regard, not hesitating to buy anything from its &amp;quot;enemies&amp;quot;, if they don't have it yourself; and this tendency, I will tell you in confidence, is still relevant), just in the best spirit of these very video games. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 19:34, 23 May 2019 (EDT)&lt;br /&gt;
:Kiparis, by the way, was developed under the direct impression by the Scorpion, but was not put into use, as it was replaced by the AKS-74U for the unification of ammo and spare parts. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 12:55, 24 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Do we really need all the alternative options?==&lt;br /&gt;
While these alternative options provide some interesting historical context, do we really need all of them? Some of the alternatives are becoming more and more fringe and are degenerating into speculation on what the developers intended a weapon to be, and some of the suggestions I just find are plain unnecessary, like suggesting alternatives for the Minigun. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 16:01, 28 May 2019 (EDT)&lt;br /&gt;
:While I certainly agree that stuff like the minigun is kinda beyond saving, I think that the alternatives should definitely stay. There are a few that are a bit... out there, sure, but for the most part, they provide interesting historical and technical information, introduce people to guns they might not've been familiar with, and makes the page seem more constructive. If anything, I'd been thinking about adding these sorts of notes to other pages; it lets us teach not only what's wrong, but what's right. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:27, 28 May 2019 (EDT) P.S.: Man, did that last bit sound pretentious. I'm sorry to everybody that had to read that, but the point still stands.&lt;br /&gt;
:: The point is to ID the weapons used - that means describing what's there, not rambling about what isn't. Anything that is speculation or supposition should be done away with. As for any (actually accurate) technical or historical info, some is fine but at a certain point it's too much and comes off as overly encyclopedic.. and we're not supposed to be a gun encyclopedia. At the very least keep any factual 'should be' details simple and again factual; leave out anything along the lines of 'it could be..'. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 22:41, 28 May 2019 (EDT)&lt;br /&gt;
:::Yeah, some recent additions were pushing it a bit, but notable/accurate alternatives (such as the Stechkin APS, S&amp;amp;W Model 39, Sa vz. 23, Ithaca 37 Trench Gun, Remington 1100, SA-7 Grail, XM191, etc.) should definitely be kept. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:59, 29 May 2019 (EDT)&lt;br /&gt;
::::In addition, I think that for Vietnam, Stevens 77E would be an even more suitable choice (and some of them - this is interesting - subsequently ended up in the USSR). However, I am afraid to once again clutter up the article, so I will leave it at your discretion. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 18:54, 27 June 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== PK-AV ==&lt;br /&gt;
&lt;br /&gt;
I think this designation refers to the PK-A Venezuela contract variant, which has an Aimpoint-looking battery slot along the bottom left side of the optic that isn't present on the in-game model; I think it should probably just be listed as &amp;quot;PK-A.&amp;quot;--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:15, 4 December 2020 (EST) EDIT - nevermind, &amp;quot;PK-AV&amp;quot; must be the translation of &amp;quot;ПK-AB,&amp;quot; but the sight still looks more like the basic PK-A or whatever it is rather than that variant.&lt;br /&gt;
&lt;br /&gt;
:Done. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:57, 17 August 2022 (EDT)&lt;/div&gt;</summary>
		<author><name>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1590974</id>
		<title>Talk:Call of Duty: Black Ops Cold War</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1590974"/>
		<updated>2023-07-14T20:46:05Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: /* SUSAT Scope */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Miscellaneous =&lt;br /&gt;
== US Air Force Pilot Survival Knife ==&lt;br /&gt;
The Ontario Knives 499 US Air Force Pilot Survival Knife issued to US Air Force jet pilots flying over Vietnam is carried by Sims and Adler during their time in Vietnam and Sims' knife is even featured as evidence for the campaign mission &amp;quot;Fracture Jaw&amp;quot;. Woods and Adler also carry such knives, presumably their own knives from Vietnam, in the 1981 segments of the campaign.&lt;br /&gt;
&lt;br /&gt;
== Vietnam War Period US Military Tomahawk ==&lt;br /&gt;
A tomahawk based on those used by US forces during the Vietnam War is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
== Hybrid AK Bayonet ==&lt;br /&gt;
What appears to be a hybrid between the basic AK-47 bayonet and the AKM Type II Bayonet is tossed by operators in the multiplayer lobby. A proper AKM Type II Bayonet also appears as the &amp;quot;Anime Assassin&amp;quot; blueprint for the knife and the same model is also used by Kravchenko in the zombie mode cutscenes.&lt;br /&gt;
[[Image:AKM type 2 bayonet.jpg|thumb|none|400px|An AKM type 2 bayonet with scabbard.]]&lt;br /&gt;
&lt;br /&gt;
== Shtrafbat Knife ==&lt;br /&gt;
What appears to be a Russian Shtrafbat knife is used by Spetsnaz operatives to dispatch the walkman using US soldier in the multiplayer reveal trailer and is carried by multiplayer operator Stone inaccurately in a [http://monkeyedgeblog.com/cool-guy-kit-the-raf-aircrew-knife-as-used-by-the-sas/ RAF aircrew knife sleeve sewn sheath]. It is most likely anachronistic.&lt;br /&gt;
&lt;br /&gt;
== Vietnam War Period MACV-SOG Knife ==&lt;br /&gt;
A Vietnam War period MACV-SOG knife is carried by multiplayer operatives Sims and Stone.&lt;br /&gt;
&lt;br /&gt;
== Ontario SP1 Marine Combat Knife ==&lt;br /&gt;
The same Ontario SP1 Marine Combat Knife from ''Modern Warfare Remastered'' is reused in the campaign. Mason takes one from a dead enemy operative at the beginning of &amp;quot;Nowhere Left to Run&amp;quot; and can use it throughout the mission. Adler can potentially also use one on Bell in &amp;quot;Ashes to Ashes&amp;quot;. It's appearance in the 1980s is anachronistic.&lt;br /&gt;
[[Image:Ontario SP1 Marine Combat Knife.jpg|thumb|none|400px|An Ontario SP1 Spec Plus Marine Combat Knife.]]&lt;br /&gt;
&lt;br /&gt;
== Unidentified Knife ==&lt;br /&gt;
The basic knife of the game is of unknown model but appears to be based on vintage [https://www.ebay.com/itm/293732635691 Swimaster diving knives].&lt;br /&gt;
&lt;br /&gt;
== Tru-Bal Throwing Knife ==&lt;br /&gt;
A Tru-Bal throwing knife is used by Bell to eliminate Vietcong fighters in the Vietnam War flashbacks.&lt;br /&gt;
&lt;br /&gt;
== Rambo II Survival Knife ==&lt;br /&gt;
Rambo's survival knife from ''[[Rambo: First Blood Part II]]'' was added as part of the '80s Action Heroes event.&lt;br /&gt;
[[Image:Rambo_knife_2.JPG‎|thumb|none|400px|Rambo II Survival Knife]]&lt;br /&gt;
&lt;br /&gt;
== Tessina Camera ==&lt;br /&gt;
A 35mm Tessina L camera is used in the campaign to take photos of various objects of interest. The Tessina was introduced in 1957 and was [https://petapixel.com/2011/03/11/actual-spy-cameras-used-by-the-cia/ actually used by the CIA].&lt;br /&gt;
&lt;br /&gt;
== R-77PD Missile ==&lt;br /&gt;
Fictionalized R-77PD missiles are delivered by MiG-23 jet fighters as the &amp;quot;Cruise Missile&amp;quot; scorestreak. Their markings incorrectly label them as &amp;quot;AN/DSQ-28&amp;quot; which is actually an active radar homing head used on US missiles such as the Harpoon. Also the markings incorrectly depict them as US ARMY missiles instead of Soviet.&lt;br /&gt;
&lt;br /&gt;
== M1942 Machete ==&lt;br /&gt;
An M1942 Machete is carried by Adler in &amp;quot;Fracture Jaw&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Kravchenko's Knife&amp;quot; ==&lt;br /&gt;
Kravchenko's knife is a hybrid consisting of an AKM Type II Bayonet blade combined with a MACV-SOG knife's handle.&lt;br /&gt;
&lt;br /&gt;
== Buck 120 ==&lt;br /&gt;
The long Buck 120 hunting knife is Ghostface's signature knife like in the ''Scream'' franchise.&lt;br /&gt;
&lt;br /&gt;
==Robbins of Dudley Push Dagger==&lt;br /&gt;
The [https://collections.royalarmouries.org/first-world-war/type/rac-narrative-140.html Robbins of Dudley Push Dagger] is carried on some of Park's outfit.&lt;br /&gt;
&lt;br /&gt;
==W30 TADM/Mk-54 SADM Hybrid==&lt;br /&gt;
A hybrid between the W30 Tactical Atomic Demolition Munition and the Mk-54 Special Atomic Demolition Munition is used to depict the nuclear weapons central to operation Fracture Jaw. However, this is most likely inaccurate since the W30 was in service until [https://www.flickr.com/photos/rocbolt/8656438510 1966] when it was [https://twitter.com/atomicanalyst/status/1281975711700529152 replaced] by the W45 Medium Atomic Demolition Munition. Also, the in game bomb is depicted as being smaller and apparently much lighter than the real thing since two soldiers can carry it when in reality it weighs 840 pounds (381kg).&lt;br /&gt;
&lt;br /&gt;
==Titan II ICBM==&lt;br /&gt;
The Titan II ICBM is featured in the multiplayer map ICBM. The map is set in an ICBM silo.&lt;br /&gt;
&lt;br /&gt;
==Trident C4==&lt;br /&gt;
The launch of a Trident C4 SLBM is seen in archival footage in the Season 1 cinematic.&lt;br /&gt;
&lt;br /&gt;
==Gerber Knife==&lt;br /&gt;
A Vietnam War Gerber Knife is seen on some multiplayer skins.&lt;br /&gt;
&lt;br /&gt;
= Attachments =&lt;br /&gt;
== Optics ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Microflex LED&amp;quot; ===&lt;br /&gt;
The &amp;quot;Microflex LED&amp;quot; is loosely based on the Docter or Noblex quicksight red dot for shotguns with the lens having a more conventional shape similar to the traditional Sightmark Sureshot Reflex Sight/Adco SOLO Sight. All of these red dot models are heavily anachronistic.&lt;br /&gt;
&lt;br /&gt;
=== C79 Optical Sight ===&lt;br /&gt;
The C79 Optical Sight appears as the &amp;quot;Visiontech 2x&amp;quot;. It is slightly anachronistic even though it was introduced in 1982 with the adoption of the Colt ACR, it was enter in service towards the end of the Cold War, in 1989.&lt;br /&gt;
&lt;br /&gt;
=== Colt Scope ===&lt;br /&gt;
The Colt scope appears as &amp;quot;Axial Arms 3x&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Elbit Falcon ===&lt;br /&gt;
The Israeli Elbit Falcon sight appears as the &amp;quot;Millstop Reflex&amp;quot;, and its description describes that it is produced in the USA instead of Israel. Unlike in the first Black Ops, however, this time its appearance might not be anachronistic since this game has 1980s segments.&lt;br /&gt;
&lt;br /&gt;
=== Kobra Red Dot Sight ===&lt;br /&gt;
The anachronistic Russian Kobra red dot sight appears as the &amp;quot;Kobra Red Dot&amp;quot; and its description mentions inaccurately that it is of Soviet origin; the real Kobra was introduced in 1996 after the collapse of the Soviet Union. This time it is depicted with its proper circular tube unlike the earlier ''Black Ops'' iteration which had a fictional squareish shape.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Sillix Holoscout&amp;quot; ===&lt;br /&gt;
The &amp;quot;Sillix Holoscout&amp;quot; appears to be inspired by a mixture of NcStar Urban Dot Sight and the Aimpoint Electronic. However, the NcStar Urban Dot Sight is anachronistic as it was introduced around 2015 and the overall design is too modern for the Cold War era.&lt;br /&gt;
&lt;br /&gt;
=== SUIT Sight ===&lt;br /&gt;
The SUIT sight appears as the &amp;quot;Royal &amp;amp; Kross 4x&amp;quot;. The real scope's right side is depicted being on the left in game.&lt;br /&gt;
&lt;br /&gt;
=== Tasco Red Dot Scope ===&lt;br /&gt;
On handguns, the &amp;quot;Millstop Reflex&amp;quot; sight takes the form of a Tasco Red Dot Scope. It's anachronistic considering the fact that it was first released in 1994.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Quickdot LED&amp;quot; ===&lt;br /&gt;
The &amp;quot;Quickdot LED&amp;quot; appears to be inspired by the C-More red dot sight. This is anachronistic as the C-More was introduced in 1993.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Hawksmoor&amp;quot; ===&lt;br /&gt;
The &amp;quot;Hawksmoor&amp;quot; appears to be a fictional and generic machinegun red dot sight combining elements from DCL110AD-3X and Trijicon MGRS Machine Gun Reflex Sight and a battery compartment resembling Meprolight Mepro M5 red dot sight. Even though it is based mainly on MG red dot sights, which are typically larger, the in game sight is depicted as being significantly smaller as to pass for a regular red dot sight. All of the referenced models and the concept of an MG red dot sight itself are heavily anachronistic.&lt;br /&gt;
&lt;br /&gt;
=== Rusak Red Dot Sight ===&lt;br /&gt;
The &amp;quot;Diamondback Reflex&amp;quot; is loosely based on the Russian Rusak red dot sight which appears to be anachronistic as these were produced in the early 90s. It is also depicted with an English on/off switch, suggesting that it is a Western bloc equipment rather than an Eastern bloc equipment in-fiction. It is incorrectly depicted with a generic red dot instead of its proper chevron style reticle. It is available only to SMGs.&lt;br /&gt;
&lt;br /&gt;
=== OKP-7 ===&lt;br /&gt;
A stylized Russian OKP-7 red dot appears as the &amp;quot;Fastpoint Reflex&amp;quot;. It's appearance is most likely anachronistic.&lt;br /&gt;
&lt;br /&gt;
=== SUSAT Scope ===&lt;br /&gt;
The SUSAT scope appears as the &amp;quot;SUSAT Multizoom&amp;quot;. It is anachronism, as it was developed in 1988.&lt;br /&gt;
&lt;br /&gt;
=== AN/PVS-4 ===&lt;br /&gt;
The AN/PVS-4 appears as the &amp;quot;AN/PVS-4 Thermal&amp;quot;. In reality, the AN/PVS-4 is a night vision device that doesn't have thermal capabilities and as such can't work during day time. It is depicted with a non standard reticle while its proper one is inaccurately used on the game's depiction of the 1PN58 scope. The colors used with its fictional thermal mode appear to be based on the thermal mode of the biomasks from the ''Predator'' franchise.&lt;br /&gt;
&lt;br /&gt;
=== 1PN58 ===&lt;br /&gt;
The 1PN58 scope appears as the &amp;quot;Noch Sova Thermal&amp;quot;. In reality, the 1PN58 is a night vision device that doesn't have thermal capabilities and as such can't work during day time. It is depicted with the fine crosshair reticle of the AN/PVS-4 instead of its proper one and the colors used with its fictional thermal mode appear to be based on the thermal mode of the biomasks from the ''Predator'' franchise.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;SnapPoint&amp;quot; ===&lt;br /&gt;
The &amp;quot;SnapPoint&amp;quot; is loosely based on the Russian PK-122 holographic sight. Most likely anachronistic.&lt;br /&gt;
&lt;br /&gt;
== Muzzle devices ==&lt;br /&gt;
=== &amp;quot;Agency Choke&amp;quot; ===&lt;br /&gt;
The &amp;quot;Agency Choke&amp;quot; (&amp;quot;Agency Whisper Choke&amp;quot; previously) is based on the SilencerCo Salvo 12 shotgun suppressor. Its depiction in the 1980s is anachronistic as it was introduced in 2014.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Sound Suppressor&amp;quot; ===&lt;br /&gt;
The &amp;quot;Sound Suppressor&amp;quot; is based on the A-Tec A12 shotgun suppressor. It is anachronistic as the aforementioned SilencerCo Salvo 12 introduced in 2014 is the first dedicated shotgun suppressor and the A12 was likely introduced after that.&lt;br /&gt;
&lt;br /&gt;
=== Sionics Two-Stage Sound Suppressor ===&lt;br /&gt;
The Sionics Two-Stage Sound Suppressor appears as the &amp;quot;Agency Suppressor&amp;quot;. Strangely, it can't be attached to the MAC 10 but is attachable to rifles which is dubious to work in reality. The &amp;quot;Swindler&amp;quot; blueprint however, allows the MAC 10 mount the Sionics suppressor model by default.&lt;br /&gt;
&lt;br /&gt;
=== PBS-4 ===&lt;br /&gt;
The PBS-4 appears as the &amp;quot;GRU Suppressor&amp;quot; (&amp;quot;Agency Silencer&amp;quot; previously) for Eastern bloc weapons and the FARA 83.&lt;br /&gt;
[[Image:AKS-74UB with PBS-4 suppressor.jpg|thumb|none|400px|AKS-74UB with PBS-4 suppressor - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
=== PBS-1 ===&lt;br /&gt;
The PBS-1 appears as the &amp;quot;Suppressor&amp;quot; (&amp;quot;Silencer&amp;quot; previously) for Eastern bloc weapons and the FARA 83.&lt;br /&gt;
&lt;br /&gt;
=== .45 ACP Knight's Armament Suppressor ===&lt;br /&gt;
The .45 ACP Knight's Armament Suppressor appears as the &amp;quot;Agency Suppressor&amp;quot; for handguns.&lt;br /&gt;
&lt;br /&gt;
=== Wilson Combat Multi-Comp Bushing Compensator ===&lt;br /&gt;
The Wilson Combat Multi-Comp Bushing Compensator appears as the &amp;quot;Muzzle Brake .45 APC&amp;quot; for the M1911. It is anachronistic as it was introduced at some point in the late 2000s.&lt;br /&gt;
&lt;br /&gt;
=== Surefire 4-Prong Flash Hider ===&lt;br /&gt;
The Surefire 4-Prong Flash Hider appears as a muzzle attachment. It's most likely anachronistic.&lt;br /&gt;
&lt;br /&gt;
=== MG3 muzzle ===&lt;br /&gt;
An MG3 muzzle brake is used incorrectly on the PPSH-41.&lt;br /&gt;
&lt;br /&gt;
== Foregrips ==&lt;br /&gt;
=== A1 Pistol Grip ===&lt;br /&gt;
A slightly modified A1 pistol grip is featured as the &amp;quot;SFOD Speedgrip&amp;quot; (&amp;quot;MI6 Ergonomic Grip&amp;quot; in the alpha) for Western weapons and the &amp;quot;Spetsnaz Speedgrip&amp;quot; for the FARA 83. Using A1 grips as foregrips was actually something done by the MACV-SOG during the Vietnam War so this can be considered the only foregrip that is period appropriate in the whole game.&lt;br /&gt;
&lt;br /&gt;
=== XM148 grenade launcher grip ===&lt;br /&gt;
An [[XM148 grenade launcher]] grip appears as the &amp;quot;Infiltrator Grip&amp;quot; (known as &amp;quot;Marshal Foregrip&amp;quot; in the alpha) and &amp;quot;Red Cell Foregrip&amp;quot; for western weaponry.&lt;br /&gt;
&lt;br /&gt;
=== BS-1 grenade launcher grip ===&lt;br /&gt;
A [[BS-1 grenade launcher]] grip appears as the &amp;quot;Infiltrator Grip&amp;quot; (known as &amp;quot;Marshal Foregrip&amp;quot; in the alpha) and &amp;quot;Red Cell Foregrip&amp;quot; for eastern bloc weaponry.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Front Grip&amp;quot; ===&lt;br /&gt;
The &amp;quot;Front Grip&amp;quot; is essentially a chopped AIM grip.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Patrol Grip&amp;quot; ===&lt;br /&gt;
The &amp;quot;Patrol Grip&amp;quot; used on western weapons is a modified FN Minimi style grip.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Patrol Grip&amp;quot; used on eastern bloc weapons is an AKM-63 foregrip.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Foregrip&amp;quot; ===&lt;br /&gt;
The &amp;quot;Foregrip&amp;quot; appears to be inspired by the aluminum Kley Zion or LMT grip.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Field Agent Grip&amp;quot; ===&lt;br /&gt;
The &amp;quot;Field Agent Grip&amp;quot; used on western weapons is an FN FAL grip.&lt;br /&gt;
&lt;br /&gt;
=== Knight's Armament Vertical Grip ===&lt;br /&gt;
A stylized Knight's Armament vertical grip appears as the &amp;quot;Field Agent Grip&amp;quot; and &amp;quot;Foregrip&amp;quot; for the QBZ.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Bruiser Grip&amp;quot; ===&lt;br /&gt;
The &amp;quot;Bruiser Grip&amp;quot; resembles Delrin Vertical Grip but depicted smaller as a stubby style grip.&lt;br /&gt;
&lt;br /&gt;
== Magazines ==&lt;br /&gt;
=== SureFire MAG5-60 ===&lt;br /&gt;
The SureFire MAG5-60 appears as the &amp;quot;STANAG 50 Rnd&amp;quot; and &amp;quot;STANAG 54 Rnd&amp;quot; magazines for the western assault rifles and the M16A2 respectively. Presumably due to gameplay balancing, instead of the proper 60 rounds they hold only 50 and 54 respectively. The SureFire MAG5-60 is anachronistic for the 1980s as it was introduced in 2010 and the concept of a quad stack STANAG magazine didn't exist back then.&lt;br /&gt;
&lt;br /&gt;
=== Airsoft 850 round FAT magazine ===&lt;br /&gt;
A fictional magazine which is essentially a standard STANAG modified into airsoft 850 round FAT magazine appears as the &amp;quot;40 Rnd&amp;quot; magazine for western assault rifles. This is technically anachronistic as the concept of a quad stack STANAG magazine didn't exist back then.&lt;br /&gt;
&lt;br /&gt;
=== 7.62x39mm steel 40 round magazine ===&lt;br /&gt;
A 7.62x39mm steel 40 round magazine appears as the &amp;quot;40 Rnd&amp;quot; magazine for the AK-47. It is notably one of the few extended magazine attachments in the game to hold correct amount of rounds.&lt;br /&gt;
&lt;br /&gt;
=== 7.62x39mm Drum (converted) ===&lt;br /&gt;
A Chinese style [http://forum.militaryparitet.com/viewtopic.php?id=27940 7.62x39mm drum magazine converted to accept 5.45x39mm] ammunition is used as the &amp;quot;40 Rd Drum&amp;quot; and &amp;quot;STANAG 50 Rd Drum&amp;quot; magazine attachments for the AKS-74U. In reality these drums typically hold 75 rounds while the game's attachments incorrectly have only 40 and 50 rounds respectively, presumably for gameplay balance. The conversion of 7.62x39mm drums to 5.45x39mm can be considered to be anachronistic as this appears to be a modern practice done by civilian vendors and gunsmiths.&lt;br /&gt;
&lt;br /&gt;
=== Gurttrommel 34 ===&lt;br /&gt;
A stylized, backwards facing ''Gurttrommel 34'' is used as the &amp;quot;40 Rd Drum&amp;quot; magazine attachment for the QBZ rifle, including a magazine column and a feed system as the actual drum is just a belt container. It still has the latch for locking into German MG belt feed trays.&lt;br /&gt;
&lt;br /&gt;
[[File:BOCW QBZ drum.jpg|thumb|none|600px|The attachment's description further implies it is a ''helical'' magazine...]]&lt;br /&gt;
&lt;br /&gt;
=== RPD Drum (modified) ===&lt;br /&gt;
The QBZ's &amp;quot;STANAG 50 Rd Drum&amp;quot; appears to be a fictionalized and shrunken RPD drum magazine.&lt;br /&gt;
&lt;br /&gt;
=== MPA22-T Magazine ===&lt;br /&gt;
The MAC 10's &amp;quot;43 Rnd Speed Mag&amp;quot; and &amp;quot;Salvo 53 Rnd Fast Mag&amp;quot; appear to be based on the Masterpiece Arms MPA22T pistol. This is anachronistic as the MPA22T was only prototyped in January 2010.&lt;br /&gt;
&lt;br /&gt;
=== Suomi Magazine (converted) ===&lt;br /&gt;
A 9x19mm 72-round Suomi drum magazine converted to be used with Uzi appears as the drum magazine attachments for the Socimi and MAC-10. Presumably due to gameplay balancing, instead of the proper 72 rounds they hold 45 or 55 for the Socimi and 43 or 53 for the MAC-10. In reality, these conversions are made by Vector Arms and C&amp;amp;S Metall Werkes using preban (1994) Suomi drums which means that they are most likely anachronistic for the game.&lt;br /&gt;
&lt;br /&gt;
=== Magpul 7.62/.308 10 round Gen 3 PMAG ===&lt;br /&gt;
A Magpul .308 Gen 3 PMAG is available as the &amp;quot;STANAG 9&amp;quot; magazine for the LW3 &amp;quot;Tundra&amp;quot;. The &amp;quot;Salvo 9 Rnd Fast Mag&amp;quot; is also the same model but somewhat shortened. It is heavily anachronistic.&lt;br /&gt;
&lt;br /&gt;
=== X-Products 9mm 50 round drum ===&lt;br /&gt;
An [https://www.tactical-life.com/gear/x-products-mp5-drum-mag/ X-Products 9mm 50 round drum] is available as the &amp;quot;STANAG 50 Rnd Drum&amp;quot; magazine for the MP5. The &amp;quot;40 Rnd Drum&amp;quot; is also the same model but with its front part being hybridized with a Beta-C magazine. It is heavily anachronistic as it was introduced in 2014.&lt;br /&gt;
&lt;br /&gt;
== Barrels ==&lt;br /&gt;
=== TEC-9 barrel &amp;amp; shroud ===&lt;br /&gt;
A TEC-9 style barrel and shroud are used as the &amp;quot;Cavalry Lancer&amp;quot; and &amp;quot;Paratrooper&amp;quot; barrel attachments for western SMGs.&lt;br /&gt;
&lt;br /&gt;
=== Fluted AR barrel ===&lt;br /&gt;
Custom AR pattern fluted barrels appear as the &amp;quot;Cavalry Lancer&amp;quot; and &amp;quot;Strike Team&amp;quot; barrel attachments for western rifles. This is most likely anachronistic as fluted AR barrels appear to be a modern thing.&lt;br /&gt;
&lt;br /&gt;
=== AK &amp;quot;Swiss Grater&amp;quot; Upper Handguard ===&lt;br /&gt;
What is known as the &amp;quot;Swiss Grater&amp;quot; Upper Handguard for AK weapons appears as the &amp;quot;Cavalry Lancer&amp;quot; and &amp;quot;Paratrooper&amp;quot; barrel attachments for the AKS-74U and the &amp;quot;Ultralight&amp;quot;, &amp;quot;Cavalry Lancer&amp;quot;, &amp;quot;VDV Reinforced&amp;quot; and the &amp;quot;Spetsnaz RPK Barrel&amp;quot; for the AK-47. Similar devices can also be installed on the Remington and Arctic Warfare as the &amp;quot;Ultralight&amp;quot;, &amp;quot;Tiger Team&amp;quot; and &amp;quot;Hammer Forged&amp;quot; barrel attachments.&lt;br /&gt;
&lt;br /&gt;
=== MAC-10 barrel extension ===&lt;br /&gt;
A MAC-10 barrel extension is used as the &amp;quot;Takedown&amp;quot; barrel attachment for western SMGs.&lt;br /&gt;
&lt;br /&gt;
=== M249 heat shield ===&lt;br /&gt;
An M249 machine gun heat shield can be installed on the Remington and Arctic Warfare as the &amp;quot;Cavalry Lancer&amp;quot;, &amp;quot;Reinforced Heavy&amp;quot; and &amp;quot;Rapid Fire&amp;quot; barrel attachments. It is depicted with incorrect number of vent holes when used on the Remington but it is correct when used on the Arctic Warfare. It's appearance is slightly anachronistic as it was introduced after 1985.&lt;br /&gt;
&lt;br /&gt;
== Laser Sights &amp;amp; Flashlights==&lt;br /&gt;
=== Generic Laser Sight ===&lt;br /&gt;
The &amp;quot;Steady Aim Laser&amp;quot; and &amp;quot;SWAT 5mw Laser Sight&amp;quot; used on eastern bloc weapons appear to be a fictional and generic design loosely based on modern laser pointers with adjustment knobs. Such a compact and practical laser design is anachronistic for the setting, as the earliest laser sights of this kind were 90s laser sights such as the SureFire L70 or L75, which were introduced in 1990 and 1991 respectively.&lt;br /&gt;
&lt;br /&gt;
=== AN/PAQ 4C Laser Sight ===&lt;br /&gt;
The &amp;quot;Steady Aim Laser&amp;quot; used on western weapons is loosely based on the Insight Technology AN/PAQ 4C laser sight. It is anachronistic as it was produced in 1993-1999.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;SWAT 5mw Laser Sight&amp;quot; ===&lt;br /&gt;
The &amp;quot;SWAT 5mw Laser Sight&amp;quot; used on western weapons is loosely based on the Steiner DBAL and the Steiner Offset Tactical Aiming Laser, which is heavily anachronistic.&lt;br /&gt;
&lt;br /&gt;
=== Maglite Flashlight ===&lt;br /&gt;
A small Maglite C-cell flashlight appears as the &amp;quot;Mounted Flashlight&amp;quot;. The C-cell Maglite itself is period appropriate as it was introduced in 1981, however, it is mounted via a SureFire barrel clamp. A SureFire flashlight being mounted to the barrel was a configuration which was actually utilized in the 90s for example by Delta operators during the Battle of Mogadishu in 1993.&lt;br /&gt;
&lt;br /&gt;
=== Revolver laser sights ===&lt;br /&gt;
The various laser sights for the &amp;quot;Magnum&amp;quot; revolver appear to be inspired by the LaserLyte and LaserMax side mounted lasers for revolvers. This is anachronistic as neither the technology nor the concept for such compact side mounted revolver lasers existed back in the 80s.&lt;br /&gt;
&lt;br /&gt;
=== Imatronic LS45 laser sight ===&lt;br /&gt;
The &amp;quot;Ember Sighting Point&amp;quot; is based on the Imatronic LS45 laser sight but is depicted as being somewhat smaller than in reality. It is anachronistic by a few years as it was introduced in January 1987.&lt;br /&gt;
&lt;br /&gt;
== Stocks ==&lt;br /&gt;
=== &amp;quot;SAS Combat Stock&amp;quot; ===&lt;br /&gt;
The &amp;quot;SAS Combat Stock&amp;quot; for the MAC-10 is based on the stocks of Masterpiece Arms MAC-10 style carbines and Leinad Cobray CM-11/TM-11.&lt;br /&gt;
&lt;br /&gt;
=== ACE Skeleton Entry Stock ===&lt;br /&gt;
The ACE Skeleton Entry Stock appears as the &amp;quot;Duster Stock&amp;quot; for the XM177E1 and M16A2. Most likely anachronistic.&lt;br /&gt;
[[Image:AF02-F-OT-ARFXE-ARULE-5.jpg|thumb|none|400px|Ace Skeleton Stock.]]&lt;br /&gt;
&lt;br /&gt;
=== AR-15 Wire Stock ===&lt;br /&gt;
The M231 firing port weapon wire collapsible stock appears as the &amp;quot;Wire Stock&amp;quot; for the XM177E1 and M16A2. It is depicted as being non-collapsible in game.&lt;br /&gt;
[[Image:Stock M231.jpg|thumb|none|400px|An M231 firing port weapon wire collapsible stock.]]&lt;br /&gt;
&lt;br /&gt;
=== AR-15 1st Generation Collapsible ===&lt;br /&gt;
The 1st Generation Collapsible stock appears as the &amp;quot;Tactical Stock&amp;quot; for the Tec 9. It is depicted as being made of wood instead of plastic.&lt;br /&gt;
[[Image:Stock collapsible 1.jpg|thumb|none|400px|]]&lt;br /&gt;
&lt;br /&gt;
=== AK Wire Stock ===&lt;br /&gt;
A Romanian push button style AK wire stock appears as the &amp;quot;Wire Stock&amp;quot; for the AK-47, Ak 5, AKS-74U and the &amp;quot;KSP 45&amp;quot;. It has a cheek riser when used on the three weapons besides the AKS-74U.&lt;br /&gt;
&lt;br /&gt;
=== Custom M60 Wood Stock ===&lt;br /&gt;
A wood stock based on the [https://www.reddit.com/r/airsoft/comments/4p98l8/wanted_wood_furniture_for_my_m60_so_i_made_it/ custom M60 oak wood stock made by reddit user Automobilie] appears as the &amp;quot;Tactical Stock&amp;quot; and &amp;quot;SAS Combat Stock&amp;quot; for the M60.&lt;br /&gt;
&lt;br /&gt;
= Live Action Trailers =&lt;br /&gt;
== &amp;quot;Teaser&amp;quot; Trailer ==&lt;br /&gt;
===Thompson SMG===&lt;br /&gt;
Carried by a US soldier deploying from a chopper in Vietnam.&lt;br /&gt;
===M1 Garand===&lt;br /&gt;
===M1 Carbine???===&lt;br /&gt;
===M14===&lt;br /&gt;
===Unidentified US Rifle===&lt;br /&gt;
An unknown rifle carried by US troops during anti Vietnam War protests. Possibly Springfield M1903?&lt;br /&gt;
===Unidentified Russian Rifle===&lt;br /&gt;
Unknown rifles are being paraded by Soviet troops. Possibly Mosin Nagants or some of the Soviet semi auto rifles?&lt;br /&gt;
===M1 flamethrower===&lt;br /&gt;
Used by a US soldier probably in Vietnam.&lt;br /&gt;
&lt;br /&gt;
= Discussion =&lt;br /&gt;
&lt;br /&gt;
== Weapons I Saw ==&lt;br /&gt;
&lt;br /&gt;
I saw the AK47, or I not so sure if it's an AKM or Type 56. Then I saw an RPD LMG, a FN FNC battle rifle, XM177E2 with a flattop, although to be fair, flattop was around in the 80's. Then I saw a Colt 1911A1, a Remington 700 sniper rifle, and a AKS-74U Carbine. I'm not sure if the M16 appears to be a M16A1 or XM16E1. This &amp;quot;Commando&amp;quot; however does have a forward assist, but it has a A1 pistol grip, making this gun not the Colt 733.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 15:13, 26 August 2020 (EDT)&lt;br /&gt;
:The AK looks like an AKM, I think. The XM177 appears to be based on the Commando from the first Black Ops, but we'll see. Also, nice work getting on this page so quick! I was ready to start it later tonight, you beat me to it. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 15:29, 26 August 2020 (EDT)&lt;br /&gt;
::For clarification, I'm the one who started the page, not the guy above :P Anyway, the AK is actually an AK-47 (but with an AKM's slant compensator); note the gas block and the front sight, and the milled receiver is also seen in the trailer, though the specific shot is flipped. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:41, 26 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:As for the &amp;quot;SOCIMI Type 821&amp;quot;, that looks like MW's Uzi without the stock. I think a lot of the guns are supposed to be shared between these two games, judging by the Warzone integration and other cross-era guns like the AK-47, M1911, SKS ect.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:11, 26 August 2020 (EDT)&lt;br /&gt;
::Naw, the rear sight's position and the folding stock mechanism below it indicate that it's a SOCIMI. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:33, 26 August 2020 (EDT)&lt;br /&gt;
:::I see now, though it still looks a bit Uzi-like. Maybe it is new attachments/furniture; I guess time will tell. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:32, 26 August 2020 (EDT)&lt;br /&gt;
::::I'm replacing the screencaps by 4K ones; the relevant image now shows more details about the SOCIMI. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:43, 27 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
A couple leaked images I found from the game's Reddit page (may not reflect content in final version or even open beta/pre-alpha/etc.):&lt;br /&gt;
&lt;br /&gt;
Multiplayer screen showing a customized LMG: https://preview.redd.it/yap84l0silj51.jpg?width=2208&amp;amp;format=pjpg&amp;amp;auto=webp&amp;amp;s=08e974eb33d15ceec5988ed578cd913930ee053f&lt;br /&gt;
&lt;br /&gt;
Campaign screen showing an M16 (called M16A1): https://preview.redd.it/a8gvpo0silj51.jpg?width=2208&amp;amp;format=pjpg&amp;amp;auto=webp&amp;amp;s=09a14d017bef3e5e54ba18c69e13a90ec22e076e&lt;br /&gt;
&lt;br /&gt;
In addition, from what I've heard from a few content creators on YouTube who managed to see some campaign gameplay footage, other appearing weapons include an MP5, G3 (known as Krieg-6), Type 63 assault rifle, SPAS-12, the China Lake grenade launcher, and a recurve bow or crossbow. As said earlier, these may not necessarily be in the final game, so take them with a grain of salt.&lt;br /&gt;
--[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 09:08, 28 August 2020 (EDT)&lt;br /&gt;
: A type Type 63 would be an interesting addition. Was it mentioned specifically as a Type 63 or could it be someone confusing it with an SKS with a 30 round detachable magazine? --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 09:22, 28 August 2020 (EDT)&lt;br /&gt;
: I can't exactly tell; it said &amp;quot;Type 63&amp;quot; in a list of leaked stuff somewhere, but there's nothing visual to confirm this yet. It's all speculation. --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 09:34, 28 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Finally ==&lt;br /&gt;
&lt;br /&gt;
Well, took them long enough. After all the super secret projector puzzles and Warzone scavenger hunts. Look pretty cool, though. I love the 1980s Cold War, it was a pretty aesthetic time for weapons and military hardware. &lt;br /&gt;
&lt;br /&gt;
So, what's on everyone's wishlists? Because I'm weird, I went and [https://docs.google.com/document/d/10Pq9qxz1gL8aJj5ckvSpUClZ3lbruD4e53HjJziTQ8M/edit?usp=sharing made my dream weapons list] shortly after speculation about this game's existence started. I'm just hoping for period-appropriate weapons that actually make sense for the setting; I thought ''Modern Warfare'' was pretty good with that. Like, can we finally have a standard AK-74? Please? --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 16:04, 26 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Wouldn't mind seeing the Czech Vz. 58, that rifle is really underrepresented in games and would fit in well in this setting. I did notice the shorty AK that is shown being suppressed in the trailer has a correct AKS-74U rear sight, which hopefully is retroactively made a usable variant in ''MW''.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:47, 26 August 2020 (EDT)&lt;br /&gt;
::Looks like a properly sized AKS-74u barrel instead of the weirdo short barrel from MW2019 too, which is nice. I'm disappointed they went and made a faux Huey though, and the Tomcat also has some issues like vertical stabilizers having too much cant and intake scoops not being slanted forward enough. Also, the infamous backwards Troy BUIS from BLOPS1 makes a return, albeit actually facing the correct direction.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:24, 27 August 2020 (EDT)&lt;br /&gt;
:::I would expect such guns as vz. 61 and vz. 23, and perhaps Stechkin APB. And may be could see the MTs 21-12 autoloader as an Easter egg. But wait, we have the &amp;quot;first results in google pictures&amp;quot; guys, so what am I talking about. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 19:45, 29 August 2020 (EDT)&lt;br /&gt;
That's too realistic and accurate selection. If it is a true Black Ops game, then it should contain exotic, anachronistic and unheard of weapons. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:56, 26 August 2020 (EDT)&lt;br /&gt;
[[File:M4 Carbine First Model (1984).jpg|thumb|none|450px|January 1984 - XM4 Carbine]]&lt;br /&gt;
My wish list to have the XM4 Carbine (Colt 720), but it should be more like a gunsmith attachment for the XM177E1. The gun was first made in 1983 by the US Army as a customize XM177E2 with a A1 flash hider and fires M16A2 rounds. Later in January 1984, the 14.5 inch barrel and a A2 pistol grip was add it to the gun referring to as the XM4 Carbine.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 18:21, 27 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
Inb4 they bring back hyper-anachronistic guns like the L96A1 and the infamous FELIN version of the FAMAS again just to troll us. Anyways, I hope they brought back the &amp;quot;Death Machine&amp;quot; handheld minigun, &amp;quot;Grim Reaper&amp;quot; M202 rocket launcher and the underbarrel &amp;quot;Masterkey&amp;quot; shotgun and flamethrower attachments from the original Blops. --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 09:08, 28 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hope, they learned the lesson and did the research this time. Maybe this was the original Black Ops plot before was scapped? (Which explained guns anhachronism). Hope that will be possible to fight both NVAs, the Vietnam one and the German one. The perfect weapons for them would be FB PM63 and SKS. For the Ossies, hope for a MPi-K74 configuration (which already used by Farah in MW2019). The hype and expectation after huge after MW...--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:26, 8 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Steiner CQT ==&lt;br /&gt;
I don't think the reflex sight on the Stoner is a Steiner CQT, the housing for the lens goes all the forward, there's an elevation knob on the left side and a windage knob at the rear.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 02:04, 27 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:This is the closest match I found. Also I believe they are going the same &amp;quot;modern warfare stylization&amp;quot; route and therefore changing some of the details. Another thing that makes me pretty convinced that they used the Steiner CQT as reference is the fact that I simply googled &amp;quot;Cold War holographic sight&amp;quot; and it popped up. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 10:35, 27 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==XM177 promotional image==&lt;br /&gt;
Just linking this high quality image, for reference's sake: [http://www.gamereactor.eu/media/51/callduty_3245163b.png]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 11:24, 27 August 2020 (EDT)&lt;br /&gt;
:Rick Zeng told me the real reason why they add a flat top and a combination of an XM177 hider and an A1 flash hider is because of legal reasons. You also have to keep in mind that flattop was actually done in the 80s by Olympic Arms, even though back in E3 for Black Ops I, the Commando appears to have a MIL-STD-1913 Picatinny rail, that was introduced in 1993 when Colt developed the M4A1.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 14:05, 27 August 2020 (EDT)&lt;br /&gt;
::I think they should definitely drop this whole &amp;quot;change it so they don't sue us&amp;quot; attitude considering they won the humvee lawsuit. As for the chopping of the carry handle, unlike in BO1, this time it is not so anachronistic, however, considering that the campaign is set in 1981 and the practice of using chopped ARs by the actual military, as far as I have read, became a thing in the early 2000s most likely during the invasion of Iraq, then it might be considered anachronistic. As for the rail, it appears that both in the OG BO1 and this new one, it is based on something like the [[Predator_2#Magnum_Research_Inc._Mark_VII_Desert_Eagle|rail seen on the Predator 2 Deagle]], which I cannot find any info about after many hours of research, I'd wager it is some kind of 80s proto picatinny/weaver rail? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 14:20, 27 August 2020 (EDT)&lt;br /&gt;
:Isn't this rifle closer to a 933 [http://www.imfdb.org/wiki/File:Colt_m4_commando_03.jpg] than an XM177? [[User:Temp89|Temp89]] ([[User talk:Temp89|talk]])&lt;br /&gt;
::No, it isn't. The in-game gun has a shorter 10&amp;quot; barrel, an earlier A1 forward assist, and no case deflector. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:22, 28 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
Is it so hard for them to make period accurate weapons? They are so fixated in giving the players the capability to add optics that it doesn't even make sense. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 01:18, 29 August 2020 (EDT)&lt;br /&gt;
:Even then, it's not like you can't mount optics to a carry-handled AR or anything; hell, I'd wager that it even looks cooler that way. I'm just holding out hope that the XM16E1 can mount optics without hacksawing the carry handle, but that hope isn't high. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 08:16, 29 August 2020 (EDT)&lt;br /&gt;
::The carrying handles were designed to mount optics. Special Forces were the first to do it. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 21:22, 29 August 2020 (EDT)&lt;br /&gt;
:To be fair, optics attached directly onto the carry handle kinda take a lot of space on the screen and thus it is not quite practical from gameplay perspective. Also, it is clear that after MW2 they adopted kind of a &amp;quot;let's insert modernism and tacticoolism into everything&amp;quot; attitude which is clearly evident in all the anachronistic and tacticool stuff added to BO1 and now this one. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 09:58, 31 August 2020 (EDT)&lt;br /&gt;
::Eh, I don't think they take up enough space to really cause problems (not to mention that that'd be a neat balancing feature). But more to the point, it's not like they haven't had optics on carrying handles before (e.g. the FAMAS, the QBZ and USAS in ''MW3'', etc.). I just hope that they've learned from their mistakes. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 15:35, 31 August 2020 (EDT)&lt;br /&gt;
:::The basic FAMAS in ''MW''2019 is held lower when scopes are equipped. This thing's upper would also be neat to see as well, rather than a modern-looking flat top.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:04, 31 August 2020 (EDT)[[File:model 656.jpg|thumb|none|500px|Colt Model 656 M16A1 Special Low Profile fitted with scope and 20-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
== Military ARs or civilian? ==&lt;br /&gt;
&lt;br /&gt;
Does the semi-auto only selector markings on the &amp;quot;XM177E1&amp;quot; mean that it was actually modeled after some civilian version? Also I think the faux XM16E1 might be based on the same M16A1 &amp;quot;Retro Reissue&amp;quot; from BO3/4. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 09:52, 31 August 2020 (EDT)&lt;br /&gt;
:We'll see about that. Maybe they will make some changes in final game, you never know. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:13, 1 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== More Weapons! ==&lt;br /&gt;
[[File:BOCW Weapons Wall.jpg|thumb|none|600px]]&lt;br /&gt;
--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 13:51, 1 September 2020 (EDT)&lt;br /&gt;
I see the M16A2, finally!!! The AK47, a shotgun which I believe is either the Stevens Model 77E or the Winchester Model 1200 (I hope).--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 14:05, 1 September 2020 (EDT)&lt;br /&gt;
:I'm blind, I look closely and it looks like a bolt-action rifle. Possibly the Remington 700.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 14:26, 1 September 2020 (EDT)&lt;br /&gt;
::There's also a Beretta 93R on the gun wall. Also nice to see that the M16A2 gets a nice carry handle optic mount instead of lazily slapping a flat top upper on it like the Commando--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 14:41, 1 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== CAR-15 Variants ==&lt;br /&gt;
&lt;br /&gt;
Now the only reason why I'm doing this is because I have have a feeling that they are going to add some stuffs for the Commando, and possibly the M16A2 soon as gunsmith attachments, so I want to make sure you guys got the whole CAR-15 variants right.&lt;br /&gt;
&lt;br /&gt;
M16A1 Carbine - They are 4 types of M16A1. The first two models are the Colt 651 and 652. These guns have an M16 fix stock rather then a XM177 stock, and it has a 16.5 inch barrel. It was mad in 1971, and later around the early 70s, Colt made the 653 and 654, which have a XM177 stock. Now remember, these guns could have a 14.5 inch barrel, and they have an A1 pistol grip.&lt;br /&gt;
[[File:ColtM653Carbine.jpg|thumb|none|450px|Colt 653]]&lt;br /&gt;
&lt;br /&gt;
XM4 Carbine - Now, if you know me, you know that I love the M4 sense I first know about guns, but I'm not going to be like back then and name every single AR-15 carbine the M4. The XM4 was first made in 1983 from the US Army as a XM177E2 with an A1 flash hider and it fires M16A2 rounds. In January 1984, the gun have a 14.5 inch barrel and a A2 pistol grip. Later in 1985, the USMC tested the XM4, and in 1986, they add the M16A2 receiver to keep it as a modern designed, consider that they are a huge fan of the M16A2 rifle. In May 1986, Colt made a new M4 barrel and a new M4 handguard, and test results were not really good at the time. Colt ignore the XM4 until 1990, when Bushmaster joined the XM4 Program. In 1991, the gun was renamed the M4 Carbine, and in 1993, the gun have a flattop and it fires full-auto making it the M4A1. So basically the M4 is a modern version of the XM177E2. There are a lot of mythical stories about the XM4.&lt;br /&gt;
[[File:M4 Carbine First Model (1984).jpg|thumb|none|450px|January 1984 - XM4 Carbine]]&lt;br /&gt;
&lt;br /&gt;
M16A2 Carbine - Also known as the Colt 723, this weapon was made around 1985, but it didn't appear in service until 1987. Here's some myths that people are saying. The Colt 723 came from the XM177E2, which is not true. It actually came from the M16A1 Carbine. This weapon was very popular of the Delta forces, and it was used in the Invasion of Panama. A short version called the Colt 733 also consider to be a M16A2 carbine.&lt;br /&gt;
[[File:Colt-M-16-A-2-m723.jpg|thumb|none|450px|Colt 723]]&lt;br /&gt;
&lt;br /&gt;
M16A2 Government Carbine - Also known as the Colt 727. Okay, first of, the Colt 727 is not the father of the M4 or M4A1. The XM4 is even older than the Colt 727, because this gun was made in 1988, 4 years after the XM4 was made. I don't get why people are saying the Colt 727 is the father of the XM4! It's not! it's a improve variant of the Colt 723. Now then, mini rant out of the way, it does looks similar to the XM4, but here's the different. It fires full-automatic. The XM4 fires three-round burst. This could be not historically accurate, consider that the game take place in the early 80s.&lt;br /&gt;
[[File:Coltm727ima.jpg|thumb|none|450px|Colt 727]]&lt;br /&gt;
&lt;br /&gt;
So there you go, the CAR-15 variants. Now you know about these weapons, and now you know how can we describe these guns. Like I said, I'm only doing this because of gunsmith attachments refence, so I hope you guys get all of these and understand what we going to see for this year's Call of Duty.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 13:58, 2 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:For more AR variants we also have the [[Colt AR-15 Identification Guide]]. As for why people talk about the 727 leading to the M4, I think this is sort of true as I believe that the first AR variant that introduced the &amp;quot;M4&amp;quot; profile barrel was actually the 727. Before that the XM4 prototypes had either a straight barrel, or a stepped barrel that was thicker at the front but still narrow in front of the front sight. Also, part of this lore about the 727 probably comes from the fact that at its inception the XM4 was intended as a rear echelon weapon not intended for front line combat troops, but a lot of special forces used the 723 and 727 and got a lot of utility from it so when the M4 was finalised it was as a front line combat weapon.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:55, 10 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Leaked Multiplayer Alpha Footage==&lt;br /&gt;
From the official Reddit: https://www.reddit.com/r/blackopscoldwar/comments/imaxuo/full_6_minute_gameplay_of_cold_war/&lt;br /&gt;
&lt;br /&gt;
From the given footage shown there’s the AKS-74U (as “AK-74U”), the M16A2 (as “M16”), the MP5A2 (as “MP5”), the CAR-15 (as the “XM4” with flat-top receiver wrapped in slings like the Commando from BO1), the Stoner 63 and the SPAS-12 (as “Gallo 12”). In-game names aren’t necessarily final and may change in the final game like in COD:WWII and MW (2019). --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 01:28, 5 September 2020 (EDT)&lt;br /&gt;
:I'm actually pretty excited, proper AKS-74u barrel/handguard/sight, jungle mags, the gun audio seems nice and punchy, and the animations don't seem too bad either. Foregrip on that CAR-15 looks like a BCM Gunfighter vertical grip though, which is about 30 years too early, lol.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 04:22, 5 September 2020 (EDT)&lt;br /&gt;
::It looks alright for an early leak, though I have little doubt that it'll be getting more polish before it gets released. Also, for those who actually have social media, would you mind spamming IW to please put an &amp;quot;S&amp;quot; in &amp;quot;AKS-74U&amp;quot;? I know it's a minor thing and all, but still... gives me conniptions. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 11:41, 5 September 2020 (EDT)&lt;br /&gt;
:::In this case it's Treyarch, although IW were the first ones guilty of that with their weird airsoft shorty AK. But no matter how many times people tell them such things, I doubt the devs will care. It would also be appreciated if they learn to properly capitalize the &amp;quot;U&amp;quot;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:19, 9 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== One thing that I’m considering about ==&lt;br /&gt;
&lt;br /&gt;
There’s a attachment for the M16A2, and it showcases a 14.5 inch barrel with an Colt 607 handguard. It is that an AR-15 type variant or maybe an weird bizarre XM4 (1986 model) with an Colt 607 handguard, or it a some type of Colt Government AR-15 weapon, but considering that it has a 14.5 inch barrel, it’s not right.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 09:51, 10 September 2020 (EDT)&lt;br /&gt;
:If it has a 607 handguard but is not a 607 or 607A it is made up, pretty sure that handguard is unique to those models. Do you have a link to a picture of it? --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:51, 10 September 2020 (EDT)&lt;br /&gt;
::[[File:BOCW M16.jpeg|thumb|none|600px]]&lt;br /&gt;
That’s all I have, but I do have a screenshot on my phone, but it’s not jpg.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 14:47, 10 September 2020 (EDT)&lt;br /&gt;
:That isn't a &amp;quot;real&amp;quot; 607 handguard, to me it looks like they just cut the front half off of an M16A1 model to make something carbine-ish. Firstly, this has 5 vent holes whereas a 607 has 6. Secondly, a real 607 handguard has a new collar piece at the rear as they were made from cut down A1 handguards so they needed to give them a new back end, but the pictured handguard just looks like the rear of a factory A1 handguard.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:43, 11 September 2020 (EDT)&lt;br /&gt;
:: I had to say for now that this is a XM4 with a A1 handguard, but then we need to see the full game or at least the beta to see if the gun is going to equip with an attachment that is a CAR-15 telescopic but stock, or else this gun will be a bizarre XM4 Carbine. The gun have a 14.5 inch barrel and it’s a three round burst.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 17:06, 11 September 2020 (EDT)&lt;br /&gt;
:::[https://youtu.be/imhvfSylDQ8?t=189 Here] you can get a better look at the pseudo carbine handguard. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 22:02, 11 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
It's like the developers for these games don't understand the time period. I want to use something that looks like Larry Vicker's Delta Carbine, not this bullshit [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 12:32, 12 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;would've been a better choice&amp;quot;==&lt;br /&gt;
I'm just gonna say this out loud right here: I don't think these &amp;quot;better alternatives&amp;quot; information are necessary. The page should document why a gun is inapprorpiate within the game' setting, but it has no need to try to offer &amp;quot;possible solutions&amp;quot; to &amp;quot;rectify&amp;quot; these errors. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 08:57, 18 September 2020 (EDT)&lt;br /&gt;
:I concur with this sentiment. As much as it is &amp;quot;neat&amp;quot; to see what could've been used instead of what they did, it's clear they don't know nor care. More than likely this game is going to go Modern Warfare's route of using Franken-guns to make sure they DO NOT get sued. Even though they won that court case, I doubt Activision is in the mood to repeat history on something like that again. Just bite the bullet and deal with the anachronisms and Franken-guns and move on. [[User:PaperCake|PaperCake]] 10:38, 18 September 2020 (EST)&lt;br /&gt;
::Eh, I always thought that it was neat as information/trivia, but if the court of public opinion says no, then I won't start a fight over it. Better to keep the peace in situations like this. (Even if I still firmly believe that the M2 Carbine is an assault rifle...) [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 15:03, 18 September 2020 (EDT)&lt;br /&gt;
:::Well, if the M2 Carbine thing hasn't been settled yet, I suggest that you directly message an admin (such as commando552) and ask their opinion about it :P --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:13, 18 September 2020 (EDT)&lt;br /&gt;
::::I have moved the discussion about the M2 being an assault rifle to the [[Talk:M1_Carbine#Is_the_M2_Carbine_an_assault_rifle.3F|M1 carbine discussion page]] as it is no longer relevant to this page and can be continued over there.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 07:04, 20 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Black ops get advanced weapons excuse ==&lt;br /&gt;
&lt;br /&gt;
I've seen too many commons overestimating or believing in the myth that military technology is always 10 years ahead of what they adopt or because these guys are some for of ultra secret black ops, they'd get advanced weapons not available at the time. It annoys me [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 20:10, 26 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:We all know that this is just an excuse to add fancy weaponry and stuff to the games. It is obvious that even the most tacticoolest spec ops units cannot get ''weapons that haven't been created yet''. It's just that the &amp;quot;vintage&amp;quot; Black Ops games always come after some COD game that introduced something groundbreaking in terms of weapon customization, so naturally the BO game has to follow suit. Think about it, BO1 came after MW2 which introduced a great variety of attachments, this essentially made it impossible for them to shy away from the red dots and fancy weapons and in turn effectively turning the rather bland 60s setting into a modern and tacticoolized reimagining of the 60s. Now after MW19, BO Cold War is going through the same process of tacticoolizing the 80s in order to be able to compete with the gunsmith of the previous game. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:31, 26 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
::They really haven't clarified how Warzone is going to work between the two games in a non-confusing way, but given apparently it's supposed to be staying on the MW19 engine with its mechanics/etc (Yay!), I'm ''hoping'' this means we'll be getting MW19 versions of CW guns, as in with IW's drastically superior modelling/animation/sounds/etc. I ''reaaaaally'' want the FNC / Ak 5 and Arctic Warfare in MW19. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:40, 26 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==KSP-45 = Carl Gustav M/45?==&lt;br /&gt;
The name are similar, they are both Swedish, and the appearance is similar... maybe the M/45 is inspiration but is modified as per CoD habit. Or maybe is hybrid between a UMP and a CG M/45...--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 08:41, 11 October 2020 (EDT)&lt;br /&gt;
:I mean, the names are similar, sure, but they look absolutely nothing alike. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 10:58, 11 October 2020 (EDT)&lt;br /&gt;
::That's basically what I noted on the page, although &amp;quot;Kpist&amp;quot; is the more accurate designation for a submachinegun. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:35, 11 October 2020 (EDT)&lt;br /&gt;
:::Personally, I think it fits more along the lines of a modified Chiléan FAMAE SAF. When you look at the fixed stock version that’s being exported to Canada, the fact that does have a three round burst fire setting, and it lacking the H&amp;amp;K-style of charging handle like that on the UMP makes me think that it fits more along those lines then that of the UMP. It also fits more in line with the timeframe as well. Upon closer inspection, I think they just switched out the handguard and added different features to it like on the SOCIMI 821 (they modelled the gun with a side mounted charging handle akin to the Uzi Pros).--[[User:Bosoxboy521|Bosoxboy521]] ([[User talk:Bosoxboy521|talk]]) 11:16, 16 October 2020 (EDT)&lt;br /&gt;
:The pistol grip reminds of Jatimatic SMG and the stock looks very familiar though I can't recall it right now. Also the handguard and bolt release look like Taurus SMG. BTW here is [https://youtu.be/Ra3-KfmTy58?t=492 some gameplay of the thing]. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 17:58, 17 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
Isn't it is modified MP5/40? --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 10:22, 30 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, saw the pic... definite UMP!--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 10:41, 9 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== SWAT 5mw = Steiner DBAL ??? ==&lt;br /&gt;
&lt;br /&gt;
Here is my dissection on why the SWAT 5mw is inspired/based on the Steiner DBAL. As we already know, since MW19 and the whole Humvee thing Activision is trying its best to base its items on real things but modify them so it can make their depiction in the games lawsuit proof. I presume that's why we don't have exact 1:1 depictions in the games. Anyway, here are the clues. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:44, 12 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:BO CW DBAL.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
It appears to me to be based mostly on the Offset Tactical Aiming Laser.[https://sep.yimg.com/ay/alternateforce/steiner-otal-a-green-50mw-15.gif] [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:21, 1 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
:It appears to be a hybrid between the two, it is added now. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 22:00, 4 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Marking on the side of QBZ-83 ==&lt;br /&gt;
&lt;br /&gt;
I've read from a comment that the side of the QBZ-83 is marked with &amp;quot;T97NSR-PWC-5.56cal&amp;quot;. Is this true? I can't check this myself because I don't have the game, and most of the videos and screenshots I can find are too low quality. The Type 97 NSR is the canadian semi-auto export version of the QBZ-95; if this is true then this most likely means that Treyarch based the whole thing on a Canadian Type 97 NSR. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 07:26, 17 October 2020 (EDT)&lt;br /&gt;
: Yes. Note: the handle selection screen is the only one with most zoomed in picture. --[[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 16:20, 17 October 2020 (EDT) [[File:BOCW QBZ-83 Beta.jpg|thumb|none|600px]]&lt;br /&gt;
:: Hmm. The slot behind the selector switch is also marked with some Chinese characters; from what I can discern, they seem to say &amp;quot;名字叫宫 梦想&amp;quot;, which is complete gibberish meaning something like &amp;quot;name is called Gong / dream&amp;quot;. Not sure what's happening here. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:05, 18 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Attachment descriptions==&lt;br /&gt;
These are probably worth a laugh, or cry: https://imgur.com/gallery/lVJPVUt&lt;br /&gt;
--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:46, 22 October 2020 (EDT)&lt;br /&gt;
:I... I have no words. This is so many levels of embarrassing. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:07, 22 October 2020 (EDT)&lt;br /&gt;
::Did they try to use an AI to make these damn things? I mean, seriously, it seems like they just played Mad Libs with a bunch of random gun-related terms. I think my personal favorite has to be the &amp;quot;27.2&amp;quot; Recon&amp;quot; barrel for the M700 - aside from clearly not being that long, it somehow both is and is not rifled. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:06, 22 October 2020 (EDT) P.S.: Oh, and let's not forget the revolver cylinder that somehow holds 12 rounds despite still having 6 chambers.&lt;br /&gt;
:::Yeah, it really, really reads they like had a neural network compose descriptions off of Wikipedia's firearms articles. My favorite is the 1911 Cavalry Lancer, &amp;quot;Anti-''infantry'' barrel increases damage against enemy ''vehicles''.&amp;quot;--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:04, 23 October 2020 (EDT)&lt;br /&gt;
::::I do love the sniper rifle barrel that's smoothbore ''and'' rifled? Must be one of those .366 TKM rifles popular in Russia. The &amp;quot;STANAG 55 Rd Drum&amp;quot; for the Type 821 is pretty interesting, too. It describes having its ammo arranged side-by-side and being a single-stack. Wouldn't the ammo being side-by-side make it double-stack? Oh, but my favorite has to be the &amp;quot;13.7&amp;quot; Ranger&amp;quot; barrel for the XM4. The description states that it somehow cools off bullets and this also somehow makes them go faster.--[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 15:23, 23 October 2020 (EDT)&lt;br /&gt;
:::::Heck, even CoD Mobile bothered to model an actual 8-round cylinder for the relevant attachment on the &amp;quot;J358&amp;quot; revolver (not properly lined up with the barrel, but still). Also, &amp;quot;''Anti-infantry barrel increases damage against enemy vehicles''&amp;quot;... WHAT? Did I read that correctly? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:39, 26 October 2020 (EDT)&lt;br /&gt;
This makes me almost wanna buy the game just to read those descriptions. Anybody knows of a youtube video or something showing off all attachments?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:46, 19 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== RC-XD is fast enough to catch a plane? ==&lt;br /&gt;
&lt;br /&gt;
Not really a firearm-related question at all, but having rewatched the gameplay footage from the campaign trailer, I can't help ask out of curiosity: is it possible for a tiny remote-controlled car to catch up with a plane during a high-speed chase? I reckon the plane has much greater acceleration even when it's still on the ground, so do the cars. Otherwise, that must be a really powerful tiny engine powering the thing.--[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 09:25, 30 October 2020 (EDT)&lt;br /&gt;
:That whole sequence calls to mind the Fast &amp;amp; Furious movie where they had a cargo plane attempting to takeoff down an endless runway while being chased (I think Uncharted 3 has the same phenomenon). Honestly the campaign is not looking good, it seems to be a return to the over-the-top action movie hijinks and explosions when the best-received parts of MW2019 were the slow-paced nightvision room clearing segments.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:57, 30 October 2020 (EDT)&lt;br /&gt;
::Most likely it's not fast enough. I also think that one won't be able to go on unscathed after being rolled over by a vehicle in the manner shown in that same scene but hey that's COD after all. Also if you don't make over the top and cringy scenes in a game set in the 80s then I don't know when you will :D --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:03, 30 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Zombies trailer WWII weapons ==&lt;br /&gt;
&lt;br /&gt;
Are these available to use in the Zombies mode? If not then I think they should be added to a &amp;quot;Misc&amp;quot; section or to this page.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 19:58, 13 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
==Anachronistic weapons broke my immersion ==&lt;br /&gt;
&lt;br /&gt;
Just started the Vietnam mission and 2 things literally distracted me. The first was the M16 has a 20 round mag but the ammo count is 30 and I picked up an AKS74U...This game is stupid [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 01:51, 15 November 2020 (EST)&lt;br /&gt;
:Outside of the (disappointing yet expected) anachronistic weapons and attachments, I thoroughly enjoyed the campaign, thought it was far more ambitious with its gameplay and narrative than MW2019. Only real complaint is the lack of missions, short campaign in general, like MW2019.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 02:16, 15 November 2020 (EST)&lt;br /&gt;
:::East German Stasi using MP5s and the AK5s is annoying. They should be using whatever East German SMGs and MPi-KMS. How hard is that? [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 12:18, 15 November 2020 (EST)&lt;br /&gt;
::::What about the M1911 everywhere? They could recicle the Makarov. Seriously they should add more sidearm options given the fact that they have a Last Stand mechanic.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 04:35, 9 December 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mountain Dew ads ==&lt;br /&gt;
&lt;br /&gt;
Should we have a section here for the [https://www.youtube.com/watch?v=V1Xt9aetdFQ Mountain Dew ads] as they feature guns or just mention them on the main page? This might be cringe but we mentioned things like this for example with BO2's &amp;quot;LG Cinema Trailer&amp;quot;. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:21, 20 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Bullfrog's grip ==&lt;br /&gt;
Now here is the Bullfrog grip analysis. Obviously the thing is not a literal 1 to 1 depiction of anything real and is essentially a fictional grip but they had some inspiration when making it and that's why I say &amp;quot;inspired by... based on... influenced by... etc.&amp;quot; --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:27, 20 December 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
[[File:BOCW bullfrog grip.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
:The grip pattern does look a lot like the Skorpion's so I guess that's worth mentioning, although the overall shape doesn't match the Kiparis enough IMO. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 12:23, 2 January 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
== A rare photo of the M16A2 and XM4 ==&lt;br /&gt;
&lt;br /&gt;
So I found something from Rock Island Arsenal Museum, and what do I found is a rare photo of the XM4 Carbine and the M16A2 Rifle.&lt;br /&gt;
[[File:XM4 Carbine &amp;amp; M16A2 (1982).jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
Now this photo was made in 1982, before the M16A1E2 was presented by Colt to the US military. The name &amp;quot;M16A2&amp;quot; was from the USMC dates back to the late 70s when they ask Colt to developed a new rifle after their experience in Vietnam. The M16A1E1 was made in December 1981, but it would still be anachronistic as the game takes place before December 1981, let alone the game's M16A2 is the M16A1E2. So the M16A1E2 was made in November 1982, and it introduces the three round burst on this rifle (not the first burst firing M16 as the Colt 605B is the first one made in 1964). The XM4 on the other hand was start to developed as early as 1982, and it start off as the XM177E2 that fires M855 NATO rounds. The XM4 start to developed since 1983. So why I put this in Black Ops Cold War? Because there an attachment that give the &amp;quot;XM4&amp;quot; a 11.5 inch barrel, and the facts about the M16A2 to know that the game takes place in 1981 and the gun was developed in early as December 1981, even though is slightly anachronistic.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 13:36, 24 December 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== IMFDB Opinions on BOCW's gameplay and assets realism ==&lt;br /&gt;
&lt;br /&gt;
I just can't help but be disgusted by the lame step back in authenticity of BOCW from MW19. Weaponry, Ordnance and Vehicles really feels, looks, sounds trash to me.(exception for the Harrier's MGs which sounds impressively scary)&lt;br /&gt;
&lt;br /&gt;
== The worst thing about Cold War ==&lt;br /&gt;
&lt;br /&gt;
...isn't the extremely anachronistic weapons and attachments, its the fact that I can't access the DLC weapons and all their unlocks in offline custom matches anymore like MW2019! Now I actually have to grind the battlepass to screencap each new gun every season. Total pain in the ass considering how unfun core 6v6 is this year.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 22:19, 24 January 2021 (EST)&lt;br /&gt;
:[https://www.joblo.com/newsimages1/wiw-saving-private-ryan-salute.jpg] - you can still progress the battlepasses in MW, although I realize that having both games installed may be pushing hard drive limits.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 09:50, 25 January 2021 (EST)&lt;br /&gt;
::Play Plunder and just go for recons or scavenger contracts to level up your weapons. As for the game, the more free play days we have, the less I actually want to buy the game. I know the game was rushed, so I understand why it lacks the polish and details of MW2019, but it's just not as fun. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 11:12, 25 January 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
Honestly, capping the weapons in Warzone won't do it, and it's actually wrong since they are in the MW19 engine and not BOCW one.I have the Groza and MAC-10 by the way&lt;br /&gt;
--[[User:Solarriors|Solarriors]] 04:42 28 January 2021 (GMT+1)&lt;br /&gt;
:Warzone weapons XP will carry over to CW. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 14:08, 28 January 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
You can actually access all DLC and attachments in online private/custom matches ---[[User:Solarriors|Solarriors]]&lt;br /&gt;
:Doesnt seem to work on my end, tried setting up a custom private match and they're still locked--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 03:47, 25 February 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
== Firebase-Z AK &amp;quot;Wonder Weapon&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
[https://youtu.be/INmAzI7C9M8?t=78 So this is a thing.] I tried to save an image but for some reason it wouldn't upload, so that'll do.&lt;br /&gt;
&lt;br /&gt;
SO, apart from looking like something Vladof would make, what we have here is...to my best understandng an AK mated with the DG-2. Weird to have a Wonder Weapon we could actually put on the page, if it's eligable. It's got a GP launcher and everything. According to offical sources it's called the RAI K-84, or the Reactorniy Avtomat-Izluchatel Kuhlklay-84 in full.&lt;br /&gt;
&lt;br /&gt;
'''UPDATE:''' Never mind, it's already on the page. My bad.--[[User:Gunmaster2011|Pez-Dispenser]] ([[User talk:Gunmaster2011|talk]]) 10:18, 1 February 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
==Reload timer adjustmnent in patch notes==&lt;br /&gt;
Just wanted to pass this on, [https://www.treyarch.com/game-intel/2021/02/Warzone_Season_One_Midseason_Patch_Notes today's patch notes] give the absolute most vague, unspecific note possible about this: &amp;quot;Adjusted the timing of ammo replenishment during empty reloads for BOCW weapons&amp;quot;. No idea if this is a good or bad change. :P [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:58, 5 February 2021 (EST)&lt;br /&gt;
:I'd assume that they're changing the point during the reload animation when the game decides that the gun is finished reloading (since these have had a habit of being rather off in CoD games - the gun often counts as reloaded before your character has finished reloading it). Hopefully, they're making the timing match the animations better. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:19, 5 February 2021 (EST)&lt;br /&gt;
::That's what I assume too, but I don't have any hands-on experience with the CW weapons, so I have no idea how well they matched (or didn't) before or after the patch. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 14:56, 6 February 2021 (EST)&lt;br /&gt;
:::[https://www.youtube.com/watch?v=hSjfSkw5hJM Tested by TheXclusiveAce]. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 04:06, 17 February 2021 (EST)&lt;br /&gt;
::::Holy hell, I can't believe Treyarch managed to make the guns EVEN WORSE than they already were. The changes make it so you can skip the rechamber part of the animation on empty reloads now. :| This dev team really needs be kept far away from any future games, this is just embarrassing. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:17, 17 February 2021 (EST)&lt;br /&gt;
:::::All changes in Warzone are made by Raven Software ([https://www.reddit.com/r/blackopscoldwar/comments/l876an/applying_the_3x_scope_to_the_m82_causes_the/glbfz4y?utm_source=share&amp;amp;utm_medium=web2x&amp;amp;context=3 referenced by u/FoxhoundFPS]). Weapon balancing (including changing reload add time) was probably done by Raven themselves to address CW weapons' long after-reload pauses specific only to Warzone. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 02:13, 18 February 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
== Season 2 Trailer ==&lt;br /&gt;
&lt;br /&gt;
It just dropped, and showed off a few new guns - I spotted what looks like a screwed-up [[Walther MPK]], a probably-fictional crossbow, and (of all things) a [[FARA 83]]. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 19:54, 16 February 2021 (EST)&lt;br /&gt;
:Yay more ''Upotte!!'' guns! :D In all seriousness, that would be a neat addition, I love when more obscure things show up in games. Though at this point I'm also sad all these guns aren't getting MW's much better treatment (and that we can't use them there). [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 21:57, 16 February 2021 (EST)&lt;br /&gt;
:Nice ID work. Sadly people gonna call it &amp;quot;Galil&amp;quot; anyway. As for speculation about that sawed-off gun in the holster - I think it's just a China Lake blueprint. I mean M79. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 02:50, 17 February 2021 (EST)&lt;br /&gt;
::Huh. I thought that thing was a Galil. Maybe it'll end up being a Galil ARM with elements of the FARA 83 thrown in? Because as we've seen so far, this game isn't too big on having guns that are what they say they are. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 16:42, 17 February 2021 (EST)&lt;br /&gt;
:::It looks like [http://2.bp.blogspot.com/-KdnsXcQb_Tk/VnaJyrrI1rI/AAAAAAAB3CE/YGD2AfZC4V8/s1600/CampoHerrajecombatejunio1934.jpg this] variant, which has a bipod and FAL Para/Galil type stock, basically a discount ARM. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:56, 17 February 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
==Questionable captions==&lt;br /&gt;
Those two edits ([http://www.imfdb.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;amp;diff=1400455&amp;amp;oldid=prev 1] - DE and Strife captions, [http://www.imfdb.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;amp;diff=1400456&amp;amp;oldid=prev 2] - RAI K-84 caption) need to be toned down. [[IMFDB Style Guide#Media titles]] and [[Rules, Standards and Principles#No sarcastic or insulting Commentary]]. --[[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 18:00, 21 February 2021 (EST).&lt;br /&gt;
:Those seem perfectly acceptable to me. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:02, 21 February 2021 (EST)&lt;br /&gt;
::I'm fine with captions describing the contents of images and weapon details. But there's no real need for comments about developers and writers choices for ZM characters. Including such commentary in the main game's wiki page doesn't make this wiki any more &amp;quot;informative&amp;quot; about firearms and sounds more like a point for discussion on talk page or other resources. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 20:29, 21 February 2021 (EST)&lt;br /&gt;
:::Comments like those are pretty much par for the course when it comes to VG pages. People've been doing it for a while, so I think it's safe to call it a ''de facto'' acceptable thing to do. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:34, 21 February 2021 (EST)&lt;br /&gt;
::::I know. Still it can be done more tastefully even for IMFDB with less projecting. Or we could just comment on every frustration and missed opportunity of developers, like saying which weapon would be more era-appropriate on every weapon. I'm not all &amp;quot;anti-sarcasm caption&amp;quot; since there are really good comments people come up with on pages, but they at least assume that not all visitors are in &amp;quot;the know&amp;quot; or familiar with behind-the-scenes of the development. I've come around at the Strife commentary I should say. Operators being absolutely non-characters or related to ZM story is something that I dislike about CW too, but I'm not sure if there's need to over-explain who is holding the weapon in that picture on the gun wiki. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 21:04, 21 February 2021 (EST)&lt;br /&gt;
:::::Just to point out, the rule about sarcastic comments doesn't really apply to video games. It was mainly implemented for movie pages, to avoid insulting real actors and filmmakers. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:14, 22 February 2021 (EST)&lt;br /&gt;
::::::Point is acknowledged, even though those rules could be improved to include VG. Insulting real developers or writers is an issue too, it doesn't need to be downplayed because of different artform or media. As for my gripes about initial edits, I'm no longer pursuing to change that. Just to summarize, I got the clear message from this thread - captions can be used for everything related not only to weapon present in the image, but to include information about who is holding the weapon even if gloves are the only thing we can see from first person and this can be used to include all in-game or out-of-game facts including developer's choice for characters in one mode. In a gun wiki. I can understand the frustration about era-appropriate weapons on gun wiki, but I'm still questioning if not including Richtofen should be used as a starting point of caption for what is essentially &amp;quot;RAI K-84 in idle&amp;quot; image with nothing happening on it. After inspecting it again it seem like that remark was made to pad the caption's word count to be consistent with adjacent images. There's really nothing to call for it in that image too, so that's why it seems very strange among other comments. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 08:41, 22 February 2021 (EST)&amp;lt;br /&amp;gt;'''Edit:''' added to be less vague about a point. I'm okay with DE and Strife captions and they seem to follow IMFDB style of captions. &amp;quot;Grumbling at the fact that Primis and Ultimis were replaced by literal nobodies, of which he is one of them, the Requiem Operator in Firebase Z consoles himself by looking at his shiny space AK&amp;quot; is a good comment about BOCW. But I'm not sure if it is a good point to make in a gun wiki for &amp;quot;wonder weapon held by a pair of unique gloves&amp;quot; screenshot without any other information on it and inspecting it with all other weapon captions in the BOCW page seems uncalled for. Or it means it's OK to use any criticism valid for a game no matter the contents of image. As I wrote this, I found this [https://i.redd.it/pqrgt528tpg61.jpg image] (but used with mil-sim operators and equipped with RAI K-84s) would be an ideal fit for that caption and even justified in my opinion. That would be peak IMFDB and not de so detached from the commentary like a current one. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 09:12, 22 February 2021 (EST)&lt;br /&gt;
Wait wait wait, let's be clear : What are your complains about exactly?&lt;br /&gt;
[[User:Solarriors|Solarriors]] ([[User talk:Solarriors|talk]])&lt;br /&gt;
&lt;br /&gt;
:If your issue is the comments, then you're at least a few years late to that whole discussion on the rules. As stated prior, the rule about sarcastic comments is kept for movies to keep people from throwing their personal opinions at whatever actor they don't like. Games normally don't follow that same rule, and if anything it's mostly done to give the page a form of flow. Reading the same &amp;quot;RAI K-84 in idle&amp;quot;, &amp;quot;RAI K-84 firing&amp;quot;, &amp;quot;RAI K-84 reloading 1&amp;quot; and so on is brain melting, and allowing an editor to jazz it up a bit with some sarcasm and dry humor is not a bad thing by any metric. The comments fit tonally with almost every other video game page on this site, bar the ones that are so old and forgotten that no one's bothered to edit them in the same style. --[[User:PaperCake|PaperCake]] 18:58, 22 February 2021 (EST)&lt;br /&gt;
::Agreed, especially due to the visual repetitiveness inherent to video game pages. For example, the [[Far Cry 2]] page is absolutely hilarious and witty, and very amusing to read even if you've never played the game. I ''do'' think there's a thin, but very important line between &amp;quot;witty&amp;quot; and &amp;quot;snarky&amp;quot; though, and it's definitely best if we all don't cross that and end up with pages that actually sound insulting/harassing, in a demeaning sort of way. But back on the flip side again, the more glaring and facepalm-inducing goofs/oversights are, the more calling those out with a bit of flair feels justified. So yeah, it's all a bit subjective and case-by-case, I guess. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:53, 22 February 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
==Official ZRG 20mm footage and LC10's lore==&lt;br /&gt;
Treyarch's YouTube channel uploaded [https://www.youtube.com/watch?v=0krEGBnWEag Season Two Studio Broadcast] detailing all S2 features. Includes gameplay footage of upcoming ZRG 20mm with developer's commentary (at 17:12). Interesting note about LC10: at 15:10 it is stated that &amp;quot;fictionally this is a weapon that was designed by the same manufacturers as the LW3 - Tundra … submachine gun version of that weapon.&amp;quot; --[[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 19:14, 26 February 2021 (EST)&lt;br /&gt;
:Well, that would explain why it used to be called the &amp;quot;AI LC10&amp;quot; (and why it looks like that) - it's supposed to be made by Accuracy International. I can't help but feel like making a high-quality, precision-oriented SMG during the 1980s would be a rather stupid thing for a company to do (since the Cold War was the heyday of simple, cheap, stamped/tube-receiver subguns), but at least there's reasoning behind it, even if it's not particularly sound. Hell, it's also closer to an AW than the game's actual AW, given the one-piece handguard, stock and trigger guard shapes, and now-totally-redundant magazine well cutout.&lt;br /&gt;
&lt;br /&gt;
:Oh, and they've mirrored the NTW-20. Because... reasons, I guess. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:40, 26 February 2021 (EST)&lt;br /&gt;
::Funkier weapon designs could probably be their unique way of avoiding licensing and also doing &amp;quot;Cold War is prequel to Black Ops 2 and 3&amp;quot; thing. Like FFAR 1 being an earliest prototype of FFAR from BO3. But, as you point out, it is still interesting how LC10 was modelled with more accurate parts from a gun... which is already available in the game. I was ready for ZRG to be Kraber-AP with side-loading magazine in first-person view at all times as a unique trait, but they subverted that by mirroring the whole model for some reason. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 22:14, 26 February 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
Does anyone feel like the LC10 kinda looks like the Parker Hale IDW prototype? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 13:06, 27 February 2021 (EST) &lt;br /&gt;
:: Oh god, not the NYAAAAAAA. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 18:42, 27 February 2021 (EST)&lt;br /&gt;
:Eh, kinda, but not all that much - the features it has in common with the IDW/PDW aren't exactly unique to it, and I still think it's closer to the MPK in overall proportions. Plus, it lacks some of the features that we'd want if we wanted to cite the IDW as source of inspiration (e.g. the really long magwell). [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:21, 27 February 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
Here's some footage of the NTW in full: [https://www.youtube.com/watch?v=N9C-EHWNeHU]. Looks like, in addition to mirroring the whole thing and giving it a giant PSO-1 scope, they've also messed with the pistol grip, and made the barrel both way too short and non-reciprocating. Because shoulders don't matter, I guess. There's some other stuff in there, like how the supposedly 47-inch barrel has a wooden handguard on it, the extended magazine that clearly isn't meant for this gun since it has a catch hole nowhere near the magwell, and the fact that 80s-era body armor can somehow stop a 20mm shell. Except not, since it still has enough energy left over to one-shot the person behind you. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:42, 5 April 2021 (EDT)&lt;br /&gt;
::With each new gun they just seem to miss the point of the Cold War theme more and more. There are so many cool guns they could add that would fit the early 80s timeframe and yet they add fictional designs and anachronistic, stylized guns instead. Its not like they lack the funding or talent either, lots of the period correct weapon models are really decently modelled.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:53, 6 April 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Magnum identification==&lt;br /&gt;
Now, the design doesn't line up one-hundred percent, but I'm pretty sure it was based on a G&amp;amp;G G733 airsoft revolver, the thin fluting in the cylinder, the weird half-full rod housing, and the long body match up to the G&amp;amp;G almost exactly, with the only difference being that the trigger sits ''way'' behind the cylinder in the in-game revolver. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 01:16, 6 March 2021 (EST)&lt;br /&gt;
:That would make some sense, actually - the back of the frame made me think of an airsoft revolver, and the G&amp;amp;G has that same weird partial-yet-full underlug setup. As for the trigger/cylinder placement, I'm pretty sure that's because they put a [[Ruger GP100]]-style recoil shield on it, but didn't give it a normal S&amp;amp;W cylinder latch (albeit mounted at an angle) instead of the Ruger-style one that sits on the recoil shield, so they had to stretch the frame forward to make everything fit.&lt;br /&gt;
&lt;br /&gt;
:See, this is why I really don't like BOCW's fictional weapon designs. MW19's were a bit disappointing to have, but at least they looked convincing - we had a fair bit of talk-page discussion trying to identify the .357, because it looks like a real revolver that would actually exist. BOCW's, on the other hand, you can immediately tell that they're fictional, because they're often a weird mish-mash of parts from various guns put together without much regard for what they're supposed to do, and the resultant guns stick out awkwardly. It's a shame, too, because BOCW's normal guns are actually really well-modeled. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 08:32, 6 March 2021 (EST)&lt;br /&gt;
::Agreed, and this is even kind of reflected in the battlepass cosmetics and skins, for MW there were a lot more believable designs while Cold War straight away went for the wacky cartoony aesthetic. --[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 19:37, 6 March 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
== Lever action in S6 ==&lt;br /&gt;
&lt;br /&gt;
As seen in recent news, the in-game name of the gun is &amp;quot;.410 Ironhide&amp;quot;. Judging from the Season 6 [https://youtu.be/LBOpIgK2lEQ?t=127 cinematic] and from the [https://i.redd.it/1xm5ss459oq71.png roadmap] (EDIT: there's also an image [https://live.staticflickr.com/65535/51535872616_09189a2952_4k.jpg here]), it's most definitely a [https://www.henryusa.com/shotgun/lever-action-410-shotgun-side-gate/ Henry .410 lever action shotgun] (specifically the version with a side loading gate) with a few minor differences, and this is the pinnacle of Treyarch's anachronisms (next to BO1's FAMAS Valorisé and the PTR 9KT-inspired receiver on BOCW's MP5 blueprints), since Henry .410 lever action shotguns were introduced [https://web.archive.org/web/20210619234228/https://www.henryusa.com/shotgun/lever-action-410-shotgun/ in 2017], nevermind that the side gate version was produced in 2019. I haven't found any closer match to that gun, but that said I think I'll wait until the gun gets released before adding the Henry ID to the page. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:51, 30 September 2021 (EDT)&lt;br /&gt;
:Yeah, looks like you nailed it. Though it seems like they gave it a more oldschool style furniture instead of the modernish checkered ones. Wondering why they can't have just some OG 19th century lever action. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 15:52, 30 September 2021 (EDT)&lt;br /&gt;
::I mean, Winchester 1887? They'ved used it before. It is literally. RIGHT. '''THERE'''. --[[User:Gunmaster2011|Pez-Dispenser]] ([[User talk:Gunmaster2011|talk]]) 16:32, 30 September 2021 (EDT)&lt;br /&gt;
:::Can't wait for my yee-haw lever-action akimbo shotguns to be added to the game. They called it &amp;quot;Ironhide&amp;quot; for a reason, makes you think of either cowboys or dragons. (on a more serious note well done for identifying it correctly) --[[User:JackalUnderscore|JackalUnderscore]] ([[User talk:JackalUnderscore|talk]]) 17:55, 30 September 2021 (EDT)&lt;br /&gt;
::::So, Season 6 is out. The shotgun is not a totally accurate representation of real-life counterparts (as obviously expected), but I can still tell that the Henry is the closest match, judging by the receiver and the tubular magazine's setup. However, the in-game gun has a longer handguard (almost the same length as a [https://www.gunsinternational.com/guns-for-sale-online/shotguns/marlin-shotguns/marlin-410-xlr-ss-410-ga-used-gun-inv-215369.cfm?gun_id=101185058 Marlin shotgun]), and the hammer is different (it's shaped similarly to that of other weapons, such as the [https://www.icollector.com/Rossi-Model-Rio-Grande-410-Ga-2-1-2-Lever-Action-Shotgun-w-20-bbl-stainless-finish-appears-ex_i29857090 Rossi]). Does anyone have a better ID in mind, or should we go with the info that I mentioned here? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:59, 7 October 2021 (EDT)&lt;br /&gt;
:::::Like usual, it seems to be another hybrid but yeah it is mainly a Henry. However, the furniture seems to be intended to look like a vintage shotgun. The wood seems to be genuine wood and not plastic-ey fake synthetic wood or whatever it is found on modern guns. I think the idea here was to mash the modern guns and present the mutant as some OG 19th century gun a la Winchester Model 1887. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 11:26, 7 October 2021 (EDT)&lt;br /&gt;
::::::[https://www.reddit.com/r/blackopscoldwar/comments/tam7of/what_is_the_henry_new_shotgun_i_got_this/ Aaaaaaaand the Henry is indeed what the developers had in mind for this shotgun.] --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:08, 28 June 2022 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Unknown pistol ==&lt;br /&gt;
Any ideas what gun is [https://i.redd.it/l63hlmdjzuu71.jpg this]? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 21:46, 21 October 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Understanding the Black Ops series ==&lt;br /&gt;
&lt;br /&gt;
So I do think that Treyarch knew that there are so many anachronisms, but they throw it because Black Ops is not supposed to be a historical game, it been said since the original Black Ops with an interview. Plus, some of the guns were looking weird like the XM4 and Famas, because for legal reasons. This is also why the FAMAS F1 is not in Black Ops I. Keep in mind, they only got a year to develop the game, and to make matters worse, there’s the pandemic. So they didn’t have time to look up many information. If they do, then this game would be more historically accurate than now (not completely historically accurate because remember is not a historical game).--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 14:45, 21 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Black_Ops_4&amp;diff=1589441</id>
		<title>Talk:Call of Duty: Black Ops 4</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Black_Ops_4&amp;diff=1589441"/>
		<updated>2023-07-09T22:34:21Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: /* Discussion about the Switchblades */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Additional=&lt;br /&gt;
This section lists the weapons for which the futuristic/fictional aspects outweigh the (sometime potential) resemblances to real counterparts.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Mozu&amp;quot;==&lt;br /&gt;
The &amp;quot;Mozu&amp;quot; is a .45 caliber futuristic revolver mainly based on the [[Mateba Autorevolver]]. However, the cylinder and the ejector rod assembly appear to be inspired by the ones from the [[Chiappa Rhino]]. The barrel's end is taken from the [[Smith &amp;amp; Wesson Model 629 Stealth Hunter]]. Notably, it commits the same sins as the [[Colt Python]]'s reload animation from ''[[Call of Duty: Black Ops|Black Ops I]]'', wherein all 6 rounds (fired or otherwise) are dumped without using the ejector rod, then the number of rounds fired is &amp;quot;replaced&amp;quot; (i.e. placed into the same empty chamber over and over again) one-at-a-time, and the cylinder is closed, instantly becoming full upon doing so. Notable attachments include speedloaders for faster reloading, a stock, a &amp;quot;Stabilizer&amp;quot; (which appears to simply be a foregrip, though unlike other weapon-mounted foregrips it reduces idle sway instead of recoil), 2 levels of barrel extension, and a short-range scope. Also available as an Operator Mod is the &amp;quot;Skull Splitter&amp;quot;, a rather odd, blocky barrel shroud (with a small, unidentified device underneath it) that alters the weapon's headshot damage multiplier, such that a headshot at any range is instantly fatal.&lt;br /&gt;
&lt;br /&gt;
Also available is a special &amp;quot;Mastercraft&amp;quot; variant, the &amp;quot;Replicant&amp;quot; (a reference to ''[[Blade Runner]]''); among its visual modifications are a thicker, more rectangular-profile barrel with an under barrel rail, ventilated rib, a threaded extension, and compensator ports (along with a &amp;quot;MADE IN JAPAN&amp;quot; marking; this ties in with the name, as &amp;quot;Mozu&amp;quot; is the Japanese name for the bullheaded shrike), a re-profiled ergonomic grip seemingly made of brown rubber, a squared-off trigger guard, and a curved holographic projection covering the cylinder, which starts out playing static, but changes as the user gets kills with it (seemingly another reference to ''Blade Runner'', and the holographic advertisements and individuals therein).&lt;br /&gt;
[[File:Mateba454.jpg|thumb|none|400px|Mateba Model 6 Unica with 6&amp;quot; barrel - .454 Casull]]&lt;br /&gt;
[[File:170323 large.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 629 Stealth Hunter - .44 Magnum‎]]&lt;br /&gt;
[[File:BO4-Mozu.jpg|thumb|none|600px|The &amp;quot;Mozu&amp;quot; in the weapon selection menu.]]&lt;br /&gt;
[[File:Bo4_replicant_menu.jpg|thumb|none|600px|The &amp;quot;Replicant&amp;quot; mastercraft in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Daemon 3XB&amp;quot;==&lt;br /&gt;
The &amp;quot;Daemon 3XB&amp;quot; is a .45 caliber submachine gun added to the game with the Operation Absolute Zero update. It was seemingly inspired by the [[SIG-Sauer MPX K]], albeit firing from an open bolt with an upper receiver more reminiscent of an [[Interdynamic KG-9]]. It fires in exceptionally fast 3-round bursts (as the name implies), and feeds from 36-round magazines (or 48-rounders with the Hybrid Mags attachment); with Fast or Hybrid Mags, the empty reload animation changes from showing a simple pull of the charging handle to a push of an odd inverse bolt release (similar to the &amp;quot;Saug 9mm&amp;quot; below).&lt;br /&gt;
[[File:SIG MPX K.jpg|thumb|none|350px|SIG-Sauer MPX K - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Interdynamic KG-99.jpg|thumb|none|350px|Interdynamic KG-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BO4-Daemon3XB.jpg|thumb|none|600px|The &amp;quot;Daemon 3XB&amp;quot; in the loadout menu]]&lt;br /&gt;
[[File:BO4-Daemon3XB-1.jpg|thumb|none|600px|The Daemon in a trailer; here, it is fitted with a reflex sight and a suppressor. Unlike most actual open-bolt SMGs, the charging handle sits at the very end of its receiver slot when the bolt is locked back; this would realistically leave no room for the bolt to run past the sear, and make re-locking the bolt after the trigger is released a rather tricky prospect (i.e. potentially causing runaway fire). Also visible here are the safety switch (which the player character engages during the inspection animation), the ambidextrous ejection ports, and the [[MAC-10]]-style grip strap inexplicably attached to the rear-mounted sling hook.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;GKS&amp;quot;==&lt;br /&gt;
The &amp;quot;GKS&amp;quot; is another SMG, being largely based on the &amp;quot;Fang 45&amp;quot; from ''[[Call of Duty 4: Modern Warfare|Modern Warfare Remastered]]'' (a [[POF PSG]]/[[LWRC SMG-45]] hybrid), with some additional elements from the [[SIG-Sauer MPX]] thrown in. It uses .45-caliber rounds in Blackout, of which it holds 38 in its standard, straight magazines, or 56 in its extended, curved ones. Gameplay-wise, it trades rate-of-fire and raw damage for long-range accuracy and low recoil. Notably, the weapon's iron sights consist of a thin front post and an ''absurdly'' wide rear notch; despite this, the front post is still above the rear sight's upper edge, leaving the sights misaligned such that the weapon would realistically shoot above the intended target - not that it does so in-game, of course.&lt;br /&gt;
&lt;br /&gt;
The GKS's Operator Mod, &amp;quot;Quad Shot&amp;quot;, changes the weapon's fire mode from full-auto to four-shot burst, somehow increases its long-range damage, and nearly doubles the cyclic rate of fire (from 645 RPM to 1,200).&lt;br /&gt;
&lt;br /&gt;
[[File:LWRC SMG-45.jpg|thumb|none|450px|LWRC SMG-45 (2015 prototype) - .45 ACP]]&lt;br /&gt;
[[File:POF PSG.jpg|thumb|none|450px|POF PSG with rear-mounted sling - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MPX Gen1.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BO4-GKS.jpg|thumb|none|600px|The GKS in the multiplayer weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;MicroMG 9mm&amp;quot;==&lt;br /&gt;
The &amp;quot;MicroMG 9mm&amp;quot; is a fictional 9mm handheld minigun added to the SMG class in the Operation Dark Divide update. It features a carry handle, a collapsible [[MP5A3|MP5]] stock and a slanted or &amp;quot;snatch&amp;quot; foregrip.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Saug 9mm&amp;quot;==&lt;br /&gt;
Another fictional submachine gun, the &amp;quot;Saug 9mm&amp;quot; is primarily based on the [[Gepard PDW]] (a somewhat obscure Russian prototype largely derived from the [[AKS-74U]]). Curiously, the Gepard-style thumbhole grip-frame appears to be made of wood (despite the real weapon's being made of polymer, not to mention that the Saug is presumably supposed to be from the future), coupled with a stamped, welded receiver, and a handguard that seems to be either made of brass or bronze, or possibly coated in titanium nitride, attached to the front of which are a pair of diagonal accessory rails which never mount anything, and somewhat dangerously sit directly above the holes of the flash hider. It has a [[MAC-10]]-esque charging handle mounted on the top of the receiver, towards the front, with a length of travel a fair bit too short to actually allow the weapon to chamber and extract cartridges properly, and fires from an open bolt.&lt;br /&gt;
&lt;br /&gt;
Bizarrely enough, despite being open bolt, its empty reload features the player character slapping a bolt release, which apparently brings the locked-forward bolt back into its cocked position. The most likely way this could work is if the weapon had a separate spring (or perhaps multiple springs) rigged for this specific function, cocked by the forward motion of the bolt; due to the law of conservation of energy, however, this mechanism would require at least two shots to properly compress, as otherwise the energy imparted by the re-cocking spring(s) would be less than that of the recoil spring, and would likely do little more than induce a jam. It could also theoretically use energy of the fired round to compress these springs, though that's pushing it just a bit. It holds 36 rounds of 9mm ammunition (as the name would imply, though the &amp;quot;.40 cal&amp;quot; marking above the pistol grip wouldn't) in Blackout.&lt;br /&gt;
&lt;br /&gt;
Among the available attachments are two different levels of &amp;quot;Stock&amp;quot; (the weapon lacking one entirely by default), as well as two levels of &amp;quot;Fast Mags&amp;quot;, the first one of which simply adds a clamp-on gripping aid to the base of the magazine, and changes the reload animation for a faster one; the second one adds a large, bulbous device somewhat resembling the base of the [[Saab Bofors Dynamics CBJ-MS]]'s 100-round helical magazine, somehow allowing the weapon to be reloaded near-instantly every other reload with little more than a vague hand motion near the base of the grip. This attachment is somewhat popular among players, as when combined with a suppressor and an appropriate custom weapon skin, it can make the Saug rather closely resemble a cordless electric drill. The weapon's Operator Mod, &amp;quot;Dual Wield&amp;quot;, is also quite popular, and does exactly what its name would suggest.&lt;br /&gt;
[[File:GepardSMG.jpg|thumb|none|450px|Gepard PDW with suppressor - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BO4-Saug-9mm.jpg|thumb|none|600px|The Saug 9mm in the multiplayer weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;DoubleCross&amp;quot;==&lt;br /&gt;
The &amp;quot;DoubleCross&amp;quot; is a fictional futuristic double-barreled assault rifle which appears to be inspired by the Gilboa Snake. It was added in the Operation Dark Divide update, and was initially called &amp;quot;Echohawk Dual Bore&amp;quot;. It has been renamed to &amp;quot;DoubleCross&amp;quot; in a December 2021 update; a developer stated on Twitter that this was due to EchoHawk being a Native American family name.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;S6 Stingray&amp;quot;==&lt;br /&gt;
Added through an update, the &amp;quot;S6 Stingray&amp;quot; is a 2-round-burst &amp;quot;tactical rifle&amp;quot; seemingly inspired by the [[APS Underwater Rifle]] seen in ''[[Call of Duty: Ghosts|Ghosts]]'', with some additional design elements from [[AK]]-pattern rifles such as the [[IMI Galil]] (particularly in the trigger group) and the [[Galil ACE]] series (around the handguard and gas tube). Despite using standard &amp;quot;7.62mm&amp;quot; ammo in Blackout, it supposedly fires &amp;quot;high-damage serrated projectiles&amp;quot; (referred to as &amp;quot;flechettes&amp;quot; in the Operator Mod's description), which appear to be a somewhat poor interpretation of the APS's fin-stabilized dart rounds, with heavily oversized cases and somewhat normal-looking spitzer bullets instead of normal cases with long, narrow darts sticking out of them. It features a short-ranged scope by default (iron sights not even being an option, though the top rail does have a [[Pattern 1914 Enfield]]-esque rear sight cowling with nothing in it), as well as markings implying it to be used by the Russian Spetsnaz, and a pressurized gas tank of some sort in the stock. Its staggered-baseplate magazines hold 26 rounds by default (a trait shared with the APS), or 36 with the optional &amp;quot;Hybrid Mags&amp;quot; attachment (which combines the effects of Extended and Fast Mags, though it doesn't do either as well as the dedicated attachment).&lt;br /&gt;
&lt;br /&gt;
The Operator Mod, &amp;quot;Impact Blast&amp;quot;, makes the projectiles explode on impact with surfaces and enemies, increasing damage, and somewhat comically launching its victims' corpses into the air.&lt;br /&gt;
[[File:APS underwater rifle.jpg|thumb|none|450px|APS - 5.66x39mm MPS]]&lt;br /&gt;
[[File:Galil.jpg|thumb|none|450px|IMI Galil ARM - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BO4-S6Stingray-1.jpg|thumb|none|600px|A player character wielding an &amp;quot;S6 Stingray&amp;quot; in a trailer.]]&lt;br /&gt;
[[File:BO4-S6Stingray-2.jpg|thumb|none|600px|A closeup of the Stingray's trigger group; note the design elements from the AK series.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Auger DMR&amp;quot;==&lt;br /&gt;
The &amp;quot;Auger DMR&amp;quot; is a semi-automatic 7.62mm rifle, placed under the &amp;quot;tactical rifles&amp;quot; class. It bears a distinct resemblance to both the [[SVDS|Dragunov SVDS]] and the newer [[Chukavin SVCh]], along with a fair amount of influence from the &amp;quot;DKS-501&amp;quot; from ''[[Fallout 3]]''; according to its markings, it is manufactured in Santa Monica, California, and is chambered for &amp;quot;7.62x5&amp;quot;, presumably a typo (or possibly a damaged marking) of 7.62x51mm. It feeds from a non-upgradeable 20-round magazine (though its reload speed can be improved with the &amp;quot;Fast Mags&amp;quot; attachment, which swaps the already-present Magpul-style handling loop for a larger one, and changes the reload animation to involve a dramatic twist of the rifle to eject the empty magazine, along with a push of the bolt release instead of a yank of the charging handle).&lt;br /&gt;
&lt;br /&gt;
Its Operator Mod, &amp;quot;Double Tap&amp;quot;, converts the weapon from semi-auto to two-round burst, while visually altering its pistol grip, its trigger, its safety switch, and (curiously enough) its charging handle.&lt;br /&gt;
[[File:SVCh 7.62x51.jpg|thumb|none|450px|Chukavin SVCh - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SVD-S-Rifle.jpg|thumb|none|450px|Dragunov SVDS - 7.62x54mmR]]&lt;br /&gt;
[[File:BO4-AugerDMR.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Havelina AA50&amp;quot;==&lt;br /&gt;
The &amp;quot;Havelina AA50&amp;quot; is a semi-automatic sniper rifle that was added in the Operation Apocalypse Z: Survivors update. As the name suggests, it is loosely based on an [[Accuracy International AS50]]; like ''[[Modern Warfare 3]]'''s AS50, it has ejection ports on both sides of the receiver, and a charging handle on the left side. It holds 6 rounds (of .50 caliber ammo, according to Blackout); interestingly, these are loaded one-at-a-time, through a loading gate on the side of the magazine - the default reload animation has the user open the bolt before loading rounds, and closing it after, with the former not ejecting a round from the chamber, and the latter not chambering one. The &amp;quot;Extended Mags&amp;quot; attachment boosts its capacity to 9 rounds, while the &amp;quot;Speed Loader&amp;quot; has the character swap out magazines instead of single-loading (though they still open the bolt on every reload, and nothing ever enters or leaves the chamber in the process).&lt;br /&gt;
[[File:As50sr.jpg|thumb|none|450px|Accuracy International AS50 (early model) - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Koshka&amp;quot;==&lt;br /&gt;
The &amp;quot;Koshka&amp;quot; is a fictional Russian bullpup bolt-action sniper rifle based primarily on the [[SVU Dragunov]] seen in ''[[Call of Duty: Black Ops II|BO2]]''. Its name is Russian for &amp;quot;cat&amp;quot;, which is presumably why its Pack-A-Punched variant is known as the &amp;quot;Bakeneko&amp;quot;, the name of a cat-based ''yōkai'' in Japanese folklore (Japanese: 化け猫). It uses .338-caliber ammunition in Blackout, feeding from a 6-round magazine somewhat resembling an [[AK-74]]'s. It appears to be somewhat worn and poorly-serviced, with wooden furniture (a bit odd for a futuristic weapon), bits of cloth and rubber bands wrapped around various places (particularly the furniture, along with bands on the front sight, scope, and receiver), and what appear to be user-added decorations (a pencil and a fishing weight (respectively) rubber-banded and leather-strapped to the receiver, and a Russian flag on the magazine well with &amp;quot;Попался&amp;quot; (&amp;quot;Popalsya&amp;quot;, &amp;quot;Got caught&amp;quot;) written over it).&lt;br /&gt;
&lt;br /&gt;
Other notable features include a thumbhole stock, a default scope that looks like a night-vision scope but isn't, a handguard-mounted electronic device of unclear purpose (with a wire that apparently just trails off into the scope mount), a set of sling hooks mounted so close together that they couldn't possibly be useful in any way (one on the bottom of the pistol grip, and the other on the left side of the stock), a permanently-folded (i.e. functionless) bipod on the side of the handguard, and a strange operating system with an apparently spring-loaded bolt handle that is pulled down rather than being pushed up, seemingly working some kind of rotary chamber system that uses the barrel's centerline as an axis.&lt;br /&gt;
&lt;br /&gt;
Gameplay-wise, the Koshka is a more aggression-oriented sniper rifle, with low-moderate damage, a relatively fast aim-down-sight time, and rather severe idle sway, among other things. Its attachments compliment this - among them are Fast Mags (which speeds up reloading, apparently allowing the user to drop the old magazine without pushing any buttons), iron sights (which simply attaches a set of aftermarket BUIS to the weapon's top rail, completely ignoring the folded front sight out by the muzzle) 2 levels of both Laser Sight (the first improves hip fire accuracy, and the second prevents it from worsening while moving) and Quickdraw (which improves the user's ADS time at both levels), and the aimed-strafe-speed-increasing Stock (a name which seemingly implies that the weapon didn't have one to begin with).&lt;br /&gt;
&lt;br /&gt;
Its Operator Mod, the &amp;quot;Strelok&amp;quot; (Russian for &amp;quot;shooter&amp;quot;), also works with this aggressive playstyle. While it doesn't visually change the weapon in any way, it alters the way its accuracy mechanics work; instead of being severely inaccurate until the user has fully completed the aim-down-sights animation, the modified Koshka will become more accurate as the animation plays (similar to how the sniper rifles some of the series' older titles worked), allowing for faster, more precise &amp;quot;quick-scoping&amp;quot;.&lt;br /&gt;
[[File:Svu-a 2.jpg|thumb|none|450px|SVU Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[File:BO4-Koshka.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Outlaw&amp;quot;==&lt;br /&gt;
The &amp;quot;Outlaw&amp;quot; is a fictional .338-caliber revolving sniper rifle primarily based in profile off of the [[Blaser R93]], with a ventilated barrel shroud seemingly inspired by that of an [[MG42]]. It holds a slightly optimistic 9 rounds in each detachable, swappable cylinder; this increases to an even more implausible 15 with the Hybrid Mags attachment, made all the more absurd by the fact that said attachment doesn't actually increase the physical size of the cylinder (instead simply switching it from a round, fluted design to a [[Chiappa Rhino]]-style unfluted hexagonal design; this prompts the player character to shut it with a wince-inducing wrist flick rather than a simple push like the normal version).&lt;br /&gt;
&lt;br /&gt;
The most baffling aspect of the weapon's design is that it is also bolt-action; the player character works a bolt after every shot, &amp;quot;opening&amp;quot; and &amp;quot;closing&amp;quot; it during each reload. This makes precious little sense, as the bolt on a bolt-action rifle generally serves to drive rounds from a magazine into a chamber, and the rounds in a revolver's cylinder are already in their chambers (and, for that matter, can't be pushed forward out of them; the cylinder generally contains some sort of rim recess, extractor tab, and/or bottleneck shoulder to hold the rounds securely in place while firing - not to mention that the bolt face of such a rifle would possess the rather undesirable trait of being exactly the same diameter as the case head it supports, which wouldn't allow any bolt face recession, front-mounted locking lugs, or even an extractor). About the only conceivable purpose this could serve is as a somewhat needlessly complex means of cocking the rifle's hammer/striker and advancing the cylinder; however, this doesn't make much sense either, as the bolt body is too long to fit in the space between the cylinder and the back of the receiver (but still too short to be properly chambering and extracting rounds like a normal bolt-action rifle). This would mean that some sort of non-Euclidean geometry would have to be at work unless the cylinder's chambers have extra space upfront; even then, this doesn't explain how it manages to rotate the cylinder ''while'' the user pushes the bolt forward. [https://www.artstation.com/artwork/Dx34LR The weapon's designer claims] that the barrel is separated from the cylinder, with cartridges being pushed into the barrel and then extracted back into the cylinder after firing; how this is meant to work is unclear.&lt;br /&gt;
&lt;br /&gt;
The weapon's other modifications seek to take this mechanical implausibility even further; the Rapid Fire attachment gives the rifle a red match-style flat-faced trigger, and replaces its bolt with a mysterious block attached to the rear of the receiver, converting the weapon into a self-chambering bolt-action akin to the &amp;quot;SVG-100&amp;quot; from ''Black Ops 3''. The Operator Mod, &amp;quot;Bolt Cylinder&amp;quot;, gives the Outlaw a different, unfluted, round cylinder (this doesn't stop the rifle from also equipping Hybrid Mags, which doesn't visually alter the rifle at all if used with the Operator Mod), and somehow turns the revolving bolt-action rifle into a revolving bolt-action rifle that fires in ''three-round bursts''.&lt;br /&gt;
&lt;br /&gt;
[[File:Blaser93SniperRifleA.jpg|thumb|none|450px|Blaser R93 LRS2 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BO4-Outlaw.jpg|thumb|none|600px|Menu view of the &amp;quot;Outlaw&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;VKM 750&amp;quot;==&lt;br /&gt;
A fictional man-portable .50 caliber heavy machine gun, the &amp;quot;VKM 750&amp;quot; takes cues from the [[PKM]], though the trigger guard and the screw placements above it are similar to those of the [[Heckler &amp;amp; Koch MG5]]. Notable features include an vertical foregrip attached to a large sheet-metal bracket of some sort underneath the barrel (equipping a foregrip removes the bracket, making it side-mounted), a spectacularly awkward-looking short stock, a left-side feed arrangement (contrary to the actual PKM), an also left-side-mounted charging handle, seemingly as a result of the weapon's dovetail sight rail being made into a charging handle slot, and the rather curious use of wooden furniture, despite the weapon presumably being from several decades in the future.&lt;br /&gt;
&lt;br /&gt;
It holds 50 rounds in each belt box (of which the user carries 3 in total); this rises to a rather baffling 67 when upgraded. Its unique Operator Mod is the &amp;quot;Fat Barrel&amp;quot;, which supposedly &amp;quot;fires massive shells that hit their targets easier&amp;quot;; contrary to the name, the mod simply consists of a large, full-length barrel shroud and a different muzzle brake, with the actual barrel's profile remaining unchanged. Rather than, as one would expect, increasing the weapon's damage, or firing explosive shells of some sort, this simply increases the size of enemies' hitboxes with respect to the weapon's projectiles.&lt;br /&gt;
[[File:HungarianPKM.jpg|thumb|none|450px|PKM with latest version of flash hider - 7.62x54mmR]]&lt;br /&gt;
[[File:BO4-VKM750.jpg|thumb|none|600px|The &amp;quot;VKM 750&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Hellion Salvo&amp;quot;==&lt;br /&gt;
The &amp;quot;Hellion Salvo&amp;quot; is a fictitious rocket launcher seemingly based primarily on the [[M202 FLASH]]'s model from ''[[Call of Duty: Black Ops|Black Ops 1]]'', with some additional influence from the [[Carl Gustaf M3]] (in the grip layout and shoulder support) and the [[Mk 153 SMAW]] (with the rear of the launcher being rather clearly detachable, and featuring a similar yellow stripe and pistol grip design). In spite of what its name (and its main visual basis) would suggest, the Hellion Salvo is a single-shot rocket launcher, not a salvo-firing one; furthermore, in spite of it clearly being set up to use a SMAW-style cased-rocket system loaded from the rear, the weapon instead loads through the muzzle, using comically-small rockets no larger than a 20-ounce (~590ml) soda bottle. Making this even more absurd is the fact that the weapon can lock onto aircraft, meaning that between the booster charge, rocket motor, and computerized guidance suite, there'd hardly be any room in the rocket left for actual explosives; this could at least explain how pathetically small the explosions they produce are.&lt;br /&gt;
&lt;br /&gt;
Unusually for a rocket launcher in the ''CoD'' series, the Hellion Salvo can accept attachments (though it has no Operator Mod); it has 4, those being an improved version of the default folding sight that allows for faster lock-ons, a &amp;quot;Rocket Cache&amp;quot; that increases the number of rockets that the user can carry by 2 (which is apparently accomplished by strapping them to the sides of the launcher and then never actually using them), a &amp;quot;Fast Loader&amp;quot; which doesn't seemingly change the weapon visually but speeds up the reload animation, and a &amp;quot;High Explosive&amp;quot; mod which increases the damage and blast radius of its rockets.&lt;br /&gt;
[[File:M202A2 FLASH.JPG|thumb|none|400px|M202A2 FLASH - 66mm]]&lt;br /&gt;
[[File:CarlGustavM3.jpg|thumb|none|450px|Carl Gustaf M3 - 84x246mmR]]&lt;br /&gt;
[[File:Mk153SMAW.jpg|thumb|none|450px|Mk 153 SMAW - 83mm]]&lt;br /&gt;
[[File:BO4-HellionSalvo.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==&amp;quot;205 Brecci&amp;quot;==&lt;br /&gt;
The &amp;quot;205 Brecci&amp;quot; shotgun from ''Black Ops III'' was seen in a trailer for the Zombies map &amp;quot;Voyage of Despair&amp;quot;, but was cut from the game.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Drakon&amp;quot;==&lt;br /&gt;
The &amp;quot;Drakon&amp;quot;, a [[Walther WA 2000|WA 2000]] / [[FG 42]] based sniper rifle from ''Black Ops III'', was seen in a trailer for the Zombies map &amp;quot;IX&amp;quot;. It doesn't appear in the final game, however.&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|none|450px|Walther WA 2000 - .300 Win Mag]]&lt;br /&gt;
[[File:FG42 2nd with bipod and bayonet.jpg‎|thumb|none|450px|FG 42 second model with bipod and bayonet deployed - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BO4-Drakon-1.jpg|thumb|none|600px|The &amp;quot;Drakon&amp;quot; being held by Stanton.]]&lt;br /&gt;
&lt;br /&gt;
==Rambo 3 Knife==&lt;br /&gt;
The &amp;quot;combat knife&amp;quot; is inspired by the Rambo 3 knife.&lt;br /&gt;
&lt;br /&gt;
==Bayonet==&lt;br /&gt;
A stylized OKC-3S bayonet is used as the bayonet attachment.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
== Type Weapons ==&lt;br /&gt;
I saw some weapons that could be based on some weapons.&lt;br /&gt;
&lt;br /&gt;
Rampart 17 - SCAR Rifle&lt;br /&gt;
&lt;br /&gt;
ICR-7 - M4 Carbine?&lt;br /&gt;
&lt;br /&gt;
VAPR-XKG - HK416 or AR15 Type&lt;br /&gt;
&lt;br /&gt;
Paladin HB50 - Barrett 50cal&lt;br /&gt;
&lt;br /&gt;
But there's some other weapons too, like the Titan LMG--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 16:07, 17 May 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
The ICR looks some kind of mash up between an MSBS and the recent HK433.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 09:36, 19 May 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
I wouldn't say the Rampart resembles the SCAR. In fact, it looks like the R101 Carbine. You know, that assault rifle from Titanfall? It even has the angled magwell and magazine. Talk about going full circle. The Titan is clearly the LSAT once more, the HB50 is a left-handed straight-pull bolt-action Barrett (probably based on the 98 Bravo) and that Swordfish rifle is a vaguely modified [[Vektor CR-21]], I'm sure of it. Oh yes, and the Cordite SMG...honestly that resembles the Bal-27 from ''Advanced Warfare'', of all things.--[[User:Gunmaster2011|Gunmaster2011]] ([[User talk:Gunmaster2011|talk]]) 19:29, 23 May 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Vapr-XKG is a Custom M4 or ACC Honey Badgar ==&lt;br /&gt;
&lt;br /&gt;
The Vapr-XKG looks similar to the M4 or the ACC Honey Badger--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 09:50, 22 May 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Promotional artwork ==&lt;br /&gt;
&lt;br /&gt;
[http://charlieintel.com/wp-content/uploads/2018/05/yLkf1gX.jpg Here] is shown an M1911 variant (maybe a Springfield Mil-Spec or something), and [http://charlieintel.com/wp-content/uploads/2018/05/e8vhGL2.jpg here] we see two revolvers, one of which appears to be a Remington 1858 New Army. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:52, 23 May 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
The one in her right hand is a mutant Peacemaker, the one in her left is indeed the New Army, very likely the one from Black Ops II. I mean it'd made sense for them to reuse the model, as they only used it once, but poster weapons rarely make it into the final map; same as with the AK on the Call of the Dead poster, or the M1911 on the Shadows of Evil poster. Also she's seen dual-weilding what appear to be Webleys in the trailer.--[[User:Gunmaster2011|Gunmaster2011]] ([[User talk:Gunmaster2011|talk]]) 19:29, 23 May 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== BO4 Zombie Trailer ==&lt;br /&gt;
&lt;br /&gt;
In the Chaos Story Trailer, I think I saw a Double Barrel Type MG08, and M1897 Trench Gun--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 13:26, 17 July 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== What gun is this? It's a Old Lever Action ==&lt;br /&gt;
&lt;br /&gt;
[[File:41710003090 a980150a1d h.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
I don't know what that rifle is, it looks like it is based from a Model Lever Action Rifle.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 11:46, 20 July 2018 (EDT)&lt;br /&gt;
:I'd say it's probably a [[Winchester Model 1895]]. On a sidenote, any ideas on the handgun that the guy on the right is using? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:07, 20 July 2018 (EDT)&lt;br /&gt;
::The gun on the right is possibly the &amp;quot;Strife&amp;quot; fictional pistol currently present in the game. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:15, 20 July 2018 (EDT)&lt;br /&gt;
:::Looks like the 1895 is a carbine with a full stock, is it the angle or what? [[User:Black Irish Paddy|Black Irish Paddy]] ([[User talk:Black Irish Paddy|talk]]) 17:12, 20 July 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== I tried to do my best with these weapons. ==&lt;br /&gt;
&lt;br /&gt;
I was working on these weapons, and I figure something out.&lt;br /&gt;
&lt;br /&gt;
The Titan is similar to the LSAT&lt;br /&gt;
&lt;br /&gt;
The Cordite is similar to the PDW57 which is based on the P90&lt;br /&gt;
&lt;br /&gt;
The Saug 9mm is similar to the CBJ-MS&lt;br /&gt;
&lt;br /&gt;
The Auger DMR is similar to the SVD Dragunov&lt;br /&gt;
&lt;br /&gt;
The Espadon is similar to the Famas&lt;br /&gt;
&lt;br /&gt;
The Paladin HB50 is similar to the Barrett .50cal&lt;br /&gt;
&lt;br /&gt;
The Koshka is similar to the SVU-AS&lt;br /&gt;
&lt;br /&gt;
The Strife is similar to the FNP-45&lt;br /&gt;
&lt;br /&gt;
The ICR-7 is similar to the HK416&lt;br /&gt;
&lt;br /&gt;
The Rampart 17 is similar to the SCAR-H&lt;br /&gt;
&lt;br /&gt;
The Vapr-XMG is similar to the M4 Carbine, M4 CQBR or the CAR-15 (I guess it's trying to be the Commando from Black Ops)&lt;br /&gt;
&lt;br /&gt;
The Maddox-RFB is similar to the Type 95 (I'm not so sure)&lt;br /&gt;
&lt;br /&gt;
The GKS is similar to the M1921 Thompson (I'm not so sure)&lt;br /&gt;
&lt;br /&gt;
The Spitfire is similar to the Jian She Type-05&lt;br /&gt;
&lt;br /&gt;
The ABR 223 is similar to the AUG&lt;br /&gt;
&lt;br /&gt;
The Mozu is similar to the Taurus Ringing Bull (I'm not so sure)&lt;br /&gt;
&lt;br /&gt;
The Mog 12 is similar to the Ithaca 37 Stakeout&lt;br /&gt;
&lt;br /&gt;
The SG12 is similar to the AA-12&lt;br /&gt;
&lt;br /&gt;
The Hellion Salvo is similar to the MAAWS (I'm not sure)&lt;br /&gt;
&lt;br /&gt;
I hope I have at least one right. --[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 01:23, 3 August 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The only IDs that I agree with are the &amp;quot;Paladin HB50&amp;quot; (a Barrett indeed, likely resembling the M107A1, even though the fire mode is different), the SG12 (AA-12 CQB), and to some extend the &amp;quot;Spitfire&amp;quot; (a Jianshe, but obviously the JS 9mm railed version, not the Type 05). I'm not sure about the &amp;quot;MOG 12&amp;quot;, but most of your other suggestions are way too far-fetched; seriously, '''how on earth''' does the &amp;quot;Saug 9mm&amp;quot; even remotely look like a CBJ-MS? If anything, it looks like one of the pistols (such as the VBR-Belgium PDW) that are sometimes being used as a reference for futuristic CoD handguns. As for others, I can tell that the &amp;quot;ABR 223&amp;quot; looks a bit like a SAR 21, while the Titan is reminiscent of the LSAT. There are two things that you should keep in mind: 1) not literally every weapon in a futuristic video game has to be based on a real particular weapon, and 2) just because a weapon has some AR-like parts doesn't automatically make it an M4/CAR-15 (I'm really stressing on that point, given your non-stop obsession in wanting to find an AR-15 basis in MANY weapons). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:59, 3 August 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
Okay so were back to heated COD weapon debates. What happened to keeping it friendly? Anyway Auger to me is a mix Of the new russian SVK and older SVD. The KN57 is clearly an AK12.&lt;br /&gt;
Saug is a VBR with maybe some elements from Steyr SSP&lt;br /&gt;
Titan is an LSAT.&lt;br /&gt;
Vapr XMG looks a tad like a honey badger without the suppressor.&lt;br /&gt;
Haven’t seen Espadon, Maddox or Spitfire so can’t comment.&lt;br /&gt;
Rampart looks like a deconstructed Scar H mated with Titanfalls rifle.&lt;br /&gt;
&lt;br /&gt;
As we have already seen from Blops3 not every weapon will remotely resemble a real world weapon. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 17:20, 3 August 2018 (EDT)&lt;br /&gt;
:Espadon is French for &amp;quot;Swordfish&amp;quot;, which is a 4-round burst &amp;quot;tactical rifle&amp;quot; in-game. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:36, 3 August 2018 (EDT)&lt;br /&gt;
Thanks for the info. I was stress out with these guns. I forgot about the PDW. I was stress out with the Vapr KXG, because it looks similar to the M4 CQB or the ACC Honey Badger, but hopeful I'll find something about this weapon.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 18:21, 3 August 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The &amp;quot;Saug 9mm&amp;quot; bears a real striking resemblance to the [[Gepard PDW]] in my opinion. -- [[User:SeptemberJack|SeptemberJack]] ([[User talk:SeptemberJack|talk]]) 01:44, 1 November 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Vapr-XKG is a Custom M4/AR15 Airsolft Based Weapon. ==&lt;br /&gt;
&lt;br /&gt;
The Vapr-XKG looks similar to a Custom M4 Carbine or a Custom AR-15. Some people would say it's a Honey Badger, but it looks more like an M4/AR15. The Handguard looks similar to the Elite Force VFC M4 VR16 Calibur Carbine or the Krytac ALPHA M4 CRB. The front Iron Sight looks like the Elite Force VFC M4 VR16 Sight. It also have either a futuristic PDW Stock (which is used for the Honey Badger, but it is also used for the M4 Carbine), or a futuristic AR-15 Battlelink Minimalist Stock. When you add the Stock attachment, it looks similar to a AR-15 DS150 Stock. I was looking up some custom M4's and AR15's. I was stress out, but I figure out. I was looking to deep about this gun.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 01:25, 6 August 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== MK14 Mod 0 in BO4 ==&lt;br /&gt;
&lt;br /&gt;
SDM looks completely similar to the MK14 Mod 0. It even has a MK14 rear Sight. That could be the MK14, or a futuristic variant.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 17:42, 11 October 2018 (EDT)&lt;br /&gt;
:Futuristic variant in .338 Lapua --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 14:42, 16 October 2018 (EDT)&lt;br /&gt;
::Could be .338 Norma Magnum, not that it makes much difference. The in-game model hardly looks like it actually is chambered in either. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:05, 16 October 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== ABR223 ==&lt;br /&gt;
&lt;br /&gt;
Sorry but how is the ABR223 not a Steyr Aug/Thales EF88 combo? It has more in common with either of those rifles than the SAR21. The swordfish seems to be based to the VHS K2 with the handguard/sight combo. Also whilst the ICR in Blops3 was a HK416, the ICR7 seems closer to the ARAK21 series of rifles, especially with the side mounted charging handle.--[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 13:51, 13 October 2018 (EDT)&lt;br /&gt;
:Hmm... looking at it again, yeah it does have have parts in common with the AUG A2, most notably the top rail (I don't really see anything in common with the Thales, though), but I had the SAR 21 in my mind due to the deeper magwell and the charging handle's location. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:10, 13 October 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== VAPR-XKG? ==&lt;br /&gt;
&lt;br /&gt;
I did a topic earlier about this gun. The Handguard looks similar to the Elite Force VFC M4 VR16 Calibur Carbine or the Krytac ALPHA M4 CRB. The front Iron Sight looks like the Elite Force VFC M4 VR16 Sight. It also have either a futuristic PDW Stock (which is used for the Honey Badger, but it is also used for the M4 Carbine), or a futuristic AR-15 Battlelink Minimalist Stock. When you add the Stock attachment, it looks similar to a AR-15 DS150 Stock. I was looking up some custom M4's and AR15's. I was stress out, and I was looking to deep about this gun.  It could be based on a Custom AR15, or Custom M4. (I'm not saying it because I love M4s or CAR-15s) What is your thoughts about this gun?--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 12:50, 16 October 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
Honestly, I would say it had more in common with the Lynx from MW:R or the Peacekeeper 2 from BLOPS3 than any real M4/AR15. Of course both weapons are loosely based on the Honey badger but apart from the stock, small size and magwell I would say its a push. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 13:01, 16 October 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The front sight and upper part of the handguard appear to be inspired by Z-M LR 300 ML and it has the bolt-up system from Daniel Defense handguards. The siphon like shape of the upper receiver looks similar to the LWRC IC-PDW. The muzzle resembles &amp;quot;Strike Industries Triple Crown Compensator&amp;quot;. The pistol grip looks like &amp;quot;Luth-Ar Ar-15 Lr-308 Chubby Grip Ergonomic Rubberized Pistol Grip&amp;quot;. You seem to be right about the minimalist stock but in game it is telescopic like the PDW stocks. It is cool design overall but I find the handguard lacking an upper rail to be rather impractical. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:00, 20 October 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
::These were good choice, so I had to say this weapon overall is based on a Customize fictional AR15 or M4.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 01:06, 23 October 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
==About the &amp;quot;VKM 750&amp;quot;==&lt;br /&gt;
While at first glance it did remind me of a PK machine gun, I'm not sure if the resemblance is strong enough; that weapon probably belongs to the talk page (as we've done with some weapons in BO3 and IW). On another note, the trigger guard and the screw placements above it are similar to that of the [[Heckler &amp;amp; Koch MG5]]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:30, 17 October 2018 (EDT)&lt;br /&gt;
:I could understand that viewpoint. Then again, viewpoint is pretty important here; most of my conclusions about these weapons are drawn from videos such as [https://www.youtube.com/watch?v=dXaetklnOMI this one], where the weapons are shown in first-person; the VKM looks a lot more like a PKM in first-person that it does from a side-on view. Sorry for taking 2 days to reply. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 09:35, 19 October 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== ICR... ==&lt;br /&gt;
&lt;br /&gt;
AFAIK, in BO3 the ICR-1 was an AR-15 model rifle but as of right now, to me, it seems to resemble more the Bushmaster ACR (maybe the name is a pun? ICR-7, ACR 6.8...) if we go by it's frontal charging handle and side ports. [[User:DraconicSalad|DraconicSalad]] ([[User talk:DraconicSalad|talk]]) 14:31, 19 October 2018 (EDT)&lt;br /&gt;
:IMO, it looks like it's somewhere between one of the newer HK416 models (such as the A5 or the A7) and HK's new rifle that they're marketing to the German military, the HK433, but an ACR being in its family tree is by no means out of the question. And hooray, they've finally figured out where the &amp;quot;auto&amp;quot; setting on the fire selector is supposed to be. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 14:53, 19 October 2018 (EDT) P.S.: If this game's supposed to be set between ''BO2'' and ''BO3'', then why are all the related/shared gun names further forward (e.g. ICR-1 vs. ICR-7, KN-44 vs. KN-57, etc.)?&lt;br /&gt;
&lt;br /&gt;
As far as I'm concerned BO4 is an alternate history thing that happened after the events of BO3 and would involve time travel/changing history, but that never came to fruition as campaign was scrapped. That's what was leaked anyway through [[User:DraconicSalad|DraconicSalad]] ([[User talk:DraconicSalad|talk]]) 00:23, 23 October 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, all BO3 and BO4 are mean to be a simulation. Look at the operator's ability to &amp;quot;Glitch&amp;quot;. &lt;br /&gt;
Maybe the weapons existed at both times or maybe the &amp;quot;forwarded&amp;quot; are fictional.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 07:02, 1 November 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The ICR-7 look similar to a mash up MSBS, and HK433.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 21:18, 23 October 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
Also, fwiw, the Paladin is similar to the Bushmaster BA50 with the left sided, forward oriented bolt action mechanism if anyone thinks that’s worth putting on the page.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:11, 23 October 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Mozu ==&lt;br /&gt;
&lt;br /&gt;
I have the definitive breakdown of the Mozu. It has the base frame of the Mateba Autorevolver + barrel end of the Smith &amp;amp; Wesson Model 629 Stealth Hunter from COD online + cylinder and ejector rod from Chiappa Rhino. The grip appears to be inspired by something like [http://www.weapon.ge/index.php?sel=1&amp;amp;id=204&amp;amp;l=en this] (the one before the last pic). Same grip design is also depicted [https://www.deviantart.com/thefrozenwaffle/art/Mateba-6-Unica-562032303 here] but I didn't find anything else on this grip. What you think Ninja? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 16:59, 30 November 2018 (EST)&lt;br /&gt;
:Sounds reasonable to me, now that you provided a detailed breakdown of it. Go ahead! --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:40, 1 December 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Daemon ==&lt;br /&gt;
&lt;br /&gt;
Is it me or it it has something from the [[Arsenal Shipka]]? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:29, 19 February 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Scopes ==&lt;br /&gt;
&lt;br /&gt;
Correct me if I'm wrong, but does the Recon Sight is based on the Trijicon 4x32 ACOG Scope or the ACOG Type 1x32? And the Reflex Sight on pistols is based on the MRM Sight. I don't know about the Reflex Sight on the rifles, and the Holographic Sight.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 09:43, 4 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Can someone also tell me what this strange thing is on the side of the M1895's receiver? Is it some kind of mount for side scope, or what is it? It also has an additional upper ghost ring, although I do not see much benefit from this. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 14:12, 16 August 2019 (EDT)&lt;br /&gt;
:If you're talking about the bit at the front of the receiver, I think it's just the mount for the aftermarket rear aperture sight. And yeah, it is kinda pointless; normally an aftermarket aperture would be mounted further back on the receiver (generally with some sort of flip-up mount), and have a smaller aperture to use for more precise shots; here, they've widened it so much that it'd barely be useful as a rear sight for anything other than a shotgun. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 14:39, 16 August 2019 (EDT)&lt;br /&gt;
::So, I decided to look for it, and it turned out that this is Climbing Lyman sight, quite popular for lever-action rifles. The whole joke is that they literally mirrored it, and it respectively stands backwards. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 17:35, 16 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Update ==&lt;br /&gt;
&lt;br /&gt;
I talk to the creator (Rick Zeng) of the Vapr-XKG, Rampart 17, KN57, and Maddox RFB, and he said that the Vapr-XKG is a mixture of the AR-15, and MCX. He also said that the Maddox RFB is a fictional weapon that he made up. The KN57 is the AK12, and the Rampart 17 is the SCAR-H.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 16:11, 29 September 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weapons that the Vapr-XKG could be based on (Including Photos) ==&lt;br /&gt;
&lt;br /&gt;
[[File:Ddoqx3o-bd33370c-5b40-42c5-b2aa-8c86884f97bc.jpg|thumb|350px|none|Custom DDMK18 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:AR-15-2.jpg|thumb|450px|none|Custom AR-15 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:AR-15-3.jpg|thumb|450px|none| A mockup AAC Honey Badger Custom AR-15 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:AR-15-1.jpg|thumb|450px|none|Custom DDMK18 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
I personally think the Vapr-XKG was based on one of these AR-15s. Rick Zeng said the gun was not based on the ACC Honey Badger, but an AR-15 with some parts from the MCX Rifle. These are the best I could find to fit the gun.--[[User:Treliazz|BW777]] ([[User talk:Treliazz|talk]]) 13:12, 20 January 2020 (EST)&lt;br /&gt;
:I found something. The CXP-08 could easily fix the gun. It looks so similar to the CXP-08, which is an airsoft AR-15.&lt;br /&gt;
[[File:DSC02511.jpg|thumb|450px|none|CXP-80]]&lt;br /&gt;
--[[User:Treliazz|BW777]] ([[User talk:Treliazz|talk]]) 13:33, 24 January 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
What makes it specifically a Retro Reissue model? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 15:36, 2 May 2020 (EDT)&lt;br /&gt;
:I identified it as a CRM16A1 due to the combination of a semi-auto only fire selector, a full fence lower and a 3 prong flash hider. Only problem is that it's modeled with A2 forward assist rather than A1. Do you have a better ID in mind? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:26, 2 May 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Spitfire ==&lt;br /&gt;
&lt;br /&gt;
There is an actual bullpup conversion kit (Manticore Arms) for the CZ Scorpion, though it is a lot bulkier than the model in-game. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 12:05, 25 June 2020 (EDT)&lt;br /&gt;
:Yeah, the Spitfire does look a lot like the Bullpup Scorpion. That said, I do have one mild concern: the Bullpup Scorpion was first publicly revealed in [https://www.thefirearmblog.com/blog/2018/09/15/bullpup-scorpion/ September 2018], and BO4 was released in October. With such a small time frame between the reveal of the Bullpup Scorpion and the delivery of BO4, there is a chance that Treyarch designed the Spitfire independently of the Bullpup Scorpion. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 22:26, 18 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
==Unnecessary Info==&lt;br /&gt;
&amp;quot;The GKS also has a Mastercraft variant, known as the &amp;quot;Tactical Unicorn&amp;quot;; as the name implies, this has carousel-esque unicorn decorations near its muzzle (a modified handguard with a pink-haired blue unicorn head at the end, the &amp;quot;horn&amp;quot; being a gold-painted barrel sticking out of the top) and at its stock (a pink-painted swirly affair, presumably meant to look like a horse's tail), along with a rather garish rainbow-and-gold paintjob.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Is this really needed? I feel like it doesn't add anything to the page - the mastercraft doesn't make the GKS look less like a LWRC SMG45 and more like a UMP45, for example, so why list it as information about the weapon on the page? &lt;br /&gt;
&lt;br /&gt;
Also, do we keep the completely made up guns on the main page, or move them to the talk page like in BO3 and IW? --[[User:JackalUnderscore|JackalUnderscore]] ([[User talk:JackalUnderscore|talk]]) 15:45, 14 August 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Discussion about the Switchblades ==&lt;br /&gt;
&lt;br /&gt;
I think this weapon should belong to the fictional weapon category, but it seems to be based on the FMG-9.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 22:34, 9 July 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Galil&amp;diff=1583330</id>
		<title>Galil</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Galil&amp;diff=1583330"/>
		<updated>2023-06-10T14:43:48Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: So there’s one for the AR-15, AK-47, FN FAL, and even the HK416. Now there’s one for the Galil!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Balashnikov.jpeg|thumb|right|500px|Balashnikov, the prototype of the Galil - 5.56x45mm]]&lt;br /&gt;
The '''IMI Galil''' is a 5.56x45mm assault rifle series based on the [[AK-47|AK]]/[[Valmet Assault Rifle Series|Valmet]] series of assault rifles. It is also produced in slightly modified forms by Lyttelton Engineering Works (now Denel Land Systems) of South Africa as the '''Vektor R4''' family of rifles, Indumil of Colombia, and EMEC of Myanmar as the MA-1. &lt;br /&gt;
&lt;br /&gt;
Please note when adding movies to make sure of the variant and caliber of the Galil. Often Galil AR and SAR's are simply labeled as Galil ARMs. Identify a Galil by the barrel length and or the existence of a bipod. Galil ARM's have a bipod under the barrel, while SARs and ARs do not. Galil SARs have shorter barrels then ARs.&lt;br /&gt;
&lt;br /&gt;
A 7.62x51mm Galil of any variant should be placed under the &amp;quot;Galil 7.62&amp;quot; section.&lt;br /&gt;
&lt;br /&gt;
'''The Galil or one of its variants are used in the following films, TV shows, anime and video games by the following actors:'''&lt;br /&gt;
&lt;br /&gt;
__TOC__{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
&lt;br /&gt;
''(1972-Present)''&lt;br /&gt;
&lt;br /&gt;
'''Type:''' Assault Rifle, Light Machine Gun, Sniper Rifle &lt;br /&gt;
&lt;br /&gt;
'''Caliber:''' 5.56x45mm NATO, 7.62x51mm NATO&lt;br /&gt;
&lt;br /&gt;
'''Capacity:'''&lt;br /&gt;
*5.56 NATO: 10, 12, 20, 35, 50 round box magazine; can be adapted to accept {{STANAG}}.&lt;br /&gt;
*7.62 NATO: 5, 12, 20, 25, 30 round magazine. Converted M14 magazines are common and may be used.&lt;br /&gt;
&lt;br /&gt;
'''Fire Modes:''' Safe/Semi/Full-Auto&lt;br /&gt;
&lt;br /&gt;
=Israeli Models=&lt;br /&gt;
== Galil AR ==&lt;br /&gt;
Identical to the ARM variant, it features the standard length barrel and polymer handguards, but does not have the bi-pod mounting holes on the gas block.&lt;br /&gt;
&lt;br /&gt;
[[Image:GalilAR.jpg|thumb|450px|right|IMI Galil AR - 5.56x45mm NATO]]&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%; background-color:#ffffff&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;280&amp;quot; | Title&lt;br /&gt;
! width=&amp;quot;170&amp;quot; | Actor&lt;br /&gt;
! width=&amp;quot;200&amp;quot; | Character&lt;br /&gt;
! width=&amp;quot;250&amp;quot; | Note&lt;br /&gt;
! width=&amp;quot;50&amp;quot; | Date&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Naked Gun: From the Files of Police Squad!, The|The Naked Gun: From the Files of Police Squad!]] ||  || Lebanese terrorists ||  || 1988&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|''[[Iron Eagle II]] || [[Louis Gossett Jr.]] || Brig. Gen. Charles &amp;quot;Chappy&amp;quot; Sinclair ||  || rowspan=&amp;quot;3&amp;quot;| 1988&lt;br /&gt;
|-&lt;br /&gt;
| [[Maury Chaykin]] || MSgt. Neville Downs ||  &lt;br /&gt;
|-&lt;br /&gt;
|  || IDF security personnel ||  &lt;br /&gt;
|-&lt;br /&gt;
|'' [[Nikita]] ||  || Embassy guards ||  || 1990&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Once A Thief]] ||  || Assassin ||  || 1991&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Léon (The Professional)]] || || NYPD ESU officer  || || 1994&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mercenary]]'' ||  || Phoenix mercenary || || 1996&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Broken Arrow (1996)|Broken Arrow]] ||  || Mercenary || With scope  || 1996&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Mickey Blue Eyes]] ||  || FBI Agent ||  || 1999&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Hebrew Hammer, The|The Hebrew Hammer]] ||  || Santa's Elves ||  || 2003&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Lebanon]] || || Israeli Defense Force Marksman || || 2009&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%; background-color:#ffffff&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;300&amp;quot; | Title&lt;br /&gt;
! width=&amp;quot;150&amp;quot; | Characters&lt;br /&gt;
! width=&amp;quot;200&amp;quot; | Notation&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Release Date&lt;br /&gt;
|-&lt;br /&gt;
|''[[Spriggan (1998)]]||Jean Jacquemonde||||1998&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Upotte!!]]''|| Galil ||  || 2012&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Video Game===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%; background-color:#ffffff&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;300&amp;quot; | Game Title&lt;br /&gt;
! width=&amp;quot;150&amp;quot; | Appears as&lt;br /&gt;
! width=&amp;quot;250&amp;quot; | Mods&lt;br /&gt;
! width=&amp;quot;200&amp;quot; | Notation&lt;br /&gt;
! width=&amp;quot;100&amp;quot; |  Release Date&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Söldner: Secret Wars]] ||  || || wooden handguard || 2004&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Battlefield Hardline]] || &amp;quot;ARM&amp;quot; || || || 2015&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%; background-color:#ffffff&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;250&amp;quot; | Show Title / Episode&lt;br /&gt;
! width=&amp;quot;170&amp;quot; | Actor&lt;br /&gt;
! width=&amp;quot;200&amp;quot; | Character&lt;br /&gt;
! width=&amp;quot;250&amp;quot; | Note&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Air Date&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Burn Notice]] ||  || Civilian ||  || 2007 - ????&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Walking Dead - Season 6]]'' || Unknown || Saviors member || &amp;quot;Not Tomorrow Yet&amp;quot; (S6E12) || 2016&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2|''[[The Walking Dead - Season 7]]'' || [[Andrew Lincoln]] || Rick Grimes || &amp;quot;Something They Need&amp;quot; (S7E15) || rowspan=2|2017&lt;br /&gt;
|-&lt;br /&gt;
| [[Pollyanna Mclntosh]] || Jadis || &amp;quot;The First Day of the Rest of Your Lives&amp;quot; (S7E16) &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Galil ARM ==&lt;br /&gt;
[[Image:GalilARM-2.jpg|thumb|450px|right|IMI Galil ARM with wood handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Galil.jpg|thumb|450px|right|IMI Galil ARM with polymer handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Galil-arm-bayonet.jpg|thumb|450px|right|ARM with canvas sling, 50 round magazine and bayonet - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
The '''Galil ARM''' is the light machine gun variant of the Galil that is equipped with a folding bipod, carrying handle and a larger  handguard. ARM variants predominately used wooden handguards; they remained cooler during automatic fire, but eventually phased out for polymer.&lt;br /&gt;
&lt;br /&gt;
===Film===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%; background-color:#ffffff&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;280&amp;quot; | Title&lt;br /&gt;
! width=&amp;quot;170&amp;quot; | Actor&lt;br /&gt;
! width=&amp;quot;200&amp;quot; | Character&lt;br /&gt;
! width=&amp;quot;250&amp;quot; | Note&lt;br /&gt;
! width=&amp;quot;50&amp;quot; | Date&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Commando]] ||  ||  || Seen in hidden armory, with magazine removed || 1985&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Salvador]] || [[Jorge Luke]]  || Tank commander ||  || 1986&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Delta Force, The|The Delta Force]] ||  || Delta Force soldiers ||  || 1986&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Death Before Dishonor]] || [[Peter Parros]]  || PFC James ||  || 1987&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Extreme Prejudice]] || || Mexican bandit ||  || 1987&lt;br /&gt;
|-&lt;br /&gt;
|'' [[The Seventh Sign]] || || Israel Defense Force Soldiers  ||  || 1988&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Heat]] || [[Tom Sizemore]] || Michael &amp;quot;Slick&amp;quot; Cheritto ||  || 1995&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Spy Hard]] || [[Leslie Nielsen]] || Dick Steele ||  || 1996&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Taxi (1998)|Taxi]] ||  || French police sniper ||  || 1998&lt;br /&gt;
|-&lt;br /&gt;
|'' [[The Insider]] ||  || Hezbollah militant ||  || 1999&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Proof of Life]] ||  || ELT rebels ||  || 2000&lt;br /&gt;
|-&lt;br /&gt;
|'' [[District B13]] ||  || French National Police officers || With &amp;amp; without scopes || 2004&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | ''[[Waltz with Bashir]] ||  || Israel Defense Force soldiers ||  || rowspan=&amp;quot;4&amp;quot; | 2008&lt;br /&gt;
|-&lt;br /&gt;
| || Ari Folman &lt;br /&gt;
|-&lt;br /&gt;
|  || Carmi Cna'an &lt;br /&gt;
|-&lt;br /&gt;
|  || Shmuel Frenkel &lt;br /&gt;
|-&lt;br /&gt;
|'' [[Lebanon]] || || Israel Defense Force Soldiers ||  || 2009&lt;br /&gt;
|-&lt;br /&gt;
|'' [[G.I. Joe: The Rise of Cobra]] || || Special Forces soldiers || With C-More sight and accessory rails || 2009&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%; background-color:#ffffff&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;200&amp;quot; | Show Title&lt;br /&gt;
! width=&amp;quot;150&amp;quot; | Actor&lt;br /&gt;
! width=&amp;quot;150&amp;quot; | Character&lt;br /&gt;
! width=&amp;quot;200&amp;quot; | Note / Episode&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Air Date&lt;br /&gt;
|-&lt;br /&gt;
|''[[A-Team, The - Season 2|The A-Team]]''|| || || ||1983&lt;br /&gt;
|-&lt;br /&gt;
|''[[Magnum P.I. - Season 5|Magnum P.I.]]''|| || || &amp;quot;All for One, Part 2&amp;quot; (S5E16) - seen inside weapons box ||1984&lt;br /&gt;
|-&lt;br /&gt;
|''[[Promise, The|The Promise]]''|| [[Itay Tiran]] || Paul Meyer || ||2011&lt;br /&gt;
|-&lt;br /&gt;
|''[[Promise, The|The Promise]]''|| || IDF soldiers || w/ magazines taped &amp;quot;jungle style&amp;quot; ||2011&lt;br /&gt;
|-&lt;br /&gt;
|''[[Jack Ryan - Season 2|Jack Ryan]]''||[[Jovan Adepo]]||Marcus Bishop||||2019&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%; background-color:#ffffff&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;300&amp;quot; | Game Title&lt;br /&gt;
! width=&amp;quot;150&amp;quot; | Appears as&lt;br /&gt;
! width=&amp;quot;250&amp;quot; | Mods&lt;br /&gt;
! width=&amp;quot;200&amp;quot; | Notation&lt;br /&gt;
! width=&amp;quot;100&amp;quot; |  Release Date&lt;br /&gt;
|-&lt;br /&gt;
|''[[Rainbow Six 3: Raven Shield]] || || w/ scope, extended magazine and suppressor || || 2003&lt;br /&gt;
|-&lt;br /&gt;
|''[[Counter-Strike: Source]] || &amp;quot;IDF Defender&amp;quot; || || || 2004&lt;br /&gt;
|-&lt;br /&gt;
|''[[Chameleon]] || || || || 2005&lt;br /&gt;
|-&lt;br /&gt;
|''[[Grand Theft Auto IV]] ||  || ||graffiti ||2008&lt;br /&gt;
|-&lt;br /&gt;
|''[[Call of Duty: Black Ops]] || Galil || || ||2010&lt;br /&gt;
|-&lt;br /&gt;
|''[[Call of Duty: Black Ops II]] || Galil || Carrying handle removed || || 2012&lt;br /&gt;
|-&lt;br /&gt;
|''[[State of Decay]]''||&amp;quot;Gal SAR&amp;quot; |||| added in  Lifeline DLC (2014) || 2013&lt;br /&gt;
|-&lt;br /&gt;
|''[[Insurgency (2014)|Insurgency]]|| Galil ||w/ multiple attachments|| ||2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[World of Guns: Gun Disassembly]]'' || Galil ARM ||  ||incorrectly belongs to the Assault rifles || 2014&lt;br /&gt;
|-&lt;br /&gt;
|''[[Call of Duty: Black Ops III]] || Galil || || Added in update on 16 March 2017 || 2015&lt;br /&gt;
|-&lt;br /&gt;
|''[[Call of Duty: Black Ops 4]] || Grav || || ||2018&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Insurgency: Sandstorm]]'' || Galil|| || Added in Update 1.4 || 2018&lt;br /&gt;
|-&lt;br /&gt;
|''[[Call of Duty: Black Ops Cold War]] || Grav ||w/ multiple attachments ||Added in Season 6 update ||2020&lt;br /&gt;
|}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==Galil SAR ==&lt;br /&gt;
[[Image:Galil-SAR.jpg|thumb|right|450px|IMI Galil SAR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:IMI Galil black furniture and short barrel.jpg|thumb|right|450px|IMI Galil SAR with short barrel and black handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:GalilSAR.jpg|thumb|right|450px|none|IMI Galil SAR with short barrel and wooden handguard - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
The '''Galil SAR''' is the carbine version of the Galil AR with a shorter 13-inch barrel, also known as '''Glilon''' (small '''Galil''' in hebrew).&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%; background-color:#ffffff&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;280&amp;quot; | Title&lt;br /&gt;
! width=&amp;quot;170&amp;quot; | Actor&lt;br /&gt;
! width=&amp;quot;200&amp;quot; | Character&lt;br /&gt;
! width=&amp;quot;250&amp;quot; | Note&lt;br /&gt;
! width=&amp;quot;50&amp;quot; | Date&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Stray Dog: Kerberos Panzer Cops]] || || Kerberos squad members || Shortened barrel/flash-hider || 1991&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Lethal Weapon 3]]'' ||  ||  || Seen in crate of weapons || 1992&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Ticker]] ||  || FBI SWAT officers ||  || 2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Taken]] ||  || Human trafficker ||  || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Go Fast]] || Jerôme Daran || Bris || Fitted with wooden handguard || 2008&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Lebanon]] || Zohar Shtrauss || Gamil || || 2009&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Marine 2, The|The Marine 2]] || [[Ted DiBiase Jr.]] || Joe Linwood || With suppressor and scope || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[22 Bullets|22 Bullets (L'immortel)]]'' || [[Daniel Lundh]] || Malek Telaa || || 2010&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Colombiana]] ||  || Thugs || || 2011&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Killer Elite]] || [[Robert De Niro]]  || Hunter || With scope || 2011&lt;br /&gt;
|-&lt;br /&gt;
|'' [[A Gang Story (Les Lyonnais)]] ||  || Gunman || || 2011&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%; background-color:#ffffff&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;200&amp;quot; | Show Title&lt;br /&gt;
! width=&amp;quot;150&amp;quot; | Actor&lt;br /&gt;
! width=&amp;quot;150&amp;quot; | Character&lt;br /&gt;
! width=&amp;quot;200&amp;quot; | Note / Episode&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Air Date&lt;br /&gt;
|-&lt;br /&gt;
|''[[Promise, The (2011)|The Promise]]''|| || IDF soldiers || w/ magazines taped &amp;quot;jungle style&amp;quot; ||2011&lt;br /&gt;
|-&lt;br /&gt;
|''[[Falling Skies - Season 1]]''|| [[Drew Roy]] || Hal Mason || &amp;quot;Worlds Apart&amp;quot; || 2012&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%; background-color:#ffffff&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;300&amp;quot; | Game Title&lt;br /&gt;
! width=&amp;quot;150&amp;quot; | Appears as&lt;br /&gt;
! width=&amp;quot;250&amp;quot; | Mods&lt;br /&gt;
! width=&amp;quot;200&amp;quot; | Notation&lt;br /&gt;
! width=&amp;quot;100&amp;quot; |  Release Date&lt;br /&gt;
|-&lt;br /&gt;
|''[[Project Reality]] ||  ||  ||  || 2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Last of Us, The|The Last of Us]]'' || Specter ||Suppressor|| Multiplayer-exclusive DLC weapon, holds 20 rounds in a magazine despite being modeled with a 30-round magazine || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Insurgency: Sandstorm]]'' || Galil SAR || || Added in Update 1.4 || 2018&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==Galil MAR==&lt;br /&gt;
&lt;br /&gt;
[[Image:Galil_m.jpg|thumb|right|450px|IMI Galil MAR - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
The '''Galil MAR''', also known as the '''''Micro Galil''''', is the compact version of the Galil with an 8.3-inch barrel. &lt;br /&gt;
&lt;br /&gt;
===Film===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%; background-color:#ffffff&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;280&amp;quot; | Title&lt;br /&gt;
! width=&amp;quot;170&amp;quot; | Actor&lt;br /&gt;
! width=&amp;quot;200&amp;quot; | Character&lt;br /&gt;
! width=&amp;quot;250&amp;quot; | Note&lt;br /&gt;
! width=&amp;quot;50&amp;quot; | Date&lt;br /&gt;
|-&lt;br /&gt;
| ''[[6 Underground]]''||||Mafia soldiers||||2019&lt;br /&gt;
|-&lt;br /&gt;
| ''[[John Wick: Chapter 3 - Parabellum]] || || || Seen in armory || 2019&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Bright]]''||[[Noomi Rapace]]||Leilah||||2017&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Captain America: Civil War]]'' ||  || Crossbones' operatives || with various attachments || 2016&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Batman v Superman: Dawn of Justice]]'' ||  || Henchmen || with various attachments || 2016&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Captain America: The Winter Soldier]]'' ||  || HYDRA operatives || with various attachments || 2014&lt;br /&gt;
|-&lt;br /&gt;
|''[[The Squad]]''||||mercenaries||||2015&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Marine 4: Moving Target]] ||[[Mike &amp;quot;The Miz&amp;quot; Mizanin]] || Jake Carter || || 2015&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Blackhat]]'' || [[Ritchie Coster]] || Kassar || || 2015&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Last Stand]]'' || || Henchman || || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Avengers (2012)|The Avengers]]'' || || Mercenary || Railed handguard and sight || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Taken 2]]'' || || Bad Guy || || 2012&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Viral Factor, The|The Viral Factor]] || || Henchmen ||  || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Tatar Operation (Tatar ajillagaa)]]''||  || Police troops || ||2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Town]] || [[Slaine]] || Albert 'Gloansy' MacGloan || with C-More sight  || 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[22 Bullets|22 Bullets (L'immortel)]]'' || [[Daniel Lundh]] || Malek Telaa || || 2010&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Sniper, The|The Sniper]] || [[Kai Chi Liu]] || Er Ge ||  || 2009&lt;br /&gt;
|-&lt;br /&gt;
|'' [[You Don't Mess with the Zohan]] || [[Adam Sandler]] || Zohan ||  || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Iron Man (2008)|Iron Man]] ||  || Ten Rings militant ||  || 2008&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Shoot 'Em Up]] || [[Clive Owen]] || Smith ||  || 2007&lt;br /&gt;
|-&lt;br /&gt;
|  ''[[Shoot 'Em Up]] || || Henchmen || || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Children of Men]] || [[Charlie Hunnam]] || Patric || With M68 Aimpoint red dot scope || 2006&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Resident Evil: Apocalypse]] || [[Oded Fehr]] || Carlos Oliveira || With C-More red dot sight, RIS handguard, RIS foregrip, laser pointer, and weaponlight || 2004&lt;br /&gt;
|-&lt;br /&gt;
|''[[San Antonio]]''||  || Thug || ||2004&lt;br /&gt;
|-&lt;br /&gt;
|''[[36th Precinct]]''|| [[Alain Figlarz]] || Francis Horn ||  ||2004&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Resident Evil: Apocalypse]] || || Umbrella soldiers || || 2004&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Tomb Raider: The Cradle of Life]] ||  || Henchman ||  || 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ripoux 3]]'' || || SWAT trooper || || 2003&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Bourne Identity, The (2002)|The Bourne Identity]] || [[Nicky Naude]] || Castel ||  || 2002&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Yamakasi]] ||  || Special Forces ||  || 2001&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Taxi 2]] ||  || Yakuza members ||  || 2000&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Total Western]]'' || [[Samuel Le Bihan]] || Bédé || || 2000&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Total Western]]'' || [[Marco Prince]] || Ange || || 2000&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%; background-color:#ffffff&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;280&amp;quot; | Title&lt;br /&gt;
! width=&amp;quot;170&amp;quot; | Actor&lt;br /&gt;
! width=&amp;quot;200&amp;quot; | Character&lt;br /&gt;
! width=&amp;quot;250&amp;quot; | Note&lt;br /&gt;
! width=&amp;quot;50&amp;quot; | Date&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |''[[Trailer Park Boys]] || [[Mike Smith]]  || Bubbles ||rowspan=&amp;quot;2&amp;quot; | (S05E10) ||rowspan=&amp;quot;2&amp;quot; | 2001 -&lt;br /&gt;
|-&lt;br /&gt;
| [[Nobu Adilman]] || Terry&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Fabio Montale]]'' || || A hitman || || 2002&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Black and White]] || [[Vic Chou]] || Chen Zai Tian ||   || 2009&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Black and White]] ||  || Sarkozy group ||   || 2009&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Falling Skies]] || [[Drew Roy]] || Hal Manson || with a conventional bolt handle and top mounted rail  || 2011&lt;br /&gt;
|-&lt;br /&gt;
|''[[Bullet in the Face]]'' |||| a jewelry store guard  || S01E01||2012&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%; background-color:#ffffff&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;275&amp;quot; | Film Title&lt;br /&gt;
! width=&amp;quot;275&amp;quot; | Character&lt;br /&gt;
! width=&amp;quot;300&amp;quot; | Note&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Date&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Gunslinger Girl]] ||Rico ||  || 2003&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%; background-color:#ffffff&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;300&amp;quot; | Game Title&lt;br /&gt;
! width=&amp;quot;150&amp;quot; | Appears as&lt;br /&gt;
! width=&amp;quot;250&amp;quot; | Mods&lt;br /&gt;
! width=&amp;quot;200&amp;quot; | Notation&lt;br /&gt;
! width=&amp;quot;100&amp;quot; |  Release Date&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Chameleon]] ||  ||  ||  || 2005&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Alliance of Valiant Arms]] ||  ||  ||  || 2007&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | ''[[Cross Fire (2007 VG)|Cross Fire]]'' || &amp;quot;Micro Galil&amp;quot; ||with flashlight and sight ||   || rowspan=&amp;quot;3&amp;quot; | 2007&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;Micro Galil Silencer&amp;quot; || with flashlight, sight and silencer ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;Micro Galil Scope&amp;quot; || with flashlight and two sight ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==Galil 7.62==&lt;br /&gt;
[[Image:Galilarm-05.jpg|thumb|450px|right|IMI Galil ARM chambered in 7.62x51mm NATO. Note the thicker, straight box magazine.]]&lt;br /&gt;
The 7.62mm (.308 Winchester, or 7.62x51mm NATO) variants of the Galil are the same as the 5.56mm versions, except chambered in a different round. These rifles generally have longer barrels, bayonet lugs, shortened trigger guard and a straight, thicker box magazine. The magazines are almost identical to M14 magazines, which were previously used before a new magazine was developed (the M14 magazines were all converted to fit the Galil) that featured a checkered pattering to them and held 25 rounds.&lt;br /&gt;
&lt;br /&gt;
===Film===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%; background-color:#ffffff&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;280&amp;quot; | Title&lt;br /&gt;
! width=&amp;quot;170&amp;quot; | Actor&lt;br /&gt;
! width=&amp;quot;200&amp;quot; | Character&lt;br /&gt;
! width=&amp;quot;250&amp;quot; | Note&lt;br /&gt;
! width=&amp;quot;50&amp;quot; | Date&lt;br /&gt;
|-&lt;br /&gt;
|'' [[In the Line of Duty: Manhunt in the Dakotas]] ||  || SWAT Officer ||  || 1991&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Jackpot! (La Totale!)]]'' || || A Secret service operative || || 1991&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Half a Chance]] || || Criminals || ||1998&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Way of the Gun, The|The Way of the Gun]] || [[Benicio del Toro]] || Longbaugh || || 2000&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Total Western]]'' || [[Albert Goldberg]] || Vladimir || || 2000&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Crossfire (Les Insoumis)]]'' ||  || Gangster in cap ||  || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Five Brothers (Comme les cinq doigts de la main)]]'' || [[Patrick Bruel]] || Dan Hayoun || ||2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[John Wick: Chapter 3 - Parabellum]] || || || Seen in armory || 2019&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%; background-color:#ffffff&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;200&amp;quot; | Show Title&lt;br /&gt;
! width=&amp;quot;150&amp;quot; | Actor&lt;br /&gt;
! width=&amp;quot;150&amp;quot; | Character&lt;br /&gt;
! width=&amp;quot;200&amp;quot; | Note / Episode&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Air Date&lt;br /&gt;
|-&lt;br /&gt;
|''[[Miami Vice]]'' || || Various antagonist || ||1984-1989&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%; background-color:#ffffff&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;300&amp;quot; | Game Title&lt;br /&gt;
! width=&amp;quot;150&amp;quot; | Appears as&lt;br /&gt;
! width=&amp;quot;250&amp;quot; | Mods&lt;br /&gt;
! width=&amp;quot;200&amp;quot; | Notation&lt;br /&gt;
! width=&amp;quot;100&amp;quot; |  Release Date&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Counter-Strike]]'' || &amp;quot;IDF Defender&amp;quot; || || Functions like the 5.56mm variant || 2000&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Counter-Strike: Condition Zero]]'' || &amp;quot;IDF Defender&amp;quot; || || Functions like the 5.56mm variant || 2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Counter-Strike Online]]'' || &amp;quot;IDF Defender&amp;quot; || || Functions like the 5.56mm variant || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Cross Fire (2007 VG)|Cross Fire]]'' || || || || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Warface]]'' || || || || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Payday 2]]'' ||Gecko 7.62 ||w/Galil MAR and Galatz parts ||added in Gage Assault Pack (2014) || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hot Dogs, Horseshoes &amp;amp; Hand Grenades]]'' || &amp;quot;Galil AR&amp;quot;|| || || 2016&lt;br /&gt;
|-&lt;br /&gt;
|''[[Uncharted 4: A Thief's End]] || &amp;quot;INSAS&amp;quot; || || Added with ''The Lost Legacy'' || 2016&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Galil Sniper Rifle ==&lt;br /&gt;
&lt;br /&gt;
The '''Galil Sniper Rifle''', known in IDF service as the '''Galat'z''' (Galil T'zalaphim), is a modified version of the rifle with a heavier barrel, a side folding wooden stock, and a 6x scope.&lt;br /&gt;
[[Image:Galil-sniper-1.jpg|thumb|right|450px|IMI Galil Sniper - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:IWI Galil Sniper.jpg|thumb|right|450px|IWI New Galil Sniper with synthetic furniture and Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===Film===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%; background-color:#ffffff&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;280&amp;quot; | Title&lt;br /&gt;
! width=&amp;quot;170&amp;quot; | Actor&lt;br /&gt;
! width=&amp;quot;200&amp;quot; | Character&lt;br /&gt;
! width=&amp;quot;250&amp;quot; | Notation&lt;br /&gt;
! width=&amp;quot;50&amp;quot; | Date&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mercenary]]'' || || One of the 'Hawk's men || || 1996&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%; background-color:#ffffff&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;280&amp;quot; | Title&lt;br /&gt;
! width=&amp;quot;170&amp;quot; | Actor&lt;br /&gt;
! width=&amp;quot;200&amp;quot; | Character&lt;br /&gt;
! width=&amp;quot;250&amp;quot; | Note&lt;br /&gt;
! width=&amp;quot;50&amp;quot; | Date&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Tyrant]] ||  || Abbunian Special Forces sniper ||  || 2014&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Homeland - Season 2]] ||  || CIA sniper || S02E02 - &amp;quot;Beirut is Back&amp;quot;  || 2012&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Fringe]] || [[Anna Torv]] || Olivia Dunham ||  || 2012&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%; background-color:#ffffff&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;300&amp;quot; | Game Title&lt;br /&gt;
! width=&amp;quot;150&amp;quot; | Appears as&lt;br /&gt;
! width=&amp;quot;250&amp;quot; | Mods&lt;br /&gt;
! width=&amp;quot;200&amp;quot; | Notation&lt;br /&gt;
! width=&amp;quot;100&amp;quot; |  Release Date&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Chameleon]] ||  || || || 2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Alliance of Valiant Arms]] ||  || With ARM-style wood handguard || PSO-1 style scope reticle || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Godfather II, The (VG)]] ||  || || || 2009&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%; background-color:#ffffff&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;300&amp;quot; | Title&lt;br /&gt;
! width=&amp;quot;200&amp;quot; | Character&lt;br /&gt;
! width=&amp;quot;250&amp;quot; | Note&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Date&lt;br /&gt;
|-&lt;br /&gt;
|''[[Angel Beats!]] || Otonashi ||   || 2010&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== SR-99 ==&lt;br /&gt;
&lt;br /&gt;
A modernized version of the Galil Sniper featuring synthetic furniture and an adjustable stock.&lt;br /&gt;
[[Image:SR-99copy.jpg|thumb|right|450px|IMI SR-99 - 7.62x51mm NATO]]&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%; background-color:#ffffff&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;300&amp;quot; | Game Title&lt;br /&gt;
! width=&amp;quot;150&amp;quot; | Appears as&lt;br /&gt;
! width=&amp;quot;250&amp;quot; | Mods&lt;br /&gt;
! width=&amp;quot;200&amp;quot; | Notation&lt;br /&gt;
! width=&amp;quot;100&amp;quot; |  Release Date&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Alliance of Valiant Arms]] || As the &amp;quot;IMI99SR&amp;quot; ||  ||  || 2007&lt;br /&gt;
|-&lt;br /&gt;
|''[[Cross Fire (2007 VG)|Cross Fire]]''||&amp;quot;SR-99&amp;quot; || ||||2007&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=South African Models=&lt;br /&gt;
== Vektor R4 ==&lt;br /&gt;
[[File:Vektor R4 AR.jpg|thumb|right|450px|Vektor R4 - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:VektorR4.jpg|thumb|right|450px|Vektor R4 with 50-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
The '''Vektor R4''' is the South African version of the Galil with several modifications better suited to the larger physique of the soldiers in the South African National Defence Forces. &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%; background-color:#ffffff&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;280&amp;quot; | Title&lt;br /&gt;
! width=&amp;quot;170&amp;quot; | Actor&lt;br /&gt;
! width=&amp;quot;200&amp;quot; | Character&lt;br /&gt;
! width=&amp;quot;250&amp;quot; | Note&lt;br /&gt;
! width=&amp;quot;50&amp;quot; | Date&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Machine Gun Preacher]]'' ||  || LRA troops || mocked up as [[AKM]]  || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Machine Gun Preacher]]'' ||  || SPLA troops || mocked up as [[AKM]] || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Machine Gun Preacher]]'' ||  || LRA troops || mocked up as [[AKMS]]  || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Machine Gun Preacher]]'' ||  || SPLA troops || mocked up as [[AKMS]] || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Machine Gun Preacher]]'' || [[Gerard Butler]] || Sam Childers || mocked up as [[AKMS]] || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Machine Gun Preacher]]'' || [[Mduduzi Mabaso]] || Marco || mocked up as [[AKMS]] || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Machine Gun Preacher]]'' || [[Souleymane Sy Savane]] || Deng || mocked up as [[AKMS]]  || 2011&lt;br /&gt;
|-&lt;br /&gt;
|'' [[District 9]] ||  || Nigerian gangsters || Mocked up as [[RPK]] || 2009&lt;br /&gt;
|-&lt;br /&gt;
|''[[Doomsday]]''|| ||slaver|| ||2008&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Hotel Rwanda]] ||  || Rwandan Army soldiers || With &amp;amp; without rifle grenades || 2004&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Savior]] || [[Dennis Quaid]] || Joshua &amp;quot;Guy&amp;quot; Rose || Sniper Adapted || 1998&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |''[[Dangerous Ground]]'' || [[Ice Cube]] || Vusi ||rowspan=&amp;quot;2&amp;quot; |Mocked up as [[AK-47]]   ||rowspan=&amp;quot;2&amp;quot; | 1997&lt;br /&gt;
|-&lt;br /&gt;
| [[Sechaba Morojele]] || Ernest &lt;br /&gt;
|-&lt;br /&gt;
| ''[[The One That Got Away (1996)|The One That Got Away]]'' ||  || Iraqi troops || mocked up as AK-variant || 1996&lt;br /&gt;
|-&lt;br /&gt;
| ''[[American Ninja 4: The Annihilation]]'' || || Commandos, rebels, Masood's bodyguards || Standard and mocked up as AK-variant || 1990&lt;br /&gt;
|-&lt;br /&gt;
|''[[Laser Mission]]'' || [[Brandon Lee]] || Michael Gold || mocked up as AK || 1989&lt;br /&gt;
|-&lt;br /&gt;
|''[[Laser Mission]]'' ||  || soldiers ||  || 1989&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%; background-color:#ffffff&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;200&amp;quot; | Show Title&lt;br /&gt;
! width=&amp;quot;170&amp;quot; | Actor&lt;br /&gt;
! width=&amp;quot;200&amp;quot; | Character&lt;br /&gt;
! width=&amp;quot;300&amp;quot; | Note / Episode&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Air Date&lt;br /&gt;
|-&lt;br /&gt;
| Rowspan=&amp;quot;2&amp;quot;|''[[Strike Back - Season 3]]'' || [[Rhona Mitra]] || Major Rachel Dalton || Episode 8; with low capacity magazine and telescopic sight || Rowspan=&amp;quot;2&amp;quot;|2012&lt;br /&gt;
|-&lt;br /&gt;
|  || Mercenaries || Built on commercial &amp;quot;LM4&amp;quot; receiver without lightening cuts, additional carry handle &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%; background-color:#ffffff&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;300&amp;quot; | Game Title&lt;br /&gt;
! width=&amp;quot;150&amp;quot; | Appears as&lt;br /&gt;
! width=&amp;quot;250&amp;quot; | Mods&lt;br /&gt;
! width=&amp;quot;200&amp;quot; | Notation&lt;br /&gt;
! width=&amp;quot;50&amp;quot; |  Release Date&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ghost Recon: Wildlands]]'' || R4 ||  || Added in &amp;quot;Fallen Ghost DLC&amp;quot; || 2017&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Vektor R5 ==&lt;br /&gt;
[[Image:VektorR5.jpg|thumb|right|450px|Vektor R5 - 5.56x45mm NATO]]&lt;br /&gt;
The '''Vektor R5''' is a South African version of the Galil SAR.&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%; background-color:#ffffff&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;280&amp;quot; | Title&lt;br /&gt;
! width=&amp;quot;170&amp;quot; | Actor&lt;br /&gt;
! width=&amp;quot;200&amp;quot; | Character&lt;br /&gt;
! width=&amp;quot;250&amp;quot; | Note&lt;br /&gt;
! width=&amp;quot;50&amp;quot; | Date&lt;br /&gt;
|-&lt;br /&gt;
| ''[[In the Port of Cape Town (V Keyptaunskom portu...)]]'' || Ryan Kruger || Alex || || 2019&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Chappie]] ||  || Various || Some with railed handguards &amp;amp; optics || 2015&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |''[[Tremors 5: Bloodlines]] || [[Michael Gross]] || Burt Gummer|| rowspan=&amp;quot;3&amp;quot; |  || rowspan=&amp;quot;3&amp;quot; |2015&lt;br /&gt;
|-&lt;br /&gt;
|  [[Pearl Thusi]] || Dr. Nandi Montabu&lt;br /&gt;
|-&lt;br /&gt;
| [[Daniel Janks]] || Erich Van Wyk &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Vehicle 19]]'' || || A South African police officer || || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Zulu (2013)|Zulu]]'' ||  ||Cape Town Police officers || || 2013&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Elysium]] || [[Adrian Holmes]] || Manuel ||  || 2013&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Dredd]] ||  ||Gangsters|| With railed handguards || 2012&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Safe House]] || [[Rubén Blades]]  ||Carlos Villar|| || 2012&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot; | ''[[Machine Gun Preacher]]'' ||  || LRA troops ||  ||rowspan=&amp;quot;4&amp;quot; | 2011&lt;br /&gt;
|-&lt;br /&gt;
|  || SPLA troops || &lt;br /&gt;
|-&lt;br /&gt;
| [[Gerard Butler]] || Sam Childers || mocked up as [[Norinco Type 56C]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Souleymane Sy Savane]] || Deng || mocked up as [[Norinco Type 56C]] &lt;br /&gt;
|-&lt;br /&gt;
|'' [[District 9]] ||  || MNU soldiers || Both as Vektor R5 and mocked up as AK-series rifle || 2009&lt;br /&gt;
|-&lt;br /&gt;
|'' [[1968 Tunnel Rats]] ||  || Vietcong fighters || Mocked up as AK-series rifle || 2009&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Gangster's Paradise: Jerusalema]] || || South African police|| ||2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Apocalypse Code, The|The Apocalypse Code]]'' ||  || Various terrorists ||  || 2007&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |''[[Mercenary for Justice]]'' || [[Steven Seagal]] || John Seeger ||rowspan=&amp;quot;4&amp;quot; | ||rowspan=&amp;quot;5&amp;quot; | 2006&lt;br /&gt;
|-&lt;br /&gt;
|  [[Zaa Nkweta]] || &amp;quot;Radio&amp;quot; Jones&lt;br /&gt;
|-&lt;br /&gt;
|  [[Jacqueline Lord]] || Maxine Barnol&lt;br /&gt;
|-&lt;br /&gt;
| [[Michael K. Williams]] || Samuel Kay &lt;br /&gt;
|-&lt;br /&gt;
|  || Mercenaries, French commandos, Cape Town police officers, and Chapel's henchmen || Standard and visually modified to resemble AK-series rifles &lt;br /&gt;
|-&lt;br /&gt;
|'' [[Lord of War]] ||  || Lebanese militia ||  || 2005&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |''[[Flight of the Phoenix]] || [[Kevork Malikyan]] || Rady || Mocked up as AK-series rifle || rowspan=&amp;quot;2&amp;quot;|  2004&lt;br /&gt;
|-&lt;br /&gt;
| || Nomads || Mocked up as AK-series rifles |&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Hotel Rwanda]] ||  || Rwandan Army soldiers || Vektor R5 || 2004&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Stander]] ||  || South African police ||  || 2003&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |''[[Normal Life]] || [[Luke Perry]] || Chris Anderson || || rowspan=&amp;quot;2&amp;quot;|  1996&lt;br /&gt;
|-&lt;br /&gt;
| || Policemen ||  |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6|''[[Never Say Die]]'' || [[Frank Zagarino]] || Corp. Blake ||rowspan=4|mocked up as [[AKS-47]] || rowspan=6|1994&lt;br /&gt;
|-&lt;br /&gt;
| [[Billy Drago]] || Sgt. Franklin James&lt;br /&gt;
|-&lt;br /&gt;
| [[John Simon Jones]] || Amos&lt;br /&gt;
|-&lt;br /&gt;
| [[Phillip Ferreria]] || Jacob&lt;br /&gt;
|-&lt;br /&gt;
| [[Robin Smith]] || Angel || Visually modified, fitted with [[Cobray CM203]] grenade launcher&lt;br /&gt;
|-&lt;br /&gt;
| || FBI agents, cult members || Unmodified&lt;br /&gt;
|-&lt;br /&gt;
|''[[Laser Mission]]'' ||  || soldiers || opening credits || 1989&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |''[[American Ninja 3: Blood Hunt]]'' || [[Yehuda Efroni]] || Andreas || rowspan=&amp;quot;3&amp;quot; |Mocked up as [[AKS-47]] || rowspan=&amp;quot;4&amp;quot; |1989&lt;br /&gt;
|-&lt;br /&gt;
| [[David Bradley (II)|David Bradley]] ||Sean Davidson&lt;br /&gt;
|-&lt;br /&gt;
| [[Steve James]] || Curtis Jackson&lt;br /&gt;
|-&lt;br /&gt;
| || Police officers || Standard&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%; background-color:#ffffff&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;250&amp;quot; | Show Title / Episode&lt;br /&gt;
! width=&amp;quot;170&amp;quot; | Actor&lt;br /&gt;
! width=&amp;quot;200&amp;quot; | Character&lt;br /&gt;
! width=&amp;quot;250&amp;quot; | Note&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Air Date&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |''[[Strike Back - Season 3]]'' || [[Sullivan Stapleton]] || Sgt. Damien Scott || One modified to resemble [[AKS-74]]; Another with CAA handguard, tactical light and ACOG scope ||rowspan=&amp;quot;6&amp;quot; | 2012&lt;br /&gt;
|-&lt;br /&gt;
| [[Phillip Winchester]] || Sgt. Michael Stonebridge ||  With CAA handguards, tactical light, EOTech sight and three prong flash hider &lt;br /&gt;
|-&lt;br /&gt;
| [[Shane Taylor]] || Craig Hanson ||rowspan=&amp;quot;2&amp;quot; | With UTG quad rail and Aimpoint sight  &lt;br /&gt;
|-&lt;br /&gt;
| [[Vincent Regan]]  || Karl Matlock   &lt;br /&gt;
|-&lt;br /&gt;
|   || Mercenaries  ||&lt;br /&gt;
|-&lt;br /&gt;
|   || SAPS officers  ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |''[[Strike Back - Season 2]]'' || [[Sullivan Stapleton]] || Sgt. Damien Scott ||rowspan=&amp;quot;2&amp;quot; | With UTG quad rail, ERGO rail covers, Aimpoint sight with 3x magnifier  ||rowspan=&amp;quot;5&amp;quot; | 2011&lt;br /&gt;
|-&lt;br /&gt;
| [[Phillip Winchester]] || Sgt. Michael Stonebridge&lt;br /&gt;
|-&lt;br /&gt;
| || Mercenaries ||   With CAA handguards and scopes&lt;br /&gt;
|-&lt;br /&gt;
| || Pakistani terrorists ||rowspan=&amp;quot;2&amp;quot; | Modified to resemble [[AK-47]]  &lt;br /&gt;
|-&lt;br /&gt;
| || Janjaweed fighters  &lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot; |''[[Strike Back - Season 1]]'' || [[Andrew Lincoln]] || Hugh Collinson || ||rowspan=&amp;quot;4&amp;quot;| 2010&lt;br /&gt;
|-&lt;br /&gt;
| [[Richard Armitage]] || John Porter  || rowspan=&amp;quot;3&amp;quot; | Modified to resemble [[AK-47]]  &lt;br /&gt;
|-&lt;br /&gt;
| [[Shaun Parkes]] || Felix Masuku &lt;br /&gt;
|-&lt;br /&gt;
| || Zimbabwean soldiers &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Video Game===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%; background-color:#ffffff&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;300&amp;quot; | Game Title&lt;br /&gt;
! width=&amp;quot;150&amp;quot; | Appears as&lt;br /&gt;
! width=&amp;quot;250&amp;quot; | Mods&lt;br /&gt;
! width=&amp;quot;200&amp;quot; | Notation&lt;br /&gt;
! width=&amp;quot;100&amp;quot; |  Release Date&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Metal Gear: Ac!d]] ||  || || || 2005&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vektor R6 ==&lt;br /&gt;
[[Image:Tn denel r6.jpg|thumb|right|450px|Vektor R6 with stock folded - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
The '''Vektor R6''' is a compact version of the R5 with a 11-inch barrel. &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%; background-color:#ffffff&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;280&amp;quot; | Title&lt;br /&gt;
! width=&amp;quot;170&amp;quot; | Actor&lt;br /&gt;
! width=&amp;quot;200&amp;quot; | Character&lt;br /&gt;
! width=&amp;quot;250&amp;quot; | Note&lt;br /&gt;
! width=&amp;quot;50&amp;quot; | Date&lt;br /&gt;
|-&lt;br /&gt;
| ''[[District 9]] || [[David James]] || Koobus Venter ||  || 2009&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Vektor CR-21 ==&lt;br /&gt;
&lt;br /&gt;
The '''Vektor CR-21''' is a bullpup rifle that utilizes the action of the South African R4. Housed in a composite stock that makes it considerably lighter than the Galil, the rifle includes a 1x optical sight and the provision to mount a 40mm grenade launcher. &lt;br /&gt;
&lt;br /&gt;
[[Image:Vektor-cr21-1.jpg|thumb|450px|right|Vektor CR-21 bullpup rifle - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Vektor CR-21 with GL.jpg|thumb|right|450px|Vektor CR-21 bullpup rifle with UBGL - 5.56x45mm NATO]]&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%; background-color:#ffffff&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;280&amp;quot; | Title&lt;br /&gt;
! width=&amp;quot;170&amp;quot; | Actor&lt;br /&gt;
! width=&amp;quot;200&amp;quot; | Character&lt;br /&gt;
! width=&amp;quot;250&amp;quot; | Note&lt;br /&gt;
! width=&amp;quot;50&amp;quot; | Date&lt;br /&gt;
|-&lt;br /&gt;
|'' [[District 9]] ||  || MNU soldiers || With white stocks || 2009&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|'' [[Doomsday]] || [[Adrian Lester]] || Sgt. Norton || rowspan=&amp;quot;3&amp;quot;| With silencer, weaponlight, and SUSAT scope || rowspan=&amp;quot;3&amp;quot;| 2008&lt;br /&gt;
|-&lt;br /&gt;
|[[Tom Fairfoot]] || Michaelson &lt;br /&gt;
|-&lt;br /&gt;
| [[Rhona Mitra]] || Eden Sinclair &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mercenary for Justice]]'' || [[Vivian Bieldt]] || Dekerk || || 2006&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|''[[Slipstream]] || [[Vinnie Jones]] || Winston Briggs|| rowspan=&amp;quot;3&amp;quot;| || rowspan=&amp;quot;3&amp;quot;| 2005&lt;br /&gt;
|-&lt;br /&gt;
|[[Hakeem Kae-Kazim ]] || Runson &lt;br /&gt;
|-&lt;br /&gt;
|[[Thorsten Wedekind]] || Cam &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%; background-color:#ffffff&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;200&amp;quot; | Show Title&lt;br /&gt;
! width=&amp;quot;150&amp;quot; | Actor&lt;br /&gt;
! width=&amp;quot;150&amp;quot; | Character&lt;br /&gt;
! width=&amp;quot;200&amp;quot; | Note / Episode&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Air Date&lt;br /&gt;
|-&lt;br /&gt;
|''[[Strike Back - Season 3]]''|| || Mercenaries || With shortened barrel and Leupold CQ/T sights ||2012 &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%; background-color:#ffffff&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;300&amp;quot; | Game Title&lt;br /&gt;
! width=&amp;quot;150&amp;quot; | Appears as&lt;br /&gt;
! width=&amp;quot;250&amp;quot; | Mods&lt;br /&gt;
! width=&amp;quot;200&amp;quot; | Notation&lt;br /&gt;
! width=&amp;quot;100&amp;quot; |  Release Date&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Alliance of Valiant Arms]] || &amp;quot;CR-21&amp;quot; ||  ||  || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Cross Fire (2007 VG)|Cross Fire]]'' || || || ||2007&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%; background-color:#ffffff&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;300&amp;quot; | Title&lt;br /&gt;
! width=&amp;quot;250&amp;quot; | Character&lt;br /&gt;
! width=&amp;quot;200&amp;quot; | Notes&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Date&lt;br /&gt;
|-&lt;br /&gt;
|''[[Ghost in the Shell Stand Alone Complex]] || New World Brigade Terrorists || || 2002&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
* [[Israel Military Industries]] - A list of all firearms manufactured by IMI.&lt;br /&gt;
* [[Denel]] - A list of all firearms manufactured by Denel.&lt;br /&gt;
{{AK}}&lt;br /&gt;
[[Category:Gun]]&lt;br /&gt;
[[Category:Rifle]]&lt;br /&gt;
[[Category:Assault Rifle]]&lt;br /&gt;
[[Category:Bullpup]]&lt;br /&gt;
[[Category:Sniper Rifle]]&lt;br /&gt;
[[Category:Machine Gun]]&lt;br /&gt;
[[Category:Battle Rifle]]&lt;br /&gt;
[[Category:Carbine]]&lt;/div&gt;</summary>
		<author><name>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Balashnikov.jpeg&amp;diff=1583329</id>
		<title>File:Balashnikov.jpeg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Balashnikov.jpeg&amp;diff=1583329"/>
		<updated>2023-06-10T14:40:00Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:M16_rifle_series&amp;diff=1581874</id>
		<title>Talk:M16 rifle series</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:M16_rifle_series&amp;diff=1581874"/>
		<updated>2023-06-03T21:17:54Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: /* Very first prototype of the M4 Carbine (or Colt Commando) developed in 1959 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Other Images=&lt;br /&gt;
==Screen Used Rifles==&lt;br /&gt;
[[File:M16A1M203ScarfaceCombo.jpg |thumb|none|500px|World IMFDB Exclusive:  Screen used Faux M203 Launcher with M16A1 with Quadrant and Front ladder sight - 5.56x45mm.  This is verified screen used from the film ''[[Scarface (1983)|Scarface]]''. Two 30 round magazines have been taped together with black gaffer's tape to emulate the way Tony Montana loaded his weapon in the film.  What is interesting is that the tape in the movie does really appear to be motion picture gaffer's tape, which would only be common on ... a movie set.]]&lt;br /&gt;
[[File:M4 SWAT-1-.jpg|thumb|none|500px|M4A1 with Trijicon TA47 ACOG scope and Surefire M500AB weaponlight. This is one of the screen-used weapons seen in ''[[S.W.A.T. (2003)|S.W.A.T.]]'' - 5.56x45mm.]]&lt;br /&gt;
[[File:Colt Law Enforcement Model 6920 Carbine..jpg|thumb|none|400px|Colt Law Enforcement Carbine with ACOG scope and PentagonLight MD3R weaponlight, screen-used weapon from ''[[I Am Legend]]'' - 5.56x45mm]]&lt;br /&gt;
[[File:M16 Rubber Prop.jpg|thumb|none|500px|A rubber prop of M16, used in ''[[We Were Soldiers]]''.]]&lt;br /&gt;
[[File:20131014 171117 .jpg|thumb|500px|none|Screen used custom AR-15 carbine carried by Sgt. Michael Stonebridge ([[Philip Winchester]]) in ''[[Strike Back - Season 4]]'' - 5.56x45mm]]&lt;br /&gt;
[[File:20131102 122415.jpg|thumb|500px|none|Screen used custom AR-15 sniper rifle carried by Sgt. Julia Richmond ([[Michelle Lukes]]) in ''[[Strike Back - Season 4]]'' - 5.56x45mm]]&lt;br /&gt;
[[File:SuicideS Ex 06.jpg|thumb|none|500px|Deadshot's custom AR-15. Note that as opposed to the one seen in the film, this one is fitted with a standard AR-15 pistol grip instead of the Magpul MOE and a Magpul AFG instead of an vertical foregrip.]]&lt;br /&gt;
[[File:AmericanSniperMk12Mod1.jpg|thumb|none|500px|Screen used stunt SEAL Team 3 Mk 12 Mod 1 SPR from ''[[American Sniper]]''. Image from Prop Store of London.]]&lt;br /&gt;
[[File:AmericanSniperMk12Mod12.jpg|thumb|none|500px|Screen used stunt SEAL Team 3 Mk 12 Mod 1. Image from Prop Store of London.]]&lt;br /&gt;
[[File:AmericanSniperMK18Mod0.jpg|thumb|none|500px|Screen used stunt MK 18 Mod 0 CQB (Kyle's) from ''American Sniper''. Image from Prop Store of London.]]&lt;br /&gt;
[[File:AmericanSniperMK18Mod02.jpg|thumb|none|500px|Screen used stunt MK 18 Mod 0 (Kyle's). Image from Prop Store of London.]]&lt;br /&gt;
&lt;br /&gt;
==AR15 Variants==&lt;br /&gt;
[[File:M16A1 with bayonet.jpg|thumb|none|500px|Colt M16A1 with M7 bayonet - 5.56x45mm]]&lt;br /&gt;
[[File:Colt 601 Green.jpg|thumb|none|500px|Colt 601 with M7 bayonet - 5.56x45mm]]&lt;br /&gt;
[[File:M16A2 with M9 bayonet.jpg|thumb|none|500px|Colt M16A2 with M9 bayonet - 5.56x45mm]]&lt;br /&gt;
[[File:M16A1 SP1 A2.jpg|thumb|none|500px|Colt AR-15 Sporter II (SPII) with M16A2 hand guards (M16A1 Barreled Upper receiver with M16A2 Handguards, built on a Full Auto Conversion SP1 Lower receiver) - 5.56x45mm]]&lt;br /&gt;
[[File:OlympicArmsAR15.jpg|thumb|none|500px|Olympic Arms AR-15 (note: Olympic arms did not renamed their rifles with the &amp;quot;K&amp;quot; designation until after the 1990s) with A2 Handguards and the Olympic Arms stowaway pistol grip - 5.56x45mm]]&lt;br /&gt;
[[File:Colt AR15 Match Target Competition HBAR II 6731.jpg|thumb|500px|none|Colt AR-15 Match Target HBAR II (Model MT6731) with 5-round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:AR-15 Sporter 2 late.jpg|thumb|none|500px|Colt Sporter II Carbine (Model R6420), late model with A2 style upper receiver - 5.56x45mm. This is a &amp;quot;transitional&amp;quot; carbine being sold as both a late version of the R6420 Sporter II Carbine, and an early version of the R6520 Government Carbine.]]&lt;br /&gt;
[[File:Colt M4LE Carbine.jpg|thumb|none|500px|Colt M4LE Carbine - 5.56x45mm]]&lt;br /&gt;
[[File:Colt P0923 APC.jpg|thumb|none|500px|Colt Advanced Piston Carbine - 5.56×45mm]]&lt;br /&gt;
[[File:M4A1-RAS-MRE.jpg|thumb|none|500px|Colt M4A1 with KAC RAS Modular Rail Extension, vertical foregrip, and Aimpoint CompM2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:CRM16A1.jpg|thumb|none|500px|Modern M16A1 replica (Colt M16A1 &amp;quot;Retro Reissue&amp;quot;) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:R0901.jpg|thumb|none|500px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Colt Sporter Competition.jpg|thumb|none|500px|Colt Sporter Competition - 5.56x45mm]]&lt;br /&gt;
[[File:Colt model 655.jpg|thumb|none|500px|Colt Model 655 with carry handle mounted scope - 5.56x45mm]]&lt;br /&gt;
[[File:AR-15A2 Governemnt Carbine.jpg|thumb|none|500px|Colt AR-15A2 Government Carbine - 5.56x45mm]]&lt;br /&gt;
[[File:Colt Match Target HBAR II.jpg|thumb|none|500px|Colt Match Target Competition HBAR II with 5 round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:AR-15 Sporter Match HBAR R6601.jpg|thumb|none|500px|Colt AR-15 Sporter Match HBAR (Model R6601) - 5.56x45mm]]&lt;br /&gt;
[[File:XM4 1986 model.jpg|thumb|none|500px|XM4 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M653IDF.jpg|thumb|none|500px|Colt Model 653 &amp;quot;M16A1 Carbine&amp;quot; with a 13&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:m4commando.jpg|thumb|none|450px|Colt M4 Commando with a 11.5&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:Colt M733 with Flattop.jpeg|thumb|450px|none|Colt Model 933 with Fiberlite stock, A1 profile barrel, slim handguards, and no bayonet lug - 5.56x45mm NATO]]&lt;br /&gt;
[[File:GeisseleSuperDuty.jpg|thumb|none|450px|Geissele Super Duty - 5.56x45mm]]&lt;br /&gt;
[[File:KM16A11.jpg|thumb|none|451px|Colt Model 603K/South Korean contract M16A1 with round forward assist - 5.56x46mm NATO]]&lt;br /&gt;
[[File:Bushy-XM15-Middy.jpg|thumb|none|450px|Bushmaster XM-15 MOE M4 A3 mid-length AR-15 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Additional Variants==&lt;br /&gt;
[[File:CAR-15 SMG 607.jpg|thumb|none|500px|Colt Model 607 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Colt Model 614.jpg|thumb|500px|none|Colt Model 614 - 5.56x45mm NATO. This is an export variant of the M16, and is equivalent to later models of the Model 604 used by the USAF.]]&lt;br /&gt;
[[File:model 656.jpg|thumb|none|500px|Colt Model 656 M16A1 Special Low Profile fitted with scope and 20-round magazine - 5.56x45mm NATO]] &lt;br /&gt;
[[File:ColtModel605.jpg|thumb|none|500px|Colt Model 605 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Colt Model 607.jpg|thumb|none|500px|Colt Model 607 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Colt 609-XM1771E1 Late.jpg|thumb|none|501px|Colt Model 609 (XM177E1), late model with full fence lower receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mockcommando.jpg|thumb|none|500px|Colt XM177E2 mock-up - 5.56x45mm NATO]]&lt;br /&gt;
[[File:GAU-5AA with A1 flash hider.jpg|thumb|none|500px|Colt GAU-5A/A - 5.56x45mm NATO. This variant of the GAU-5 XM177 features an 11.5&amp;quot; barrel (in this case fitted also with an A1-style flash-hider) rather than the 10&amp;quot; barrel with moderator.]]&lt;br /&gt;
[[File:GAU5-upper-with-SP1-lower.jpg|thumb|none|500px|Colt Sporter upper cut down to emulate a USAF Variant of the XM177E2 upper, the slab side called GAU-5A/B with XM-style brake removed and standard birdcage installed, mounted on an SP1 lower - 5.56x45mm]]&lt;br /&gt;
[[File:K3BM4-A3.jpg|thumb|none|500px|Olympic Arms K3BM4-A3 with detached carrying handle - 5.56x45mm NATO]]&lt;br /&gt;
[[File:GUU-5P.jpg|thumb|none|500px|GUU-5/P - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A1 Wood Furniture.jpg|thumb|none|500px|Custom M16A1 with wooden furniture, similar to the one in ''[[Fallout: New Vegas]]'' -  5.56x45mm NATO]]&lt;br /&gt;
[[File:FN M16A4.jpg|thumb|none|500px|FN-manufactured M16A4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FN 15 M4.jpg|thumb|none|500px|FN-15 M4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Taser X26 (X-Rail mount).jpg|thumb|none|500px|A compact AR-15 carbine fitted with a [[Taser X26]] with Taser International's proprietary X-Rail mount.]]&lt;br /&gt;
[[File:CustomM16Pistol.jpg|thumb|none|500px|Custom Short M16 &amp;quot;Stubby&amp;quot; - this one was built by Canadian Manufacturers on a Fulton Armory F-AR-15 Lower. It is a select fire M16 pistol with the old style CAR-15 stock and A1 Upper receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Blackwater AR-15.jpg|500px|thumb|none|Blackwater AR-15 (a.k.a. &amp;quot;BW15&amp;quot;) with Magpul PRS stock, Magpul PMAG magazine, Harris bipod, and scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Ar15dissipator.jpg|thumb|none|500px|Astra Defense StG4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PWS Diablo.jpg|thumb|500px|none|PWS MK1 Diablo - 5.56x45mm NATO]]&lt;br /&gt;
[[File:YHM Desert Enforcer.jpg|thumb|500px|none|YHM Desert Enforcer - 5.56x45mm NATO]]&lt;br /&gt;
[[File:C7NLD.jpg|thumb|none|500px|C7NLD with Grip Pod and Aimpoint sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:C8NLD.jpg|thumb|none|500px|C8NLD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BDR153G.jpg|thumb|none|500px|F-1 Firearms BDR-15-3G - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BDR-15-3G Skeletonized Pistol.jpg|thumb|none|500px|BDR-15-3G Skeletonized Pistol - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ST Compressor.jpg|thumb|none|500px|Spike's Tactical Compressor - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Billet ST Compressor.jpg|thumb|none|500px|Spike's Tactical Billet ST Compressor - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ST 10th Anniversary.jpg|thumb|none|450px|Spike's Tactical 10th Anniversary AR-15 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Olympic Arms Multimatch ML-2.jpg|500px|thumb|none|Olympic Arms Multimatch ML-2 - .223 Remington]]&lt;br /&gt;
[[File:LaFranceM16K.jpg|thumb|none|500px|LaFrance Specialties M16K - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ar15magpulmoe6920.jpg|thumb|none|500px|Colt LE6920 with a Magpul MOE handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MARCK-15 HYDRA 7.62X39.jpg|thumb|none|500px|MG Industries MARCK15-AK47-001 - 7.62x39mm]]&lt;br /&gt;
[[File:Colt Model 607A.jpg|thumb|none|450px|Colt Model 607A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:DRD cdr-15.jpg|thumb|500px|none|DRD Tactical CDR-15 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:AR-15 VLTOR CAS-V Midlength.jpg|thumb|none|500px|AR-15 with VLTOR CAS-V handguard - 5.56x45mm]]&lt;br /&gt;
[[File:VLTOR TS3.jpg|thumb|none|500px|Vltor TS3 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Radian 10.5 SBR.jpg|thumb|none|500px|Radian Model 1 SBR - .223 Wylde]]&lt;br /&gt;
[[File:Hera Arms CQR.jpg|thumb|none|500px|Hera Arms CQR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:NDAD SURG 8.jpg|thumb|none|500px|Nous Defions Arsenal Democracy Suppressed Upper Receiver Group 8&amp;quot; (or NDAD SURG 8 for short) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Ruger-SR556-E-rifle.jpg|thumb|none|500px|Ruger SR556E rifle - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Savage Arms MSR 15 Recon.jpg|thumb|none|500px|Savage Arms MSR 15 Recon rifle - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RA-15.jpg|thumb|none|500px|Russian RA-15 rifle - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ADMUICMOD2.jpg|thumb|500px|none|ADM UIC MOD2 - 5.56x45mm]]&lt;br /&gt;
[[File:M16A1ColtModel611.jpg|thumb|none|500px|Colt M16A1 Model 611 with 20-round magazine and M60 bipod - 5.56x45mm]]&lt;br /&gt;
[[File:Mk18-pistol2.jpg|thumb|none|400px|Daniel Defense MK18 AR Pistol with 10 inch barrel and SB Tactical SOB Pistol Brace. - 5.56x45mm NATO]]&lt;br /&gt;
[[File:AR-15 ''RIGHTEOUS SIDE CHARGING EDITION'' Pistol Kit.jpg |thumb|none|450px|AR-15 &amp;quot;Righteous Side Charging Edition&amp;quot; Pistol Kit - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Bushmaster Predator Rifle.jpg|thumb|none|450px|Bushmaster Predator Rifle - .223 Remington]]&lt;br /&gt;
[[File:M4CwRem870mcs Masterkey.jpg|thumb|none|450px|Colt M4A1 with 4 position collapsible stock, folding rear sight, ACOG scope and Remington 870 MSC Masterkey - 5.56x45mm]]&lt;br /&gt;
[[File:KE-15.jpg|thumb|none|450px|KE-15 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FN F15.jpg|thumb|none|450px|FN-15 M4 w/ACOG scope and vertical grip and flashlight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:JP7handguard.JPG|thumb|none|450px|JP Enterprises JP-15 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ATHENA PRECISION CHASSIS TACTICAL RIFLE.jpg|thumb|none|450px|Drake Associates Athena Precision Chassis - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Colt ACR.jpg|thumb|none|450px|Colt Advanced Combat Rifle, aka M16A2E2 - 5.56x45mm NATO / &amp;quot;Duplex&amp;quot;]]&lt;br /&gt;
[[File:Wilson Combat SBR Tactical.jpg|thumb|none|450px|Wilson Combat SBR Tactical - 5.56x45mm NATO/.300 AAC Blackout]]&lt;br /&gt;
[[File:M-15TBN.jpg|thumb|none|450px|ArmaLite M-15TBN - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Hera-Arms-CQR.jpg|thumb|none|450px|Hera Arms CQR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Herring MSR.jpg|thumb|none|450px|Herring MSR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Zion-15 Rifle.jpg|thumb|none|450px|IWI Zion-15 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:KM16A1.jpg|thumb|none|450px|South Korean-produced M16A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Olympic Arms M4.jpg|thumb|none|450px|Olympic Arms M4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Geisseleurgi115.jpg|thumb|none|450px|Geissele URGI Mk 16 11.5 inch upper receiver]]&lt;br /&gt;
[[File:AR15 RF 762R.jpg|thumb|none|450px|The Radical Firearms AR-15 RPR M-LOK 16 - 7.62x39mm]]&lt;br /&gt;
[[File:UKROP UAR-15.jpg|thumb|none|450px|UKROP UAR-15-like build - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M4A1ACOGPEQ15.jpg|thumb|none|450px|Colt M4A1 carbine with Trijicon ACOG and AN/PEQ-15 ATPIAL - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
===.22 LR Variants===&lt;br /&gt;
[[File:Adler-Jager AP-74 Subcompact.jpg|thumb|none|500px|Adler-Jäger AP-74/I - .22 LR]]&lt;br /&gt;
[[File:Compact AP-15.jpg|thumb|none|500px|Compact Armi-Jager AP-15 - .22 LR]]&lt;br /&gt;
&lt;br /&gt;
===Pistol-Caliber Variants===&lt;br /&gt;
[[File:Model 633 SMG DOE.jpg|thumb|none|450px|Colt 9mm SMG DOE (Model 633), shortened variant of the Model 635 produced for the Department Of Energy - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Double diamond 9mm lower vltor vis upper.jpg|thumb|none|500px|Custom 9mm AR-15 with Double Diamond dedicated 9mm lower, Vltor VIS upper, Vltor Modstock, and RIS foregrip - 9x19mm Parabellum]]&lt;br /&gt;
[[File:QC10 VLTOR MUR.jpg|thumb|none|500px|Custom AR-15 PCC with Quarter Circle 10 lower receiver and VLTOR MUR upper receiver - 9x19mm Parabellum]]&lt;br /&gt;
[[File:NFA15.jpg|thumb|none|500px|New Frontier Armory AR-15 Dedicated 9MM - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Quarter Circle 10 9mm Pistol.jpg|thumb|none|500px|Quarter Circle 10 Ranger (GSF) Rear Charging 9MM AR Pistol - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
===High-Caliber Variants===&lt;br /&gt;
[[File:Bohica Arms FAR-50 MK-III.jpg|thumb|none|500px|Bohica Arms FAR-50 MK-III - .50 BMG]]&lt;br /&gt;
[[File:Tactilite T2.jpg|thumb|none|500px|Tactilite T2 - .50 BMG]]&lt;br /&gt;
[[File:Falkor Defense Petra.jpg|thumb|none|500px|Falkor Defense Petra - .300 WinMag]]&lt;br /&gt;
&lt;br /&gt;
===Shotgun Variants===&lt;br /&gt;
[[File:T-14Classic.jpg|thumb|none|500px|Safir T-14 shotgun - .410 bore]]&lt;br /&gt;
&lt;br /&gt;
===Less-Lethal Variants===&lt;br /&gt;
[[File:Umarex T4E TM4.jpg|thumb|none|500px|Umarex T4E TM4]]&lt;br /&gt;
[[File:M4A1nongun.jpg|thumb|500px|none|M4A1 Non Gun]]&lt;br /&gt;
&lt;br /&gt;
===Variants with Underslung Launchers===&lt;br /&gt;
[[File:M16M203PredatorCombo.jpg|thumb|none|500px|Screen-used Faux M203 launcher attached to M16/SP1 configured as seen in ''[[Predator]]'' - 39mm / 5.56x45mm NATO. © Copyright MPM2008 - 2009 Licensed to www.imfdb.org ]]&lt;br /&gt;
[[File:M148.jpg|thumb|none|500px|XM177E2 with a mounted [[XM148 grenade launcher]] - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:M203xm177.jpg|thumb|none|500px|Colt XM177E2 with M203 grenade launcher - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:M4 m203 old.jpg|thumb|none|500px|Colt Model 727 with [[M203 grenade launcher]] - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:C7A2M203.jpg|thumb|none|500px|[[M16 rifle series#Diemaco C7/Colt Model 715|Colt Canada C7A2]] with ELCAN scope and [[M203 grenade launcher]] - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:M16A4M203ACOG.jpg|thumb|none|500px|Artwork of an M16A4 rifle with ACOG scope and M203 grenade launcher - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:M653M203.jpg|thumb|none|500px|Colt Model 653 with magazine removed and M203 grenade launcher - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:CM4-M203.jpg|thumb|none|500px|M4A1 carbine with M203A1 grenade launcher - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:Sopmod m4 m203 06.jpg|thumb|none|500px|M4A1 carbine with Aimpoint CompM2 red dot scope, flip-up rear sight, and M203 grenade launcher - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:M4 AGC.jpg|thumb|none|500px|Colt M4 carbine with mounted [[Heckler &amp;amp; Koch AG36|Heckler &amp;amp; Koch AG-C]] - 5.56x45mm NATO / 40x46mm]]&lt;br /&gt;
[[File:RM Equipment M203PI carbine SOLA.jpg|thumb|none|500px|RM Equipment M203PI attached to an AR-15 carbine with a SOLA (Snap-On Launcher Assembly) interbar - 40x46mm]]&lt;br /&gt;
[[File:M4a1cobray.jpg|thumb|none|500px|Cobray CM203 mounted to an [[M4A1 carbine]] - 5.56x45mm / 37mm flare]]&lt;br /&gt;
[[File:XM148.jpg|thumb|none|500px|Colt XM16E1 with XM148 grenade launcher - 5.56x45mm NATO &amp;amp; 40x46mm grenade]]&lt;br /&gt;
[[File:M303.jpg|thumb|none|500px|M16A2 rifle with [[FN 303]] this variant called M303) - 5.56x45mm NATO &amp;amp; 18mm less-lethal projectile]]&lt;br /&gt;
[[File:M4Block2M203A1.jpg|thumb|none|500px|M4A1 Block II with [[M203A1 grenade launcher]], ELCAN SpecterDR,AN/PEQ-15 ATPIAL, SureFire Scout light, and suppressor - 5.56x45mm NATO/40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Photoshopped Images==&lt;br /&gt;
&lt;br /&gt;
Note: It is possible that some of the images below are genuine photographs that are used as the basis for other photoshopped images.&lt;br /&gt;
&lt;br /&gt;
[[File:M16wEarlyCM203.jpg|thumb|none|500px|Colt M16A1 with Early Model Cobray CM203 Flare Launcher - 5.56x45mm / 37mm]]&lt;br /&gt;
[[File:M16A1wNewCM203.jpg‎|thumb|none|500px|Colt M16A1 with Updated Model Cobray CM203 Flare Launcher - 5.56x45mm / 37mm]]&lt;br /&gt;
[[File:M16-SP1-withM203launcher.jpg|thumb|none|500px|M16/SP1 with [[M203 grenade launcher]] - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:M16wM203.jpg|thumb|none|500px|Colt M16A1 with [[M203 grenade launcher]] - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:M16A2 M203.jpg|thumb|none|500px|M16A2 with M203 grenade launcher - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:M16A4M203.jpg|thumb|none|500px|M16A4 with M203 grenade launcher - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:UVARCarbine.jpg|thumb|500px|none|CAR-15 like the one used in ''[[Uncommon Valor]]'' - 5.56x45mm NATO]]&lt;br /&gt;
[[File:CustomNorthHollywoodAR15.jpg|thumb|none|500px|Custom AR-15/M16 Hybrid gun (5.56x45mm NATO) made to resemble the firearm used by Emil Matasareanu in the 1997 North Hollywood Bank Of America Shootout, represented in the film ''[[44 Minutes: The North Hollywood Shootout]]''.]]&lt;br /&gt;
[[File:AR15 Sporter carbine solid.jpg|thumb|none|500px|Colt Sporter-II Carbine with solid stock (photo-shopped image) - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Airsoft Replicas==&lt;br /&gt;
[[File:Lancer-Tactical-MK18-MOD-0-M4-CQB-AEG.jpg|thumb|none|450px|Lancer Tactical Mk 18 Mod 0 CQB Airsoft carbine]]&lt;br /&gt;
[[File:GP M4 MOE CQBR Black.jpg|thumb|none|500px|'''Airsoft''' G&amp;amp;P M4 MOE CQBR]] &lt;br /&gt;
[[File:AEG GG BB CQBR lg.jpg|thumb|none|500px|'''Airsoft''' G&amp;amp;G M4 CQB-R Combat Machine]]&lt;br /&gt;
[[File:WellFire M16A2 airsoft.jpg|thumb|500px|none|'''Airsoft''' WellFire &amp;quot;M16A2&amp;quot;]]&lt;br /&gt;
[[File:Wellfire M4 RIS.jpg|thumb|none|500px|'''Airsoft''' WellFire M4A1 carbine]]&lt;br /&gt;
[[File:Tokyo Marui M4 S-System.jpg|thumb|none|500px|'''Airsoft''' Tokyo Marui M4A1 S-System]]&lt;br /&gt;
[[File:TM M933 AEG with Tan furniture.jpg|thumb|none|500px|Tokyo Marui Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm (fake)]]&lt;br /&gt;
[[File:BW15 Carbine.jpg|thumb|none|500px|'''Airsoft''' BW15 Carbine]]&lt;br /&gt;
[[File:WELL M16A3.jpg|thumb|none|500px|'''Airsoft''' WELL &amp;quot;M16A3&amp;quot; with vertical foregrip, laser sight, and PAQ-4 styled flashlight, as seen in artwork for ''[[Saints Row: The Third]]'']]&lt;br /&gt;
[[File:CAXM177.jpg|thumb|none|500px|'''Airsoft''' Classic Army XM177 (of the type used by SF troops in some scenes of the movie ''[[Green Zone]]'').]]&lt;br /&gt;
[[File:CA-M15.jpg|thumb|none|500px|'''Airsoft''' Classic Army M15 rifle]]&lt;br /&gt;
[[File:Cam15a4tacticalcarbine.jpg|thumb|none|500px|'''Airsoft''' Classic Army M15A4 carbine]]&lt;br /&gt;
[[File:TMGO13M16.jpg|thumb|none|500px|'''Airsoft''' Tokyo Marui &amp;quot;Golgo 13&amp;quot; M16 rifle, based on the M16 of similar configuration found in the manga ''Golgo 13''.]]&lt;br /&gt;
[[File:G&amp;amp;GM16A3.jpg|thumb|none|500px|'''Airsoft''' G&amp;amp;P M16A4 rifle with replica M203]]&lt;br /&gt;
[[File:Colt XM177E2 with M203 grenade launcher.jpg|thumb|none|500px|'''Airsoft''' G&amp;amp;P XM177E2 with replica M203]]&lt;br /&gt;
[[File:XM177 shorty.jpg|thumb|none|500px|'''Airsoft''' CAR-15]]&lt;br /&gt;
[[File:Icsm4ris2006.jpg|thumb|none|500px|'''Airsoft''' M4A1 carbine with a RIS foregrip and AN/PEQ-2 IR designator]]&lt;br /&gt;
[[File:GG GR4 G26.jpg|thumb|none|500px|'''Airsoft''' G&amp;amp;G GR4 G26]]&lt;br /&gt;
[[File:M4A1 airsoft carbine Magpul black.JPG|thumb|none|500px|'''Airsoft''' M4A1 with Black Magpul furniture]]&lt;br /&gt;
[[File:Magpul equipped M4 rifle.jpg|thumb|none|500px|'''Airsoft''' M4A1 with Tan Magpul furniture]]&lt;br /&gt;
[[File:MattelMarauder1.jpg|thumb|none|500px|Mattel M-16 Marauder Toy Gun]]&lt;br /&gt;
[[File:M4a1-fixed-stock.jpg|thumb|none|500px|'''Airsoft''' M4A1 with fixed M16 buttstock]]&lt;br /&gt;
[[File:A&amp;amp;K SPR Carbine.jpg|thumb|none|400px|'''Airsoft''' A&amp;amp;K SPR Mod 0 Carbine]]&lt;br /&gt;
[[File:T16LE.jpg|thumb|none|400px|RAP4 T16 - .68 caliber paintballs]]&lt;br /&gt;
[[File:Well-D99-M4-airsoft-rifle.jpg|thumb|none|500px|Well D99 M4]]&lt;br /&gt;
[[File:JG-M4-M231-Stubby-Tanker-AEG.jpg|thumb|none|500px|'''Airsoft''' JG M4 M231 Stubby Tanker]]&lt;br /&gt;
[[File:MGC M733 airsoft.jpg|thumb|none|500px|'''Airsoft''' MGC M733 with A2 upper]]&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
== Interesting ==&lt;br /&gt;
...I seriously doubt anyone will ever see an underslung version of the M203 used in a film, all by itself, ...&lt;br /&gt;
&lt;br /&gt;
but there have been stand alone M203 launchers (modified with a pistol grip and stock like the M79LF 37mm launchers) as well as the M203 being attached to guns other than the M16 (take Rambo III for example where they attached it to an AK).  Having a section on the M16 w M203 on the M16 page makes sense since that is where people will look if they're curious about that particular combo appearing in a movie.  But I like having a separate page for the M203 to address more detailed history of the launcher plus any applications where the launcher is used with other weapons.  Just a thought...&lt;br /&gt;
::We do need a page where M203s are used as stand alone launchers, rare, but it has happened.  But we should shift all M203s underslung to M16s to the M16 Page and have a note directing users to that page when looking for that combination on the M203 page.  Just IMHO.... [[User:MoviePropMaster2008|MoviePropMaster2008]] 01:27, 12 November 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
Makes sense, that configuration. Also, there was a standalone M203 on Bones, and there might be others (sometime WAY in the future, when a director wants to use a &amp;quot;modern&amp;quot; version of an M79, like how James Cameron used the fictional roto-craft in place of the Huey).&lt;br /&gt;
&lt;br /&gt;
== Do well really need to have an &amp;quot;A2&amp;quot; and &amp;quot;A3&amp;quot; category?==&lt;br /&gt;
&lt;br /&gt;
[[User:MoviePropMaster2008|MoviePropMaster2008]] has already explained that just about all of the &amp;quot;M16A2s&amp;quot; used in movies are actually A2 uppers on A1 lowers, often with A1 flash hiders. By this definition, none of them are true &amp;quot;M16A2s&amp;quot;, and might actually be considered M16A3s roughly. But since they're usually seen impersonating M16A2s, I say designate by receiver style only (both the A2 and A3 have what is usually called the &amp;quot;A2 receiver&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
In other words, I think we should ditch the M16A3 category completely. It makes no sense to distinguish between A2s and A3s when basically all of the &amp;quot;Hollywood&amp;quot; A2s and A3s are the same type of gun. -[[User:MT2008|MT2008]] 20:39, 3 January 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I never got anyone's feedback on this, but...I decided to go ahead and ditch the M16A3 entry, for the reasons I explained above. It doesn't make sense to try and distinguish between &amp;quot;A2s&amp;quot; and &amp;quot;A3s&amp;quot; in movies when MoviePropMaster has explained that they're all basically the same thing - A2-style uppers on fully automatic A1 lowers. By that definition, none of them are true &amp;quot;M16A2s&amp;quot;, but since they're obviously supposed to portray such rifles in movies, it makes more sense to call them A2s. -[[User:MT2008|MT2008]] 01:15, 23 January 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I agree, because the M16A3 was made for Navy SEALs and SeeBees, no civilian hands hae touched them. -Winchester (1-26-09)&lt;br /&gt;
I believe the 1995 remake of Village of the Damned  portrayed the National Guard using burst fire. --[[User:AdAstra2009|AdAstra2009]] 03:12, 2 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
(the above was in reply to a comment that the author deleted as i posted.) --[[User:AdAstra2009|AdAstra2009]] 03:28, 2 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Also I think Colt sold A3s to foreign entities, National police of allied countries, Elite units, etc.  Any country with which we are friendly and Colt has sold weapons in the past.  I've heard that A3s were sold as samples to France, U.K. and Germany (but that was a casual comment that I heard years ago).  There 'could' be A3s in the armories of foreign movie productions.  That is a completely grey area with which I have no one to verify anything.  :(   [[User:MoviePropMaster2008|MoviePropMaster2008]] 05:15, 2 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This is strange. I posted a comment here a couple hours ago, asking how many movies are there were burst fire is portrayed? I know Black Hawk Down has one instant. [[User:Excalibur01|Excalibur01]] 05:22, 2 December 2009 (UTC)&lt;br /&gt;
::I've seen some films that had three round burst fire.  I will try to get the titles and list them [[Special:Contributions/205.172.16.102|205.172.16.102]] 01:38, 30 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
There is a significant difference between a true A2 and A3 M16. Externally, they look identical, however the A3 is full auto and the A2 is 3 shot burst. Simply put: A1 and A3 are full auto, A2 and A4 are 3 shot burst. The external differences are what make it a little easier to identify. We all know what an A1, A2, and A4 M16 look like, but the A3 is just an A2 that is full auto. Hope this helps; Its my first time posting. --[[User:Ranger12|Ranger12]] 10:14, 29 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
== The caption to the M16A1 w/ M16A2 handguards... ==&lt;br /&gt;
I was in the National Guard in the early '90's and that's exactly what we had.  I was also issued an M16A1 with A2 handguards in basic training.  It turns out that it's simpler and--from what I heard--cheaper to replace the 'A1 guards with 'A2 guards because the 'A2's are less complex and you only need to stock one type instead of 'lefts' and 'rights'.  Also, the 'A1'a in the national guard were freshly rebuilt, tested, and had the serial numbers laser etched into the bolt carriers.  They were issued with all 'A2 furniture.&lt;br /&gt;
&lt;br /&gt;
:Yeah, I've seen plenty of A1s with A2 hand guards elsewhere. In fact, if you ever watch footage of the current offensive into Gaza, you can see both IDF personnel and Hamas militants using them. The Israelis received a lot of M16A1s and have updated many of them with the M16A2 hand guards. Many of these rifles were passed into Israeli's &amp;quot;allies&amp;quot; in Fatah, and then Hamas stole plenty of them during their war with Fatah (some were also probably stolen from the IDF themselves). -[[User:MT2008|MT2008]] 22:53, 9 January 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
just for the record here is an M16A1 with A2 handguards in service &lt;br /&gt;
[[Image:RP Marines assault line DM-SD-06-10463.JPEG|thumb|none|600px|RP Marines armed with M16A1s with A2 handguards.]] &lt;br /&gt;
--[[User:AdAstra2009|AdAstra2009]] 22:06, 1 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mark 12 Special Purpose Rifle ==&lt;br /&gt;
&lt;br /&gt;
Does anyone have an image of one?&lt;br /&gt;
-[[User:AdAstra2009]]&lt;br /&gt;
&lt;br /&gt;
:I put one on the ''[[Live Free or Die Hard]]'' page that I took from another site. -[[User:MT2008|MT2008]] 01:06, 23 January 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks I pasted it from that page but we should probably look into getting a noncopyrighted one.&lt;br /&gt;
-[[User:AdAstra2009]]&lt;br /&gt;
&lt;br /&gt;
::Well, you can ask MoviePropMaster2008 if he has a Mark 12 upper in his company's inventory. I imagine he also knows armorers at Cinema Weaponry (the guys who supplied the weapons for ''[[Live Free or Die Hard]]''), so he might even be able to get us one of the same guns used in that movie. But he's very busy of course and has LOTS of other image requests to tend to, so it might be a while before he gets around to it. -[[User:MT2008|MT2008]]&lt;br /&gt;
&lt;br /&gt;
== Rate of Fire on the M16A1 ==&lt;br /&gt;
Does anyone know the rate of fire on the M16A1?[[User:Oliveira|Oliveira]] 22:05, 17 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I assume it's about 800 rounds a minute [[User:Excalibur01|Excalibur01]] 08:48, 6 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That would be correct, it's around 750 to 800 RPM. [[User:Spartan198|Spartan198]] 15:28, 18 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== What is this? ==&lt;br /&gt;
It's not really from a movie, but a music video, and I havn't been able to figure out what this AR is yet, there are two others in the video, one's an M16A1, the other an A2, but I just can't figure this one out.&lt;br /&gt;
&lt;br /&gt;
http://www.imfdb.org/index.php/Image:RA_Rifle1.JPG&lt;br /&gt;
http://www.imfdb.org/index.php/Image:RA_Rifle2.JPG&lt;br /&gt;
http://www.imfdb.org/index.php/Image:RA_Rifle3.JPG&lt;br /&gt;
http://www.imfdb.org/index.php/Image:RA_Rifle4.JPG&lt;br /&gt;
http://www.imfdb.org/index.php/Image:RA_Rifle5.JPG&lt;br /&gt;
&lt;br /&gt;
Looks like an M733, what is this from? [[User:Excalibur01|Excalibur01]] 08:47, 6 June 2009 (UTC)&lt;br /&gt;
:The gun in the first 'cap looks different from the CAR-15s in the other pictures. Maybe it's a fake XM177?-[[User:Oliveira|Oliveira]] 12:52, 6 June 2009 (UTC)&lt;br /&gt;
::It's from the music video for Hero Of War by Rise Against, the main soldier uses it, his two buddies use an M16A1 and M16A2, I'm almost 100% sure there are only three rifles in the video. Yeah, I'm thinking M733 too... [[User:Alex T Snow|Alex T Snow]]&lt;br /&gt;
&lt;br /&gt;
==XM607 Commando Carbine==&lt;br /&gt;
I do remember the weapon from ''[[Pink Cadillac]]'' an XM607, or an AR-15 modified to imitate one. The weapon may not have been officially adopted but kits were released to the public though:&lt;br /&gt;
&lt;br /&gt;
* [http://totalsilenceinc.com/XM607_pages/questions.html 1]&lt;br /&gt;
* [http://www.retroblackrifle.com/ModGde/CrbGde/607.html 2]&lt;br /&gt;
* [http://www.fototime.com/A2FFCE89093C8E7/standard.jpg 3]&lt;br /&gt;
&lt;br /&gt;
[[User:Cutaway|Cutaway]] 18:54PM, 3/7/2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I changed the entry after I watched the trailer for the movie. The trailer is on YouTube, and the gun in question is visible at the 00:27-00:28 mark:&lt;br /&gt;
&lt;br /&gt;
:http://www.youtube.com/watch?v=LddykTA8nVg&lt;br /&gt;
&lt;br /&gt;
:That is definitely an older-model LaFrance Specialties M16K. It doesn't have the triangular front sight post of the XM607. -[[User:MT2008|MT2008]] 18:08, 3 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The Photoshopped M16 images==&lt;br /&gt;
&lt;br /&gt;
Can people '''please''' stop posting the images of M16 variants that were edited using MPM's photos? There's a reason I've removed them before. We don't need to have every variant on the page, and many of them are inaccurate, anyway. The only one we allow is the XM16E1, because we don't have a good photo of one of those yet, and even that may get replaced. -[[User:MT2008|MT2008]]&lt;br /&gt;
&lt;br /&gt;
*The Colt 607 image I posted wasn't one of MPM's [unless someone stole it and re-hosted it], I got it from google. Only put it here because the page for the The World Is Not Enough videogame didn't have a 607 image. [[User:Vangelis|Vangelis]] 05:18, 3 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Why do we have Colt Model 727 by itself==&lt;br /&gt;
When the Model 727 is just the commercial Colt name for the M4 carbine?  it doesn't make sense to have the exact GUN made by Colt with it's commercial name (for law enforcement sales or international sales) with a separate category, when it should just be merged in with the M4/M4A1 category.  The M16 page is getting out of control.   MPM2008&lt;br /&gt;
&lt;br /&gt;
:I agree that the Model 727 should be merged with the M4 category, but it's not exactly a commercial name for an M4.  The Model 777 is the commercial name for the very first M4 (the one that didn't have the detachable carry handle).  The 727 and 777 are identical, but the 727 is safe-semi-auto and the 777 is safe-semi-burst. -[[User:MT2008|MT2008]]&lt;br /&gt;
&lt;br /&gt;
:::Good point.  But in the overall view, I think all that info (a) should be in the M4 category, (b) should be a footnote, NOT a separate category and (c) people are endlessly creating separate categories for weapons that are essentially the same guns as other categories.  Experienced IMFDB users/Mods already know that most of the M16 variants seen in films are build ups of other guns.  We usually just get the accessories and barreled uppers and put them on our full auto or semi auto lowers.  Why spend thousands to get new guns when we're sitting on dozens and dozens of other M16s?  Also, in VideoGames and Anime, again, they don't have to specify the new or commercial model unless it's specifically stated or named explicitly.  Even then it can be a footnote in the original category.   &lt;br /&gt;
&lt;br /&gt;
==Adding images==&lt;br /&gt;
&lt;br /&gt;
I'm getting a little annoyed with people adding images we don't need on the page, including many that are crap and which aren't necessary.  Not to mention that half of them aren't even using the &amp;quot;&amp;lt;nowiki&amp;gt;br clear=all&amp;lt;/nowiki&amp;gt;&amp;quot; command to ensure that the images won't drift into the next gun entry.  So, I'm putting a stop to this now.  No more without talking about it here first.  Next person who doesn't respect my wishes gets a 1-week time out. -[[User:MT2008|MT2008]] 17:23, 18 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:They're still doing it.  I have removed the custom A1 upper mounted on an SP1 lower with A2 handguards from this page several times.  It is not a common real like frankengun (but it has happened).  I originally built this and photographed it for the HEAT page until better screenshots proved that Wes Studi's AR15 was an A1 style lower, not an SP1.  [[User:MoviePropMaster2008|MoviePropMaster2008]] 21:35, 1 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I couldn't agree more, for some reason, these users seem to think that every single picture of a gun needs to be on it's page. It especially frustrates me when they're sticking all customized guns that only appear in one movie onto a page, they may look cool, but they're not even standard configurations! All they end up doing is turning the gun page into a cluttered, sloppy mess of pictures, I mean just look at the [[Remington 870]] and [[Mossberg 500]] pages.--[[User:Alienqueen11|Alienqueen11]] 22:37, 18 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Would it be alright if I added the following image to the [[M16 rifle series#M4/M4A1 with M203 Grenade Launcher|M4/M4A1 with M203 Grenade Launcher]] section?&lt;br /&gt;
&lt;br /&gt;
[[Image:Sopmod m4 m203 06.jpg|thumb|none|350px|M4A1 5.56x45mm with M68 Aimpoint red dot scope, flip-up rear sight, and M203 grenade launcher 40mm]]&lt;br /&gt;
&lt;br /&gt;
Figured that since the other sections on the page have pics of the 'basic' and 'tricked-out' versions, why not this one? [[User:Orca1 9904|Orca1 9904]] 21:40, 5 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Does anyone have any pictures of a heavily modified M4 style platform? ex- The Unit, BlackHawk Down, Tears of the Sun? [[User:Dirtdiver6421|Dirtdiver6421]] 17:13, 2 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So why not update this page to include current issue M16A4 rifles?&lt;br /&gt;
(unless you don't know what they are....)&lt;br /&gt;
&lt;br /&gt;
==A Warm Thank-You==&lt;br /&gt;
For years I have been trying to find out what the guns were Peter &amp;amp; Roger used in Dawn of the Dead. This site solved what the problem so many other &amp;quot;gun experts&amp;quot; on IMDb could not. Again, thank you.&lt;br /&gt;
:Thats what IMFDB is for =) --[[User:AdAstra2009|AdAstra2009]] 18:03, 22 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Let's See If You Can Figure This Out==&lt;br /&gt;
I couldn't find a real picture so I put this together. Its an M4A1 with the old style stock, and a straight (no cuts) 16&amp;quot; barrel; or its a Sporter (or one of those older three number ones like that) with a removable carry handle; take your pick. I was just wondering what it actually is...&lt;br /&gt;
&lt;br /&gt;
P.S. Every detail is intentional and exactly how its supposed to be even though its not a real picture, just so everyone knows that. ;)&lt;br /&gt;
[[Image:M4A1COD4.jpg]]&lt;br /&gt;
&lt;br /&gt;
:It would be a hybrid commercial AR variant.  It has an M16A1 style lower receiver, so it is NOT a Sporter I or II.  Basically, it's an M4 Carbine with a flat top and detachable carry handle, with an old style buttstock and a civilian HBAR Carbine barrel outfitted with RIS forearms.  Various manufacturers made similar guns to this design, like Bushmaster and a few others.  Also many builders of AR15s made similar guns from parts kits from M&amp;amp;A, Patriot Arms, (the now defunct Nesard), Sun Valley, and others.  With the advent of custom builds from aftermarket parts from dozens of manufacturers, the AR15 has become the ultimate &amp;quot;mutt&amp;quot;.  I can tell you this is NOT an issued military variant, so it would NOT have an &amp;quot;M&amp;quot; designation unless it was built from an M4 to begin with.   Also nearly everyone uses the step down M4 style barrels for carbines, unless it's the ultra light.  The HBAR Carbine style barrels are becoming rarer by the day since their heyday was the 1990s. [[User:MoviePropMaster2008|MoviePropMaster2008]] 07:30, 12 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thanks a lot, very informative answer. This is the &amp;quot;M4 Carbine&amp;quot; in Call Of Duty 4, and I've been trying to figure out exactly what it really is for a while. I didnt say where it was from because I figured the answer I'd get would be something like &amp;quot;its a videogame, so its probably not a real model&amp;quot;, but I knew that ;) I like the look and have been trying to make it as an airsoft project, this helps a lot... too bad airsoft HBAR barrels are very hard to come by. [[User:Alex T Snow|Alex T Snow]] 07:43, 12 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::How did you make that? At first I thought it was Pimp My Gun, but PMG doesn't have an M16A1 pistol grip yet. [[User:Spartan198|Spartan198]] 14:22, 12 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::No, you thought right my friend, it is Pimp My Gun, I just used MS Paint to remove the little finger nub and made the HBAR barrel by copying and pasting the largest part of the barrel over the rest of it. That's all the &amp;quot;photoshopping&amp;quot; that I did. [[User:Alex T Snow|Alex T Snow]] 07:45, 13 &lt;br /&gt;
February 2010 (UTC)&lt;br /&gt;
::If it's from CoD4, then blame lack of details on modelers that made that gun model. They simply saved some poligons for improved performance of the game. Same thing with lack of gas-block when front sight is removed. It supposed to be M4A1 and i'm 100% sure they had pictures of military issued M4A1's as a reference.&lt;br /&gt;
:::I'm sure they wanted it to be an M4A1, but I've seen a lot of movies where HK94s were converted to be MP5s, or 92FSs were converted to be 93Rs and last I checked on this site we identify guns on what they are, not what they're supposed to be... [[User:Alex T Snow|Alex T Snow]] 00:03, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== M16A1 series' portray ==&lt;br /&gt;
&lt;br /&gt;
In the present, does anyone think that like the Ak47 and its variants, the M16A1 series is sometimes stereotypically portrayed as a bad guy's gun?&lt;br /&gt;
I've seen the IRA, FARC guerillas, Mexican drug lords and some gangbangers use them.&lt;br /&gt;
Overall is this true?&lt;br /&gt;
:In the real world, the USSR dumped millions of AKs into the hands of satellite states and insurgents around the world.  In the Vietnam and immediate post Vietnam years the U.S. dumped millions of M16A1s to our allies.  With the fall of Vietnam, all of the South Vietnamese M16A1s ended up in the hands of communist guerillas (as well as the AK).  The AK and the M16 were the most prolifically distributed weapons of the last 50 years.  There is no conspiracy to make them 'look bad'.  They're in the hands of everyone so it is invevitable.&lt;br /&gt;
:Even Iran uses a variant of the M16A1, a copy of the Norinco CQ called the ''S-5.56'', as their standard rifle. [[User:Spartan198|Spartan198]] 15:18, 15 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== AR Series firing 5.7 Ammo??? ==&lt;br /&gt;
&lt;br /&gt;
I was in a gun shop in Michigan today and saw a weapon with an AR-15 type body but with the mag of a P-90 running along the rail.  I asked the guy at the shop and he did confirm the weapon did fire the 5.7 round.  Anyone have any idea who makes the weapon and what it may be called?  Incidentally the store was The Firing Line in Westland Michigan. --[[User:Charon68|Charon68]] 03:44, 9 May 2010 (UTC)&lt;br /&gt;
::They sell those uppers here in California all the time.  My local gun store has 5.7mm firing AR15 uppers that take the P90 magazine.  But I never bothered to check who made it, that's what GOOGLE is for.  I just never had an interest [[User:MoviePropMaster2008|MoviePropMaster2008]] 07:07, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I have seen examples of this conversion as well. It is actually a specially-made upper receiver that can be mounted onto pretty much any AR-15 style lower receiver. The magazine mounts along the top of the weapon as with the P90, and the original magazine well in the lower receiver becomes the ejection port with the spent brass falling down through there instead of being spit out to the side. As for the manufacturer, I can't quite recall who makes it, but it is definitely quite an interesting piece of hardware. [[User:Orca1 9904|Orca1 9904]] 07:16, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
As long as my memory goes, is called the AR-57 and is manufactured by 57Center, or something like that --[[User:Yocapo32|Yocapo32]] 15:17, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I remember when Impact Guns got those in.  You can buy them here: http://www.impactguns.com/store/AR-57%20UR.html&lt;br /&gt;
&lt;br /&gt;
::The manufacturer's web site, as Yocapo32 pointed out, is 57 Center.  Their web site is here: http://www.57center.com/&lt;br /&gt;
&lt;br /&gt;
::What's interesting is that the AR magazine well is where the brass gets ejected.  The only problem I can see with having a P90 magazine mounted on top is that it leaves limited rail space on top for mounting accessories.  You could have a scope or iron sights, and not much else. -[[User:MT2008|MT2008]] 15:44, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks for the info guys, again, I know this was not germane to the topic, it was just a little odd to see something like that as I had never heard of it before. --[[User:Charon68|Charon68]] 16:05, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Stolen M4A1s==&lt;br /&gt;
&lt;br /&gt;
In real life is there ever any incidents where police have seized M4A1 carbines from criminials or terrorists during raids?&lt;br /&gt;
&lt;br /&gt;
:Do you mean mil-spec M4s, as opposed to semi-auto AR-15 carbines that are patterned after the M4?  I would doubt it. -[[User:MT2008|MT2008]] 21:25, 14 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Never, or else it has never been reported anywhere, ever.  And I am talking about real select fire 14.5&amp;quot; barreled M4/M4A1 carbines.  However, California has had a rash of MP5s and MP5Ks stolen out of police cars, which were left unlocked when the cops were in a strip club.  Seriously.   they have not shown up since....[[User:MoviePropMaster2008|MoviePropMaster2008]] 06:31, 15 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::They're probably somewhere in Mexico right now, if you catch my drift. [[User:Spartan198|Spartan198]] 03:39, 29 March 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Suitable combat weapon==&lt;br /&gt;
&lt;br /&gt;
Which weapon is considered better for infantry? An M16A1/M203 combo or an OICW?&lt;br /&gt;
:M16A1/M203. The XM29 weighs damn near 20 lbs., compared to 8 or 9 lbs. for the M16 when fitted with a 203. Fire control system or not, the last thing I'd want to be stuck with on a 60 mile march is an F-ing 20 lbs. rifle. And sign your posts by typing four '''~''' after them. [[User:Spartan198|Spartan198]] 23:17, 14 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The M16/M203 combo is definitely superior; it has been proven in real-world combat situations over the last 30-plus years, whereas the only live-fire situation the XM29 has seen at the most is at the Aberdeen testing ranges. The closest replacement the M16/M203 will likely see anytime soon is an [[FN SCAR]]/[[Heckler &amp;amp; Koch M320|M320]], and even then the SCAR is only in limited use with the 75th Ranger Regiment at present. [[User:Orca1 9904|Orca1 9904]] 05:12, 20 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The real question is whether or not the XM8 Carbine is better than the M4A1/derivatives (H&amp;amp;K 416, REC7, etc). And we probably won't ever know.  &lt;br /&gt;
&lt;br /&gt;
Also, the OICW was more of a man-portable version of a Doom gun than anything that you would actually bother carrying on duty. 20mm airburst auto-loader, saboted sub-5.56mm rounds? What could you use that for other than trying to clear a drug cartel's fortified mansion by yourself?&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/72.189.150.170|72.189.150.170]]&lt;br /&gt;
&lt;br /&gt;
:One of the many things that led to the death of the XM29 was its sheer size. The Army wanted it scaled down to the size of an M4 [http://www.ghostrecon.net/images_arms/xm29_1.jpg] and 14 lbs max (which an M4 with all its mods gets pretty close to), but with today's technology, it just wasn't possible. Maybe in 20 years or so it will be, but the XM29 is presently dead for the foreseeable future. [[User:Spartan198|Spartan198]] 17:47, 28 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Installation of a front Flip up/down Iron sights. ==&lt;br /&gt;
&lt;br /&gt;
I was watching The Losers, and while I agree that those 4 characters all had M4A1s, they seemed to switch between fixed front sight and flip up/down iron sights.  I was wondering how hard it would be to take an M4A1, remove the front factory sight and replace it with a flip up/down sight.  I know it's pretty easy for the rear sight, but I wasn't sure about the front sight.  (OK, I also want to ask this question because I, like many people, have played Modern Warfare 2 and seen the M4 with a flip up/down front sight.) --[[User:Gunkatas|Gunkatas]] 03:46, 28 May 2010 (UTC)&lt;br /&gt;
:Not really that difficult. [[User:Spartan198|Spartan198]] 04:24, 28 May 2010 (UTC)&lt;br /&gt;
:I believe the process would involve removing the muzzle brake and the existing front sight/gas block assembly and replacing it with a gas block that has either a rail to mount your choice of front sight, or a folding front sight, then reinstalling the muzzle brake. You can find instructional videos for this process at various gunsmithing websites. [[User:Orca1 9904|Orca1 9904]] 14:31, 28 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Forward Assist ==&lt;br /&gt;
Does anyone know when reloading if it is a good idea to hit the forward assist after hitting the bolt release or its ok just to start firing after hitting the bolt release?&lt;br /&gt;
&lt;br /&gt;
:The idea behind hitting the forward assist after reloading is to ensure the bolt is fully seated and that the weapon is ready to fire. It's generally not really nessicary at the range, but when in a combat situation where you might have dirt or whatnot fouling the chamber, it's a good idea to do that to ensure that the weapon will fire when you need it to.[[User:Orca1 9904|Orca1 9904]] 23:22, 28 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The M16 series are the ONLY assault rifles (except the [http://www.hkpro.com/index.php?option=com_content&amp;amp;view=article&amp;amp;id=83:g41-series&amp;amp;catid=8:the-automatic-rifles&amp;amp;Itemid=5/ HK G41], which is made to be like the M16 and is no longer produced) in the world to have a forward assist. Why don't other assault rifles have a forward assist? (ie. the AK-74, G36 etc.) Because other assault rifles are more reliable and don't need it. :)&lt;br /&gt;
::Uh more associated with the design of the Bolt than being more reliable.  The AK series have a bolt handle attached DIRECTLY to the bolt carrier as do many other designs.  If there is debris or fouling in the chamber which keeps a round from seating properly you can just jam the handle forward (I've done this in the field when my AK / Garand / Galil / M 14 / etc jammed)  I once had a tiny piece of bark (I was firing  under trees) which fell from above and fell into the ejection port and made the round 'stick' really badly in the chamber so that it would not seat properly.  The M16 design has no way other than the forward assist to nudge the bolt &amp;amp; carrier forward enough to fire and kick that crap free of the action.  But I wouldn't bash the M16 as an &amp;quot;unreliable&amp;quot; rifle.  I'd sure take it into battle right now. [[User:MoviePropMaster2008|MoviePropMaster2008]] 20:13, 23 August 2010 (UTC)&lt;br /&gt;
:::Alright, I understand. thanks for the extra info. I'm not saying the M16/M4 is a complete piece of crap, but it's definitely not the BEST ASSAULT RIFLE IN THE WORLD! like we Americans like to state all the time (*rolls eyes*). You and me both know the M16/M4 is no where as reliable as the G36 or the AK series. But at least it's better than the L85 series, now that's a piece crap rifle. :D *Edit: Well at least the L85A1, the L85A2 is OK. kinda like the M16/M16A1s sucks but the M16A2/A4s are good.&lt;br /&gt;
&lt;br /&gt;
::::I have to completely disagree with what you say, i don't wish to come off as passive aggresive but you sound like a mall ninja that learned their weapons knowledge from seeing them perform in videogames or hearing public opinions on weapons from the news or other sources. The M16 family of rifles are both fine and fairly reliable weapons, while much of that view has been skewed by the fact they were portrayed as unreliable during conflicts such as Vietnam, is incorrect to a degree. The M16 is a reliable and capable weapon when cleaned and properly maintained, it simply lacks the ability to stay so when not properly serviced, as some other rifles such as the AKM can function fine without cleaning, the M16 can not. As for your comment on the L85 series, yes they were somewhat poor and unreliable weapons at first, coupled with poor grips and clumsy to handle for certain users, however the newer models have made large improvements and are very capable firearms. As i feel it needs to be said (or typed) a common mistake people make is assuming that militaries have access and funding to field their troops with the best weapons available, which is not always the case as most countries don't have the money to field an Army with rifles that can cost up to $5000-10000 per unit. Which is where the workhorses like M16's come in, you go for the &amp;quot;good&amp;quot; rifle not the &amp;quot;great&amp;quot; one. Also, although off-topic it somewhat pertains to the M16, most mall ninja's assume the AK-family is better because it is more reliable and fires a heavier cartridge, I've always asked &amp;quot;would you want a round that's going to pierce right through an enemy and leave an easy to treat wound, or have a round that hits an enemy and fragments inside them causing an ungodly bloody mess?&amp;quot; Hopefully esteemed imfdb members such as MPM2008 will agree with and share my viewpoint concerning this subject, as well as not condemn me for my long comment. [[User:Doc345|Doc345]] 13:24, 06 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::The issues of jamming during the Vietnam War had more to do with ammunition and the lack of a chrome-lined chamber and barrel than the rifle's so-called &amp;quot;dirty&amp;quot; gas system. In 1964 the Army switched from stick powder to ball powder, which increased the rate of fire to over 1,000 RPM and left a lot of dirty residue in the weapon. This was only exacerbated by the lack of cleaning kits and training on how to maintain the weapon. They fixed the issue by fitting the rifle with a buffer system (which slowed the ROF down) and chrome-plated chamber. Training programs in weapon maintenance were instituted and an instruction book on how to maintain the rifle was circulated among troops. After further modifications resulted in the M16A1, many of the reliability issues disappeared (although even today, the weapon has yet to shed its bad reputation). The M16A2, A3, A4, and M4 carbine of today are an entirely different breed of warrior than the prototypes that were issued back in the 60s. While it may admittedly be a bit finicky, the M16 today is a good weapon. [[User:Spartan198|Spartan198]] 11:29, 19 June 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::::Yeah but it's still a very fussy weapon, it's not very durable, and it has much more malfunctions/jams then say the H&amp;amp;K G36, but none the less it's still a excellent weapons platform, mostly. - [[User:Mr. Wolf|Mr. Wolf]] 14:28, 19 June 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::::: I was always taught that the forward assist, while useful in combat, in situations where dirt or grime can jam a weapon, overall, if you DO need to use it, its a good indication of a malfunction and should be addressed, especially if its at a range. Theres a video somewhere on youtube, of a guy shooting some sort of AR, and repeatedly hits the forward assist, without clearing or checking the bore, until the entire gun explodes, probably from a round hitting one stuck in the bore. -MissySummers- 18:47, 8 January 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
:::::::Are you talking about the video where the magazine blows apart on one guy's AR-15 when he pulls the trigger? If so, I've seen it and while I don't recall exactly what the description said the cause was, I'm pretty sure it was an issue with the ammunition (probably a hot cartridge) rather than the oh-so-pined-upon gas system. [[User:Spartan198|Spartan198]] 03:48, 29 March 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:::::::::One element to remember when criticising the AR-15's reliability is that when it was first issued in the field, it was touted to not need any maintenance nor be cleaned. Immediately, this was realised to be a mistake, but that initial belief that it never needed cleaning and inevitable memory of fouling sticks around. --[[User:Rebusdi|Rebusdi]] 14:20, 14 August 2012 (CDT)&lt;br /&gt;
::::::::::No, the AR-15 was ''never'' touted as not needing maintenance or cleaning. The belief that it was is a myth, one of the ''many'' surrounding the weapon system. It was an &amp;quot;educated&amp;quot; assumption made based on previous experiences with the AR-15's predecessor, the AR-10, which ''did'' prove to be quite reliable without maintenance or cleaning (I believe it was the Sudanese who used it in sub-Saharan Africa and gave reviews that were nothing short of glowing). Now whether AR-10s manufactured today share this trait, I don't know. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:50, 8 January 2013 (EST)&lt;br /&gt;
:::::::::::When soldiers were trained on it they were told it was pretty much self-cleaning, but don't know if this was from Colt of an invention by the US Army. Although there were cleaning kits they were only issued at a rate of something like 2 per platoon, as it was not believed that the weapon would require regular maintenance. When the Marines got it they had no cleaning kits at all. The parts which they were critically short of until the late 60s were the cleaning rods, and chamber brushes. Chamber brushes were not originally issued as the chamber was stated as not requiring specific cleaning, and it wasn't until 1966 after repeated protests from in theatre officers that it was procured. Something else that is worth bearing in mind, is that instructions on how to clean the M16 were not published until (I think) December 1966, so up until this point it was pretty much word of mouth and hearsay leading to a lot of misconceptions (for example a lot of troops were lubricating their ammunition, which was a big no-no leading to a lot of malfunctions with both the magazines and rifles). --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 08:46, 8 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== The comment about the SPR Mk 12 shooting full auto... ==&lt;br /&gt;
&lt;br /&gt;
The design--at least the original ones--used a match grade trigger group that actually fired full auto.&lt;br /&gt;
&lt;br /&gt;
If my Web Fu is correct, NSN 1005-01-562-0901 from Knight's Armament.  &lt;br /&gt;
&lt;br /&gt;
The original, intended purpose was to allow the uppers to be swapped out for a short barreled model initially so a marksman could use a short range weapon on the way in and out and the more accurate upper at the objective.&lt;br /&gt;
&lt;br /&gt;
Sources:  https://www.fbo.gov/?s=opportunity&amp;amp;mode=form&amp;amp;id=003aa7475e95c9b56d5814227cc5d4ec&amp;amp;tab=core&amp;amp;_cview=0&lt;br /&gt;
&lt;br /&gt;
::https://www.fbo.gov/index?s=opportunity&amp;amp;mode=form&amp;amp;id=fbd46923c9e6d18cd916b8a6e7d3cfdf&amp;amp;tab=core&amp;amp;_cview=0  &lt;br /&gt;
&lt;br /&gt;
States the Special Purpose Receiver (Early designs) specifies:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;(C) OTHER PERFORMANCE GOALS: (1) Increased reliability, durability, corrosion resistance, ease of cleaning, lubricity/reduced friction; fully functional for a minimum of 15,000 rounds (Threshold)/30,000 rounds (Objective), performing up to the standards and firing rates to be published in the Solicitation, functional reliability exceeding that of the standard M4A1 carbine at high and low temperature extremes as well as other hostile (sand/dust/dirt/mud/surf) environmental conditions (2) Improved safety- delay cook-off, fail-safe features, fires/functions safely and without delay of draining in the Over-The-Beach (surf zone, weapon flooded with water) environment. (3) User Acceptance: operational suitability, increased live-fire hit scores, decreased live-fire engagement times, speed/accuracy of engagement, '''controllability in semi-automatic and full automatic fire''', improved handling qualities, light weight, snag free in movement through vegetation and battlefield obstacles.&amp;quot;  (Accent added)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Standard Issue M4 vs. M4A1 ==&lt;br /&gt;
&lt;br /&gt;
Does the Army issue regular infantry (i.e. 4th Inf. Div.) the three-round burst M4 or the M4A1? I always thought it was the M4A1 (and please forgive me if I got to the party late), but from what I've read, it seems like they issue the regulars the Model 920, leaving the 921 for Special Forces and the like. -&lt;br /&gt;
&lt;br /&gt;
i think it all depends on the on-base armory. for example some armory's might still have some M4s. but i think the regular infantry does use the M4A1. however. Special forces dont use the M4A1 or the M4. they use the hK416/417. [[User:Dirtdiver6421|Dirtdiver6421]] 17:11, 2 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:- Though I don't know for certain, I wouldn't imply Spec-Ops units use ''only'' the new HK rifles - As you've said, it all depends on what's around, and to a degree what the soldiers prefer (in the case of Special units). Though the aforementioned HK rifles are in inventory, that doesn't automatically cancel the M4s out - some personnel might still use 'em. Plus there are other weapons around, namely the FN SCAR series. Though I would agree use of the M4 with Special Forces probably isn't as common these days.&amp;lt;br&amp;gt; As for a regular-issue weapon, I agree that the M4 and M4A1 are both in use nowadays, with the A1 perhaps being more prominent. [[User:StanTheMan|StanTheMan]] 19:40, 2 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Actually, Stan, my understanding is that it's the opposite.  The M4 is the most common version, not the M4A1.  U.S. military doctrine still discourages full-auto for infantry rifles, so it seems unlikely to me that the M4A1 is going to be more common.  As for the SCAR, SOCOM just decided this past June that they weren't going to order any more SCAR-Ls for the foreseeable future, which means that even amongst most SF units, the M4 will remain their standard weapon. -[[User:MT2008|MT2008]] 01:11, 3 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:- Well, I wasn't too sure, but I guess that does make sense to stick with the burst-fire M4. Good point. [[User:StanTheMan|StanTheMan]] 01:51, 3 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The only SF unit that uses the M4 (920) that I can think of is the Asymmetric Warfare Group, but that's only 'cause they had to hand in their HK416s. According to a book I've got, that decision went over like a lead balloon with the AWG. -&lt;br /&gt;
&lt;br /&gt;
thank god. im not a huge fan of the SCAR-L i find it pointless. if you want to go with a new alternative to the M4/M16. why the hell would you take an unfamiliar weapon. alas the hK416. same rate of fire. same Picatanny rail, same attachments, same stock, same barrel, same trigger group, and extremely similiar internals. and Stan, i do agree. if i made it sounds like all SF use the hK416, i didnt mean to. i/we really DONT no what they all use. they pick their own. they could carry an AK-47 or a CAR-15 if they wanted to. we cant make generalizations about units that get custom made equipment. [[User:Dirtdiver6421|Dirtdiver6421]] 20:07, 3 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
- No prob, dude - I'm just glad you got what I was gettin' at. [[User:StanTheMan|StanTheMan]] 20:56, 3 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
i would be shocked if they couldnt pick their weapons. their the best soldiers on the planet. it just doesnt make sense not to be able to. it would be like giving a star baseball player a 10 dollar glove. itll do but why wouldnt they get the best thats out there. [[User:Dirtdiver6421|Dirtdiver6421]] 01:52, 4 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Reg army units use the burst M4, not the full auto A1. [[User:Spartan198|Spartan198]] 05:10, 4 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
A couple of months ago when I was at a military base there were Marines conducting a weapons demo with the M4 carbine. It was the 3-round burst rifle, but a question came up about the M4A1.  One Marine said that they got rid of all M4A1s and only have M4s.  I personally don't see the need for a full-auto rifle and 3-round burst is fine because it forces the user to slow down and most of the time the user uses semi-only, combat or not, but that is my opinion.  The M4A1 is still probabley used by the US Military, but I'm not sure, I haven't seen one in a long time.--[[User:MarineCorps1|MarineCorps1]] 23:29, 21 July 2011 (CDT)&lt;br /&gt;
:From what I hear, the Army is planning on replacing every full-size M16 and original M4 with the M4A1 by 2014; dunno how that'll work out. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 04:18, 2 March 2013 (EST)&lt;br /&gt;
::I think that has more to do with the trigger pull than fire modes. I've heard the burst trigger is shyte, though I'm not familiar with the technical side of it ATM. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 08:04, 5 March 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Colt Accurized Rifle ==&lt;br /&gt;
&lt;br /&gt;
After seeing several pages of real firearms appearing in only one film or game, I was wondering if I should expand this page with a new section for the [http://www.colt.com/law/car.asp Colt Accurized Rifle], which to my knowledge has only ever appeared in [[S.W.A.T. 4]]. Before I do that, I need to confirm two things: &lt;br /&gt;
&lt;br /&gt;
*Is the Colt Accurized Rifle indeed another variant on the M16 line of rifles, or a separate take on the AR-15 design altogether? I suppose there's a reason why we don't include the [[Z-M LR 300]] in the M16 page because it's the latter--I need to know if the Colt Accurized Rifle falls in that category.&lt;br /&gt;
*Including it on this page would make it the first Designated Marksman Rifle variant here. So far I only see assault rifles or carbines here. Would including a DMR in this page be a problem or not? &lt;br /&gt;
&lt;br /&gt;
If there are no real problems, I'll make a new section for it, but I have no idea where I'll get a non-copyright infringment image of one. --[[User:Mazryonh|Mazryonh]] 01:44, 13 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It'd be the '''second''' DMR on the page. [[User:Spartan198|Spartan198]] 05:51, 24 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks for the info, but can someone confirm that the Colt Accurized Rifle is indeed descended from the M16 line of assault rifles and not a separate take on the AR-15 design like the aforementioned LR-300 is? I still have no idea where I can get a photo of this DMR that respects copyright. All I have are game screenshots. Some help here, please? --[[User:Mazryonh|Mazryonh]] 22:47, 24 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Removeable Carry Handle for Colt 9mm SMG? ==&lt;br /&gt;
&lt;br /&gt;
Does such a Gun exist?&lt;br /&gt;
&lt;br /&gt;
:Not as a production gun (Colt's website makes no mention of one, anyway), but the modular nature of the AR system makes such a configuration entirely possible. [[User:Spartan198|Spartan198]] 14:46, 14 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Why do we have a Colt AR-15 SP1 category that is separate from the M16/SP1 category?==&lt;br /&gt;
The guns look the same, sure the SP1 had a design change in 1978 (three prong flash hider was changed to birdcage, rear sling swivel was changed to A1 style and the color went from greenish grey to straight grey) but unless we see the stamp on the side that says &amp;quot;Property of  U.S. Government&amp;quot; we can't tell if it's a real M16 (which WERE sold via Title II dealers to armories) and a Colt AR15 SP1 which was converted to full auto (which was done A LOT prior to 1986).  [[User:MoviePropMaster2008|MoviePropMaster2008]] 19:10, 30 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== About M4 Commando and M16A4 Full Auto ==&lt;br /&gt;
&lt;br /&gt;
Full Auto M16A4 (Model 905) is [http://www.colt.com/mil/M16_2.asp Model 901]&lt;br /&gt;
&lt;br /&gt;
[http://www.colt.com/mil/M4Com_2.asp Model 933] ''is'' M4 Commando (Full Auto)&lt;br /&gt;
&lt;br /&gt;
[http://www.colt.com/mil/home.asp Manufacturer's site] says it all.&lt;br /&gt;
&lt;br /&gt;
== Colt Model 653 barrel length ==&lt;br /&gt;
&lt;br /&gt;
Am trying to pin down what a gun is for a page I'm working on. It has a forward assist but no deflector, A1 rear sight, M4 length tubular handguard, 16&amp;quot; barrel with birdcage flash hider and a solid stock. Basically it matches the gun in the picture for the Model 653 on the main page, apart from having a solid stock but that is easily changeable. However, every source I can find about the 653 says that it has a 14&amp;quot; barrel. Was the gun made in different barrel lengths but kept the same designation, and if not, anyone know what the gun is that is pictured as a 653? Also, while I'm on the topic of obscure colt carbines, does anyone know of a model that will match a 725 (original C8 without the flat-top) but has an A2 rear sight? Thanks, --[[User:Commando552|commando552]] 18:16, 16 April 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Can anyone figure out what this is? ==&lt;br /&gt;
&lt;br /&gt;
I found this hidden in my computer, I think it's a Colt Canada C7A1 as a base, I can tell it's C7 because of the Canadian leaf on the the lower receiver, it would be an A1 because of the removable carrying-handle. What the heck is that hand-guard? - [[User:Mr. Wolf|Mr. Wolf]] 01:02, 28 April 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt Canada C7A1 SPW.jpg|thumb|none|600px|Colt Canada C7A1 SPW?]]&lt;br /&gt;
&lt;br /&gt;
:Colt Model 750/Diemaco C7 Light Support Weapon - A modified C7 with an enlarged gas tube (hence the square handguard) and a heavy barrel for sustained fire in the squad automatic weapon role. The C7 LSW is not used by the Canadian Forces but has seen service with the Dutch and Danish militaries. --[[User:Markit|Markit]] 01:34, 28 April 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Ha! I thought so, thanks. :) Should I remove this section or keep it. - [[User:Mr. Wolf|Mr. Wolf]] 13:53, 28 April 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:That's not Colt LSW, that's [http://www.colt.com/mil/CAR.asp Colt Automatic Rifle]. Follow the link and you will see that the image is the larger version of the official one. Meanwhile, [http://www.coltcanada.com/lsw-page.htm Colt LSW] has optional folding carry handle. --[[User:Masterius|Masterius]] 09:09, 29 April 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks guys. :) - [[User:Mr. Wolf|Mr. Wolf]] 12:02, 29 April 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Just to clarify, the Colt automatic rifle, LSW and LMG are all the same weapon. The original version that looks like the one above was the Colt Model 750, which featured a fixed A2 carry handle and barrel mounted bi-pod, and the newer version above is the current production Model 950, with the relocated bi-pod and A4 rear sights. As you said, the folding carry handle is removeable, and the picture on the Colt website is just one without it fitted (note the longer centre vent on the top of the handguard is the mounting point for the handle).  --[[User:Commando552|commando552]] 02:48, 1 May 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::The original version was based on M16A1:&lt;br /&gt;
&lt;br /&gt;
::[[File:M16A1 CAR.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
::The one you described was based on M16A2:&lt;br /&gt;
&lt;br /&gt;
::[[File:M16A2 CAR.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
Guys, remember back in the 1980s when Colt was trying to vie for the SAW role?  Sure the FN Minimi was never knocked off its perch, but Colt came out with a Colt light Machine gun that looked a lot like this.  They were selling the barreled uppers on the market for a while in the early 1990s (I know a few friends who have them, but I never got one).  This looks like that reincarnated!!! LOL![[User:MoviePropMaster2008|MoviePropMaster2008]] 15:24, 29 April 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Well, that's all written on [http://world.guns.ru/machine/usa/m16-lsw-lmg-e.html Modern Firearms] :P&lt;br /&gt;
&lt;br /&gt;
::Ah yes, you only read about it monkeyboy ;)  I was handling and firing that sucker! LOL [[User:MoviePropMaster2008|MoviePropMaster2008]] 03:11, 1 May 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Oh, and I've found articles of why AR is more advantageous than SAW to US Marine Corps:&lt;br /&gt;
&lt;br /&gt;
:[http://www.mca-marines.org/gazette/m249-employment-concepts M249 Employment Concepts]&lt;br /&gt;
:[http://www.mca-marines.org/gazette/m249-light-machinegun-automatic-rifle-role The M249 Light Machinegun In The Automatic Rifle Role]&lt;br /&gt;
&lt;br /&gt;
:Interesting reading, methinks :) --[[User:Masterius|Masterius]] 03:13, 30 April 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Yeah it was. :) You know, I kinda knew LMGs were dying out. :/ - [[User:Mr. Wolf|Mr. Wolf]] 01:07, 1 May 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::: Not overall, it's just the role they are being used in (automatic rifleman). SAW is still very good in defensive role and laying fire on attacking forces ;) --[[User:Masterius|Masterius]] 11:33, 1 May 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Heat Dissipation Performance of Carbine Barrel Types? ==&lt;br /&gt;
&lt;br /&gt;
I was wondering, does anyone know what kind of effects the 'cuts' (originally meant for the mounting of the M203 grenade launcher) in the barrel of the M4 and similiarly-styled M16 &amp;amp; AR-15 series carbines has on the heat dissipation performance of the barrel? Do the cuts help the weapon release heat from prolonged firing better than a barrel that has a uniform thickness, or does it hamper that? Any input anyone can provide on this would be greatly appreciated. [[User:Orca1 9904|Orca1 9904]] 17:46, 8 May 2011 (CDT)&lt;br /&gt;
:The step down for the grenade launcher is actually pretty negligible in terms of cooling (although it does create a point of weakness to bending), as what you can't see is the fact that as soon as the barrel goes under the handguard it is reduced down to the same narrow diameter as in the cut out, which creates a much bigger effect on cooling. The narrower profile sections have the effect of cooling down the barrel quicker, but they also conversely mean that the barrel heats up quicker, and the heat has a larger effect on the accuracy of the gun. The main advantage however is that it reduces the weight quite a bit. The original reason that the M4 barrel reduces in size behind the handguard is based on the M16A2, which does exactly the same thing where its heavy barrel is actually only thicker past the front sight. This was due to a cock up in the design, where they designed the gun with a full thickness straight barrel, and found that they could then no longer clamp the M203 to the barrel, so the barrels were simply turned down from behind the front sight post. The front of the barrel was left thick due to the fact that the thinner barrels on the M16A1 were being bent at the front from being used as pry-bars to get the loading bands off of shipping pallets.  --[[User:Commando552|commando552]] 04:53, 6 June 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:There is a heavier &amp;quot;SOCOM-profile&amp;quot; barrel that maintains the same diameter beneath the handguards as the standard M4-profile barrel does around the M203 cut and it can mount the M203 just fine.[http://www.bravocompanyusa.com/v/vspfiles/photos/BCM-URG-M4-14SOCOM-2.jpg] [[User:Spartan198|Spartan198]] 11:40, 19 June 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
== can you tell me what model of m16/car 15 this is ==&lt;br /&gt;
&lt;br /&gt;
sorry i do not have a pic but i can tell you what is like. me and my dad were talikng about some of the guns he used in the army and he was telling me about this one he said was like an carbine version of the m16a2 and it was like the m4 but had a fixed carring handle and it was used befor the m4 it had safe semi and burst and he said it just had ar15 on the side.-Steviebleckley&lt;br /&gt;
&lt;br /&gt;
:Sounds like the first batch of M4s that were delivered. This is the Colt Model 777, which is basically an M4 with a fixed carry handle, and 3-round burst as opposed to full auto. It is the brother of and visually identical to the 727 mentioned on the main page, where the 727 as full auto as opposed to the burst. If it didn't have the M4 profile barrel though, god knows. Probably a model 654 on an M16 lower receiver or something. --[[User:Commando552|commando552]] 15:02, 13 June 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
yes it had the same profile as the m4. i gess it was the 777.I will show him the pic of the the 727 since there the same well the 727 is full auto thanks for the info - Steviebleckley&lt;br /&gt;
&lt;br /&gt;
== Question about the buffer tube ==&lt;br /&gt;
&lt;br /&gt;
I'm not one hundred percent sure what it does, and (like the forward assist) that almost no other guns have it. If someone could just clarify, what does it do, why does this rifle series have it, and why don't others/what replaces the buffer tube in other rifles? Thank you in advance. --[[User:Rebusdi|Rebusdi]] 07:27, 12 July 2011 (CDT)&lt;br /&gt;
:Basically, it was installed in order to slow down the rate of fire. The very first M16s ended up using a different ammunition powder than they were designed for, which caused a higher rate of fire than desired (about 800 to 1000 rpm I think), leading to excessive fouling in the chamber, and hence lots of stopages. From the M16E1 onwards a buffer tube was added to slow the rate of fire to about 600-700 rpm, and a chrome lined chamber and barrel was added as well.  --[[User:Commando552|commando552]] 11:47, 12 July 2011 (CDT)&lt;br /&gt;
I'm not sure if this is practical in any way, or even possible, but is their a way to increase the rate of fire on an M16 without the problems of the carbon build-up in the chamber?--[[User:MarineCorps1|MarineCorps1]] 23:29, 21 July 2011 (CDT)&lt;br /&gt;
:Why would you want to increase the rate of fire? - [[User:Mr. Wolf|Mr. Wolf]] 00:40, 22 July 2011 (CDT)&lt;br /&gt;
No reason, just wondering if it's even possible with a full-auto M16.--[[User:MarineCorps1|MarineCorps1]] 08:09, 22 July 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Probably, I see no reason why you couldn't. - [[User:Mr. Wolf|Mr. Wolf]] 13:40, 22 July 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:I'm assuming the reason that the high rate of fire caused fouling was that the rate of fire was so quick that the bolt was unlocking and opening before all the powder was fully burnt in the chamber, leaving residue. I'd imagine that you could increase the rate of fire by removing the buffer, and just make sure that whatever powder you were using was fully burnt in the time it takes the bolt to open.  --[[User:Commando552|commando552]] 14:29, 22 July 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::That would make sense, since I heard the nightmare version of that was when the gas pressure was still holding the spent case in place while the extractor was trying to eject it, which tended to result in Horrible Things happening to the case while it was still inside the rifle. [[User:Evil Tim|Evil Tim]] 21:08, 27 July 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
This might be a silly question, but why is it that the AR-15 design required the buffer tube, and other rifles do not? Is it just located differently, and if so why? It just strikes me that the lack of a folding stock option is a poor design, especially when compared to most assault rifles designed today, SCAR, ACR, etc. --[[User:Rebusdi|Rebusdi]] 18:57, 27 July 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:I'm guessing here, but from what I've read it's that the rifle had already been designed, so they had to work inside the box, as it were. The only options were either to make the components of the action a lot heavier so their momentum prevented the weapon cycling too fast (which would rather defy the point of using a lightweight aluminium receiver and suchlike) or add something on to slow it down, which is what they did. Rifles designed since have been designed from the ground up to avoid this kind of problem, so don't need to have a tube attached to a hole in the back of the receiver to fix them. [[User:Evil Tim|Evil Tim]] 21:08, 27 July 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:The buffer tube does two things: 1) contains the buffer and spring and 2) allows the bolt carrier to recoil part of the way into it.  The combination means that the AR15-series rifles are functionally a long-recoil design where the bolt does not slam into anything rigid during recoil and stops based on the pressure of the buffer spring.  This--in turn--enhances the straight-line recoil and therefore controllability during automatic fire or rapid semi-automatic fire.  It also allows the AR15 design to use the rear of the bolt carrier to actuate the automatic sear meaning the probability in this design that you can set a round off with the bolt unlocked during automatic fire is nil.  (Look up some of the problems with the &amp;quot;Lightning Link&amp;quot; to get a better idea of why this works the way it does.)&lt;br /&gt;
&lt;br /&gt;
:Other designs often do incorporate additional recoil buffers in the stock, the FN FAL's without folding stocks do this and the plastic-stocked SAW's, but the AR15 design simply trades the ability to fold a stock for enhanced recoil handling...  The idea behind the design was to make a weapon where the entire recoil force is in a direct line between your shoulder and the end of the barrel with as little jarring as possible.  This is also one reason for the use of a direct gas impingement system and one reason why gas-piston AR's tend to eat the front of the buffer tube and buffer tube area of the lower receiver due to bolt carrier &amp;quot;tilt&amp;quot;.  The &amp;quot;lateral&amp;quot; forces of the piston tapping the top of the bolt carrier misaligns the bolt carrier off its straight line path and pushes that chunk of steel into the aluminum.&lt;br /&gt;
&lt;br /&gt;
:Oh, and the forward assist is to compensate for not having a rigidly connected bolt handle.  (Like someone already mentioned).  The reason why is the design is meant to be operated in a manner where you ONLY use the charging handle for initial loading and then unloading at the end (administratively).  Every other time, you actuate the bolt using the bolt release on the left side of the weapon...  --[[User:Deathbunny|Deathbunny]] 01:28, 11 September 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Noob Question ==&lt;br /&gt;
&lt;br /&gt;
Ok I have a really dumb question, what is the difference between the Colt M4A1 and the Colt M4A1 Carbine? Or are they the same exact thing? The only reason I asked is when I was looking at the page, the M4A1 and the M4 Carbine look exactly the same, so how can you tell one from the other? - [[User:1morey]] July 22, 2011 11:21 AM (EST)&lt;br /&gt;
&lt;br /&gt;
: The M4A1 and M4A1 'Carbine' are the same thing, the 'carbine' is just optionally showing the proper firearm type. As for the M4 and M4A1, well it ''does'' say the difference in the section but to answer - the M4 has Safe-Semi-Burst fire selection ala the M16A2/M16A4, the M4A1 has full-automatic instead of burst, ala the earlier M16s/M16A1/M16A3. Otherwise they're pretty much identical appearance wise (The M4A1 also has a heavier barrel inside the handguard, which of course you can't tell from the outside). It also notes some commercial AR-15 carbines are given an 'M4' moniker, but aren't the same as actual military M4s. [[User:StanTheMan|StanTheMan]] 12:17, 22 July 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Colt or not? ==&lt;br /&gt;
&lt;br /&gt;
If a M4 or M16 variant is listed on a page, should it by prefixed by Colt? I've noticed some people doing this but isn't it incorrect as the term M16 is the army designation as opposed to the Colt name (for example the Colt Model 603 for the M16A1). Either way, I would imagine that quite a few M16s or M4s in movies are manufactured by companies other than Colt, and even the US military rifles are not necessarily made by Colt these days.  --[[User:Commando552|commando552]] 17:43, 3 September 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:I am curious... if the military M4 and M16 are not made by Colt these days then by whom? --[[User:Masterius|Masterius]] 14:58, 6 September 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::There was a stretch in the 1990s when Colt lost the military contract and all the M16s were built by Fabrique Nationale (FN).   Though many companies build AR15 platforms, only the company who has the contract with the Dept. of Defense can  call the M16 theirs.  If there ARE any other manufacturers being represented on the battlefields of Afghanistan and Iraq, someone needs to find out.  I certainly don't have any contacts who would know information which is THAT current. :(  [[User:MoviePropMaster2008|MoviePropMaster2008]] 15:48, 6 September 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::FN have stated that “the vast majority of M16A2, A3 and A4 contracts as well as spare parts contracts for these systems since 1989”, and they had a $7 million contract to make M16A4s between 2005 and 2008. Sabre defence also won a contract for a minimum of 4,952 M16A3 and 702 M16A4 rifles in July 2008 for the US navy/Marine corps respectively. Having said that FN also stated: ”...never was FN Manufacturing LLC, or any other small arms manufacturer, awarded M4 contracts. The M4 cannot be competed and always has been awarded sole source to Colt because of licensing rights restricting full and open competition until 2009” although it has stated its intention to bid for M4 contracts past this point. The US government took ownership of the M4 design on the 1st July 2009, so the M4 can now be manufactured for the government by other companies, but I don't know if this has actually been done yet. Regardless, M4 and M16 are government designations, so surely calling a gun a &amp;quot;Colt M4&amp;quot; is incorrect?  --[[User:Commando552|commando552]] 17:09, 6 September 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::::Just checked the United States Army [http://www.army.mil/features/ official website]. It lists [http://www.army.mil/factfiles/equipment/individual/m4.html M4 Carbine] as being manufactured by Colt and [http://www.army.mil/factfiles/equipment/individual/m16.html M16 Rifle] by Colt and Fabrique Nationale.&lt;br /&gt;
::::Oh, and take a note of M16: ''&amp;quot;The '''M-16A3''' is identical to the M-16A2 but has a removable carrying handle that is mounted on a Picatinny Rail (for better mounting of optics) and is without burst control. The '''M-16A4''' is identical to the M-16A2 except for the removable carrying handle and Picatinny Rail.&amp;quot;''&lt;br /&gt;
::::United States Marine Corps websites: [http://www.marines.mil/] [http://www.marines.com/] don't mention the current manufacturer for [http://www.marines.com/main/index/winning_battles/gear/weapons_and_equipment/m16 M16 Rifle]. So I am not sure about them. --[[User:Masterius|Masterius]] 02:24, 7 September 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::::Just to throw a bit of confusion in here, there are actually a number of different rifles designated as the M16A3 by the US military. The first is the Colt Model 646, also known as the M16A2E3, which was introduced in small numbers at the same time as the M16A2 and is an A2 with an A1 lower. Then you have the flat-top Colt Model 901 which was introduced at the same time as the M16A4 (in 1994 I think) and I'm assuming this is the version that the above page refers to. You also have the Colt Models 941 and 942 which are the HBAR and HBAR LMG models respectively, but I don't know if they are used. Not that any of this really matters as we identify all these guns as A2/A4 anyway.  --[[User:Commando552|commando552]] 03:24, 7 September 2011 (CDT)&lt;br /&gt;
::::::Well, that's because armorers don't have access to military M16A3s, so they just slap A2/A4 uppers to A1 lowers (correct?) because what Hollywood film director would want fixed burst firing gun (ignoring the fact that that's what soldiers and marines use) ? Or modify civilian semi-automatic replicas to fully automatic fire. In which case the weapon is to be identified as such. --[[User:Masterius|Masterius]] 03:54, 7 September 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::::::Didn't mean to imply we are doing anything wrong, just that the definition of the A3 models isn't that important as they don't appear. Having said that, the original M16A3/M16A2E3 was just an A2 upper on an A1 lower, so this is actually what a number of movie guns are, but I understand that they are going for a standard A2. Regardless, back to my original question, do we call them Colt or not?  My opinion is no obviously, as it seems that some if not the majority of M16s are manufactured by other companies, and there is the future possibility of this with M4, and regardless it is a military designation of a rifle that goes by another Colt name.  --[[User:Commando552|commando552]] 05:31, 7 September 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::::::My opinion: M4 &amp;amp; M4A1 should remain as Colt. And so should older M16s. Modern M16s (M16A3 &amp;amp; M16A4), since they have ''at least'' 3 official manufacturers (Colt, Fabrique Nationale and Sabre Defence), should go without Colt. --[[User:Masterius|Masterius]] 06:37, 7 September 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
For the record, the M4/M4A1 was sole-source production from Colt between initial adoption up until just recently. This was because, unlike the M16, Colt was sole owner of the M4 technical data package. The US government providing this TDP to other manufacturers (Bushmaster, etc.), who built their own M4 carbines from it, was one of the reasons of the &amp;quot;M4&amp;quot; lawsuit. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 20:25, 24 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== How to NOT shoot an M16 rifle! ==&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=Oh1lyMyejpI] - Seriously, this is either really funny, or just painful to watch... you decide. --[[User:ThatoneguyJosh|ThatoneguyJosh]] 00:19, 25 September 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Wow, that was bad. Glad that guy's alright! - [[User:Mr. Wolf|Mr. Wolf]] 20:46, 25 September 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Also, notice how many times the gun clicks and the guy keeps saying it's a &amp;quot;bad primer&amp;quot;. And then he keeps hitting the forward assist, pulling on the charging handle (which is seen ejecting the unfired rounds) and hitting the bottom of the magazine even though it's already back in the gun after he kept taking it out and putting it back in prior (Someone else in the video even says 'Jesus [name withheld], you don't know how to load these.' and the shooter responds with 'I didn't load these, [name withheld] did.'). I think that could have been a contribution to the gun exploding in his hands. But then again, I'm not the expert on M16 rifles, I'm only guessing. Anyone else got a better explanation? --[[User:ThatoneguyJosh|ThatoneguyJosh]] 17:05, 26 September 2011 (CDT)&lt;br /&gt;
:::It was the shooter saying that the guy who came to help didn't know how to load them, and then that assisting guy said it was someone else. There is nothing wrong with tapping the magazine even when it appears to be seated correctly, as it makes sure it is all the way into the well. Although he did hit forward assist unnecesarily once or twice, I don't think it would have done any harm or contributed to the kaboom. The file description and all the comments say that this was a squib, and it was all the shooters fault for not identifying it and checking the barrel (there are also quite a few people that seem to think it is possible the load 2 or 3 rounds into the chamber at a time by repeatedly pulling the charging handle, but this is Youtube after all). But I don't think it was, as on the first misfire there was only the click of the hammer, and when he pulled the bolt back a round was ejected which wouldn't have been chambered if the previous &amp;quot;bang&amp;quot; was a squib. I've never fired a round with primer but no powder, but surely there would still be an audible &amp;quot;bang&amp;quot; rather than just the click of the hammer? When exactly did the bullet get stuck in the barrel, or am I missing something? Regardless, I would never use ammo I hadn't loaded myself, particularly not done by a friend of a friend.  --[[User:Commando552|commando552]] 17:33, 26 September 2011 (CDT)&lt;br /&gt;
::::I think it's safe to say that the idea of unintentionally loading 2 or 3 rounds into the chamber of an M16 rifle is an overstatement and pretty much absurd (I've NEVER heard of such a thing happening with the M16 rifles). But one person's explanation in the comments is that when the hammer struck the primers of the &amp;quot;squib&amp;quot; rounds, the 'click' in question was the popping of the primer, which popped with enough force to lodge the bullets into the barrel of the gun, but without the 'bang' sound since the powder of the &amp;quot;squib&amp;quot; rounds were bad. So when the explosion happened, it was because the hammer struck a perfectly fine round, or one with enough charge in it's powder load, and that bullet impacted the other bullets stuck in the barrel, which caused a high-pressure situation ending with the magazine blowing apart, and leaving the M16 rifle damaged (probably for good). Talk about good craftsmanship going to waste! But at least the shooter in the video was not injured in any way. --[[User:ThatoneguyJosh|ThatoneguyJosh]] 05:51, 30 September 2011 (CDT)&lt;br /&gt;
:::::I could be wrong as have never done it myself (I am not a moron) but I am fairly sure that a primer going off with no powder in the round makes a louder noise than just a click, which is all that is heard in this video. Anyone know how loud just the primer from a .223 would be?  --[[User:Commando552|commando552]] 07:05, 30 September 2011 (CDT)&lt;br /&gt;
::::::Apparently [http://www.youtube.com/watch?v=pS1K1zJQhOQ this] is a .308 primer. Now bear in mind how far down the audio is turned (as you don't have to wear ear protection when he fires), I can ''kinda'' see that might end up sounding like a click. [[User:Evil Tim|Evil Tim]] 07:52, 30 September 2011 (CDT)&lt;br /&gt;
:::::::Yeah, most of the time all cameras (except for maybe the professional ones used by filmmakers) capture certain sounds differently. It is possible for the primers of &amp;quot;squib&amp;quot; rounds to discharge with enough force to lodge the bullets into the barrel of whatever gun it's fired from (and sometimes it will stay there until the owner disassembles their weapon and removes the lodged bullet), and most of the time, the &amp;quot;popping&amp;quot; sound of the primers sounds like a &amp;quot;click&amp;quot; when captured on a camera similar to the one used in the video of the M16 blowing up in that guy's face. --[[User:ThatoneguyJosh|ThatoneguyJosh]] 00:28, 1 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:I've seen this video before, looks like the guy was pulling a half-assed SPORTS drill several times while the weapon was malfunctioning on him. But yeah, shooting custom-loaded ammo with no reliable means of quality control is definitely not a good idea, as this video clearly demonstrates. [[User:Orca1 9904|Orca1 9904]] 23:52, 4 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Not working ==&lt;br /&gt;
&lt;br /&gt;
Why is the M16 page not working. It locks up my computer, and the network wont respond. It takes about 5 to 10 minutes before it will work.[[User:Gunner5|Gunner5]]&lt;br /&gt;
&lt;br /&gt;
:It might be your browser and / or RAM is having trouble with the size of it; this is the largest page on the site. What's the spec of your PC? [[User:Evil Tim|Evil Tim]] 00:03, 5 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Difference between original M16 and M16A2==&lt;br /&gt;
I know how to distinguish XM16E1s, M16A1s, and M16A4s from each other, but how are both the M16 and the M16A2 different visually? Both rifles have no forward assist or removable carrying handles and the M16 can also appear with a &amp;quot;birdcage&amp;quot; flash hider. - [[User:Kenny99|Kenny99]] 00:34, 6 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:M16-SP1-30Mag.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;
[[Image:M16A2.jpg|thumb|500px|none|M16A2 Rifle - 5.56x45mm.  Select Fire rifle (Safe/Semi/3 round Burst Only).]]&lt;br /&gt;
&lt;br /&gt;
:I'll try.  Also with the caveat that I have to replace the movie M16s on the site.  An IMFDB member whom I am eternally grateful for, pointed out that I had A2 lowers on A1 uppers.  Though that works, it's also not correct.  I have to replace the M16 pics with exact versions of each one, but that will take time.  I just point this out to make sure that people know I'm aware of it.&lt;br /&gt;
&lt;br /&gt;
1) M16: original USAF contract in Vietnam and in the U.S.  slab side upper and lower, 1st pattern duckbill three prong flash hider, original buttstock with foldable rear sling swivel.  Early models had counter-turning screws in stead of pivot pins to attach the upper and lower receiver.&lt;br /&gt;
&lt;br /&gt;
1) XM16E1: 2nd pattern three prong flash hider, Chromed bolt, exposed mag release button (no ribbing) but there is a partial rib for the front pivot detent pin and spring, old M16 style buttstock and rear sling swivel, tear drop forward assist.&lt;br /&gt;
&lt;br /&gt;
2) M16A1: Birdcage Flash hider, Phosphate bolt but chromed chamber, mag release button ribbing to protect against accidental mag dump and full ribbing to the front pivot detent pin and spring, A1 style buttstock with fixed rear sling swivel (with stowaway compartment in the buttplate)&lt;br /&gt;
&lt;br /&gt;
3) M16A2: A2 style flash hider with no holes on the lower part, ring washer instead of lock washer, heavy barrel, round forearm, full ribbing on mag release button and front pivot detent pin and spring, front part of lower receiver is beefier and thicker as well as the rear part near the base of the tube ring.  Updated and longer (by about 1&amp;quot;) rear  buttstock and thicker buttplate, slight finger ledge on the pistol grip about midway down.  Adjustable rear sights with elevation control as well as side to side.  A2 does NOT have a detachable carry handle.  &lt;br /&gt;
&lt;br /&gt;
Hope this helps.  [[User:MoviePropMaster2008|MoviePropMaster2008]] 02:26, 6 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Don't forget that the M16A2 has semi/3-round burst as opposed to semi/full auto in the M16 (though you rarely see this feature used on-screen as most directors feel the full auto looks better than a 3-round burst). [[User:Orca1 9904|Orca1 9904]] 04:15, 6 October 2011 (CDT)&lt;br /&gt;
No versions of the M16 has screws rather than push pins at the front of the receiver. The only rifles that have these are the Sporter 1 rifles (which is what all of the pictures on the main page are actually of). The M16s that pre-date the captive push pin (Models 601 and 602) have a large headed push pin that is held in place by a ball detent on the pin itself. Also, the &amp;quot;M16&amp;quot; category can be separated out into 3 different guns which the USAF used seqeuntially in turn. First is the original 601 which has green furniture, original &amp;quot;duckbill&amp;quot; flash hider and triangular charging handle (around 14,500 were made, 8,500 to USAF, 1,000 to the Army for evaluation and the rest to special forces, police, and a number of Asian countries). The 602 is the quintessential slab sided M16, and introduced the updated 3 pronged flash hider, black furniture, the current &amp;quot;T&amp;quot; shaped charging handle. The third &amp;quot;M16&amp;quot; is what is often called the USAF M16 and was the most produced variant, and was the Model 604. Early versions had the M16E1 type partial fence lower, whilst the later versions had the M16A1 full fence lower, and these weapons continued to be used by Air Force until 2001, when all M16s were updated to the A2 standard.  --[[User:Commando552|commando552]] 06:58, 6 October 2011 (CDT)&lt;br /&gt;
::Cool!  Thanks [[User:Commando552|commando552]]  As I've said before, I pulled movie armory weapons.  Very rarely do I get access to actual firearms museums, but then 99% of the full auto guns were probably sporter conversions, since it was much easier to convert a title I to a class III gun prior to 1986.  I have a LONG laundry list of photos to update thanks to you guys! ;)  But the information helps.  Also only in recent months have i realized how many franken guns were built in the 1970s/80s and 90s on the M16 platform.  [[User:MoviePropMaster2008|MoviePropMaster2008]] 22:24, 21 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pics of the different M16s I mentioned above:&lt;br /&gt;
[[File:Colt 601.jpg|thumb|500px|none|Colt Model 601 - 5.56x45mm]]&lt;br /&gt;
[[File:Colt 602.jpg|thumb|500px|none|Colt Model 602 - 5.56x45mm]]&lt;br /&gt;
[[File:USAF Colt Model 604.jpg|thumb|500px|none|Colt Model 604 (USAF M16) - 5.56x45mm]]&lt;br /&gt;
--[[User:Commando552|commando552]] 10:48, 6 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Historical Question ==&lt;br /&gt;
&lt;br /&gt;
Anyone knows why XM177 never dropped the 'X' letter in it? If 'X' usually implies the prototype and testing stage, then why did XM177 have it with both upgrades and use in service, and the jamming M16s in Vietnam didn't? Or some other reasons? --[[User:Masterius|Masterius]] 13:02, 23 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Ignoring the USAF rifles  (which got official GAU designations) the US Army only purchased  a few thousand XM177s and the kinks were never really ironed out, so it is fair to call it an XM program still. Rifle was still in development stages really when US Army cut the funding due to Vietnam war involvement being scaled back..  --[[User:Commando552|commando552]] 13:27, 23 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Were the Colt Commandos used in Somalia much more refined versions of XM177 program? If yes, I wonder why they were not put back in official service... --[[User:Masterius|Masterius]] 02:19, 24 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::Do you have a pic of them, not sure what rifles you are talking about. If you are talking about the Model 733, that is not really related to the XM177s. US forces purchased a small number of Model 733s for Special Forces and was called the M16A2 commando, although Colt later offered it as the M4 Commando. Rangers and Delta in Somalia also used both Model 723s (A1 rear sight a straight barrel) and 727s (A2 rear sight with M4 profile barrel) and these weapons were known initially as M16A2 carbines, before morphing into the M4. Till the early 90s there were still some Model 653s (called the M16A1 carbine) and XM177s with the long moderators replaced with birdcages knocking around as well, so there were probably a lot of different guns knocking around Somalia. These guns were not refinements though, they were guns from the 60/70s that were still being used due to the fact that the US Army did not produce a standard issue carbine till the M4. I'm not even gonna mention the franken-guns that would  have been used by the USAF special forces at the time. --[[User:Commando552|commando552]] 09:08, 24 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::::Ah, thanks, that explains it. [http://www.ar15.com/forums/t_3_123/449652_going_for_a_1993_Somalia_car15_build_and_need_your_help.html Here are the various photos]. --[[User:Masterius|Masterius]] 10:26, 24 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::::And keep in mind that the Air Force is too concerned with F-22s and F-35s to actually replace the majority of their small arms, so a GUU-5 today can run the gambit from identical in every way to an M4, all the way to a vintage 1960s XM177-style carbine complete with slabside/slickside receiver components. To put it simply, AF carbines are built from a hodgepodge of refurbished spare parts that in a lot of cases are older than the men using them. The only units I know of that have ''actual'' M4s are PJ and STS squadrons. Case in point [http://upload.wikimedia.org/wikipedia/commons/f/f0/USAFSecurity.jpg]. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:50, 29 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Colt Carbine/Model 653/Model 727/Model 733 ==&lt;br /&gt;
&lt;br /&gt;
Firstly, forgive my ignorance in things regarding the variety of AR-15 models. In the model description it says that it was 'never adopted formally by the US Military, and thus never had an &amp;quot;M&amp;quot; or &amp;quot;XM&amp;quot; designation.' However, in the following section where it lists the movies in which we can find this rifle it is often found as the M653. Can someone more knowledgeable either clear up why there is this discrepancy? Thanks --[[User:Rebusdi|Rebusdi]] 18:34, 23 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Editors (and video game developers) often confuse the 'Model', 'M' and 'MK' designations. M653 should be changed to Model 653. --[[User:Masterius|Masterius]] 02:14, 24 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Correct. Model &amp;quot;___&amp;quot; is the official COLT designation and usually comes first.  Only when the weapon is adopted as an official front line weapon does it get the &amp;quot;M&amp;quot; designation.  And all these minutia of details in the weapons history STILL gives me a headache! ;)  [[User:MoviePropMaster2008|MoviePropMaster2008]] 03:01, 24 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::So does that mean we need to clean up this section to take all the 'M's away?--[[User:Rebusdi|Rebusdi]] 08:11, 24 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::::I've replaced the &amp;quot;M&amp;quot;s with Models  --[[User:Commando552|commando552]] 09:22, 24 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Colt Model 978 ==&lt;br /&gt;
&lt;br /&gt;
'''I took this from Wikipedia, so it might be wrong.''' A lot of video games like to portray the M4A1 with additional burst mode. I read that the Colt Model 978 (a.k.a. &amp;quot;M4 Carbine Enhanced&amp;quot;) is an M4 that features a S-1-3-F trigger group. I wonder how popular this variant was/is and most importantly when was it finalized and released? (if it was ever) - [[User:Bozitojugg3rn4ut|bozitojugg3rn4ut]] 14:15, 25 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:The four position fire selector weapons were adopted by nobody as far as I know, with the exception of Greece who bought the Model 778 (don't know how widespread this was, have just seen a few in some pics), which is basically a Model 727 with the four position selector. You can actually buy parts for a four position selectors, sears and disconnectors from Colt, so guns can be modified to this standard. However, I guarantee you that no guns in games actually have the correct four position selector, as it looks different to the standard one. Can't find any pics right now, but the four position selector is a flat plate with a ridge along the centre that ends in an odd knurled dome, sort of like a citrus juicer.&lt;br /&gt;
&lt;br /&gt;
:I have also heard of US Special Forces having the four posiiton M4A1s (Model 978), but may just be rumors, and if true there are very few of them and certainly not widespread. They could also be modifications to standard M4s. Below is a pic of the side of a Model 738 M4 Commando Enhanced (Model 733 with the four position selector) showing the selector switch design.&lt;br /&gt;
&lt;br /&gt;
:--[[User:Commando552|commando552]] 16:37, 25 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:[[File:Colt Model 738.jpg|thumb|500px|none|Colt Model 738 &amp;quot;M4 Commando Enhanced&amp;quot; fire selector.]]&lt;br /&gt;
&lt;br /&gt;
:Which games portray the M4A1 with additional burst mode, for example? --[[User:Masterius|Masterius]] 06:40, 26 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Ghost Recon features the normal A1 and the &amp;quot;M4 SOCOM&amp;quot; which has the bonus burst mode. Same in The Sum of All Fears game (both Tom Clancy games). Cannot think of any other games right now. (Maybe I was a little exaggerating when I wrote &amp;quot;a lot of&amp;quot; since in most games you can't even toggle the rof.) So, according to what commando552 wrote, it is possible that the M4A1 with S-1-3-F group in Ghost Recon was intentional, since you control a (fictional) U.S. special force. (And the correct trigger groups: We (at least I) don't take the selectors into account, since in most games you cannot even see them, or are set to safe while the gun goes all rock&amp;amp;roll.)- [[User:Bozitojugg3rn4ut|bozitojugg3rn4ut]] 07:55, 26 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::Well, yeah, the universe of Tom Clancy is the one where the prototypes and ultra rare things come true, including weapons and vehicles, so the presence of AR-15-type firearm with four-position selector switch shouldn't come as surprise ;) --[[User:Masterius|Masterius]] 08:48, 26 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::::Bozitojugg3rn4ut, the selector really should be taken into account, as apart from the receiver markings the selector switch is the only external difference between the regular Colt carbines and the Enhanced version with burst and auto. If it has the regular fire selector and lacks the markings on the receiver, then it is simply and M4 with the wrong fire control group. Is very hard to tell from the Ghost Recon screen shots as there aren't any of the relevant side, but you can just make out that there are only 3 positions marked on the right side of the receiver, making the physical model that of a regular M4/M4A1 rather than an Enhanced M4.  --[[User:Commando552|commando552]] 09:09, 26 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
Interestingly, this discussion is the first result when one Googles &amp;quot;Colt Model 978&amp;quot;. [[User:Spartan198|Spartan198]] 21:05, 19 December 2011 (CST)&lt;br /&gt;
&lt;br /&gt;
== Main Page ==&lt;br /&gt;
&lt;br /&gt;
There are 2 issues:&lt;br /&gt;
&lt;br /&gt;
1) Shouldn't it be called AR-15, since ArmaLite AR-15 is the weapon that started it all?&lt;br /&gt;
&lt;br /&gt;
2) There is at least 1 not-rifle on the page: [[M16 rifle series#Colt 9mm Submachine Gun|Colt 9mm Submachine Gun]]&lt;br /&gt;
&lt;br /&gt;
--[[User:Masterius|Masterius]] 03:58, 30 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:I agree, AR-15 makes much more sense to me. I would call the page &amp;quot;AR-15 Variants&amp;quot;, gets rid of the problem that &amp;quot;M16&amp;quot; is only relevant 5 or 6 of the 30 or so guns on the page, and the fact that rifle is not necessarily the correct term for all of them.  I'm not sure how the site mechanics work, but would changing the name of the page create a massive problem for the 1000+ pages that link here, or would the redirects sort it all out?  --[[User:Commando552|commando552]] 12:44, 30 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Need to contact admins and ask them about this. I support your version, as more appropriate one. --[[User:Masterius|Masterius]] 13:17, 30 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::Though you are technically correct, M16 is the most widely recognized nomenclature for the weapons that appear in films. Remember that we are not a gun encyclopedia, we are a weapons in MOVIE/TV/et al wiki.  Sure, we utilized those rules of starting with the original weapon when it came to more obscure weapons (like grouping the R4s in with the Galils), but really famous weapons have their own pages, weapons that a firmly entrenched with their own identity in the mind of the movie going public. We also did not start a StG-44 page and then branch the AK-47s out from that even though the AKs obviously were a stepchild of the StG-44 Design theory.  Very rarely are guns 'presented' as AR-15s in media.  In fact many movie goers don't even recognize the term. [[User:MoviePropMaster2008|MoviePropMaster2008]] 18:13, 30 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::::I don't remember many movies where the character says: &amp;quot;Here is my M16!&amp;quot; or where the weapon is listed in closing credits :\&lt;br /&gt;
::::The reason for AK-47 not being on the same page as StG-44 is having completely different design. AK-47 was ''inspired'' by StG project, nothing more. There are a lot of weapons that bear a ''resemblance'' to AK-47 or AR-15 but have different design and thus their own page. --[[User:Masterius|Masterius]] 02:29, 31 October 2011 (CDT)&lt;br /&gt;
::::'''P.S.''' Imagine IMFDB consisting of pages: ''&amp;quot;M1911&amp;quot;'', ''&amp;quot;Desert Eagle&amp;quot;'', ''&amp;quot;MP5&amp;quot;'', ''&amp;quot;Garand&amp;quot;'', ''&amp;quot;M14&amp;quot;'', ''&amp;quot;M16&amp;quot;'', ''&amp;quot;AK-47&amp;quot;'', ''&amp;quot;Everything Else&amp;quot;'' :D&lt;br /&gt;
&lt;br /&gt;
::::Now, [http://kingshamus.files.wordpress.com/2010/05/official.jpg THIS] made me laugh xD --[[User:Masterius|Masterius]] 13:34, 4 November 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
== What is the point of the Colt 9mm SMG? ==&lt;br /&gt;
&lt;br /&gt;
Every time I look at it just seems so useless. I mean, why would anyone want what is essentially an M4 that does less damage with less range? Recoil would be lower I presume, but I cant see an M4 having a gigantic amount of recoil. I'm sure someone could help provide me with some insight but at the moment I'm finding it very hard pressed to find a purpose of this thing. [[User:Lurker McNasty|Lurker McNasty]] 14:20, 14 December 2011 (CST)&lt;br /&gt;
:I imagine it had more to do with some guys at Colt wanting to get in on the 9mm subgun market but not wanting to design an entire new platform to do it with. The 9mm round also gives you less penetration, which is good if, say, you're trying to shoot the guy you're aiming at only rather than him and the three things behind him. This is why the majority of people who actually use it are police or police-like units. [[User:Evil Tim|Evil Tim]] 14:42, 14 December 2011 (CST)&lt;br /&gt;
::The main advantage of it is that it is an SMG with the same ergonomics as an AR-15 platform, which makes training easier. --[[User:Commando552|commando552]] 15:27, 14 December 2011 (CST)&lt;br /&gt;
:::9mm is much easier to suppress compared to 5.56. But Evil Tim's answer about Colt not wanting to design a whole new SMG is probably the right one.--[[User:Predator20|Predator20]] 16:13, 14 December 2011 (CST)&lt;br /&gt;
&lt;br /&gt;
== M4 Scope optics ==&lt;br /&gt;
&lt;br /&gt;
Can someone give me some info on what is the standard scope optic for the military, and what is the best scope optic to use on the M4? i was just curious--Gunner5&lt;br /&gt;
&lt;br /&gt;
:Which military? The M4 is used by a number of them in some capacity. [[User:Spartan198|Spartan198]] 20:53, 19 December 2011 (CST)&lt;br /&gt;
&lt;br /&gt;
U.S. Military.--Gunner5&lt;br /&gt;
&lt;br /&gt;
:The most common, I would think, are the ACOG and Aimpoint RDS, but just about any optic can be used on it. As far as what's the best optic to use, &amp;quot;best&amp;quot; is a relative term and depends on the individual shooter and what he/she prefers. [[User:Spartan198|Spartan198]] 02:01, 20 December 2011 (CST)&lt;br /&gt;
&lt;br /&gt;
::Not to mention different optics are more effective in certain situations than others; most ACOGs typically use 4x magnification and are effective for engaging targets at a distance, while red dot sights don't use magnification and are more suited for close-range engagements. [[User:Orca1 9904|Orca1 9904]] 21:21, 12 March 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== USE WITH S.A.S ==&lt;br /&gt;
&lt;br /&gt;
Why does the S.A.S use the M16A2 as their standard rifle? In Bravo Two Zero (the book), Andy McNab calls the M16A2 a 4x4, and the SA80 a Rolls-Royce. Looking back, the S.A.S have a history of using foreign weapons. Why is this? Do Britain not make good enough weapons? Sure, the only thing we currently make and export are Accuraccy International's (which are the best sniper rifles in the world, and I don't care what anyone else says. It strikes me as strange, though, why the S.A.S use the AW50 and not the AS50 as their heavy-caliber sniper rifle), but why do the S.A.S have to use American weapons? Why not use German?&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;...''have'' to use American weapons?&amp;quot; You have some kind of grudge against American weapons or something? :P In any case, the events of ''Bravo Two Zero'' took place during the first Gulf War, so I really doubt they're still using M16A2s in this age of optics and rail systems. It's my understanding that their ''current'' &amp;quot;standard&amp;quot; long gun is the C8FTHB carbine, which is essentially an M4A1 with a 16&amp;quot; barrel of different profile to that of a standard M4. As to why, well, they use what they ''want'' to use, whether it be British, American, German, whatever. Much like their American counterparts in CAG and DEVGRU, they have the leeway and budget to get a little bit of everything because their mission calls for it. [[User:Spartan198|Spartan198]] 10:30, 7 January 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
::The SAS adopted the M16 as a replacement for the 7.62 L1A1 SLR which was the standard British rifle at the time. The SLR was superior in terms of reliability, accuracy and range, but the M16 had a major weight advantage in terms of both the weapon and the ammunition, could mount a grenade launcher, and was capable of automatic fire (so was the SLR, but a match was required to be inserted into the action). One of the reasons they continued to use it after the introduction of the SA80 rifles was due to initial reliability problems, along with the fact that until relatively recently the SA80 culd not use an underbarrel grenade launcher (M16s were also used by other units, such as some Royal Marine units and the Pathfinders). Don't really know the exact reason why the SAS (along with Military Police and Royal Marine close protection along with a few others) use the C8SFW/CQB rather than the SA80 but would imagine it is partially due to the lower weight and the modularity of the SFW (bear in mind that the SA80 didn't have a railed forened until a few years ago and has only just gotten a MIL-STD-1913 on the top for different sights). Unlike the M16s adopted before, the C8 has actually been officially adopted by the MOD as the L119A1 (both the SFW and the CQB share the same designation though).  --[[User:Commando552|commando552]] 16:17, 7 January 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
:::L119A1 is the official designation for C8 SFW in British SF service. C8 CQB is just its variant. An analogy would be M4A1 (official service) and Colt Commando (unofficial service). --[[User:Masterius|Masterius]] 13:50, 8 January 2012 (CST)&lt;br /&gt;
::::The Colt Commando moniker has never been attached to the M4, it's been primarily used to refer to previous A1-pattern carbines like the XM177 series. [[User:Spartan198|Spartan198]] 15:30, 13 March 2012 (CDT)&lt;br /&gt;
:::::Colt currently markets the Model 933 as the M4 Commando, and several models have the &amp;quot;M4 Commando&amp;quot; rollmarks on the left side of the lower receiver as well. It is a bit messed up though also being stamped as the &amp;quot;M16A2 Commando&amp;quot; (making no sense as it is a flattop), or simply &amp;quot;M4LE&amp;quot; on law enforcement Commandos. The Commandos in particular demonstrate the practice of cobbling guns together from whatever bits are available.  --[[User:Commando552|commando552]] 19:44, 13 March 2012 (CDT)&lt;br /&gt;
::::::Colt adopted the M4 designation as a marketing ploy, the 11.5&amp;quot; 933 isn't used by the military in any capacity that I know of and not likely to start since those that need shorter barrels already have access to even ''shorter'' 10.3&amp;quot; CQBR URGs and 10.5&amp;quot; Mark 18s, neither of which are M4s since they don't match the physical specs of an M4. Heck, I can pull up a pic of a flat-topped GUU-5/P that to the untrained (or uncaring) eye would be identified as an M4A1, but isn't because it uses a slab-sided pre-A1 lower receiver. A lot of M4A1s in use by SOCOM units also can't technically by Colt naming standards be considered M4s since SOCOM now has 12.5&amp;quot; URGs for use on M4 lowers. [[User:Spartan198|Spartan198]] 01:55, 29 March 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::::::Delta Force used the weapon, when it was known as 'M16A2 Commando' (CAR-15 in article), in Somalia.[http://www.guns.com/the-us-special-forces-and-their-guns-and-gear-or-at-least-the-stuff-we-know-about.html] I'd also recommend to get the book &amp;quot;Weapons of Delta Force&amp;quot; by Fred Pushies.&lt;br /&gt;
::::::::I already have that book, of which the factual accuracy of it is dubious, and yes, I know they used the Model 727, as it's ''actually'' called. That website you linked to mistakenly refers to the M4 Commando as predating the M4, which at the time of the Battle of Mogadishu hadn't been formally adopted yet (maybe a few Deltas had them and were field testing, at best) and was still known as the XM4. How could there be a Commando version of the M4 before there was even an M4? Not to mention, they show a picture of a short-barreled ACC-M (Advanced Colt Carbine - Monolithic) on their M4 Commamndo page, instead of an actual so-called M4 Commando. M4 is a military designation that Colt adopted as a marketing ploy, just like they did with the Commando nickname when it was coined back in the '60s. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:59, 27 October 2012 (EDT)&lt;br /&gt;
:::::::Force Recon also knows Model 733 as 'Colt Commando'.[http://www.forcerecon.com/strongmenarmed3.htm]&lt;br /&gt;
::::::::That website isn't actually linked to the Marine Corps, it's some kind of fan site or unofficial biography or something. At any rate, &amp;quot;Commando&amp;quot; is still a nickname, not an official designation. With the exception of the Air Force, none of the various smatterings of M16-based carbines following the XM177 received any official designation until Colt started developing the XM4 (which was previously nicknamed the &amp;quot;Abu Dhabi Carbine&amp;quot;, BTW) in the '80s. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:59, 27 October 2012 (EDT)&lt;br /&gt;
:::::::::Colt do actually give their various rifles &amp;quot;names&amp;quot; for lack of a better word. They were used by Colt in marketing materials and catalogues and can, depending on the specific rifle, be found stamped on the lower receiver. For example the Model 733 was originally marketed as the &amp;quot;M16A2 Commando&amp;quot;, and you can find it with either this stamped on the lower, or simply &amp;quot;Colt Commando&amp;quot;. Colt did also start marketing 733s as &amp;quot;M4 Commandos&amp;quot; after the M4 was adopted, despite the fact it did not have a flat top rail. These names are not necessarily unique to a single rifle and can be used for multiple model numbers, for example the name &amp;quot;M16A2 Carbine&amp;quot; was used for the Model 723 and 727, as well as the 720 before it was given the XM4 designation.&lt;br /&gt;
:::::::In essence, more modern (meaning, without older parts) M4 CQBR and M4 Commando are just that. M4 Carbine with shorter barrel. --[[User:Masterius|Masterius]] 02:52, 29 March 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
::::Another reason the SAS don't use the SA80 is because you cannot use it in your left hand and they prefer to be able to use a weapon in both hands as it's better for shooting from behind cover. --[[User:Cool-breeze|cool-breeze]] 13:12, 12 February 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
:::&amp;quot;Why not use German?&amp;quot; Aside from the fact that if you say SAS most people with think of &amp;quot;Black Kit&amp;quot; with an MP5, there is still some rumours flying around about them using the 416 and 417. [[User:The Wierd It|The Wierd It]] 04:30, 13 February 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
::::Probably thrown around by HK's PR department, they sold a ton of MP5s off the back of the SAS using them to break up the Iranian Embassy Siege. [[User:Evil Tim|Evil Tim]] 07:20, 13 February 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
:::::Using the HK416 might be BS, but British Special Forces do use the HK417. It was bought a few years ago as a DM rifle before the army got the L129A1. It was also more widely tested by the Royal Marines in the role, but was replaced when the L129A1 was adopted. [http://www.eliteukforces.info/images/gallery/uksf/sfsg-multicam-hr.jpg Here] is a photo of an SFSG team, the guy second from the left in the first row has a suppressed HK417. They guy behing may also have one, but can only make out the stock so could be another AR-15 pattern rifle.  --[[User:Commando552|commando552]] 07:51, 13 February 2012 (CST)&lt;br /&gt;
::::::He's got a Minimi Para with a PIP stock like the guy second from the right in the front row; you can see the iron sight against his shirt. [[User:The Wierd It|The Wierd It]] 11:50, 13 February 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
== Page Title ==&lt;br /&gt;
&lt;br /&gt;
While this page contains many weapons based on the AR-15, shouldn't it be called &amp;quot;AR-15 family of weapons&amp;quot; or something like than rather that just &amp;quot;M16 rifle series&amp;quot;? --[[User:RaNgeR|RaNgeR]] 12:36, 15 February 2012 (CST)&lt;br /&gt;
:Look 4 topics above this one. If it was up to me I would call it &amp;quot;AR-15 rifle series&amp;quot; or something like that, but MPM2008 made the point that although this would be technically correct the average person coming to site would be much more familiar with the term M16, which is fair enough.  --[[User:Commando552|commando552]] 12:53, 15 February 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
== Sniper Rifles? ==&lt;br /&gt;
&lt;br /&gt;
How are we defining &amp;quot;Sniper Rifles&amp;quot; for [[:Category:Sniper Rifle]]. It seems to me that all the guns on this page are Assault Rifles. I know that you can certainly convert an M16 to a sniper rifle but all the images seem to be of Assault rifles. Just curious! --[[User:Zackmann08|Zackmann08]] 19:47, 18 March 2012 (CDT)&lt;br /&gt;
:The main rifle on here that I would class as a sniper rifle is the Mk 12 SPR but there are also the Vietnam-era M16 sniper variants, the Model 655 and 656. There are also some &amp;quot;target&amp;quot; AR-15s like the Colt Accurized Rifle and the Match Target Competitions that I would probably class as sniper rifles if I had to put them into a category.  --[[User:Commando552|commando552]] 20:21, 18 March 2012 (CDT)&lt;br /&gt;
:::Sadly, it seems that Colt has discontinued the Colt Accurized Rifle for the time being. I checked my old link on the [[SWAT 4]] page and it no longer works, nor is the Colt Accurized Rifle anywhere to be found on their product page sections of their website (maybe it just couldn't compete with similar products from other companies?). I was hoping the Colt Accurized Rifle would have been included on this page--I guess that won't be the case now, for how can a firearm be included here on this wiki if it failed to make much of an impact (to the point that it was discontinued) and thus won't be in many pieces of audio-visual media? --[[User:Mazryonh|Mazryonh]] 21:57, 18 March 2012 (CDT)&lt;br /&gt;
::I missed the Mk 12 SPR. I 100% agree with you on that one, that is DEFINATELY a sniper. Thanks for clarifying! Any change we could could put a definition on the [[:Category:Sniper Rifle]] page like the one that is on the [[:Category:Assault Rifle]] page? --[[User:Zackmann08|Zackmann08]] 20:28, 18 March 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
::The 655 and 656 were full-auto capable, so I wouldn't exactly lump them in as sniper rifles. Same goes for the Mark 12, if you want to get technical. The Mark 12 grew out of a program to create a SOPMOD upper receiver component that the shooter could switch out with his M4 upper when in need of increased range and accuracy. So in its original form, the SPR was still technically an assault rifle (and as such it's still frequently used in that manner by SOF who switch out uppers on full-auto lowers), it just had a high-magnification scope, and we all know that just sticking a scope on an AR doesn't make it a sniper rifle. It didn't lose its full auto capability until it was type-classified as an individual weapon. Mark 12s in regular grunts' hands would likely be dedicated sniper rifles, but those you see in use by SOF are more than likely just SPR uppers on M4 lowers. There's a similar distinction between Mark 18s (complete type-classified weapon with 10.5&amp;quot; uppers on refurbished M16A1 lowers) and &amp;quot;M4A1 CQBRs&amp;quot; (10.3&amp;quot; uppers on M4 lowers). [[User:Spartan198|Spartan198]] 20:55, 18 March 2012 (CDT)&lt;br /&gt;
:::Just because something has full automatic capability doesn't mean it is not a sniper rifle. It is unusual and arguably unnecessary, but as far as I know there is no official definition of what a sniper rifle does and does not have. In my opinion it is a sniper rifle if it is designed for and used in the sniping role. Hell, you can even call small caliber stuff like the Ruger 10/22 a sniper rifle as it has been used as one. For the purposes of this site though, I think the category should be used if the rifle ''appears'' to be a sniper rifle to the average user who might be trying to identify something. In other words, a catch all term for sniper, designated marksman, target and hunting rifles.  --[[User:Commando552|commando552]] 21:14, 18 March 2012 (CDT)&lt;br /&gt;
:I was under the impression that a dedicated sniper rifle had to have (at a minimum) a scope, be chambered in a full-size rifle round (so as to allow for accurate distant shots with high stopping power, a key part of sniping), be ergonomically suited for use while prone (i.e., its magazine must not be so large as to create an obstruction when lying on the ground on your stomach, and preferably have a bipod) and allow for accurate semi-automatic/bolt-action fire (fully-automatic or burst-fire is possible but counter-productive for accurate long-range shots, and such capability is usually reserved for Designated Marksmen who must travel with a squad and still keep some close-quarters firepower if necessary). So something like the VSS Vintorez wouldn't count because its round is short-ranged (up to 400 meters only given its subsonic velocity, so it's more of an accurized &amp;quot;special purpose&amp;quot; assault rifle), while the SVD would, due to its scope, 7.62x54mmR caliber, small magazine size to ensure it doesn't get in the way when used while prone (I'm very confused as to why the Soviets never put a bipod on the SVD, however), and semiautomatic-only nature. --[[User:Mazryonh|Mazryonh]] 21:57, 18 March 2012 (CDT)&lt;br /&gt;
::As we only have the sniper rifle category here, I would class the VSS Vintorez as such, as it is designed as a suppressed sniper rifle. By virtue of the fact that it is suppressed it uses a lower power shorter range cartridge than a typical sniper rifle, but not all sniping is long range. If you were to use an integrally suppressed [[Accuracy_International_Arctic_Warfare_series#Accuracy_International_Arctic_Warfare_Suppressed|AWS]] with subsonic ammunition the range would be limited like on the Vintorez, but that doesn't mean it is no longer a sniper rifle. In particular, for police and some special forces uses long range is not as important in a sniper rifle as accuracy and other considerations. Like I said before, silenced Ruger 10/22s have been used by special forces for almost silent sniping. Another example would be the Russian SV-99, which is a silent sniper rifle based on a .22LR biathlon rifle. Weapons like these are specialized sniper rifles, but they are still sniper rifles none the less. I'm not sure whether trying to make a fixed definition for a sniper rifle is a good idea, as you will always find exceptions. Not all &amp;quot;sniper rifles&amp;quot; even use telescopic sights, an example being the Barrett M82A2 which uses a 1x red dot sight as it was actually designed for shooting from the shoulder as a low cost anti helicopter weapon. Another rifle that breaks your definition would be the [[BMS Milcam Rifle Series|BMS Snicam]] which is undeniably a sniper rifle, but uses a 5.56mm cartridge from 20/30 round STANAG magazine. Different sniper rifles have wildly different characteristics depending on the specific task they are designed for. The only thing I can say about what should be in the sniper rifle category is if it looks like one, put it in there. This isn't an encyclopaedia, the idea of the categories is to help people identify unknown guns, so if it looks like a sniper rifle that is the category they will be looking in.  --[[User:Commando552|commando552]] 07:13, 19 March 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== About charging handle ==&lt;br /&gt;
&lt;br /&gt;
From [http://www.thetruthaboutguns.com/2011/11/foghorn/ask-foghorn-what-does-a-forward-assist-do/ The Truth About Guns]:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Ever since, part of the military’s manual of arms for loading the M16 and its variants includes a mandatory smacking of the charging handle even if it isn’t necessary.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Is it about racking the charging handle? --[[User:Masterius|Masterius]] 01:51, 28 March 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
:That is a mistake, smacking the charging handle does nothing on an AR-15. As it had previously been talking about the introduction of the forward assist (the button on the right rear of the upper receiver), I assume it is meant to say ''&amp;quot;Ever since, part of the military’s manual of arms for loading the M16 and its variants includes a mandatory smacking of the '''forward assist''' even if it isn’t necessary.&amp;quot;''  --[[User:Commando552|commando552]] 05:01, 28 March 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Ah, thanks for the explanation. --[[User:Masterius|Masterius]] 07:50, 28 March 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== AKM front sight on an M16? ==&lt;br /&gt;
&lt;br /&gt;
Was just doing a bunch more caps for the [[Bravo Two Zero]] page and came across this:&lt;br /&gt;
[[File:Bravo Two Zero (3634).jpg|thumb|500px|none|]]&lt;br /&gt;
This is the SP1 that is carried by Baz (Ian Curtis) fitted with a CM203 launcher but it looks as if (to me at least) it is fitted with an AKM front sight. Has anyone ever seen anything like this before or know of after-market parts that look like this? This seems like an absolutely random modifications for an armourer to do to a rifle, only thing I can think of would be if the sight on the gun wa damaged during filming so they slapped this on.  --[[User:Commando552|commando552]] 08:40, 2 April 2012 (CDT)&lt;br /&gt;
::The movie was filmed completely in South Africa.  Could the SA armorers be using any Vektor rifles disguised as American guns? [[User:MoviePropMaster2008|MoviePropMaster2008]]&lt;br /&gt;
:::I really need to get around to updating the page to show it, but the weapon is a straight SP1 apart from the front sight so it isn't a Vektor. You can actually see the existing M16 gas block, and this looks like the top part of the gas block/sight has been sawed off and an AKM sight welded on. As it switches between a regular SP1 and this one with the cobbled together sight, I'm guessing that the rifle was broken part way during shooting and an AKM sight was the only vaguely suitable spare part they could get their hands on. I've actually taken a bundh of caps for this film bu have forgotten about them till now, will try and add them later to show what I mean.  --[[User:Commando552|commando552]] 14:44, 24 June 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== RAS on M16A4 ==&lt;br /&gt;
What is this rail system?&lt;br /&gt;
[[Image:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|500px]]&lt;br /&gt;
It doesn't appear to be a KAC M5 RAS because it lacks the cut-out in the upper half to accommodate the M203 barrel clamp. If you don't know what I mean, zoom in on the front sight area in this pic and notice how the side rails are shorter than the top and bottom [http://upload.wikimedia.org/wikipedia/commons/b/b4/USMC_M16A4_Rifle.JPG]. I've only seen this kind of rail on airsoft M16s. Is the rail in MPM's image above an airsoft replica? [[User:Spartan198|Spartan198]] 22:17, 13 April 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
:I was having hard time trying to find that specific handguard... While it looks very similar to the KAC's M5, maybe IT IS an airsoft replica, though not 100% sure. --[[User:RaNgeR|RaNgeR]] 10:27, 30 May 2012 (CDT)&lt;br /&gt;
::Nope it is NOT an airsoft replica.  Those rails are REAL and damned heavy as well. :D  I think on this particular gun it had an aftermarket rail system.  Not all guns on screen have KAC Rails.  I will hunt down the rifle and take more detailed pics of the rails. [[User:MoviePropMaster2008|MoviePropMaster2008]] 01:15, 24 June 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;M4 Commando&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Both Model 933 and Mk 18 Mod 0 sections mention that the M4 Commando is not an official designations. I don't really understand this, as that is how Colt calls it on their webpage. [http://www.colt.com/ColtMilitary/Products/ColtM4CommandoR0923CQB.aspx]- [[User:Bozitojugg3rn4ut|bozitojugg3rn4ut]] 11:07, 12 May 2012 (CDT)&lt;br /&gt;
:About the Model 933, when they were first offered I'm not sure if they were marketed as &amp;quot;M4 Commandos&amp;quot; but they definitely are now. In fact, they even have &amp;quot;M4 Commando&amp;quot; stamped on the magazine well. The Mk 18 is a different kettle of fish, as that is not an &amp;quot;official&amp;quot; colt model and is just put on whatever lower receiver.  --[[User:Commando552|commando552]] 11:37, 12 May 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Question ==&lt;br /&gt;
Why isn't the M16A3 listed on here and just about every other site.Just wanted to know?Is that its an unofficial variant or is it just a M16A2 that fires full-auto?--[[User:DJsputnik|DJsputnik]] 00:50, 24 June 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
:It's just an M16A2 with full-auto in place of burst. Almost all &amp;quot;M16A2s&amp;quot; in movies are essentially M16A3s since they're A2 uppers on older A1 or SP1 full-auto lowers. [[User:Spartan198|Spartan198]] 11:57, 24 June 2012 (CDT)&lt;br /&gt;
::Let's not forget that it can be flat-top also. - [[User:Bozitojugg3rn4ut|bozitojugg3rn4ut]] 13:05, 24 June 2012 (CDT)&lt;br /&gt;
:::I'm noy sure if the full auto version of the A2 that people call the A3 was ever actually officially designated as the A3, but for clarity I tend to call it the Model 646 or M16A2E3 (which was its official name). I save the M16A3 name for the full auto version of the M16A4, the Model 901, whih is currently officially designated by the US as the M16A3.  --[[User:Commando552|commando552]] 13:26, 24 June 2012 (CDT)&lt;br /&gt;
::::Defense Industry Daily disagrees. [http://www.defenseindustrydaily.com/the-usas-m-16-rifle-purchases-04517/] [[User:Spartan198|Spartan198]] 18:46, 24 June 2012 (CDT)&lt;br /&gt;
:::::The rifle that the DID article is referring to is the later Model 901. They may refer to it as a full auto version of the A2, but they also talk about the order from FN in 2007 for new A3s and A4s, which were definitely both using the flat top receiver. The flat top A3 was developed in the 90s with the A4, so rifles built in 2007 would not be to the old spec. That article is either unclear and is referring to two different models, or it is a typo (or just wrong) about referring to the &amp;quot;A3&amp;quot; they are talking about as being a full auto A2.  --[[User:Commando552|commando552]] 19:08, 24 June 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Anyone recognise this variant? ==&lt;br /&gt;
&lt;br /&gt;
I just came across this rifle on the ''[[Strike Back - Season 1]]'' page where it is listed as an M4A1:&lt;br /&gt;
[[File:Strikeback-M4-1.jpg|thumb|500px|none|]]&lt;br /&gt;
However, it isn't a Colt rifle as the flat top rail is higher than on a normal AR-15 pattern gun. Also, it has an A1 forward assist plunger, A1 lower receiver (although I imagine this is a replacement to allow full auto) and a non Colt stock (curved in front of the locking bolt as opposed to vertical, several companies like Tapco make their stocks like this). I've read somewhere on here (a ''[[Stargate]]'' page probably) that Olympic Arms flat top rifles have a higher scope rail compared to other AR-15s, is this one of them? I know bugger all about Olympic Arms rifles and can't seem to find many pictures of them, but all the ones I can find show them with a standard height rail, kind of like I can never find a picture of one with the &amp;quot;Stowaway&amp;quot; pistol grip that the ''[[Stargate]]'' pages also state that they have.  --[[User:Commando552|commando552]] 04:25, 11 July 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Doesn't look too different from a standard M4 carbine to me. The telescoping stock isn't much of an identifier as to the model of the weapon; the standard stock can be easily swapped out for third-party aftermarket stocks (in fact you'll note that there are images of the M4 with both four and six-position stocks on this site). As for the forward assist button, it can be swapped out just as easily as the stock. [[User:Orca1 9904|Orca1 9904]] 06:11, 11 July 2012 (CDT)&lt;br /&gt;
::The forward assist and stock are secondary, they just add to the likelihood of it not being a Colt gun. Another thing that is easily replaceable but just adds to the whole weirdness of this gun in that fact that it has an A1 rather than A2 flash hider. The main thing is the scope rail. It is higher than on a standard AR-15 pattern gun made by Colt, or the majority of other manufacturers. The easy place to see this is at the rear above the charging handle, where the receiver above the charging handle slot is about twice the thickness. I've just noticed as well that the brass deflector looks odd, the top edge of it slopes upwards and goes higher up the weapon. This is definitely a live fire gun as they are used throughout the series firing blanks, but it is definitely not a Colt M4. Was hoping someone would be able to recognise the profile of the upper receiver, as that is the unique part which makes this gun unidentifiable.  --[[User:Commando552|commando552]] 08:03, 11 July 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
::I am the one who wrote that comment about Olympic Arms flattop receivers on the ''[[Stargate: SG1]]'' page, and several other pages. If you want a better example of what the earliest OlyArms flattop rifles looked like, check out the pics of the K23B Stubby which is used by [[Gary Sinise]] in ''[[Reindeer Games]]''. My understanding (and I asked about this on the OA message board) is that OlyArms' first flattop receivers were a bit taller (by about .25&amp;quot;) than the current mil-spec standard seen on the M4/M16A4, and had a rail that was copied from the Colt ACR (which looks very different from the Picatinny rail). This style receiver was only produced for a short time before Oly started making their flattop ARs with the same type of receiver that Colt had introduced on the M4.&lt;br /&gt;
&lt;br /&gt;
::As for the M4 in ''[[Strike Back - Season 1|Strike Back]]'', I agree with you that the flattop receiver is clearly taller than that of a mil-spec M4, but unlike early OlyArms flattops, it appears to have the Picatinny rail. So unless Oly manufactured tall flattops that had Picatinny rails (and I have no idea if they did), that upper is probably from some other manufacturer. -[[User:MT2008|MT2008]] 19:44, 11 July 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
M4s with these uppers seem to be returning in Season 4. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 02:37, 10 August 2013 (EDT)&lt;br /&gt;
:Here's a pic of one from season 4 (I made a special effort to get good shots of the rail when capping it):[[File:Strike Back S04E01 037.jpg|thumb|500px|none|]]My theory about these is that they are fixed carry handle uppers that have been modified (I made a [http://forum.imfdb.org/showthread.php?t=2081 topic] about this possibility in the forum due to the show having a flat top sniper AR-15 that somehow had what otherwise appeared to be an SP1 upper). If you look closely you can see that the rail is a separate piece of metal that has been bolted on, and also has a black finish rather than the grey of the receiver. Also, at the front and back of the rail you can see the shape of the receiver where the carry handle previously joined onto the upper. Either these guns are made by a company that took carry handle forgings and just machined off the handle and bolted a sight on rather than doing a new upper, or they are built form an original complete A1E1/A2 style upper that has been modified. I'm more inclined to believe the latter due to the scattershot nature of the variants on display, with slight differences in the heights of the rail or how they attach, different forward assists, different brass deflector sizing and different lowers. I don't have a good shot of it, but one of the rifles also had the finish totally worn off at the front of the receiver, but the rail was fine suggesting that this was installed when the gun was already old. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 18:25, 12 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== M16 and SP1 sections ==&lt;br /&gt;
&lt;br /&gt;
As it is impossible to tell an original Model 602 M16 from a Model R6000 Sporter without seeing a detailed view of the front receiver pin (the M16 has a flat push pin whereas the SP1 has a screw headed pin) should they have separate sections? Furthermore from what I can tell the vast majority of the weapons listed in the M16 section are SP1s, as are all the images in that section. I would sugest merging the SP1 section into the M16 section and making a note of the fact that the vast majority of &amp;quot;M16s&amp;quot; in film/TV are actually SP1s. Also, I think the M16/M203 and M4/M203 sections should be merged into the main weapon sections as firstly (in the case of M16s) it doesn't distinguish by variant, and secondly most of the time an M203 is attached to a weapon people just list it under the notes section rather than putting it in these sections. Thoughts anyone?  --[[User:Commando552|commando552]] 07:43, 31 July 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== 50-round mags ==&lt;br /&gt;
&lt;br /&gt;
Every time a video game includes a M16 or M4 with 50-round magazines it is listed as an incorrect capacity, why? According to some research, the M16 rifle series use STANAG magazines, which include the 50-round capacity, so why would a 50-round M16 be unrealistic? --[[User:Ultimate94ninja|Ultimate94ninja]] 03:03, 8 August 2012 (CDT) ''(I previously forgot to sign my post, so here it is)''&lt;br /&gt;
:I've never heard of a 50-round STANAG magazine, I thought they only came in 20 and 30 rounds. And please sign your posts. --[[User:Funkychinaman|Funkychinaman]] 14:14, 7 August 2012 (CDT)&lt;br /&gt;
Some companies do make quad stack 50 round magazine, Surefire for example. However, these magazine look different to a regular 30 rounder widening outside of the magazine well to double thickness. If the gun is modelled with a 30 round mag and has a capacity of 50 then it is incorrect, just as a gun modelled with a 20 round mag holding 30 rounds is incorrect. To the best of my knowledge no game has featured quad stack AR-15 magazines yet, so any game where the weapon holds 50 rounds is wrong.  --[[User:Commando552|commando552]] 14:31, 7 August 2012 (CDT)&lt;br /&gt;
::Edit: My mistake, Surefire mags only come in 60 or 100 rounds, not 50. Think there are still 50 round ones out there, Magpul have files a patent for a 50 round version of the PMAG. Come to think of it, I really don't know why surefire didn't make the mags 50 rounders, as then the length would be about the same as a 30 rounder making it less obtrusive and more compatible with existing vests and pouches, but whatever.  --[[User:Commando552|commando552]] 18:13, 7 August 2012 (CDT)&lt;br /&gt;
:I can't find anything on Google about 50-round STANAG mags. Maybe the OP could enlighten us? [[User:Spartan198|Spartan198]] 16:49, 7 August 2012 (CDT)&lt;br /&gt;
::On the Wikipedia page [http://en.wikipedia.org/wiki/STANAG_Magazine STANAG magazine] it says that there are 40, 50 and 90-round magazines (in addition of the usual 20, 30 and 100), which drew my attention on the 50-round mag --[[User:Ultimate94ninja|Ultimate94ninja]] 03:03, 8 August 2012 (CDT)&lt;br /&gt;
Wikipedia sucks as a source of information. STANAG Magazines are designed to fit into an M16 magazine well. STANAG magazines are supost to be 30 rounds. 5,10,20,40,50, 60,90,100 round magazines are not STANAG magazines although they will fit into a STANAG magazine well. There was a 50 round magazine made durring vietnam and it was proven unreliable and removed from service as fast as it was designed and built. Thus ever 50 round magazine in videogames is erronious. Standard magazine capacity for a M16 is a 30 round STANAG magazine.[[User:Rockwolf66|Rockwolf66]] 15:10, 14 August 2012 (CDT)&lt;br /&gt;
:Yeah, ''that'' wiki is a terrible source of info, according to someone on ''this'' wiki. I'm sure I can produce someone on ''another'' wiki that claims ''this'' wiki is also a terrible source of info. Calling the kettle black there, don't you think, Rock? ;) [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 05:56, 25 October 2012 (EDT)&lt;br /&gt;
::Also, I don't think you are actually totally right in saying that STANAG mags are 30 round only. First off, as STANAG 4179 was never ratified there is no actual standard in the first place, just a proposed standard that some countries have chosen to adhere to. Every time something says &amp;quot;STANAG compliant&amp;quot; it should technically say &amp;quot;draft STANAG compliant&amp;quot; when talking about magazine dimensions. Further more, the proposal was only a dimensional standard for the top of the magazine not for the capacity, so any size of magazine would be draft STANAG compliant. Using the widely used term &amp;quot;STANAG magazine&amp;quot; can be kind of confusing as it implies that there is one single magazine that was '''the''' STANAG magazine, rather than the actual case where it is just a standard that a magazine can meet.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 08:09, 25 October 2012 (EDT)&lt;br /&gt;
[[File:Navyseal50round.jpg|thumb|500px|none|Navy SEAL with 50 round STANAG Magazine]]&lt;br /&gt;
Is this the 50-round STANAG magazine that was proven unreliable during Vietnam? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:22, 10 November 2012 (EST)&lt;br /&gt;
:Can't see all of it, but it looks like it. I have a very clear, full-body picture of the 40-round mag also tested during Vietnam and this looks longer than that one. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:30, 22 November 2012 (EST)&lt;br /&gt;
Very old discussion, I know :P but [http://www.xproducts.com/high-quality-extremely-durable-fully-encased-alloy-50-round-drum-magazine-for-the-ar15-ar-15 here]'s a 50-round mag for it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 12:48, 20 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Strange M16 upper reciever ==&lt;br /&gt;
&lt;br /&gt;
I was reading the Irish Sun newspaper and I seen an article where the Mexican police captured a big time cartel lad. There was a photo of 2 policemen in SWAT uniforms hold the suspect for the cameras and they had some m16 looking guns on slings with a strange upper reciever: It looked like the forward assist was integrated into the brass deflector. It was the 4th September edition if someone wants to have a look at it. I was looking for it on the interweb and I could'nt find anything like it?? Anyone ever seen anything like this? [[User:EoghanG93|EoghanG93]] ([[User talk:EoghanG93|talk]]) 15:38, 5 September 2012 (EDT)&lt;br /&gt;
:is [http://thestar.com.my/news/story.asp?file=/2012/9/5/worldupdates/2012-09-05T020017Z_1_DEE88401N_RTROPTT_0_MEXICO-CARTEL-DETENTION&amp;amp;sec=Worldupdates this] the story you are talking about ([http://static.vg.no/uploaded/image/bilderigg/2012/09/05/1346797246956_738.jpg higher res])? If so the brass deflectors and forward assists look normal to me (think they are [[Colt Model 727]]s). if this is a different story, the only thing that i can think of that has the two sort of combined is the [http://www.vltor.com/mur.htm Vltor MUR], which is used on the [[Noveske Rifleworks rifle series]].  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 15:49, 5 September 2012 (EDT)&lt;br /&gt;
Ah no that wasn't it lad. It was just like a regular brass deflector but with a button (like the forward assists button) on the back of the deflector. It could have been some custom job ?? [[User:EoghanG93|EoghanG93]] ([[User talk:EoghanG93|talk]]) 04:23, 9 September 2012 (EDT)&lt;br /&gt;
:If it was a .308 could have been a DPMS rifle, they combine the deflector and forward assist on some of their uppers such as [http://www.dpmsinc.com/COMPACT-HUNTER_ep_151-1.html this] one. There might be other companies that do this but this is the one that springs to mind. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 05:50, 9 September 2012 (EDT)&lt;br /&gt;
::Way late to the discussion.  Those look like normal A2 uppers except the wear pattern on the guns is odd.  Most of the gun is a nice, dark black, but the high points--including the &amp;quot;tip&amp;quot; of the deflector--are worn through the finish to the metal.  It's an odd look probably because that wear pattern is only on the high points and probably from regular, everyday carry without much else wear and tear.  So, casing, uncasing, and rubbing against uniforms instead of firing.  Download the picture, put it in a photo editor and crank the brightness up to see what I mean.  --[[User:Deathbunny|Deathbunny]] ([[User talk:Deathbunny|talk]]) 17:26, 24 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== CAR-A4 DEA Carbine ==&lt;br /&gt;
Since the only page it was used on was deleted and the pic of the weapon itself is placed under the Additional Variants section at the top of this page, maybe its section on the main page could be deleted? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 01:38, 14 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Film Use of MGC Replica (moved from main page)==&lt;br /&gt;
* U.S. Air Force personnel in ''[[WarGames]]'' (1983)&lt;br /&gt;
&lt;br /&gt;
* [[Goldie Hawn]] as Pvt. Benjamin in ''[[Private Benjamin]]'' (1980)&lt;br /&gt;
&lt;br /&gt;
* [[Tom Berenger]] as Gen. Buck Swain in ''[[Diplomatic Siege]]'' (1999)&lt;br /&gt;
&lt;br /&gt;
* ''[[Apocalypse Now]]'' : mounted on the PBR boat, shot up by tracer rounds.&lt;br /&gt;
&lt;br /&gt;
* ''[[Full Metal Jacket]]'' : the MGC M16 was visible being held by all soldiers who carried the M16.  Only when they were firing on screen, did it switch to a live version of the weapon.&lt;br /&gt;
&lt;br /&gt;
* ''[[Hamburger Hill]]'' : used by background Airborne Soldiers during a medical Evac.&lt;br /&gt;
&lt;br /&gt;
* ''[[The Spy Who Loved Me]]'' : used by the British/Russian/US Navy Sailors during the gun battle on the ''Liparus''.&lt;br /&gt;
&lt;br /&gt;
* ''[[Octopussy]]'' : used by the South American soldiers during the pre-credits sequence.&lt;br /&gt;
&lt;br /&gt;
* ''[[Predator]]'' : Used by Dutch ([[Arnold Schwarzenegger]]), for a scene where his rifle is blown up by the Predator.&lt;br /&gt;
&lt;br /&gt;
* ''[[Commando]]'' : Used by bad guys who kidnap Matrix and hold their M16s on him.&lt;br /&gt;
&lt;br /&gt;
* ''[[Uncommon Valor]]'' : in any of the armory scenes or flashback scenes of soldiers not firing their M16s, the MGC M16 is evident.  Also the CAR-15 replica is heavily used by the LRRP teams in the beginning of the film.  &lt;br /&gt;
&lt;br /&gt;
* ''[[First Blood]]'' : the Army National Guardsmen are seen holding many MGC M16 rifles.  Only when an actor fired, did the weapon change to a real weapon. &lt;br /&gt;
&lt;br /&gt;
* ''[[Rambo: First Blood Part II]]'' : seen in the weapons hold of the pirate boat used to smuggle Rambo up river.&lt;br /&gt;
&lt;br /&gt;
* ''[[Hulk]]'' : when the Hulk explodes out of the ground on Powell Street in San Francisco, many of the U.S. Army Soldiers were carrying MGC-16 replica rifles (in addition to real AR15-A2 rifles).  One of the soldiers holding the fake rifle has a closeup in one of the 'split screen' shots of their reaction to the Hulk.  &lt;br /&gt;
&lt;br /&gt;
* ''[[The Final Countdown]]'' : used by Marines on the deck of the Nimitz in scenes where there is no firing.&lt;br /&gt;
&lt;br /&gt;
* ''[[Barb Wire]]'' : outfitted with ill fitting 30 round magazines, A2 handguards and A1 birdcage flash hiders, held by Congressionals.&lt;br /&gt;
&lt;br /&gt;
* ''[[Dragon Wars: D-War]]'' :  outfitted with ill fitting 30 round magazines, A2 handguards and A1 birdcage flash hiders, used by background U.S. Army troops defending Los Angeles.&lt;br /&gt;
&lt;br /&gt;
* Used by many cadets in ''[[Taps]]''&lt;br /&gt;
&lt;br /&gt;
* ''[[Ghostbusters]]'' : some of the Army National Guard soldiers near the climax can be seen with these weapons fitted with A1-style flash hiders, supplimenting real M16A1's.&lt;br /&gt;
&lt;br /&gt;
* An L.A.P.D. SWAT officer in ''[[Bandits]]'' (fitted with A2-style handguards)&lt;br /&gt;
&lt;br /&gt;
* Used by soldiers in ''[[Land of the Dead]]''&lt;br /&gt;
&lt;br /&gt;
* Used briefly in ''[[Red Spectacles, The|The Red Spectacles]]''&lt;br /&gt;
&lt;br /&gt;
==Can someone find a picture of Daryl's M4?==&lt;br /&gt;
[[File:TWDS04E08M4A1.jpg|thumb|none|600px]] I think it's a 6 position collapsible stock, PMAG and EOTech holosight.&lt;br /&gt;
&lt;br /&gt;
== AR-15 Carbine Section  ==&lt;br /&gt;
&lt;br /&gt;
Well I don't remember my login on the form so I'll say it here. &lt;br /&gt;
&lt;br /&gt;
I think the &amp;quot;AR-15 Carbine&amp;quot; section is redundant and should me merged with the Colt AR-15A3 Tactical Carbine section since the &amp;quot;AR-15 Carbine&amp;quot; image is just a duplicate of the AR-15A3 Tactical Carbine image and the Colt AR-15A2 and Colt AR-15A3 '''''are''''' the AR-15 Carbines. Thoughts? [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 22:02, 16 May 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
:''Very'' late reply, but I agree with you that something should be done here. Though I think that the two entries in the &amp;quot;AR-15 Carbine&amp;quot; should be moved to an &amp;quot;unidentified AR-15 derivatives&amp;quot; section because their work pages did not provide a clear identification to their weapons. The duplicate images should be deleted, and the description of the section might be reworked into a page introduction or something. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 01:32, 6 June 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Model 654 Image==&lt;br /&gt;
[[File:Colt Model 654.jpg‎|thumb|501px|none|Colt Model 654 &amp;quot;M16A1 Carbine&amp;quot;, the export model of the Model 653 without forward assist - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
It states 'without forward assist' but unless I need a new prescription, there appears to be one on this image, which essentially means its a duplicate Model 653 image. Any possibility of getting an actual slab-side Model 654 image, or at least a decent Photoshop job of a slab receiver on on 653 to rectify this? [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 14:04, 13 June 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think the lower is just scratched in just the right place to ''look'' like the back end of a forward assist button. If you look at the image at full size, you can see the lip where the upper and lower receivers join. On the 653 image, you can't see this lip because it's obscured by the forward assist. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 04:57, 15 June 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Bah, looking at it again closely (especially comparing the two images), seems like you're right. I hate that though, it really did look off. Still does actually. It wasn't just that piece at the rear though - There's a discoloration/demarcation behind the ejection port, which, on the 2D flat-on image, looks kinda like the angled rake for a forward assist - Most slab uppers look clearly and continuously smooth all the way back in most of all the other AR images, which is why I got thrown off -&lt;br /&gt;
[[Image:Colt-Sporter-I-Carbine.jpg|thumb|none|500px|Colt Sporter I Carbine - 5.56x45mm.]]&lt;br /&gt;
[[Image:ColtSporterIIw30RdMag.jpg|thumb|none|500px|Colt Sporter II Carbine - 5.56x45mm.]]&lt;br /&gt;
Still looks off a bit, but thinking about it, the image isn't high-detail so that doesn't help. Could also just be a photoshop flub. Anyway.. guess this is nothing after all. Would be nice if the pic could be cleaned up a bit though, more like the 653 image, that might help. Just a thought. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 13:52, 15 June 2014 (EDT)&lt;br /&gt;
:I uploaded that image but i didn't make it, I got it is the old version of a different file but I can't remember which one. Originally I thought it was just discolouration on the upper making that mark (as it is not in quite the right place for the forward assist forging as I think it goes too far forward). On closer inspection though it looks like it is a transparent overlay of an A1 upper over a slickside one. I have tried to tweak it in photoshop to correct this and updated the image.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:44, 15 June 2014 (EDT)&lt;br /&gt;
:: Looks substantially better there, thanks C552. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 21:55, 15 June 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== M4 without carry handle pic ==&lt;br /&gt;
No offense to the person that did it, but that 'shop job is an eyesore. How about replacing it with this one[https://upload.wikimedia.org/wikipedia/commons/0/08/PEO_M4_Carbine_RAS.jpg]? It's an M4 rather than an M4A1, but I've been on the lookout for a suitable one and this is all I've been able to find that wasn't an obvious airsoft. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 18:09, 25 June 2014 (EDT)&lt;br /&gt;
: I don't like that picture, as it's at a slight angle and also has a fully railed handguard - I think getting/keeping an image like the present one (which isn't that good, I grant you) would be preferable, as there are several pages I have seen that show it in that config (regular handguard, no handle). But there are some that no doubt have it that way, too.. Bah, I don't know (The Burst trigger group doesn't mean anything, that is the only difference (visual or otherwise) between the M4 and M4A1). Perhaps MPM can get a better pic in due course, or someone can at least get a better edit job going for the meantime. But it's not my call. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 21:41, 25 June 2014 (EDT)&lt;br /&gt;
::I actually made the picture in question with MSPaint, years ago. Just to show a friend what a 'flat top' was. Granted, looking at it now, it's terrible. I could probably give it another crack if anyone cares?--[[User:MikeyACH|MikeyACH]] ([[User talk:MikeyACH|talk]]) 02:12, 17 January 2015 (EST)&lt;br /&gt;
:::&amp;lt;nowiki&amp;gt;*weighing in on an old discussion*&amp;lt;/nowiki&amp;gt; The image was even worse before, I remember years ago I (very slightly) improved it by adding parts of the version with an Aimpoint CompM2, but yeah it's gonna need more work. Another indication that the Aimpoint CompM2 image is photoshopped, and I'm pretty sure the SOPMOD image is too. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:39, 20 November 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
==M4A1 without forward assist==&lt;br /&gt;
Does such model exist? I browsed M16 Gallery and AR-15 identification page but I didn't find one. I'm currently documenting weapons of Conflict Global Storm, and the M4A1 in the game does not have forward assist, modelled on the weapon nor textured. Is it safe to assume it's just a low definition model and call it M4A1 anyway? --[[User:CnC Fin|CnC Fin]] ([[User talk:CnC Fin|talk]]) 06:19, 27 January 2015 (EST)&lt;br /&gt;
[[Image:CGS_M4A1_forward_assist.jpg|thumb|none|500px|M4A1 lacking forward assist.]]&lt;br /&gt;
:That is an M4/M4A1, it is just that the texture is of the left side of the gun. Note that on the upper receiver there is no ejection port, and on the lower there is no magazine release and the selector switch is visible. I do not know if they have simply gotten the textures reversed (in that on the left side of the gun there are all the right side features) but my guess is that more likely they only have a texture for one side of the gun and mirrored it. This is quite common on older games, particularly on the world model.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 06:48, 27 January 2015 (EST)&lt;br /&gt;
::They were doing it at least as recently as ''[[:File:MW2SpOpsM4.jpg|Modern Warfare 2]]''. ''Archer'' has flipped guns all the time as well. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 11:03, 27 January 2015 (EST)&lt;br /&gt;
:Actually, from the length of the barrel it could be a [[Colt Law Enforcement Carbine]], but I think more likely it is just that they have messed with the proportions as the relative end of the M4 and M203 barrel is more like that of an M4 (although the barrel of the M203 looks like it has been stretched so it really isn't clear what length it is meant to be).  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 06:52, 27 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== M4 trademark lawsuit ==&lt;br /&gt;
I know this is an old subject, but it's kind of irking me. It states at the end of the M4 description paragraph that a court ruled that the name &amp;quot;M4&amp;quot; refers to a ''type'' of firearm, but this is factually false. It refers to a ''specific'' firearm, just like &amp;quot;Prius&amp;quot; refers to a specific car and &amp;quot;Portland&amp;quot; refers to a specific city. So by this court's logic, I should be well within my right to build a pick-up truck and market it as an F-150 with Ford unable to do a thing about it. So if you ask me, Colt had a legitimate beef in that other manufacturers were marketing their clones as &amp;quot;M4 carbines&amp;quot; when Colt was producing the ''real'' M4 carbine. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:19, 2 September 2015 (EDT)&lt;br /&gt;
:Even Colt use the term &amp;quot;M4&amp;quot; as a type though rather than a specific weapon though, they have probably had about a dozen different guns that have been marked and marketed as an &amp;quot;M4&amp;quot; of one kind or another. Lets not forget, it isn't like Colt actually came up with the M4 designation. Their original weapon was the Colt Model 920 which the US designated as the M4. Just like the M16s, if they are made by a company other than Colt they will still be M4s so as far as I see it Colt don't have a monopoly on the term.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:25, 2 September 2015 (EDT)&lt;br /&gt;
::That's what I was thinking. I don't see how Colt has a legal leg to stand on here. Did anyone ever appeal this? --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 13:42, 2 September 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I agree with [[User:Commando552|Commando552]] and [[User:Funkychinaman|Funkychinaman]].  M4 is a designation that was put on the rifle by the US Military, not Colt.  Thus Colt doesn't 'own' the name and can't apply it to the civilian version of their product.  That's like DODGE RAM trucks suing anyone who makes an outwardly similar version of the CUCV / M880 Utility truck and sells it as such.  Dodge doesn't own those names, the US Army designated those names. :)  [[User:MoviePropMaster2008|MoviePropMaster2008]] ([[User talk:MoviePropMaster2008|talk]]) 22:19, 14 August 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== When was the Colt Model 733 introduced? ==&lt;br /&gt;
&lt;br /&gt;
It was nagging me that I couldn't find the date when the Colt Model 733 was made, I scoured the internet and I personally couldn't find anything mentioning its date of introduction. I was guessing in the late 70's or early 80's. Anyone here know? [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 02:48, 24 July 2016 (EDT)&lt;br /&gt;
:I believe it was actually 1985. It was in the 1985 colt catalogue but cant find an appearance of it earlier than that, and I believe that the type of stock that it is fitted with was introduced in 1985 for Colt's new carbines, like the 733 along with the 723.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 08:36, 24 July 2016 (EDT)&lt;br /&gt;
::Thank you, I really appreciate it. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 17:11, 24 July 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== M4 First Model ==&lt;br /&gt;
&lt;br /&gt;
[[File:M4 Carbine First Model (1984).jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
This is the first model of the XM4. The A2 Upper sight was made until 1986. This Rare gun was tested on May 1985.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 00:07, 12 October 2017 (EDT)&lt;br /&gt;
:I'm not certain that this gun is absolutely the first model, as I seem to remember hearing that the very first XM4s used a Commando length 11.5&amp;quot; barrel (after all, the reason it is M4 is that it was the successor to the M3 SMG) but they were quickly changed to the 14.5&amp;quot; barrel so that they could take a bayonet.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 08:27, 12 October 2017 (EDT)&lt;br /&gt;
::Like the GAU-5A/A, the first XM4 model has a slicksilde upper but it has a A1 Flash Hider.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 12:29, 12 October 2017 (EDT)&lt;br /&gt;
:::I have not idea if that gun has a slickside upper or not as it is only an image of the left side and I have never seen a picture of one of the 11.5&amp;quot; prototypes, but I have done some looking into it and it appears that all of these rifles that didn't have an A2 upper were just very early tests and proofs of concept (basically throwing shit at the wall to see what sticks) so I imagine that they could have been built form whatever parts they had lying around so they could have anything. Not sure, but I think that Colt had even stopped making the slickside uppers by this point, as I think that the last SP1s were in 1985 and they were using up existing stock. It wasn't until June 1985 when a contract was signed with Colt to deliver XM4 prototype rifles that a design was actually cemented and it was given its actual designation: &lt;br /&gt;
::::''&amp;quot;Design to utilize the newly adopted M855 Ball and M856 tracer cartridges. Also to be compatible with existing M193 Ball and M196 tracer ammunition as well as M200 blank cartridges. The carbine will use the current M16A2 upper receiver and three-round limited burst control. The carbine will use an improved handguard to enhance firing/handling under normal operation conditions. The carbine shall have a collapsible/sliding stock. Barrel should be 14 1/2 inches in length. Mean Rounds Between Stoppages (MRBS) will equal or exceed 600 rounds when using issue M855 ammunition. The carbine will be configured to accept MILES laser transmitter as well as the M203 grenade launcher.&amp;quot;''&lt;br /&gt;
:::I imagine that it was always their intent to use A2 receivers, as when the program was first launched they wanted maximum parts compatibility with the standard issue M16A2 (which was adopted by the USMC in 1983, a year before they started looking into a new carbine).  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 10:43, 13 October 2017 (EDT)&lt;br /&gt;
[[File:Colt 720.jpeg|thumb|none|550px|Early model Colt 720 with M203 with grip. - 5.56x45mm NATO]]&lt;br /&gt;
Here's another one with a M203 GL with a grip, and you see that this gun has a slicksilde upper.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 10:24, 4 February 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== M16 Toy Gun ==&lt;br /&gt;
&lt;br /&gt;
I found this image in the IMFDB page for [[The Green Berets]]. I want to include this around the M16 subpages in case somebody might need to use it for ID, but I'm not comfortable with adding it to the categories at the top. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:49, 8 December 2017 (EST)&lt;br /&gt;
[[Image:MattelMarauder1.jpg|thumb|none|400px|Mattel M-16 Marauder Toy Gun]]&lt;br /&gt;
&lt;br /&gt;
Eh, the airsoft replica section seems like as good a place as any for it, IMO. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 01:32, 8 December 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== Custom XM177? ==&lt;br /&gt;
&lt;br /&gt;
[[File:Stinger R37.jpg|thumb|400px|none|]]&lt;br /&gt;
&lt;br /&gt;
This gun has a A1 Upper, a M4 Stock, a A1 full fence lower receiver, A1 pistol grip, A1 Flash Hider, a bayonet lug--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 15:27, 30 December 2017 (EST)&lt;br /&gt;
:Well, it is a cheap springer airsoft gun is it isn't really anything. It looks related to the Wellfire M4A1 listed in the images section at the top of this page, except it has a carry handle rather than a flat top and has an ARMS #51 type SIR handguard. Is this relevant to a page?  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 15:46, 30 December 2017 (EST)&lt;br /&gt;
::I think is a Custom XM177, because the M4 don't have a A1 pistol grip. The gun's upper and lower receiver is the XM177E1's receiver. The M4 don't have a A1 Flash Hider, but rare XM177 do have A1 Flash Hider (Rare XM177). Even though the M4 has the SIR handgurad, it's possible for the XM177 has a SIR handgurad. I would say this gun is actually a XM177E1 with M4 Stock, and SIR handguard.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 16:32, 30 December 2017 (EST)&lt;br /&gt;
:::Like I said, it isn't really anything specific as with cheap springer guns like this they tend to be cobbled together from whatever parts they have. There aim is to make extra variants so they can make more money while still using the moulds that they have. That is why all of these guns use A1 style receivers, like [[Media:WellFire M16A2 airsoft.jpg|this &amp;quot;M16A2&amp;quot;]] and [[Media:Wellfire M4 RIS.jpg|this &amp;quot;M4A1 RIS&amp;quot;]]. The latter has a flat top, but it is still missing the brass deflector as the mould is based off of an A1 one. Also, note that all 3 of these guns use the same M4 profile barrel which has been chopped off at the front of the M203 step. Similarly, they all use A1 pistol grips to save on different parts. None of the cheap springers like this (even if they have different brand names they tend to be made in the same factories or use the same tooling) are very accurate replicas of particular guns, as that is not their goal. They want to crank out as many varieties as they can for as little cost as possible. Lastly, the flash hider is irrelevant to anything, as it is neither an A1 or A2 as it is symmetric like the A1 but this flash hider only has 4 ports rather than the correct 6.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 16:55, 30 December 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== Rare XM177s ==&lt;br /&gt;
&lt;br /&gt;
[[File:XM177 Handgaurd.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
A Rare handguard with a 57mm recoilless rifle shell during the Vietnam War.&lt;br /&gt;
&lt;br /&gt;
[[File:XM177 Prototype?.jpeg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
I think this is a prototype Handguard.&lt;br /&gt;
&lt;br /&gt;
[[File:XM177 With A1 Hider.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
XM177E1 with A1 Flash Hider used by the MACV-SOG during the Vietnam War.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 00:12, 4 January 2018 (EST)&lt;br /&gt;
:::Your personal sandbox is probably a better place for this. I can help you set it up if need be. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 09:13, 4 January 2018 (EST)&lt;br /&gt;
:Could you stop uploading images of obscure weapons that don't appear in anything? We're not the internet ''firearms that exist'' database. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 02:49, 4 January 2018 (EST)&lt;br /&gt;
::Yeah, we just list the firearms that have appeared in media. You really need to stop randomly spamming things like this... jeez, what's going on with your obsession with the AR-15s? Not to mention that you still haven't learned how to format the images' listing. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:33, 4 January 2018 (EST)&lt;br /&gt;
::::My Bad, where should I post the rare Vietnam CAR-15s?--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 10:16, 4 January 2018 (EST)&lt;br /&gt;
:::::I hear Twitter and Tumblr are both nice this time of year. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 12:19, 4 January 2018 (EST)&lt;br /&gt;
:::::Okay, and I also found a website called AR15.com. Now in this site, I'm only will post of weapons that had to do with the game now, I'm working on the weapon variants for Call of Duty WWII.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 12:55, 4 January 2018 (EST)&lt;br /&gt;
The book, from which this photo is taken, thinks (kek) that it is a regular XM177 modified by the Australian corps. Why did they do it? Well, maybe the plastic did not work well in the local climate, or they just managed to break the forend and so as not to wait for a replacement, they just did it from what was at hand. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 13:01, 10 August 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
== C7/C8 vs the M4 ==&lt;br /&gt;
&lt;br /&gt;
Why some countries adopted the C7 or the C8 (Like Denmark,Netherlands,UK SAS) instead of the M4? Is the Canadian variant better on what compared to a M4?--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 11:04, 5 May 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== When do we create a new article and when do we just add a new image into additional images? ==&lt;br /&gt;
&lt;br /&gt;
So I was doing some work on the Shooter TV series, and they have two AR derived guns (Modern Outfitters MC6 and MC7) from Modern Outfitters that do not have pages on IMFDB yet. Because they are AR derivatives, I'm not sure if I should just add their gun image to the additional images section and call it a day, or should I go ahead and create a new page for them? OR, should I create a new section on the M16 page about them? Is there a distinction between the guns that do not have their own pages and AR derivatives like the [[LWRC SRT rifle series]] that do have their own page? Or is it just that we're lazy and don't want a new page for every random AR derivative? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:26, 1 June 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
I did the page splits for the War Sports LVOA and the TTI TR-1. I'm primarily motivated to split them instead of adding them to this page because AFAIK they don't really fit any category on the main page. They're not by Colt, they're not Commercial Copies of Colt M16s, they're not non-firing replicas, they don't use .22 LR, and they're not air guns.  --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 04:00, 2 June 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Vintage M4 promo video==&lt;br /&gt;
&lt;br /&gt;
See [https://www.youtube.com/watch?v=p6u2pd2Y2zk here]; this is a 1993 promotional video for the M4 carbine. At the time, A2 receivers were still standard, but towards the end of the video, they discuss the flattop receiver (which was brand-new at the time). -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 09:49, 2 June 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== DDM4 as a &amp;quot;Clone&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
Continuing from my questions above, why is the DDM4 categorized as a clone? Seems more of a derivative to me and it should have its own page. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 08:06, 18 June 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== What is the Block II? ==&lt;br /&gt;
&lt;br /&gt;
[[File:SOPMODBII.jpg|thumb|none|500px|M4A1 Block II - 5.56x45mm NATO]]&lt;br /&gt;
I'm really not sure what is the so-called &amp;quot;M4A1 Block II&amp;quot;, and the page is lacking a description for it. Searching for it on Google directs me to the Wikipedia page of SOPMOD, which is apparently a list of customizations for USSOCOM. Each section of the page then describes a list of weapon accessories, apparently the components of the SOPMOD and the &amp;quot;Block&amp;quot;. So is the M4A1 Block II just a list of customization parts that SOCOM operators can optionally have for their M4A1 and not an actual variant or configuration of the M4A1? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 20:49, 20 November 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
::It means: an M4 fitted with the major accessories of the SOPMOD Block II kit. For the purposes of IMFDB, I propose that any M4 with a Daniel Defense RIS II quad rail = M4 Block II. -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 21:57, 20 November 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Incidentally, an M4 with all the Block II mods but retaining the KAC RIS is informally called Block 1.5. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 16:00, 12 December 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
::::True, and that's why I think that the RIS II, not any of the Block II accessories, should be the distinguishing factor that leads us to label an M4 an &amp;quot;M4 Block II&amp;quot;. Or, if it's a rifle with a very similar quad rail design, maybe an &amp;quot;M4 Block II look-a-like&amp;quot; if we're not sure about specific manufacturer of the receiver and/or rail.&lt;br /&gt;
&lt;br /&gt;
::::I should also point out that I find it odd that we have an entry for the Mark 18 Mod 0, but the Mark 18 Mod 1 is grouped under that same section. I think they need to be separated (and obviously, the RIS II is the distinguishing feature between the Mod 0 and Mod 1). -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 22:03, 12 December 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Question about the older M16's ==&lt;br /&gt;
&lt;br /&gt;
I was trying to figure out what is the difference between the Colt 602 (XM16), the original M16, and the Colt 604 (USAF M16). I'm trying to figure out how is Call of Duty: Black Ops's M16 is the Colt 604, and not the Colt 602, and not the Original M16.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 15:03, 12 December 2018 (EST)&lt;br /&gt;
:The differences are stated [[Colt AR-15 Identification Guide|here]]. Now regarding Black Ops, I just checked the right side of the third-person model (for the record, there's an image of it in the BO page), and it has a partial fence on the lower receiver (although the dust cover is covering most of it), which makes it a Model 604. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:21, 12 December 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Suggestion: re-adding the M16A3 ==&lt;br /&gt;
&lt;br /&gt;
So, as you can see in some discussions above, the M16A3 section was removed from the page years ago, mainly due to the unlikeliness of seeing actual M16A3s in movies – the M16A2 was often used to impersonate it by being depicted as full-auto. This is the earlier M16A2E3/M16A3 (Colt Model 646) we're talking about, which as a non-removable carrying handle. However, things are different when it comes to video games (it's not like their M16s are converted with A1 lower receivers or something like in movies). The current M16A3 (Colt Model 901) has a flattop upper receiver, and is almost identical to the M16A4, with the exception that it is full-auto. Such a configuration is seen in [[Combat Arms]] (as you can see [http://youtu.be/HTxak9uM0O4?t=62 here], it has a Safe/Semi/Auto selector switch). Thus, my suggestion is that we add back the M16A3 to the page, but of course while '''only''' mentioning the videogame appearances where the weapon is confirmed to have a full-auto firing position. Opinions? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:55, 11 January 2019 (EST) EDIT: IMO we could also do this for weapons currently IDed as &amp;quot;M16A4&amp;quot; but lacking any selector markings and clearly intended to be M16A3s (that is, named as such in-game and shown firing in full-auto) – such as in [[Battlefield Hardline]].&lt;br /&gt;
:I support this idea. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 14:52, 11 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
::I don't. &amp;quot;M16A2&amp;quot; as we use the designation on IMFDB refers to a ''type'' of rifle (that is, a full-size rifle with an &amp;quot;A2&amp;quot;-style receiver and 20&amp;quot; barrel). I also don't want to invite tons of newbies who start once again assuming any full-auto A2-style rifle that they see in movies/TV shows (which is what we're primarily here for, not video games) is an &amp;quot;M16A3&amp;quot;. -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 22:19, 16 January 2019 (EST)&lt;br /&gt;
:::Regarding your last point, we could easily add a note so that they don't start referring full-auto M16s from movies to as M16A3s – in fact, we already have one in the M16A2 section – but while specifying the selector thing. Also, while I admit that movies are more important, video games are also notable enough (after all, we do have the M21 mainly for them, while this weapon is unlikely to appear in major motion pictures). Plus, I'm rather concerned about having to call some weapons &amp;quot;M16A4&amp;quot; even though they're clearly M16A3s; the Combat Arms page is a case in point, as it implies that it's an M16A4 (just shown behaving like an A3), which isn't the case. Bah, just my two cents; I'll leave this up to you and the other admins. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:00, 17 January 2019 (EST)&lt;br /&gt;
:::With all due respect, using designations that differ from standard usage is a bad idea for an encyclopedia. If an M16A3 category is undesired (and I can't see why it would be, this site is hardly swarmed with &amp;quot;tons of newbies&amp;quot;), then it should be made much more clear that the A3 is an A2 variant and describing full auto A2s as A3s is not inaccurate. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:22, 17 January 2019 (EST)&lt;br /&gt;
:::: Describing an M16A2 or M16A4 as an M16A3 when it is not actually so is inaccurate by the plainest definition of the word. As it's been made perfectly clear firing full auto alone doesn't make it proper to call them M16A3s. They're different models of gun, end of. We may as well call every converted SP1 a 'M16' by that logic. As always we ID what the gun actually is, not what it's supposed to represent. In the case of video games I'm of the mind to point out unless the weapon is actually named M16A3 (or the respective Colt model number) AND everything matches up characteristically it isn't enough because games are no less immune to misidentifying or misrepresenting fire modes and so forth on particular types or even models of firearms any more than films and TV shows are. Now if that's what we're talking about.. I can see re-adding it but only if it is an absolute positive ID, not 'clearly what it's intended to be' because again we don't go by what something's 'intended' to be. Bottom line if full auto functionality is the only difference and that alone isn't enough for films or TV shows, I don't see why the standard for games should be any different. In such an instance, a 'fires in full auto/possibly meant to represent M16A3-Colt Model xxx' notation within the existing sections seems plenty enough. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 16:46, 17 January 2019 (EST)&lt;br /&gt;
:::::Yeah, that's the main point, it's about the appearance of the &amp;quot;M16A3&amp;quot; name + full-auto fire + appropriate selector. CA is the only game I have in my mind right now where the M16 matches these specific characteristics. I might check later if there are other games with the same occurrence. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 04:12, 19 January 2019 (EST)&lt;br /&gt;
:::::&amp;quot;As it's been made perfectly clear firing full auto alone doesn't make it proper to call them M16A3s&amp;quot;. Then the article needs to be rewritten, as it currently states that M16A3s are full-auto M16A2s. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 04:59, 19 January 2019 (EST)&lt;br /&gt;
::::::Update to my last comment: in addition to CA, here's a few games that feature the actual M16A3 model (with Safe/Semi/Auto selector switch) – had to watch footage of them on YouTube, especially those that have low-quality screencaps. They include but are not limited to: ''[[War Inc. Battlezone]]'' (correctly full-auto), ''[[Infestation: Survivor Stories]]'' (correctly full-auto), ''[[Soldier of Fortune: Payback]]'' (can somehow switch between full-auto and burst), and ''[[Homefront (2011 VG)|Homefront]]'' (restricted to semi-auto). I might add that ''[[Call of Duty: Modern Warfare 2]]'' and ''[[America's Army: Proving Grounds]]'' also have this model, but in these two it's called &amp;quot;M16A4&amp;quot; and functions like the latter. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:05, 27 January 2019 (EST)&lt;br /&gt;
::::::If you look closely at the War Inc Battlezone and Infestation examples, you can see the receivers actually have &amp;quot;M4A1 Carbine&amp;quot; marked on them.&lt;br /&gt;
[[Image:WarInc M16A3 reloaded.jpg|thumb|none|600px|The player reloading a Colt M16A3.]]&lt;br /&gt;
[[file:WarZ Colt M16A4 MWS custom.jpg|thumb|none|600px|Player upgrades &amp;quot;Colt M16A4 MWS&amp;quot;.]]&lt;br /&gt;
::::::The one is Soldier of Fortune has no markings at all and the images on the Homefront page are too low quality to determine anything. AA: Proving Grounds is a bit of an anomaly here as I'm unsure how such a blatant goof made it to production in an AA title. And anyone citing Combat Arms needs to take the game's supposed &amp;quot;[[Combat_Arms#ACR|ACR]]&amp;quot; into question before before doing so. I'll do you a favor and pretend you didn't mention MW2 where the rifle ''doesn't even have a right side'', though. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 10:46, 27 January 2019 (EST)&lt;br /&gt;
:::::::Um... literally none of the points that you raised change the fact that the models are closer to M16A3 than A4, so I'm not sure why you chose to address them in this topic.  --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 12:28, 27 January 2019 (EST)&lt;br /&gt;
:::::::: He's pointing out that despite your insistence to what the weapons are 'closer' to, the markings don't match with your argument (not remotely, in fact) - Which again leads back to my point that games flub up weapon details just like films and TV do. We've seen crudely modified markings, selectors, and other details in movies for HK94s and SP1s (among other guns), doesn't mean we ID'd them as MP5s/M16s even though that's what 'clearly what they were intended to pass for'. If games for whatever reason can't have both properly marked receivers and selectors, among other details - especially by this day and age - I just don't feel we should give them benefit of the doubt when we don't do that for any other media. Technical accuracy in an ID matters. With that, if anything we should be more scrutinizing of video game pages, rather than less. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 17:01, 27 January 2019 (EST)&lt;br /&gt;
:::::::::My main intention here was to point out which pieces of media have the model with the auto selector switch as I promised earlier, not to claim what it &amp;quot;intended to pass for&amp;quot;. It's not about &amp;quot;my insistence&amp;quot;, it's about pointing out actual evidence regarding the selector, for the simple reason that it's indeed a characteristic of the M16A3 and not the A4 (which means it's even wronger to ID them as A4s as opposed to A3s, unless there are actual &amp;quot;M16A4&amp;quot; markings on the receiver). Granted, the &amp;quot;M4A1&amp;quot; markings (which are only in two of the aforementioned games, not all of them) don't match with the M16A3, but they don't match with the M16A4 either, so I don't see why you're trying to shift the blame on me and claiming that specifically &amp;quot;my&amp;quot; argument was &amp;quot;not remotely&amp;quot; valid. As for the other points (presence of the &amp;quot;ACR&amp;quot; thing, lack of a right side in MW even though it's the case on many weapons in the game), they are totally irrelevant to this situation and, once again, don't make the weapon an A4 as opposed to an A3 – they seem more like excuses for not wanting to include the A3.&lt;br /&gt;
:::::::::That said, if the mods still aren't interested in having an A3 section, I don't mind that, although I believe it was worth it to point out that most (if not all) of its characteristics did appear in some pieces of media. But then again, using the argument about the weapon modifications in movies raises the question of why we still have an [[M21]] section as opposed to referring its media appearances to as scoped M14. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 12:05, 28 January 2019 (EST)&lt;br /&gt;
:::::::::: Eh re-reading my earlier it definitely looks more personally overbearing than I thought, and so I apologize for that, not my intention. That said, the burden is still on you since you're the one who brought this whole thing up, beyond that I'm not trying to 'shift blame' as much as again point out as Spartan did only having some but not all correct details of a particular gun does not an ID make, especially when other details are plainly contradictory. When several of these cases are like this, it's just a bit too questionable to allow to my mind. With that I'm not seeing what merits a whole 'nother section being added in this page and the potential problems that may bring with it. For the time being I still think putting these guns in the existing section(s) with a note will suffice - If you really want they can be perhaps called as A3s on the media page though the discrepancies should likewise be noted there. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 13:32, 28 January 2019 (EST)&lt;br /&gt;
:::::::::::Eh, sounds good for now. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:21, 28 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== M16A2 vs M16A3 ==&lt;br /&gt;
&lt;br /&gt;
So carrying on from the discussion above, what precisely is the difference between an M16A2 and an M16A3? The page just says that A3s are full-auto A2s, and then seemingly contradicts identification rules by saying that full-auto A2s shouldn't be identified as A3s due to them being intended to pass as A2s (in all cases?). --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 12:27, 27 January 2019 (EST)&lt;br /&gt;
: Well the only difference aside from markings and Colt model numbers is full auto capability as I understand. I'll concede perhaps that section could be reworded slightly but nonetheless that's how we do it and it's that way for a reason which has been elaborated on before. But to recap: There is no known instance where a actual marked A3 model is used in media - nor an appearance where the rifle could conceivably be meant to pass for an A3 - that's why that policy exists. Putting the video game bit aside, MPM noted this long ago because he knows for fact that those appearances in films or TV are A2-marked rifles (or the civilian equivalent) with A2 uppers and features but fitted with A1 auto lowers - Which again does not make them truly the same as an actual A3. I admit this is something of a peculiarity but that's how it is here. The M16 and AR-15 SP1 are so finitely distinguished for the same reason despite the fact that again aside from markings select fire is really the only difference between the vast majority of those two models. I'll further add that in the case of 'what it's supposed to be' that since the M16A3 is only used in a couple select units of the armed forces the note that 'they are intended to pass for A2s' is again all but guaranteed to apply as well. Again I grant it is a peculiar and arguably contradictory policy but it is there for a reason - It didn't just pop out of somebody's ass. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 16:30, 27 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Frankly, for clarity those (A2 uppers, A1 lowers) instances probably should be marked as something else than just M16A2s. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 17:57, 27 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I disagree, Tamarin88. That is why the page clarifies that the majority of movie/TV “M16A2” rifles are actually A1 lower/A2 upper “Franken guns”, but we still refer to them as “M16A2s” in the interest of brevity. -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 20:51, 27 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: &amp;quot;brevity&amp;quot; is not something that should be used in this instance, especially since it makes the argument against calling them A3s (A3s have full-auto A2 lowers) extremely confusing. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 04:36, 28 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::I must respectfully continue to disagree. Sometimes, we have to use a certain designation to refer to a '''type''' of firearm that meets a certain visual profile. Other examples for your consideration:&lt;br /&gt;
&lt;br /&gt;
:::::* We use the term &amp;quot;Norinco Type 56&amp;quot; to refer to all Chinese-made 7.62x39mm AK-pattern rifles, even though the U.S. importers used a plethora of different designations - such as &amp;quot;AKS-762&amp;quot;, &amp;quot;Type 56S&amp;quot;, &amp;quot;AK-47S&amp;quot;, etc. - which likely appear on the receivers of the actual firearms kept in Hollywood's rental armories.) &lt;br /&gt;
:::::* We use the term &amp;quot;Colt Model 715&amp;quot; to refer to any AR-15 pattern rifles which meet that visual profile (A2-style handguards, 20&amp;quot; A2-style barrel, with &amp;quot;A1E1&amp;quot; receiver). We do this even though most of the &amp;quot;Colt Model 715&amp;quot; appearances we have documented in movies/TV shows actually feature the similar Olympic Arms K4B copy.&lt;br /&gt;
&lt;br /&gt;
:::::Again, if you are interested in trying to add nuance to a page and explain that a particular M16A1 rifle is an A2 upper on an A1 lower, there's nothing stopping you from putting a note in the body of the entry, or maybe in the screenshot captions. (For an example of how the latter has been done, see the second screenshot on the M16A2 entry of our ''[[Con Air]]'' page.) What I find objectionable is the notion that we need to come up with new designations for page headers, or create a new M16A3 entry on this page, since the reality of movie guns (which is what we care about) is that there is not a single armorer who stocks genuine DoD-issue M16A3 rifles.&lt;br /&gt;
&lt;br /&gt;
:::::Another thing to consider: I don't know whether Colt ever used the designation &amp;quot;M16A3&amp;quot; in their catalog; as far as I know, this designation was almost exclusively used by the U.S. Navy (the only service which ever bought/issued the M16A3). It's been a while since I've looked at old Colt catalogs (I have several in my parents' attic), but I don't recall them ever using the &amp;quot;M16A3&amp;quot; designation for commercial sales. While the U.S. military's &amp;quot;M16A2&amp;quot; was only ever available as a burst-firing weapon, Colt's catalog sold full-auto versions of the rifle using the same &amp;quot;M16A2&amp;quot; designation. Then again, Colt's nomenclature frequently differed from the military's in other ways (e.g. when Colt first offered the M4 Carbine, the term &amp;quot;M4&amp;quot; referred to a fixed carry handle rifle, while &amp;quot;M4A1&amp;quot; referred to the flattop version; in the U.S. military, the only difference between the &amp;quot;M4&amp;quot; and &amp;quot;M4A1&amp;quot; was trigger pack). -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 18:17, 29 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::The thing that you have to remember with Colt rifles is that the &amp;quot;M&amp;quot; names are US forces designations, and when these are used by Colt they are kind of more general names and tend to refer to families rather than a specific weapon. For example, the Colt Model 778 is a carbine that has a fixed A2 carry handle and a four position selector lower but it is called an &amp;quot;M4 Carbine Enhanced&amp;quot; despite having nothing to do with the military M4 except the barrel profile, and there are the 777 and 779 that are the same but burst and auto only respectively that are just marked &amp;quot;M4 Carbine&amp;quot;. It is not even that these are &amp;quot;early&amp;quot; guns, these were being made after the flat tops existed as partly Colt wanted to use up A2 uppers, but also because some customers (particularly less well developed countries) do not need to optics capability and preferred the simplicity of the fixed upper but Colt liked the &amp;quot;M4&amp;quot; name recognition and marketability. On to the A2/A3 distinction, I am for as a general rule just calling them A2s as the majority of the time that is what they are intended to be regardless of what lower is actually used. Similarly, when an M4 actually has an A1 receiver (pretty common as armourers can make new guns full auto by dropping them on older full auto lowers) we just call them M4s even though they pedantically aren't, sometimes noting what the lower is but most of the time not as it isn't really that important. If a gun in a game is genuinely supposed to be an A3 (not just an A2 with full auto because burst fire is less fun) then I have no problem with calling it an A3 on the game page, I just think that it can still go under the A2 section on the main M16 page as separating them is not really necessary (and I guarantee will lead to further arguments). Lastly, specifically for the M16A2E3 type M16A3s, if you are going by Colt's nomenclature there are actually M16A2s with full auto selectors that are separate from these US Navy guns. Colt has sold a lot of &amp;quot;M16A2&amp;quot; pattern guns to various countries on the commercial market and full auto is more popular, so they just made M16A2 with full auto selectors, for example the 701, 703 (not that weird piston one, the other one), 741 and 742. These guns are marked &amp;quot;M16A2&amp;quot; on the receiver and have the A2 profile but have a full auto selector, so even if you see an A2 profile lower firing in full auto that doesn't make it an A3. On that topic, you also have the weird thing that original A2s were actually built on A1 forgings so you can conversely have guns that have an &amp;quot;A1&amp;quot; style lower but are actually genuine A2s ([http://ultimatefirearmtechnologies.com/wp-content/uploads/Colt-M16A1-A2-Barrel-large3.png example image of both cases]). All in all, it is kind of shitshow and I see no reason to make it worse.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 12:57, 30 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Colt 777 and Colt 778 ==&lt;br /&gt;
&lt;br /&gt;
I can find out what is the Colt 777, or Colt 778 M4s look like. I'm trying to find so Early M4 after the XM4 Carbine.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 16:14, 1 February 2019 (EST)&lt;br /&gt;
:Firstly, I do not believe that these are &amp;quot;early&amp;quot; M4s like the XM4, they have the features of what you might call an &amp;quot;early&amp;quot; gun but I think they post date the final design of the M4. As for what they look like, the 777, 778 and 789 are identical except for the fire selector with the first being burst, the second having the four position &amp;quot;enhanced&amp;quot; selector, and the third being full auto. They had M4 barrels and fixed A2 carry handle sights so they looked a lot like the 727. The only differences are firstly that being an earlier gun the 727 is stamped &amp;quot;M16A2&amp;quot; whereas the latter guns are stamped either &amp;quot;M4 CARBINE&amp;quot; or &amp;quot;M4 ENHANCED CARBINE&amp;quot; in the case of the 778, and also due to the fact that it post-dates the M4 development it has the wider M4 handguard with the double heat shield. There are a couple of pictures of the &amp;quot;enhanced&amp;quot; guns [https://www.ar15.com/forums/ar-15/Colt_andamp__34_Enhancedandamp__34__series_/118-223095/ here].  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 20:00, 1 February 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== When did SureFire introduce the M500 series handguard light? ==&lt;br /&gt;
[[File:M4 SWAT-1-.jpg|thumb|none|500px|M4A1 with Trijicon TA47 ACOG scope and Surefire M500AB weaponlight. This is one of the screen-used weapons seen in ''[[S.W.A.T. (2003)|S.W.A.T.]]'' - 5.56x45mm.]]&lt;br /&gt;
&lt;br /&gt;
This is just general curiosity on my part. The earliest-datable pictorial representation of it I can find is an M500A version mounted to an AR-15 carbine on the box art for [[SWAT 3: Close Quarters Battle]], first released in 1999. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 08:50, 22 February 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:Couldn't find any info by Googling, but the late-1990s is when I personally remember them first becoming available, even though the 628 had been available for the MP5 for quite some time before that. Also, while it's not mentioned on the page for the movie, I seem to recall that some of the M4s in ''[[Universal Soldier: The Return]]'' (the M4s not fitted with M203s) also were fitted with them - I think that's the first time I ever saw them in a movie. -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 21:04, 5 March 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'd have to rewatch Return to check for sure on that, since I haven't seen it in years (those DTV sequels with Matt Battaglia that came between the original and Return have traumatized me) and the only M4 screencap we have on its page shows one with a flashlight attached to a front sight post mount [http://www.gggaz.com/images/detailed/1/SLiC_Thing_Sling_And_Light_Combo_Mount.jpg like this]. The very first time I ever saw a Surefire handguard was either a picture of the loadout menu in a SWAT game shown in a gaming magazine or the cover art for Ghost Recon: Island Thunder (can't remember which one), which was in the early 2000s. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:57, 22 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It's been years since I saw ''[[Universal Soldier: The Return]]'' myself (and considering it's such an awful movie, I have no desire to see it again), but my recollection is that the M4s in the movie which have M203s have the flashlights attached by clamp to the FSP, while other Army Rangers in the movie are seen with M4s that have the Surefire M500A, and no M203 at all. Those are the ones to look for if you watch the movie again. -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 20:48, 23 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I'll have to push myself to watch it again to be sure, but I'm pretty sure ''all'' the Rangers in that scene had M203s because I do remember Deveraux being first handed an M16 and him saying that &amp;quot;unloading one of these into them will just piss them off&amp;quot;, after which he takes an M4/M203 and says something along the lines of &amp;quot;best to just blow them up and hope the pieces don't keep fighting.&amp;quot; Just to point out, though, you ''can'' put a Surefire M500 handguard on an M4-type carbine with an M203 since all the hardware and functionality for the light is contained in the upper handguard unit. I've seen a pic of an M4/M203 with an M500AB on it in a book I have, though I can't seem to find it online. Being able to reach the on/off switch for the light with your finger on such a configuration is a different matter entirely, though. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 09:16, 25 May 2019 (EDT)&lt;br /&gt;
:::::Found the pic[http://www.infobarrel.com/media/image/128212_max.jpg] [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 04:57, 14 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Separating out the M4 Block II and Mark 18 Mod 1 / closing out the &amp;quot;Daniel Defense M4&amp;quot; page ==&lt;br /&gt;
&lt;br /&gt;
We had this discussion earlier on the page, but I think it's time to revive it. So, I'll ask again: Should we give the M4 Block II and Mark 18 Mod 1 their own separate entries?&lt;br /&gt;
&lt;br /&gt;
[[File:SOPMODBII.jpg|thumb|none|500px|M4A1 Block II - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MK18MOD1.jpg|thumb|none|500px|Mk 18 Mod 1 with Crane stock, Daniel Defense MK18 RIS II, and folding sights - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
To begin, I acknowledge that we need to define what the &amp;quot;M4 Block II&amp;quot; and &amp;quot;Mark 18 Mod 1&amp;quot; are, since both variants are by-products of the SOPMOD Block II kit, which also gave the U.S. military accessories such as the EOTech 553 and ATPIAL. So, I propose the following: '''IMFDB defines the &amp;quot;M4 Block II&amp;quot; and &amp;quot;Mark 18 Mod 1&amp;quot; as any 14.5-inch or 10-inch AR (respectively) which features the Daniel Defense RIS II forearm in any variant (with either the front-sight post slot or low-profile gas block).'''&lt;br /&gt;
&lt;br /&gt;
This should be a definition that is most easily comprehensible to most IMFDB users, since the RIS II was the primary difference between the SOPMOD Block II kit and the older Block I kit which featured KAC's rails. How we implement this new definition:&lt;br /&gt;
* Create a new &amp;quot;M4/M4A1 Block II&amp;quot; section just beneath the current &amp;quot;M4/M4A1 Carbine&amp;quot; section which explains how we define an &amp;quot;M4/M4A1 Block II&amp;quot;. The current picture of an M4 Block II that resides under the current section would be the lead picture in the new Block II section.&lt;br /&gt;
* Separate the Mark 18 Mod 0 and Mark 18 Mod 1 from each other - and take the Mark 18 Mod 1 picture currently under the &amp;quot;Mark 18 Mod 0&amp;quot; section and make it into the lead picture for the section.&lt;br /&gt;
* Consequently, we should also probably get rid of the [[Daniel Defense M4]] page that exists now, and add most of those rifles into the new M4 Block II and Mark 18 Mod 1 sections. I recognize, of course, that some of DD's ARs do not correspond to my typeology, since DD made AR rifles which featured the RIS II forearm, but also various barrel lengths other than 14.5&amp;quot; and 10.3&amp;quot; (such as the MK12, which actually appeared in a TV series). I have no problem giving those variants separate entries on this same page.&lt;br /&gt;
&lt;br /&gt;
We could also possibly re-title the current M4/M4A1 Carbine section to refer to the &amp;quot;M4/M4A1 Block I&amp;quot;, even though I realize that there are tons of pages on IMFDB which still refer to the weapons as just &amp;quot;M4&amp;quot; or &amp;quot;M4A1&amp;quot; and we can't change them all (some of those pages even pre-date the widespread fielding of the M4 Block II with SOCOM).&lt;br /&gt;
&lt;br /&gt;
What does everyone think? Is this a good idea, and is it practical? -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 21:04, 5 March 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
The Block II setups only started appearing in media relatively recently, so if separating is done, best to do it sooner rather than later because the amount of work will only increase (the reason I'm hesitant about the below suggestion of dissolving the M16/M4 w/M203 sections is due to the sheer number of pages that would need to be modified). I think keeping the Daniel Defense M4 page is a good idea because we do have cases of legitimate DD guns (or at least upper receivers) appearing in movies and games ([[Mile 22]] and [[Ghost Recon Wildlands]] come to mind), but any ID of a DD gun should be based on something more defining, such as an armorer testimony or seeing the &amp;quot;DDM4&amp;quot; logo somewhere on it, than just having an RIS II forearm. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:39, 22 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Good idea, I'll try to get started soon. Agree that we want to tackle this issue sooner, before M4 Block IIs start to appear more frequently in the media (IRL, it's only in the last few years that they were fully standardized within SOCOM).&lt;br /&gt;
&lt;br /&gt;
::Regarding the Daniel Defense page, I think what would make sense is to keep it, but also movie the DDM4A1 and DD Mark 18 entries (which are DD's equivalents to the M4 Block II and Mark 18 Mod 1, respectively) into the new entries that I am creating on this page. I'll add a re-direct at the top of the Daniel Defense page so that viewers know that those guns appear elsewhere. Though while I'm at it: I don't know why the Daniel Defense guns have their own page in the first place. -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 21:11, 23 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Having one set of rifles classified under headings on two different pages seems like it might be a bit confusing to me. Further, I think the DDM4 line being DD's &amp;quot;equivalent&amp;quot; to the military guns doesn't necessarily merit their inclusion in the Block II section since various other AR manufacturers have 14&amp;quot; and 10&amp;quot; guns that could meet that same hypothetical standard when applied to other headings (the Norinco CQ to the M4A1, for example), making it a jumbled mess with the only relating factor being that they're based on the AR-15 and have RIS II handguards. Also, not totally sure if this is entirely relevant here, but keep in mind that the RIS IIs originally designed for the M4 [https://i.ytimg.com/vi/0ybvLmohW5o/hqdefault.jpg had cutouts for the front sight post], just like many of DD's commercial guns. The version currently part of the Block II M4 configuration was meant for the M16, but somebody during testing had the idea that they could put the longer rail on the M4 with a low profile gas block and use a flip-up front sight instead of the fixed FSP, giving the user a cleaner sight picture. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 07:34, 24 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::About why the Daniel Defense guns have their own page, well that’s on me. These DD guns were originally in the &amp;quot;Commercial Copies of the M16 Rifle series&amp;quot; section of the page, and I thought that this didn’t make much sense since they didn’t seem like clones at all (one of my posts above was questioning it). I then figured that like the [[LWRC SRT rifle series]] page, I would split out the page into its own individual thing. Yes, I know, rash decision and all. Not gonna do that again. I understand. Just trying to explain why they were in their own page in the first place. If you want them merged back to the M16 page I can help with that. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 12:55, 24 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::So, I haven't fixed the hyperlinks from the Daniel Defense guns on various movie/TV/video game pages which went to the Daniel Defense page, but I'll get to it. Otherwise, I've (mostly) separated out the M4 Block II and Mk 18 Mod 1 entries on this page - as you can see. (Work was delayed on the Mk 18 Mod 1 due to IMFDB server issues last night.)&lt;br /&gt;
&lt;br /&gt;
:::::I think that the basis for keeping the DD guns on this page, and not the Daniel Defense page, is that they are mil-spec equivalents and (as we've seen) are often used as stand-ins for the military guns (which use Colt/FN lowers, instead of being wholly manufactured by Daniel Defense). Being able to have the DD guns on this page allows me to compare the actual mil-spec guns to the DD clones so that I can point out visual differences for users - that's how we'll empower IMFDB's user base to make more accurate identifications. I have no problem with keeping a separate page for Daniel Defense's rifles that are not clones of military builds (such as the DDM4V1, which uses an Omega rail and 16&amp;quot; barrel - making it very different from the M4 Block II with the RIS II FSP, even though it has resemblance). Also, if we want to put other clones of the M4 Block II and Mk 18 Mod 1 under those entries, I have no problem with it - but I think you're going to find that it's moot because we have a unique circumstance (Independent Studio Services, the largest armory in Hollywood, stocks mostly DD guns and uses them to stand-in for the military rifles).&lt;br /&gt;
&lt;br /&gt;
:::::Spartan: Regarding the RIS II FSP: This is not the &amp;quot;original&amp;quot; version of the M4 RIS II. Both the standard RIS II and the RIS II FSP have been around since the inception of the SOPMOD Block II program. Actually, in the early years in which the RIS II began general issue in SOCOM (roughly 2010-2014), the standard version was more common, but in the last few years, there's been a trend (at least in USASOC) towards use of the RIS II FSP. See a really cool Reptile House entry on the RIS II FSP in the wild, [https://thereptilehouseblog.com/2018/05/14/fsp/ here]. Personally, I like the standard RIS II better - which is what I'm running on my own DDM4A1 - but I guess the Green Berets beg to differ. -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 13:55, 25 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::I guess I should have worded that differently. I know both versions have been around since the inception, but the RIS II FSP was the one originally made with the M4 in mind while the &amp;quot;standard&amp;quot; RIS II was intended for the M16. At least, that's what SMGLee said on MP.net back when SOCOM was still testing the different RIS II contenders (the others were the KAC URX and a modified ARMS SIR, IIRC). SF only ''just recently'' got their RIS IIs now with USASOC's URG-I undergoing field trials? Man, poor guys. But if they prefer the RIS II FSP over the RIS II, more power to them. I suppose a fixed front sight is one less thing to lose and a lot less easy to break than a folding rail-mounted one, though. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 20:29, 25 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::Spartan: Gotcha, I misunderstood. What SMGLee said sounds plausible, but kinda unlikely to me, given that by 2005 (when the RIS II contenders were undergoing testing), nobody in SOCOM was using full-size M16s anymore. I'd have to see NSWC Crane's RIS II solicitation to see if it even mentioned that the rail had to be compatible with an M16-length rifle.&lt;br /&gt;
&lt;br /&gt;
:::::::Personally, I don't like the RIS II FSP because the gas block/front sight post is right where my thumb naturally falls when C-clamping my rifle. I'd also be worried about burning my thumb on the FSP after extended shooting sessions (500+ rounds), without wearing gloves (actually, even with gloves, I'd be nervous). As for the URG-I (read: M4A1 Block III), I suspect that those are still at least a few years away from service (vice testing), but I do think it's pretty ridiculous that the RIS II took as long as it did to become fully standardized in SOCOM, when the commercial AR-15 market started trending towards modular rails not too long after the first RIS II full-rate production contract was issued. -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 12:48, 26 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::::The URG-I is a USASOC-specific program and not officially part of the SOPMOD Block progression line, so calling it &amp;quot;M4A1 Block III&amp;quot; is a tad bit inaccurate. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:40, 28 June 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dissolve the M16/M4/M4A1 with M203 sections? ==&lt;br /&gt;
&lt;br /&gt;
I don't see any reason for these sections' existence. M203 is generally covered as an attachment in the Notes or Mods section, and also have a full page for themselves. Some of the parts in these sections are also already covered elsewhere on the page, like the one in Scarface (which is neither an M16 or fitted with an M203; instead it's a full auto converted AR-15 with a faux M203) These sections in their current states serve little purpose and can be easily merged with the rest of the page for consistency. Can these sections be dissolved, and their contents moved to the M203 page or elsewhere on the page? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 20:25, 20 March 2019 (EDT)&lt;br /&gt;
:Any opinions? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 17:48, 18 May 2019 (EDT)&lt;br /&gt;
:: ''&amp;quot;Shaddup! People are trying to sleep here!&amp;quot;'' &amp;lt;BR&amp;gt; Lol, I kid. That said, I'm fairly indifferent but I agree the sections seem quite redundant though. If one's willing to do the work of making sure the respective AR/M16 entries are in the appropriate AR sections and the particular M203 variant entries are on that page's sections likewise, along with making sure the links are squared away, I suppose it'd be ok. But don't look to me as a final say on that or anything. As for the work.. uh, I'm busy. :P [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 21:42, 18 May 2019 (EDT)&lt;br /&gt;
:::I don't have any problem with that. I was hesitant at first since the way they are presented right now could prevent the M16/M4 sections from being too long, but then again, many of the movies/video games mentioned in the M203 sections are indeed covered in the M16/M4 sections, so yeah it does make sense to get rid of the M203 section and merge the rest of the media. I'd like to see the opinion of an admin though. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:01, 19 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does any admins have any opinions? If nobody has any objections I'll get started on it soon. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 15:59, 21 May 2019 (EDT)&lt;br /&gt;
:It would actually make more sense for you to message one of them first (such as MT2008, given his noticeable involvement with this page), in case they didn't see this topic. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:11, 22 May 2019 (EDT)&lt;br /&gt;
:: I agree, direct messaging might be more expedient, but as for MT2008 while he was a main contributor to this page he's also not on too often - I'd go with one of the more regular Admins like Ben41, FCM, commando552, and/or Evil Tim. [[Administrators|There's a list]] showing all the admins including which ones are best for quick responses. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 12:39, 22 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::For what it's worth, I'm fine with getting rid of those entries on this page, and moving them to the M203 page. Those entries are, as far as I can recall, an artifact of the early days of IMFDB, when the M203 didn't have its own page. Of course, when documenting M16/M4/etc. entries on this page, continue to make footnotes that an M203 is attached, and maybe hyperlink to the appropriate M203 entry. -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 20:45, 23 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: Right. I'll start merging the section with the M203 page. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 13:15, 24 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== M4 History &amp;amp; XM4 Carbine Facts ==&lt;br /&gt;
&lt;br /&gt;
So the M4 Carbine all started in 1982, when the US Government ask Colt for a new M16 Carbine. In 1983, Colt want to improve the XM177E2 with some features with the M16A2. So they created the first model of the XM4 (Colt 720). The XM4 at first was suppose to be the variant of the CAR-15/Colt Commando series. At first, it was an CAR-15 with Slickside upper receiver (Came from the Colt AR-15 Sporter Carbine), an A2 lower receiver, an A2 pistol grip, an 14 inch barrel, a 2nd Generation Collapsible, and a A1 Flash Hider, Front sight block with bayonet lug. In 1986, Colt reworked on the weapon with big improvements. With a full A2 receiver, and improve 3rd Generation Collapsible, and a A2 Flash Hider. In 1987 Colt improve the new prototype handguard to protect the shooter's hand from heat. However the gun have a lot of problems with the bolt. In 1987, Colt focus on other weapons. Now, the GAU-5A was improve to become the GUU-5P, and the XM177 was improve to become the M4, but the Colt 653 (M16A1 Carbine) become the Colt 723. Colt was focusing on developing on the Colt 723 which was an improvement Colt 653 with the A2 parts. The weapon was used by Delta Force though out the 1980's. In 1988, Colt created the Colt 727, which is was an improvement version of the Colt 723. The Colt 727 was not part of the XM4 Program. The XM4 Carbine was ignore at that time. In fact, the Colt 727 was going to be the standard issue weapon at the time. In 1990, Bushmaster joins Colt to help out with the XM4 Program. In 1991, Colt finished the gun, and it was later become the M4. The M4 was a fix A2 upper receiver, until Colt add the flattop in 1993. It was first used in combat in the Invasion of Haiti. So any weapon in video game that has the Colt 727 with three round burst should be renamed to the Colt 720 or XM4 Carbine. So I hope that you have understand the history of this weapon. I been studying a these weapons. If there's one thing I have a hard time, is the history of the M4A1. Many people believe that the M4A1 was the Colt 727. Some people are saying that the weapon was the Colt 721, which is a fully auto Colt 720. Some people are saying that the Colt 727 came from the Colt 721. Some people are saying that the weapon was originally going to be called the M4E1 when it first appear. Some people are saying that the M4A1 is a Colt 727 with improve handguard. I really don't know. Let me know about the M4A1.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 15:17, 31 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Commercial Copies of the M16 Rifle series&amp;quot;==&lt;br /&gt;
I'm somewhat confused by what this section is talking about. Is this section about derivatives of the AR-15 platform or actual commercial copies of the military weapons? Is Ferfrans SCW, with its Delayed Sear Activation System thingamajig, a clone of a military weapon? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 00:23, 27 August 2019 (EDT)&lt;br /&gt;
:Any answers? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 00:53, 22 September 2019 (EDT)&lt;br /&gt;
::Perhaps the section could be named a bit better; it essentially seems to be any AR derivative that isn't an original Colt/Diemaco, whether civilian- or military-oriented. It's a bit of an odd way to name the section, but it does make some sense. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 10:06, 22 September 2019 (EDT)&lt;br /&gt;
:::What do we call it then? &amp;quot;Non-Colt AR-15 Derivatives&amp;quot;? We also have to deal with the intro paragraph of the section, which is not that relevant to things like the Ferfarns SCW. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 10:25, 22 September 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'm gonna argue that due to the widespread nature of the AR-15 platform, and the sheer number of derivatives of it, it is impossible to meaningfully distinguish a commercial clone of a military Colt-made AR-15 and an AR-15 derivative that is not based on any Colt model; this distinction may have once been meaningful during a time when there's less AR-15 derivative models out there, but by the present day the class of &amp;quot;commercial clone of a military Colt-made AR-15&amp;quot; is no longer so clear, and all of these models are just AR-15 derivatives. As such, I am going to argue that all of the individual guns in that section should be split off into their own pages (most likely sorted by company), and the section should then be cut. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 06:32, 21 June 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
Is anyone willing to offer any comments on my proposal? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 04:50, 10 August 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
==M4LE and LE6921==&lt;br /&gt;
In a rare bit of confusion I'm having on AR variants, are the M4LE carbine and LE6921 the same model or two different models with similar specs? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:47, 29 December 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Should the Colt ACR have a sub section on the M16 rifle series page or get its own separate page? ==&lt;br /&gt;
&lt;br /&gt;
I'm willing to write an article for it, I'm just wondering is it different enough to get its own page or should be another sub section on the M16 rifle series page. --[[User:Living Corpse|Living Corpse]] ([[User talk:Living Corpse|talk]]) ??:??, 27 December 2021 (EST)&lt;br /&gt;
:Does it appear in any media that is currently listed on IMFDB? I see that Colt ACR is mentioned as a base for sci-fi &amp;quot;Bolt ACR&amp;quot; in ''Cruelty Squad'' but I'm not sure it's enough to make an entry for this gun as the gun in the game resembles the real ACR only marginally. --[[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 10:21, 27 December 2021 (EST)&lt;br /&gt;
: P.S. Please don't forget to sign your posts by using the Signature button or simply &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;. --[[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 10:21, 27 December 2021 (EST)&lt;br /&gt;
:Sorry, I'm still new to the site. Yeah sadly I don't see it appearing in media again anytime soon in a more realistic depiction of the rifle. Shame, a lot of prototype guns are cool but unless your name is G11, HK CAWS or Steyr ACR to a lesser extent, you go mostly unknown. The H&amp;amp;R SPIW was lucky to get a video game appearance as a mostly realistic gun instead of a sci-fi weapon. --[[User:Living Corpse|Living Corpse]] ([[User talk:Living Corpse|talk]]) 12:54, 28 December 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
== Very first prototype of the M4 Carbine (or Colt Commando) developed in 1959 ==&lt;br /&gt;
&lt;br /&gt;
I’m going to introduce to you the Colt ArmaLite AR-15 Tanker. The prototype of the Colt 607 (CAR-15 Submachine Gun).&lt;br /&gt;
[[File:Colt ArmaLite AR-15 Tanker.jpeg|thumb|none|450px|Colt ArmaLite AR-15 Tanker - 5.56x45mm NATO]]&lt;br /&gt;
This weapon was developed in late 1959, and it was an experimental weapon for close quarters. It was the very first AR-15 that used a telescopic stock, and it was also one of the first carbine AR-15s. Only 10 of these weapons were produced. They are other variants of the Colt ArmaLite AR-15 (Colt 601). There’s the Colt ArmaLite AR-15 SBR (which became the CAR-15 Carbine), Colt ArmaLite AR-15 Carbine (which became the CAR-15 Survival Rifle), Colt ArmaLite AR-15 LMG (which became the CAR-15 HBAR), and the Colt ArmaLite AR-15 with an experimental forward assist (which became the XM16E1 and resulted into the M16A1), although this weapon was developed in 1961. I have photos of all these weapons with the exception of the experimental forward assist.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 21:16, 3 June 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:M16_rifle_series&amp;diff=1581873</id>
		<title>Talk:M16 rifle series</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:M16_rifle_series&amp;diff=1581873"/>
		<updated>2023-06-03T21:16:53Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: /* Very first prototype of the M4 Carbine (or Colt Commando) developed in 1959 */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Other Images=&lt;br /&gt;
==Screen Used Rifles==&lt;br /&gt;
[[File:M16A1M203ScarfaceCombo.jpg |thumb|none|500px|World IMFDB Exclusive:  Screen used Faux M203 Launcher with M16A1 with Quadrant and Front ladder sight - 5.56x45mm.  This is verified screen used from the film ''[[Scarface (1983)|Scarface]]''. Two 30 round magazines have been taped together with black gaffer's tape to emulate the way Tony Montana loaded his weapon in the film.  What is interesting is that the tape in the movie does really appear to be motion picture gaffer's tape, which would only be common on ... a movie set.]]&lt;br /&gt;
[[File:M4 SWAT-1-.jpg|thumb|none|500px|M4A1 with Trijicon TA47 ACOG scope and Surefire M500AB weaponlight. This is one of the screen-used weapons seen in ''[[S.W.A.T. (2003)|S.W.A.T.]]'' - 5.56x45mm.]]&lt;br /&gt;
[[File:Colt Law Enforcement Model 6920 Carbine..jpg|thumb|none|400px|Colt Law Enforcement Carbine with ACOG scope and PentagonLight MD3R weaponlight, screen-used weapon from ''[[I Am Legend]]'' - 5.56x45mm]]&lt;br /&gt;
[[File:M16 Rubber Prop.jpg|thumb|none|500px|A rubber prop of M16, used in ''[[We Were Soldiers]]''.]]&lt;br /&gt;
[[File:20131014 171117 .jpg|thumb|500px|none|Screen used custom AR-15 carbine carried by Sgt. Michael Stonebridge ([[Philip Winchester]]) in ''[[Strike Back - Season 4]]'' - 5.56x45mm]]&lt;br /&gt;
[[File:20131102 122415.jpg|thumb|500px|none|Screen used custom AR-15 sniper rifle carried by Sgt. Julia Richmond ([[Michelle Lukes]]) in ''[[Strike Back - Season 4]]'' - 5.56x45mm]]&lt;br /&gt;
[[File:SuicideS Ex 06.jpg|thumb|none|500px|Deadshot's custom AR-15. Note that as opposed to the one seen in the film, this one is fitted with a standard AR-15 pistol grip instead of the Magpul MOE and a Magpul AFG instead of an vertical foregrip.]]&lt;br /&gt;
[[File:AmericanSniperMk12Mod1.jpg|thumb|none|500px|Screen used stunt SEAL Team 3 Mk 12 Mod 1 SPR from ''[[American Sniper]]''. Image from Prop Store of London.]]&lt;br /&gt;
[[File:AmericanSniperMk12Mod12.jpg|thumb|none|500px|Screen used stunt SEAL Team 3 Mk 12 Mod 1. Image from Prop Store of London.]]&lt;br /&gt;
[[File:AmericanSniperMK18Mod0.jpg|thumb|none|500px|Screen used stunt MK 18 Mod 0 CQB (Kyle's) from ''American Sniper''. Image from Prop Store of London.]]&lt;br /&gt;
[[File:AmericanSniperMK18Mod02.jpg|thumb|none|500px|Screen used stunt MK 18 Mod 0 (Kyle's). Image from Prop Store of London.]]&lt;br /&gt;
&lt;br /&gt;
==AR15 Variants==&lt;br /&gt;
[[File:M16A1 with bayonet.jpg|thumb|none|500px|Colt M16A1 with M7 bayonet - 5.56x45mm]]&lt;br /&gt;
[[File:Colt 601 Green.jpg|thumb|none|500px|Colt 601 with M7 bayonet - 5.56x45mm]]&lt;br /&gt;
[[File:M16A2 with M9 bayonet.jpg|thumb|none|500px|Colt M16A2 with M9 bayonet - 5.56x45mm]]&lt;br /&gt;
[[File:M16A1 SP1 A2.jpg|thumb|none|500px|Colt AR-15 Sporter II (SPII) with M16A2 hand guards (M16A1 Barreled Upper receiver with M16A2 Handguards, built on a Full Auto Conversion SP1 Lower receiver) - 5.56x45mm]]&lt;br /&gt;
[[File:OlympicArmsAR15.jpg|thumb|none|500px|Olympic Arms AR-15 (note: Olympic arms did not renamed their rifles with the &amp;quot;K&amp;quot; designation until after the 1990s) with A2 Handguards and the Olympic Arms stowaway pistol grip - 5.56x45mm]]&lt;br /&gt;
[[File:Colt AR15 Match Target Competition HBAR II 6731.jpg|thumb|500px|none|Colt AR-15 Match Target HBAR II (Model MT6731) with 5-round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:AR-15 Sporter 2 late.jpg|thumb|none|500px|Colt Sporter II Carbine (Model R6420), late model with A2 style upper receiver - 5.56x45mm. This is a &amp;quot;transitional&amp;quot; carbine being sold as both a late version of the R6420 Sporter II Carbine, and an early version of the R6520 Government Carbine.]]&lt;br /&gt;
[[File:Colt M4LE Carbine.jpg|thumb|none|500px|Colt M4LE Carbine - 5.56x45mm]]&lt;br /&gt;
[[File:Colt P0923 APC.jpg|thumb|none|500px|Colt Advanced Piston Carbine - 5.56×45mm]]&lt;br /&gt;
[[File:M4A1-RAS-MRE.jpg|thumb|none|500px|Colt M4A1 with KAC RAS Modular Rail Extension, vertical foregrip, and Aimpoint CompM2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:CRM16A1.jpg|thumb|none|500px|Modern M16A1 replica (Colt M16A1 &amp;quot;Retro Reissue&amp;quot;) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:R0901.jpg|thumb|none|500px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Colt Sporter Competition.jpg|thumb|none|500px|Colt Sporter Competition - 5.56x45mm]]&lt;br /&gt;
[[File:Colt model 655.jpg|thumb|none|500px|Colt Model 655 with carry handle mounted scope - 5.56x45mm]]&lt;br /&gt;
[[File:AR-15A2 Governemnt Carbine.jpg|thumb|none|500px|Colt AR-15A2 Government Carbine - 5.56x45mm]]&lt;br /&gt;
[[File:Colt Match Target HBAR II.jpg|thumb|none|500px|Colt Match Target Competition HBAR II with 5 round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:AR-15 Sporter Match HBAR R6601.jpg|thumb|none|500px|Colt AR-15 Sporter Match HBAR (Model R6601) - 5.56x45mm]]&lt;br /&gt;
[[File:XM4 1986 model.jpg|thumb|none|500px|XM4 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M653IDF.jpg|thumb|none|500px|Colt Model 653 &amp;quot;M16A1 Carbine&amp;quot; with a 13&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:m4commando.jpg|thumb|none|450px|Colt M4 Commando with a 11.5&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:Colt M733 with Flattop.jpeg|thumb|450px|none|Colt Model 933 with Fiberlite stock, A1 profile barrel, slim handguards, and no bayonet lug - 5.56x45mm NATO]]&lt;br /&gt;
[[File:GeisseleSuperDuty.jpg|thumb|none|450px|Geissele Super Duty - 5.56x45mm]]&lt;br /&gt;
[[File:KM16A11.jpg|thumb|none|451px|Colt Model 603K/South Korean contract M16A1 with round forward assist - 5.56x46mm NATO]]&lt;br /&gt;
[[File:Bushy-XM15-Middy.jpg|thumb|none|450px|Bushmaster XM-15 MOE M4 A3 mid-length AR-15 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Additional Variants==&lt;br /&gt;
[[File:CAR-15 SMG 607.jpg|thumb|none|500px|Colt Model 607 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Colt Model 614.jpg|thumb|500px|none|Colt Model 614 - 5.56x45mm NATO. This is an export variant of the M16, and is equivalent to later models of the Model 604 used by the USAF.]]&lt;br /&gt;
[[File:model 656.jpg|thumb|none|500px|Colt Model 656 M16A1 Special Low Profile fitted with scope and 20-round magazine - 5.56x45mm NATO]] &lt;br /&gt;
[[File:ColtModel605.jpg|thumb|none|500px|Colt Model 605 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Colt Model 607.jpg|thumb|none|500px|Colt Model 607 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Colt 609-XM1771E1 Late.jpg|thumb|none|501px|Colt Model 609 (XM177E1), late model with full fence lower receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mockcommando.jpg|thumb|none|500px|Colt XM177E2 mock-up - 5.56x45mm NATO]]&lt;br /&gt;
[[File:GAU-5AA with A1 flash hider.jpg|thumb|none|500px|Colt GAU-5A/A - 5.56x45mm NATO. This variant of the GAU-5 XM177 features an 11.5&amp;quot; barrel (in this case fitted also with an A1-style flash-hider) rather than the 10&amp;quot; barrel with moderator.]]&lt;br /&gt;
[[File:GAU5-upper-with-SP1-lower.jpg|thumb|none|500px|Colt Sporter upper cut down to emulate a USAF Variant of the XM177E2 upper, the slab side called GAU-5A/B with XM-style brake removed and standard birdcage installed, mounted on an SP1 lower - 5.56x45mm]]&lt;br /&gt;
[[File:K3BM4-A3.jpg|thumb|none|500px|Olympic Arms K3BM4-A3 with detached carrying handle - 5.56x45mm NATO]]&lt;br /&gt;
[[File:GUU-5P.jpg|thumb|none|500px|GUU-5/P - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A1 Wood Furniture.jpg|thumb|none|500px|Custom M16A1 with wooden furniture, similar to the one in ''[[Fallout: New Vegas]]'' -  5.56x45mm NATO]]&lt;br /&gt;
[[File:FN M16A4.jpg|thumb|none|500px|FN-manufactured M16A4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FN 15 M4.jpg|thumb|none|500px|FN-15 M4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Taser X26 (X-Rail mount).jpg|thumb|none|500px|A compact AR-15 carbine fitted with a [[Taser X26]] with Taser International's proprietary X-Rail mount.]]&lt;br /&gt;
[[File:CustomM16Pistol.jpg|thumb|none|500px|Custom Short M16 &amp;quot;Stubby&amp;quot; - this one was built by Canadian Manufacturers on a Fulton Armory F-AR-15 Lower. It is a select fire M16 pistol with the old style CAR-15 stock and A1 Upper receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Blackwater AR-15.jpg|500px|thumb|none|Blackwater AR-15 (a.k.a. &amp;quot;BW15&amp;quot;) with Magpul PRS stock, Magpul PMAG magazine, Harris bipod, and scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Ar15dissipator.jpg|thumb|none|500px|Astra Defense StG4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PWS Diablo.jpg|thumb|500px|none|PWS MK1 Diablo - 5.56x45mm NATO]]&lt;br /&gt;
[[File:YHM Desert Enforcer.jpg|thumb|500px|none|YHM Desert Enforcer - 5.56x45mm NATO]]&lt;br /&gt;
[[File:C7NLD.jpg|thumb|none|500px|C7NLD with Grip Pod and Aimpoint sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:C8NLD.jpg|thumb|none|500px|C8NLD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BDR153G.jpg|thumb|none|500px|F-1 Firearms BDR-15-3G - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BDR-15-3G Skeletonized Pistol.jpg|thumb|none|500px|BDR-15-3G Skeletonized Pistol - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ST Compressor.jpg|thumb|none|500px|Spike's Tactical Compressor - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Billet ST Compressor.jpg|thumb|none|500px|Spike's Tactical Billet ST Compressor - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ST 10th Anniversary.jpg|thumb|none|450px|Spike's Tactical 10th Anniversary AR-15 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Olympic Arms Multimatch ML-2.jpg|500px|thumb|none|Olympic Arms Multimatch ML-2 - .223 Remington]]&lt;br /&gt;
[[File:LaFranceM16K.jpg|thumb|none|500px|LaFrance Specialties M16K - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ar15magpulmoe6920.jpg|thumb|none|500px|Colt LE6920 with a Magpul MOE handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MARCK-15 HYDRA 7.62X39.jpg|thumb|none|500px|MG Industries MARCK15-AK47-001 - 7.62x39mm]]&lt;br /&gt;
[[File:Colt Model 607A.jpg|thumb|none|450px|Colt Model 607A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:DRD cdr-15.jpg|thumb|500px|none|DRD Tactical CDR-15 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:AR-15 VLTOR CAS-V Midlength.jpg|thumb|none|500px|AR-15 with VLTOR CAS-V handguard - 5.56x45mm]]&lt;br /&gt;
[[File:VLTOR TS3.jpg|thumb|none|500px|Vltor TS3 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Radian 10.5 SBR.jpg|thumb|none|500px|Radian Model 1 SBR - .223 Wylde]]&lt;br /&gt;
[[File:Hera Arms CQR.jpg|thumb|none|500px|Hera Arms CQR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:NDAD SURG 8.jpg|thumb|none|500px|Nous Defions Arsenal Democracy Suppressed Upper Receiver Group 8&amp;quot; (or NDAD SURG 8 for short) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Ruger-SR556-E-rifle.jpg|thumb|none|500px|Ruger SR556E rifle - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Savage Arms MSR 15 Recon.jpg|thumb|none|500px|Savage Arms MSR 15 Recon rifle - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RA-15.jpg|thumb|none|500px|Russian RA-15 rifle - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ADMUICMOD2.jpg|thumb|500px|none|ADM UIC MOD2 - 5.56x45mm]]&lt;br /&gt;
[[File:M16A1ColtModel611.jpg|thumb|none|500px|Colt M16A1 Model 611 with 20-round magazine and M60 bipod - 5.56x45mm]]&lt;br /&gt;
[[File:Mk18-pistol2.jpg|thumb|none|400px|Daniel Defense MK18 AR Pistol with 10 inch barrel and SB Tactical SOB Pistol Brace. - 5.56x45mm NATO]]&lt;br /&gt;
[[File:AR-15 ''RIGHTEOUS SIDE CHARGING EDITION'' Pistol Kit.jpg |thumb|none|450px|AR-15 &amp;quot;Righteous Side Charging Edition&amp;quot; Pistol Kit - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Bushmaster Predator Rifle.jpg|thumb|none|450px|Bushmaster Predator Rifle - .223 Remington]]&lt;br /&gt;
[[File:M4CwRem870mcs Masterkey.jpg|thumb|none|450px|Colt M4A1 with 4 position collapsible stock, folding rear sight, ACOG scope and Remington 870 MSC Masterkey - 5.56x45mm]]&lt;br /&gt;
[[File:KE-15.jpg|thumb|none|450px|KE-15 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FN F15.jpg|thumb|none|450px|FN-15 M4 w/ACOG scope and vertical grip and flashlight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:JP7handguard.JPG|thumb|none|450px|JP Enterprises JP-15 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ATHENA PRECISION CHASSIS TACTICAL RIFLE.jpg|thumb|none|450px|Drake Associates Athena Precision Chassis - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Colt ACR.jpg|thumb|none|450px|Colt Advanced Combat Rifle, aka M16A2E2 - 5.56x45mm NATO / &amp;quot;Duplex&amp;quot;]]&lt;br /&gt;
[[File:Wilson Combat SBR Tactical.jpg|thumb|none|450px|Wilson Combat SBR Tactical - 5.56x45mm NATO/.300 AAC Blackout]]&lt;br /&gt;
[[File:M-15TBN.jpg|thumb|none|450px|ArmaLite M-15TBN - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Hera-Arms-CQR.jpg|thumb|none|450px|Hera Arms CQR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Herring MSR.jpg|thumb|none|450px|Herring MSR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Zion-15 Rifle.jpg|thumb|none|450px|IWI Zion-15 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:KM16A1.jpg|thumb|none|450px|South Korean-produced M16A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Olympic Arms M4.jpg|thumb|none|450px|Olympic Arms M4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Geisseleurgi115.jpg|thumb|none|450px|Geissele URGI Mk 16 11.5 inch upper receiver]]&lt;br /&gt;
[[File:AR15 RF 762R.jpg|thumb|none|450px|The Radical Firearms AR-15 RPR M-LOK 16 - 7.62x39mm]]&lt;br /&gt;
[[File:UKROP UAR-15.jpg|thumb|none|450px|UKROP UAR-15-like build - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M4A1ACOGPEQ15.jpg|thumb|none|450px|Colt M4A1 carbine with Trijicon ACOG and AN/PEQ-15 ATPIAL - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
===.22 LR Variants===&lt;br /&gt;
[[File:Adler-Jager AP-74 Subcompact.jpg|thumb|none|500px|Adler-Jäger AP-74/I - .22 LR]]&lt;br /&gt;
[[File:Compact AP-15.jpg|thumb|none|500px|Compact Armi-Jager AP-15 - .22 LR]]&lt;br /&gt;
&lt;br /&gt;
===Pistol-Caliber Variants===&lt;br /&gt;
[[File:Model 633 SMG DOE.jpg|thumb|none|450px|Colt 9mm SMG DOE (Model 633), shortened variant of the Model 635 produced for the Department Of Energy - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Double diamond 9mm lower vltor vis upper.jpg|thumb|none|500px|Custom 9mm AR-15 with Double Diamond dedicated 9mm lower, Vltor VIS upper, Vltor Modstock, and RIS foregrip - 9x19mm Parabellum]]&lt;br /&gt;
[[File:QC10 VLTOR MUR.jpg|thumb|none|500px|Custom AR-15 PCC with Quarter Circle 10 lower receiver and VLTOR MUR upper receiver - 9x19mm Parabellum]]&lt;br /&gt;
[[File:NFA15.jpg|thumb|none|500px|New Frontier Armory AR-15 Dedicated 9MM - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Quarter Circle 10 9mm Pistol.jpg|thumb|none|500px|Quarter Circle 10 Ranger (GSF) Rear Charging 9MM AR Pistol - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
===High-Caliber Variants===&lt;br /&gt;
[[File:Bohica Arms FAR-50 MK-III.jpg|thumb|none|500px|Bohica Arms FAR-50 MK-III - .50 BMG]]&lt;br /&gt;
[[File:Tactilite T2.jpg|thumb|none|500px|Tactilite T2 - .50 BMG]]&lt;br /&gt;
[[File:Falkor Defense Petra.jpg|thumb|none|500px|Falkor Defense Petra - .300 WinMag]]&lt;br /&gt;
&lt;br /&gt;
===Shotgun Variants===&lt;br /&gt;
[[File:T-14Classic.jpg|thumb|none|500px|Safir T-14 shotgun - .410 bore]]&lt;br /&gt;
&lt;br /&gt;
===Less-Lethal Variants===&lt;br /&gt;
[[File:Umarex T4E TM4.jpg|thumb|none|500px|Umarex T4E TM4]]&lt;br /&gt;
[[File:M4A1nongun.jpg|thumb|500px|none|M4A1 Non Gun]]&lt;br /&gt;
&lt;br /&gt;
===Variants with Underslung Launchers===&lt;br /&gt;
[[File:M16M203PredatorCombo.jpg|thumb|none|500px|Screen-used Faux M203 launcher attached to M16/SP1 configured as seen in ''[[Predator]]'' - 39mm / 5.56x45mm NATO. © Copyright MPM2008 - 2009 Licensed to www.imfdb.org ]]&lt;br /&gt;
[[File:M148.jpg|thumb|none|500px|XM177E2 with a mounted [[XM148 grenade launcher]] - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:M203xm177.jpg|thumb|none|500px|Colt XM177E2 with M203 grenade launcher - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:M4 m203 old.jpg|thumb|none|500px|Colt Model 727 with [[M203 grenade launcher]] - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:C7A2M203.jpg|thumb|none|500px|[[M16 rifle series#Diemaco C7/Colt Model 715|Colt Canada C7A2]] with ELCAN scope and [[M203 grenade launcher]] - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:M16A4M203ACOG.jpg|thumb|none|500px|Artwork of an M16A4 rifle with ACOG scope and M203 grenade launcher - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:M653M203.jpg|thumb|none|500px|Colt Model 653 with magazine removed and M203 grenade launcher - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:CM4-M203.jpg|thumb|none|500px|M4A1 carbine with M203A1 grenade launcher - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:Sopmod m4 m203 06.jpg|thumb|none|500px|M4A1 carbine with Aimpoint CompM2 red dot scope, flip-up rear sight, and M203 grenade launcher - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:M4 AGC.jpg|thumb|none|500px|Colt M4 carbine with mounted [[Heckler &amp;amp; Koch AG36|Heckler &amp;amp; Koch AG-C]] - 5.56x45mm NATO / 40x46mm]]&lt;br /&gt;
[[File:RM Equipment M203PI carbine SOLA.jpg|thumb|none|500px|RM Equipment M203PI attached to an AR-15 carbine with a SOLA (Snap-On Launcher Assembly) interbar - 40x46mm]]&lt;br /&gt;
[[File:M4a1cobray.jpg|thumb|none|500px|Cobray CM203 mounted to an [[M4A1 carbine]] - 5.56x45mm / 37mm flare]]&lt;br /&gt;
[[File:XM148.jpg|thumb|none|500px|Colt XM16E1 with XM148 grenade launcher - 5.56x45mm NATO &amp;amp; 40x46mm grenade]]&lt;br /&gt;
[[File:M303.jpg|thumb|none|500px|M16A2 rifle with [[FN 303]] this variant called M303) - 5.56x45mm NATO &amp;amp; 18mm less-lethal projectile]]&lt;br /&gt;
[[File:M4Block2M203A1.jpg|thumb|none|500px|M4A1 Block II with [[M203A1 grenade launcher]], ELCAN SpecterDR,AN/PEQ-15 ATPIAL, SureFire Scout light, and suppressor - 5.56x45mm NATO/40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Photoshopped Images==&lt;br /&gt;
&lt;br /&gt;
Note: It is possible that some of the images below are genuine photographs that are used as the basis for other photoshopped images.&lt;br /&gt;
&lt;br /&gt;
[[File:M16wEarlyCM203.jpg|thumb|none|500px|Colt M16A1 with Early Model Cobray CM203 Flare Launcher - 5.56x45mm / 37mm]]&lt;br /&gt;
[[File:M16A1wNewCM203.jpg‎|thumb|none|500px|Colt M16A1 with Updated Model Cobray CM203 Flare Launcher - 5.56x45mm / 37mm]]&lt;br /&gt;
[[File:M16-SP1-withM203launcher.jpg|thumb|none|500px|M16/SP1 with [[M203 grenade launcher]] - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:M16wM203.jpg|thumb|none|500px|Colt M16A1 with [[M203 grenade launcher]] - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:M16A2 M203.jpg|thumb|none|500px|M16A2 with M203 grenade launcher - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:M16A4M203.jpg|thumb|none|500px|M16A4 with M203 grenade launcher - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:UVARCarbine.jpg|thumb|500px|none|CAR-15 like the one used in ''[[Uncommon Valor]]'' - 5.56x45mm NATO]]&lt;br /&gt;
[[File:CustomNorthHollywoodAR15.jpg|thumb|none|500px|Custom AR-15/M16 Hybrid gun (5.56x45mm NATO) made to resemble the firearm used by Emil Matasareanu in the 1997 North Hollywood Bank Of America Shootout, represented in the film ''[[44 Minutes: The North Hollywood Shootout]]''.]]&lt;br /&gt;
[[File:AR15 Sporter carbine solid.jpg|thumb|none|500px|Colt Sporter-II Carbine with solid stock (photo-shopped image) - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Airsoft Replicas==&lt;br /&gt;
[[File:Lancer-Tactical-MK18-MOD-0-M4-CQB-AEG.jpg|thumb|none|450px|Lancer Tactical Mk 18 Mod 0 CQB Airsoft carbine]]&lt;br /&gt;
[[File:GP M4 MOE CQBR Black.jpg|thumb|none|500px|'''Airsoft''' G&amp;amp;P M4 MOE CQBR]] &lt;br /&gt;
[[File:AEG GG BB CQBR lg.jpg|thumb|none|500px|'''Airsoft''' G&amp;amp;G M4 CQB-R Combat Machine]]&lt;br /&gt;
[[File:WellFire M16A2 airsoft.jpg|thumb|500px|none|'''Airsoft''' WellFire &amp;quot;M16A2&amp;quot;]]&lt;br /&gt;
[[File:Wellfire M4 RIS.jpg|thumb|none|500px|'''Airsoft''' WellFire M4A1 carbine]]&lt;br /&gt;
[[File:Tokyo Marui M4 S-System.jpg|thumb|none|500px|'''Airsoft''' Tokyo Marui M4A1 S-System]]&lt;br /&gt;
[[File:TM M933 AEG with Tan furniture.jpg|thumb|none|500px|Tokyo Marui Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm (fake)]]&lt;br /&gt;
[[File:BW15 Carbine.jpg|thumb|none|500px|'''Airsoft''' BW15 Carbine]]&lt;br /&gt;
[[File:WELL M16A3.jpg|thumb|none|500px|'''Airsoft''' WELL &amp;quot;M16A3&amp;quot; with vertical foregrip, laser sight, and PAQ-4 styled flashlight, as seen in artwork for ''[[Saints Row: The Third]]'']]&lt;br /&gt;
[[File:CAXM177.jpg|thumb|none|500px|'''Airsoft''' Classic Army XM177 (of the type used by SF troops in some scenes of the movie ''[[Green Zone]]'').]]&lt;br /&gt;
[[File:CA-M15.jpg|thumb|none|500px|'''Airsoft''' Classic Army M15 rifle]]&lt;br /&gt;
[[File:Cam15a4tacticalcarbine.jpg|thumb|none|500px|'''Airsoft''' Classic Army M15A4 carbine]]&lt;br /&gt;
[[File:TMGO13M16.jpg|thumb|none|500px|'''Airsoft''' Tokyo Marui &amp;quot;Golgo 13&amp;quot; M16 rifle, based on the M16 of similar configuration found in the manga ''Golgo 13''.]]&lt;br /&gt;
[[File:G&amp;amp;GM16A3.jpg|thumb|none|500px|'''Airsoft''' G&amp;amp;P M16A4 rifle with replica M203]]&lt;br /&gt;
[[File:Colt XM177E2 with M203 grenade launcher.jpg|thumb|none|500px|'''Airsoft''' G&amp;amp;P XM177E2 with replica M203]]&lt;br /&gt;
[[File:XM177 shorty.jpg|thumb|none|500px|'''Airsoft''' CAR-15]]&lt;br /&gt;
[[File:Icsm4ris2006.jpg|thumb|none|500px|'''Airsoft''' M4A1 carbine with a RIS foregrip and AN/PEQ-2 IR designator]]&lt;br /&gt;
[[File:GG GR4 G26.jpg|thumb|none|500px|'''Airsoft''' G&amp;amp;G GR4 G26]]&lt;br /&gt;
[[File:M4A1 airsoft carbine Magpul black.JPG|thumb|none|500px|'''Airsoft''' M4A1 with Black Magpul furniture]]&lt;br /&gt;
[[File:Magpul equipped M4 rifle.jpg|thumb|none|500px|'''Airsoft''' M4A1 with Tan Magpul furniture]]&lt;br /&gt;
[[File:MattelMarauder1.jpg|thumb|none|500px|Mattel M-16 Marauder Toy Gun]]&lt;br /&gt;
[[File:M4a1-fixed-stock.jpg|thumb|none|500px|'''Airsoft''' M4A1 with fixed M16 buttstock]]&lt;br /&gt;
[[File:A&amp;amp;K SPR Carbine.jpg|thumb|none|400px|'''Airsoft''' A&amp;amp;K SPR Mod 0 Carbine]]&lt;br /&gt;
[[File:T16LE.jpg|thumb|none|400px|RAP4 T16 - .68 caliber paintballs]]&lt;br /&gt;
[[File:Well-D99-M4-airsoft-rifle.jpg|thumb|none|500px|Well D99 M4]]&lt;br /&gt;
[[File:JG-M4-M231-Stubby-Tanker-AEG.jpg|thumb|none|500px|'''Airsoft''' JG M4 M231 Stubby Tanker]]&lt;br /&gt;
[[File:MGC M733 airsoft.jpg|thumb|none|500px|'''Airsoft''' MGC M733 with A2 upper]]&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
== Interesting ==&lt;br /&gt;
...I seriously doubt anyone will ever see an underslung version of the M203 used in a film, all by itself, ...&lt;br /&gt;
&lt;br /&gt;
but there have been stand alone M203 launchers (modified with a pistol grip and stock like the M79LF 37mm launchers) as well as the M203 being attached to guns other than the M16 (take Rambo III for example where they attached it to an AK).  Having a section on the M16 w M203 on the M16 page makes sense since that is where people will look if they're curious about that particular combo appearing in a movie.  But I like having a separate page for the M203 to address more detailed history of the launcher plus any applications where the launcher is used with other weapons.  Just a thought...&lt;br /&gt;
::We do need a page where M203s are used as stand alone launchers, rare, but it has happened.  But we should shift all M203s underslung to M16s to the M16 Page and have a note directing users to that page when looking for that combination on the M203 page.  Just IMHO.... [[User:MoviePropMaster2008|MoviePropMaster2008]] 01:27, 12 November 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
Makes sense, that configuration. Also, there was a standalone M203 on Bones, and there might be others (sometime WAY in the future, when a director wants to use a &amp;quot;modern&amp;quot; version of an M79, like how James Cameron used the fictional roto-craft in place of the Huey).&lt;br /&gt;
&lt;br /&gt;
== Do well really need to have an &amp;quot;A2&amp;quot; and &amp;quot;A3&amp;quot; category?==&lt;br /&gt;
&lt;br /&gt;
[[User:MoviePropMaster2008|MoviePropMaster2008]] has already explained that just about all of the &amp;quot;M16A2s&amp;quot; used in movies are actually A2 uppers on A1 lowers, often with A1 flash hiders. By this definition, none of them are true &amp;quot;M16A2s&amp;quot;, and might actually be considered M16A3s roughly. But since they're usually seen impersonating M16A2s, I say designate by receiver style only (both the A2 and A3 have what is usually called the &amp;quot;A2 receiver&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
In other words, I think we should ditch the M16A3 category completely. It makes no sense to distinguish between A2s and A3s when basically all of the &amp;quot;Hollywood&amp;quot; A2s and A3s are the same type of gun. -[[User:MT2008|MT2008]] 20:39, 3 January 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I never got anyone's feedback on this, but...I decided to go ahead and ditch the M16A3 entry, for the reasons I explained above. It doesn't make sense to try and distinguish between &amp;quot;A2s&amp;quot; and &amp;quot;A3s&amp;quot; in movies when MoviePropMaster has explained that they're all basically the same thing - A2-style uppers on fully automatic A1 lowers. By that definition, none of them are true &amp;quot;M16A2s&amp;quot;, but since they're obviously supposed to portray such rifles in movies, it makes more sense to call them A2s. -[[User:MT2008|MT2008]] 01:15, 23 January 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I agree, because the M16A3 was made for Navy SEALs and SeeBees, no civilian hands hae touched them. -Winchester (1-26-09)&lt;br /&gt;
I believe the 1995 remake of Village of the Damned  portrayed the National Guard using burst fire. --[[User:AdAstra2009|AdAstra2009]] 03:12, 2 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
(the above was in reply to a comment that the author deleted as i posted.) --[[User:AdAstra2009|AdAstra2009]] 03:28, 2 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Also I think Colt sold A3s to foreign entities, National police of allied countries, Elite units, etc.  Any country with which we are friendly and Colt has sold weapons in the past.  I've heard that A3s were sold as samples to France, U.K. and Germany (but that was a casual comment that I heard years ago).  There 'could' be A3s in the armories of foreign movie productions.  That is a completely grey area with which I have no one to verify anything.  :(   [[User:MoviePropMaster2008|MoviePropMaster2008]] 05:15, 2 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This is strange. I posted a comment here a couple hours ago, asking how many movies are there were burst fire is portrayed? I know Black Hawk Down has one instant. [[User:Excalibur01|Excalibur01]] 05:22, 2 December 2009 (UTC)&lt;br /&gt;
::I've seen some films that had three round burst fire.  I will try to get the titles and list them [[Special:Contributions/205.172.16.102|205.172.16.102]] 01:38, 30 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
There is a significant difference between a true A2 and A3 M16. Externally, they look identical, however the A3 is full auto and the A2 is 3 shot burst. Simply put: A1 and A3 are full auto, A2 and A4 are 3 shot burst. The external differences are what make it a little easier to identify. We all know what an A1, A2, and A4 M16 look like, but the A3 is just an A2 that is full auto. Hope this helps; Its my first time posting. --[[User:Ranger12|Ranger12]] 10:14, 29 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
== The caption to the M16A1 w/ M16A2 handguards... ==&lt;br /&gt;
I was in the National Guard in the early '90's and that's exactly what we had.  I was also issued an M16A1 with A2 handguards in basic training.  It turns out that it's simpler and--from what I heard--cheaper to replace the 'A1 guards with 'A2 guards because the 'A2's are less complex and you only need to stock one type instead of 'lefts' and 'rights'.  Also, the 'A1'a in the national guard were freshly rebuilt, tested, and had the serial numbers laser etched into the bolt carriers.  They were issued with all 'A2 furniture.&lt;br /&gt;
&lt;br /&gt;
:Yeah, I've seen plenty of A1s with A2 hand guards elsewhere. In fact, if you ever watch footage of the current offensive into Gaza, you can see both IDF personnel and Hamas militants using them. The Israelis received a lot of M16A1s and have updated many of them with the M16A2 hand guards. Many of these rifles were passed into Israeli's &amp;quot;allies&amp;quot; in Fatah, and then Hamas stole plenty of them during their war with Fatah (some were also probably stolen from the IDF themselves). -[[User:MT2008|MT2008]] 22:53, 9 January 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
just for the record here is an M16A1 with A2 handguards in service &lt;br /&gt;
[[Image:RP Marines assault line DM-SD-06-10463.JPEG|thumb|none|600px|RP Marines armed with M16A1s with A2 handguards.]] &lt;br /&gt;
--[[User:AdAstra2009|AdAstra2009]] 22:06, 1 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mark 12 Special Purpose Rifle ==&lt;br /&gt;
&lt;br /&gt;
Does anyone have an image of one?&lt;br /&gt;
-[[User:AdAstra2009]]&lt;br /&gt;
&lt;br /&gt;
:I put one on the ''[[Live Free or Die Hard]]'' page that I took from another site. -[[User:MT2008|MT2008]] 01:06, 23 January 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks I pasted it from that page but we should probably look into getting a noncopyrighted one.&lt;br /&gt;
-[[User:AdAstra2009]]&lt;br /&gt;
&lt;br /&gt;
::Well, you can ask MoviePropMaster2008 if he has a Mark 12 upper in his company's inventory. I imagine he also knows armorers at Cinema Weaponry (the guys who supplied the weapons for ''[[Live Free or Die Hard]]''), so he might even be able to get us one of the same guns used in that movie. But he's very busy of course and has LOTS of other image requests to tend to, so it might be a while before he gets around to it. -[[User:MT2008|MT2008]]&lt;br /&gt;
&lt;br /&gt;
== Rate of Fire on the M16A1 ==&lt;br /&gt;
Does anyone know the rate of fire on the M16A1?[[User:Oliveira|Oliveira]] 22:05, 17 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I assume it's about 800 rounds a minute [[User:Excalibur01|Excalibur01]] 08:48, 6 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That would be correct, it's around 750 to 800 RPM. [[User:Spartan198|Spartan198]] 15:28, 18 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== What is this? ==&lt;br /&gt;
It's not really from a movie, but a music video, and I havn't been able to figure out what this AR is yet, there are two others in the video, one's an M16A1, the other an A2, but I just can't figure this one out.&lt;br /&gt;
&lt;br /&gt;
http://www.imfdb.org/index.php/Image:RA_Rifle1.JPG&lt;br /&gt;
http://www.imfdb.org/index.php/Image:RA_Rifle2.JPG&lt;br /&gt;
http://www.imfdb.org/index.php/Image:RA_Rifle3.JPG&lt;br /&gt;
http://www.imfdb.org/index.php/Image:RA_Rifle4.JPG&lt;br /&gt;
http://www.imfdb.org/index.php/Image:RA_Rifle5.JPG&lt;br /&gt;
&lt;br /&gt;
Looks like an M733, what is this from? [[User:Excalibur01|Excalibur01]] 08:47, 6 June 2009 (UTC)&lt;br /&gt;
:The gun in the first 'cap looks different from the CAR-15s in the other pictures. Maybe it's a fake XM177?-[[User:Oliveira|Oliveira]] 12:52, 6 June 2009 (UTC)&lt;br /&gt;
::It's from the music video for Hero Of War by Rise Against, the main soldier uses it, his two buddies use an M16A1 and M16A2, I'm almost 100% sure there are only three rifles in the video. Yeah, I'm thinking M733 too... [[User:Alex T Snow|Alex T Snow]]&lt;br /&gt;
&lt;br /&gt;
==XM607 Commando Carbine==&lt;br /&gt;
I do remember the weapon from ''[[Pink Cadillac]]'' an XM607, or an AR-15 modified to imitate one. The weapon may not have been officially adopted but kits were released to the public though:&lt;br /&gt;
&lt;br /&gt;
* [http://totalsilenceinc.com/XM607_pages/questions.html 1]&lt;br /&gt;
* [http://www.retroblackrifle.com/ModGde/CrbGde/607.html 2]&lt;br /&gt;
* [http://www.fototime.com/A2FFCE89093C8E7/standard.jpg 3]&lt;br /&gt;
&lt;br /&gt;
[[User:Cutaway|Cutaway]] 18:54PM, 3/7/2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I changed the entry after I watched the trailer for the movie. The trailer is on YouTube, and the gun in question is visible at the 00:27-00:28 mark:&lt;br /&gt;
&lt;br /&gt;
:http://www.youtube.com/watch?v=LddykTA8nVg&lt;br /&gt;
&lt;br /&gt;
:That is definitely an older-model LaFrance Specialties M16K. It doesn't have the triangular front sight post of the XM607. -[[User:MT2008|MT2008]] 18:08, 3 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The Photoshopped M16 images==&lt;br /&gt;
&lt;br /&gt;
Can people '''please''' stop posting the images of M16 variants that were edited using MPM's photos? There's a reason I've removed them before. We don't need to have every variant on the page, and many of them are inaccurate, anyway. The only one we allow is the XM16E1, because we don't have a good photo of one of those yet, and even that may get replaced. -[[User:MT2008|MT2008]]&lt;br /&gt;
&lt;br /&gt;
*The Colt 607 image I posted wasn't one of MPM's [unless someone stole it and re-hosted it], I got it from google. Only put it here because the page for the The World Is Not Enough videogame didn't have a 607 image. [[User:Vangelis|Vangelis]] 05:18, 3 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Why do we have Colt Model 727 by itself==&lt;br /&gt;
When the Model 727 is just the commercial Colt name for the M4 carbine?  it doesn't make sense to have the exact GUN made by Colt with it's commercial name (for law enforcement sales or international sales) with a separate category, when it should just be merged in with the M4/M4A1 category.  The M16 page is getting out of control.   MPM2008&lt;br /&gt;
&lt;br /&gt;
:I agree that the Model 727 should be merged with the M4 category, but it's not exactly a commercial name for an M4.  The Model 777 is the commercial name for the very first M4 (the one that didn't have the detachable carry handle).  The 727 and 777 are identical, but the 727 is safe-semi-auto and the 777 is safe-semi-burst. -[[User:MT2008|MT2008]]&lt;br /&gt;
&lt;br /&gt;
:::Good point.  But in the overall view, I think all that info (a) should be in the M4 category, (b) should be a footnote, NOT a separate category and (c) people are endlessly creating separate categories for weapons that are essentially the same guns as other categories.  Experienced IMFDB users/Mods already know that most of the M16 variants seen in films are build ups of other guns.  We usually just get the accessories and barreled uppers and put them on our full auto or semi auto lowers.  Why spend thousands to get new guns when we're sitting on dozens and dozens of other M16s?  Also, in VideoGames and Anime, again, they don't have to specify the new or commercial model unless it's specifically stated or named explicitly.  Even then it can be a footnote in the original category.   &lt;br /&gt;
&lt;br /&gt;
==Adding images==&lt;br /&gt;
&lt;br /&gt;
I'm getting a little annoyed with people adding images we don't need on the page, including many that are crap and which aren't necessary.  Not to mention that half of them aren't even using the &amp;quot;&amp;lt;nowiki&amp;gt;br clear=all&amp;lt;/nowiki&amp;gt;&amp;quot; command to ensure that the images won't drift into the next gun entry.  So, I'm putting a stop to this now.  No more without talking about it here first.  Next person who doesn't respect my wishes gets a 1-week time out. -[[User:MT2008|MT2008]] 17:23, 18 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:They're still doing it.  I have removed the custom A1 upper mounted on an SP1 lower with A2 handguards from this page several times.  It is not a common real like frankengun (but it has happened).  I originally built this and photographed it for the HEAT page until better screenshots proved that Wes Studi's AR15 was an A1 style lower, not an SP1.  [[User:MoviePropMaster2008|MoviePropMaster2008]] 21:35, 1 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I couldn't agree more, for some reason, these users seem to think that every single picture of a gun needs to be on it's page. It especially frustrates me when they're sticking all customized guns that only appear in one movie onto a page, they may look cool, but they're not even standard configurations! All they end up doing is turning the gun page into a cluttered, sloppy mess of pictures, I mean just look at the [[Remington 870]] and [[Mossberg 500]] pages.--[[User:Alienqueen11|Alienqueen11]] 22:37, 18 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Would it be alright if I added the following image to the [[M16 rifle series#M4/M4A1 with M203 Grenade Launcher|M4/M4A1 with M203 Grenade Launcher]] section?&lt;br /&gt;
&lt;br /&gt;
[[Image:Sopmod m4 m203 06.jpg|thumb|none|350px|M4A1 5.56x45mm with M68 Aimpoint red dot scope, flip-up rear sight, and M203 grenade launcher 40mm]]&lt;br /&gt;
&lt;br /&gt;
Figured that since the other sections on the page have pics of the 'basic' and 'tricked-out' versions, why not this one? [[User:Orca1 9904|Orca1 9904]] 21:40, 5 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Does anyone have any pictures of a heavily modified M4 style platform? ex- The Unit, BlackHawk Down, Tears of the Sun? [[User:Dirtdiver6421|Dirtdiver6421]] 17:13, 2 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So why not update this page to include current issue M16A4 rifles?&lt;br /&gt;
(unless you don't know what they are....)&lt;br /&gt;
&lt;br /&gt;
==A Warm Thank-You==&lt;br /&gt;
For years I have been trying to find out what the guns were Peter &amp;amp; Roger used in Dawn of the Dead. This site solved what the problem so many other &amp;quot;gun experts&amp;quot; on IMDb could not. Again, thank you.&lt;br /&gt;
:Thats what IMFDB is for =) --[[User:AdAstra2009|AdAstra2009]] 18:03, 22 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Let's See If You Can Figure This Out==&lt;br /&gt;
I couldn't find a real picture so I put this together. Its an M4A1 with the old style stock, and a straight (no cuts) 16&amp;quot; barrel; or its a Sporter (or one of those older three number ones like that) with a removable carry handle; take your pick. I was just wondering what it actually is...&lt;br /&gt;
&lt;br /&gt;
P.S. Every detail is intentional and exactly how its supposed to be even though its not a real picture, just so everyone knows that. ;)&lt;br /&gt;
[[Image:M4A1COD4.jpg]]&lt;br /&gt;
&lt;br /&gt;
:It would be a hybrid commercial AR variant.  It has an M16A1 style lower receiver, so it is NOT a Sporter I or II.  Basically, it's an M4 Carbine with a flat top and detachable carry handle, with an old style buttstock and a civilian HBAR Carbine barrel outfitted with RIS forearms.  Various manufacturers made similar guns to this design, like Bushmaster and a few others.  Also many builders of AR15s made similar guns from parts kits from M&amp;amp;A, Patriot Arms, (the now defunct Nesard), Sun Valley, and others.  With the advent of custom builds from aftermarket parts from dozens of manufacturers, the AR15 has become the ultimate &amp;quot;mutt&amp;quot;.  I can tell you this is NOT an issued military variant, so it would NOT have an &amp;quot;M&amp;quot; designation unless it was built from an M4 to begin with.   Also nearly everyone uses the step down M4 style barrels for carbines, unless it's the ultra light.  The HBAR Carbine style barrels are becoming rarer by the day since their heyday was the 1990s. [[User:MoviePropMaster2008|MoviePropMaster2008]] 07:30, 12 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thanks a lot, very informative answer. This is the &amp;quot;M4 Carbine&amp;quot; in Call Of Duty 4, and I've been trying to figure out exactly what it really is for a while. I didnt say where it was from because I figured the answer I'd get would be something like &amp;quot;its a videogame, so its probably not a real model&amp;quot;, but I knew that ;) I like the look and have been trying to make it as an airsoft project, this helps a lot... too bad airsoft HBAR barrels are very hard to come by. [[User:Alex T Snow|Alex T Snow]] 07:43, 12 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::How did you make that? At first I thought it was Pimp My Gun, but PMG doesn't have an M16A1 pistol grip yet. [[User:Spartan198|Spartan198]] 14:22, 12 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::No, you thought right my friend, it is Pimp My Gun, I just used MS Paint to remove the little finger nub and made the HBAR barrel by copying and pasting the largest part of the barrel over the rest of it. That's all the &amp;quot;photoshopping&amp;quot; that I did. [[User:Alex T Snow|Alex T Snow]] 07:45, 13 &lt;br /&gt;
February 2010 (UTC)&lt;br /&gt;
::If it's from CoD4, then blame lack of details on modelers that made that gun model. They simply saved some poligons for improved performance of the game. Same thing with lack of gas-block when front sight is removed. It supposed to be M4A1 and i'm 100% sure they had pictures of military issued M4A1's as a reference.&lt;br /&gt;
:::I'm sure they wanted it to be an M4A1, but I've seen a lot of movies where HK94s were converted to be MP5s, or 92FSs were converted to be 93Rs and last I checked on this site we identify guns on what they are, not what they're supposed to be... [[User:Alex T Snow|Alex T Snow]] 00:03, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== M16A1 series' portray ==&lt;br /&gt;
&lt;br /&gt;
In the present, does anyone think that like the Ak47 and its variants, the M16A1 series is sometimes stereotypically portrayed as a bad guy's gun?&lt;br /&gt;
I've seen the IRA, FARC guerillas, Mexican drug lords and some gangbangers use them.&lt;br /&gt;
Overall is this true?&lt;br /&gt;
:In the real world, the USSR dumped millions of AKs into the hands of satellite states and insurgents around the world.  In the Vietnam and immediate post Vietnam years the U.S. dumped millions of M16A1s to our allies.  With the fall of Vietnam, all of the South Vietnamese M16A1s ended up in the hands of communist guerillas (as well as the AK).  The AK and the M16 were the most prolifically distributed weapons of the last 50 years.  There is no conspiracy to make them 'look bad'.  They're in the hands of everyone so it is invevitable.&lt;br /&gt;
:Even Iran uses a variant of the M16A1, a copy of the Norinco CQ called the ''S-5.56'', as their standard rifle. [[User:Spartan198|Spartan198]] 15:18, 15 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== AR Series firing 5.7 Ammo??? ==&lt;br /&gt;
&lt;br /&gt;
I was in a gun shop in Michigan today and saw a weapon with an AR-15 type body but with the mag of a P-90 running along the rail.  I asked the guy at the shop and he did confirm the weapon did fire the 5.7 round.  Anyone have any idea who makes the weapon and what it may be called?  Incidentally the store was The Firing Line in Westland Michigan. --[[User:Charon68|Charon68]] 03:44, 9 May 2010 (UTC)&lt;br /&gt;
::They sell those uppers here in California all the time.  My local gun store has 5.7mm firing AR15 uppers that take the P90 magazine.  But I never bothered to check who made it, that's what GOOGLE is for.  I just never had an interest [[User:MoviePropMaster2008|MoviePropMaster2008]] 07:07, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I have seen examples of this conversion as well. It is actually a specially-made upper receiver that can be mounted onto pretty much any AR-15 style lower receiver. The magazine mounts along the top of the weapon as with the P90, and the original magazine well in the lower receiver becomes the ejection port with the spent brass falling down through there instead of being spit out to the side. As for the manufacturer, I can't quite recall who makes it, but it is definitely quite an interesting piece of hardware. [[User:Orca1 9904|Orca1 9904]] 07:16, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
As long as my memory goes, is called the AR-57 and is manufactured by 57Center, or something like that --[[User:Yocapo32|Yocapo32]] 15:17, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I remember when Impact Guns got those in.  You can buy them here: http://www.impactguns.com/store/AR-57%20UR.html&lt;br /&gt;
&lt;br /&gt;
::The manufacturer's web site, as Yocapo32 pointed out, is 57 Center.  Their web site is here: http://www.57center.com/&lt;br /&gt;
&lt;br /&gt;
::What's interesting is that the AR magazine well is where the brass gets ejected.  The only problem I can see with having a P90 magazine mounted on top is that it leaves limited rail space on top for mounting accessories.  You could have a scope or iron sights, and not much else. -[[User:MT2008|MT2008]] 15:44, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks for the info guys, again, I know this was not germane to the topic, it was just a little odd to see something like that as I had never heard of it before. --[[User:Charon68|Charon68]] 16:05, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Stolen M4A1s==&lt;br /&gt;
&lt;br /&gt;
In real life is there ever any incidents where police have seized M4A1 carbines from criminials or terrorists during raids?&lt;br /&gt;
&lt;br /&gt;
:Do you mean mil-spec M4s, as opposed to semi-auto AR-15 carbines that are patterned after the M4?  I would doubt it. -[[User:MT2008|MT2008]] 21:25, 14 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Never, or else it has never been reported anywhere, ever.  And I am talking about real select fire 14.5&amp;quot; barreled M4/M4A1 carbines.  However, California has had a rash of MP5s and MP5Ks stolen out of police cars, which were left unlocked when the cops were in a strip club.  Seriously.   they have not shown up since....[[User:MoviePropMaster2008|MoviePropMaster2008]] 06:31, 15 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::They're probably somewhere in Mexico right now, if you catch my drift. [[User:Spartan198|Spartan198]] 03:39, 29 March 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Suitable combat weapon==&lt;br /&gt;
&lt;br /&gt;
Which weapon is considered better for infantry? An M16A1/M203 combo or an OICW?&lt;br /&gt;
:M16A1/M203. The XM29 weighs damn near 20 lbs., compared to 8 or 9 lbs. for the M16 when fitted with a 203. Fire control system or not, the last thing I'd want to be stuck with on a 60 mile march is an F-ing 20 lbs. rifle. And sign your posts by typing four '''~''' after them. [[User:Spartan198|Spartan198]] 23:17, 14 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The M16/M203 combo is definitely superior; it has been proven in real-world combat situations over the last 30-plus years, whereas the only live-fire situation the XM29 has seen at the most is at the Aberdeen testing ranges. The closest replacement the M16/M203 will likely see anytime soon is an [[FN SCAR]]/[[Heckler &amp;amp; Koch M320|M320]], and even then the SCAR is only in limited use with the 75th Ranger Regiment at present. [[User:Orca1 9904|Orca1 9904]] 05:12, 20 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The real question is whether or not the XM8 Carbine is better than the M4A1/derivatives (H&amp;amp;K 416, REC7, etc). And we probably won't ever know.  &lt;br /&gt;
&lt;br /&gt;
Also, the OICW was more of a man-portable version of a Doom gun than anything that you would actually bother carrying on duty. 20mm airburst auto-loader, saboted sub-5.56mm rounds? What could you use that for other than trying to clear a drug cartel's fortified mansion by yourself?&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/72.189.150.170|72.189.150.170]]&lt;br /&gt;
&lt;br /&gt;
:One of the many things that led to the death of the XM29 was its sheer size. The Army wanted it scaled down to the size of an M4 [http://www.ghostrecon.net/images_arms/xm29_1.jpg] and 14 lbs max (which an M4 with all its mods gets pretty close to), but with today's technology, it just wasn't possible. Maybe in 20 years or so it will be, but the XM29 is presently dead for the foreseeable future. [[User:Spartan198|Spartan198]] 17:47, 28 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Installation of a front Flip up/down Iron sights. ==&lt;br /&gt;
&lt;br /&gt;
I was watching The Losers, and while I agree that those 4 characters all had M4A1s, they seemed to switch between fixed front sight and flip up/down iron sights.  I was wondering how hard it would be to take an M4A1, remove the front factory sight and replace it with a flip up/down sight.  I know it's pretty easy for the rear sight, but I wasn't sure about the front sight.  (OK, I also want to ask this question because I, like many people, have played Modern Warfare 2 and seen the M4 with a flip up/down front sight.) --[[User:Gunkatas|Gunkatas]] 03:46, 28 May 2010 (UTC)&lt;br /&gt;
:Not really that difficult. [[User:Spartan198|Spartan198]] 04:24, 28 May 2010 (UTC)&lt;br /&gt;
:I believe the process would involve removing the muzzle brake and the existing front sight/gas block assembly and replacing it with a gas block that has either a rail to mount your choice of front sight, or a folding front sight, then reinstalling the muzzle brake. You can find instructional videos for this process at various gunsmithing websites. [[User:Orca1 9904|Orca1 9904]] 14:31, 28 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Forward Assist ==&lt;br /&gt;
Does anyone know when reloading if it is a good idea to hit the forward assist after hitting the bolt release or its ok just to start firing after hitting the bolt release?&lt;br /&gt;
&lt;br /&gt;
:The idea behind hitting the forward assist after reloading is to ensure the bolt is fully seated and that the weapon is ready to fire. It's generally not really nessicary at the range, but when in a combat situation where you might have dirt or whatnot fouling the chamber, it's a good idea to do that to ensure that the weapon will fire when you need it to.[[User:Orca1 9904|Orca1 9904]] 23:22, 28 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The M16 series are the ONLY assault rifles (except the [http://www.hkpro.com/index.php?option=com_content&amp;amp;view=article&amp;amp;id=83:g41-series&amp;amp;catid=8:the-automatic-rifles&amp;amp;Itemid=5/ HK G41], which is made to be like the M16 and is no longer produced) in the world to have a forward assist. Why don't other assault rifles have a forward assist? (ie. the AK-74, G36 etc.) Because other assault rifles are more reliable and don't need it. :)&lt;br /&gt;
::Uh more associated with the design of the Bolt than being more reliable.  The AK series have a bolt handle attached DIRECTLY to the bolt carrier as do many other designs.  If there is debris or fouling in the chamber which keeps a round from seating properly you can just jam the handle forward (I've done this in the field when my AK / Garand / Galil / M 14 / etc jammed)  I once had a tiny piece of bark (I was firing  under trees) which fell from above and fell into the ejection port and made the round 'stick' really badly in the chamber so that it would not seat properly.  The M16 design has no way other than the forward assist to nudge the bolt &amp;amp; carrier forward enough to fire and kick that crap free of the action.  But I wouldn't bash the M16 as an &amp;quot;unreliable&amp;quot; rifle.  I'd sure take it into battle right now. [[User:MoviePropMaster2008|MoviePropMaster2008]] 20:13, 23 August 2010 (UTC)&lt;br /&gt;
:::Alright, I understand. thanks for the extra info. I'm not saying the M16/M4 is a complete piece of crap, but it's definitely not the BEST ASSAULT RIFLE IN THE WORLD! like we Americans like to state all the time (*rolls eyes*). You and me both know the M16/M4 is no where as reliable as the G36 or the AK series. But at least it's better than the L85 series, now that's a piece crap rifle. :D *Edit: Well at least the L85A1, the L85A2 is OK. kinda like the M16/M16A1s sucks but the M16A2/A4s are good.&lt;br /&gt;
&lt;br /&gt;
::::I have to completely disagree with what you say, i don't wish to come off as passive aggresive but you sound like a mall ninja that learned their weapons knowledge from seeing them perform in videogames or hearing public opinions on weapons from the news or other sources. The M16 family of rifles are both fine and fairly reliable weapons, while much of that view has been skewed by the fact they were portrayed as unreliable during conflicts such as Vietnam, is incorrect to a degree. The M16 is a reliable and capable weapon when cleaned and properly maintained, it simply lacks the ability to stay so when not properly serviced, as some other rifles such as the AKM can function fine without cleaning, the M16 can not. As for your comment on the L85 series, yes they were somewhat poor and unreliable weapons at first, coupled with poor grips and clumsy to handle for certain users, however the newer models have made large improvements and are very capable firearms. As i feel it needs to be said (or typed) a common mistake people make is assuming that militaries have access and funding to field their troops with the best weapons available, which is not always the case as most countries don't have the money to field an Army with rifles that can cost up to $5000-10000 per unit. Which is where the workhorses like M16's come in, you go for the &amp;quot;good&amp;quot; rifle not the &amp;quot;great&amp;quot; one. Also, although off-topic it somewhat pertains to the M16, most mall ninja's assume the AK-family is better because it is more reliable and fires a heavier cartridge, I've always asked &amp;quot;would you want a round that's going to pierce right through an enemy and leave an easy to treat wound, or have a round that hits an enemy and fragments inside them causing an ungodly bloody mess?&amp;quot; Hopefully esteemed imfdb members such as MPM2008 will agree with and share my viewpoint concerning this subject, as well as not condemn me for my long comment. [[User:Doc345|Doc345]] 13:24, 06 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::The issues of jamming during the Vietnam War had more to do with ammunition and the lack of a chrome-lined chamber and barrel than the rifle's so-called &amp;quot;dirty&amp;quot; gas system. In 1964 the Army switched from stick powder to ball powder, which increased the rate of fire to over 1,000 RPM and left a lot of dirty residue in the weapon. This was only exacerbated by the lack of cleaning kits and training on how to maintain the weapon. They fixed the issue by fitting the rifle with a buffer system (which slowed the ROF down) and chrome-plated chamber. Training programs in weapon maintenance were instituted and an instruction book on how to maintain the rifle was circulated among troops. After further modifications resulted in the M16A1, many of the reliability issues disappeared (although even today, the weapon has yet to shed its bad reputation). The M16A2, A3, A4, and M4 carbine of today are an entirely different breed of warrior than the prototypes that were issued back in the 60s. While it may admittedly be a bit finicky, the M16 today is a good weapon. [[User:Spartan198|Spartan198]] 11:29, 19 June 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::::Yeah but it's still a very fussy weapon, it's not very durable, and it has much more malfunctions/jams then say the H&amp;amp;K G36, but none the less it's still a excellent weapons platform, mostly. - [[User:Mr. Wolf|Mr. Wolf]] 14:28, 19 June 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::::: I was always taught that the forward assist, while useful in combat, in situations where dirt or grime can jam a weapon, overall, if you DO need to use it, its a good indication of a malfunction and should be addressed, especially if its at a range. Theres a video somewhere on youtube, of a guy shooting some sort of AR, and repeatedly hits the forward assist, without clearing or checking the bore, until the entire gun explodes, probably from a round hitting one stuck in the bore. -MissySummers- 18:47, 8 January 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
:::::::Are you talking about the video where the magazine blows apart on one guy's AR-15 when he pulls the trigger? If so, I've seen it and while I don't recall exactly what the description said the cause was, I'm pretty sure it was an issue with the ammunition (probably a hot cartridge) rather than the oh-so-pined-upon gas system. [[User:Spartan198|Spartan198]] 03:48, 29 March 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:::::::::One element to remember when criticising the AR-15's reliability is that when it was first issued in the field, it was touted to not need any maintenance nor be cleaned. Immediately, this was realised to be a mistake, but that initial belief that it never needed cleaning and inevitable memory of fouling sticks around. --[[User:Rebusdi|Rebusdi]] 14:20, 14 August 2012 (CDT)&lt;br /&gt;
::::::::::No, the AR-15 was ''never'' touted as not needing maintenance or cleaning. The belief that it was is a myth, one of the ''many'' surrounding the weapon system. It was an &amp;quot;educated&amp;quot; assumption made based on previous experiences with the AR-15's predecessor, the AR-10, which ''did'' prove to be quite reliable without maintenance or cleaning (I believe it was the Sudanese who used it in sub-Saharan Africa and gave reviews that were nothing short of glowing). Now whether AR-10s manufactured today share this trait, I don't know. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:50, 8 January 2013 (EST)&lt;br /&gt;
:::::::::::When soldiers were trained on it they were told it was pretty much self-cleaning, but don't know if this was from Colt of an invention by the US Army. Although there were cleaning kits they were only issued at a rate of something like 2 per platoon, as it was not believed that the weapon would require regular maintenance. When the Marines got it they had no cleaning kits at all. The parts which they were critically short of until the late 60s were the cleaning rods, and chamber brushes. Chamber brushes were not originally issued as the chamber was stated as not requiring specific cleaning, and it wasn't until 1966 after repeated protests from in theatre officers that it was procured. Something else that is worth bearing in mind, is that instructions on how to clean the M16 were not published until (I think) December 1966, so up until this point it was pretty much word of mouth and hearsay leading to a lot of misconceptions (for example a lot of troops were lubricating their ammunition, which was a big no-no leading to a lot of malfunctions with both the magazines and rifles). --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 08:46, 8 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== The comment about the SPR Mk 12 shooting full auto... ==&lt;br /&gt;
&lt;br /&gt;
The design--at least the original ones--used a match grade trigger group that actually fired full auto.&lt;br /&gt;
&lt;br /&gt;
If my Web Fu is correct, NSN 1005-01-562-0901 from Knight's Armament.  &lt;br /&gt;
&lt;br /&gt;
The original, intended purpose was to allow the uppers to be swapped out for a short barreled model initially so a marksman could use a short range weapon on the way in and out and the more accurate upper at the objective.&lt;br /&gt;
&lt;br /&gt;
Sources:  https://www.fbo.gov/?s=opportunity&amp;amp;mode=form&amp;amp;id=003aa7475e95c9b56d5814227cc5d4ec&amp;amp;tab=core&amp;amp;_cview=0&lt;br /&gt;
&lt;br /&gt;
::https://www.fbo.gov/index?s=opportunity&amp;amp;mode=form&amp;amp;id=fbd46923c9e6d18cd916b8a6e7d3cfdf&amp;amp;tab=core&amp;amp;_cview=0  &lt;br /&gt;
&lt;br /&gt;
States the Special Purpose Receiver (Early designs) specifies:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;(C) OTHER PERFORMANCE GOALS: (1) Increased reliability, durability, corrosion resistance, ease of cleaning, lubricity/reduced friction; fully functional for a minimum of 15,000 rounds (Threshold)/30,000 rounds (Objective), performing up to the standards and firing rates to be published in the Solicitation, functional reliability exceeding that of the standard M4A1 carbine at high and low temperature extremes as well as other hostile (sand/dust/dirt/mud/surf) environmental conditions (2) Improved safety- delay cook-off, fail-safe features, fires/functions safely and without delay of draining in the Over-The-Beach (surf zone, weapon flooded with water) environment. (3) User Acceptance: operational suitability, increased live-fire hit scores, decreased live-fire engagement times, speed/accuracy of engagement, '''controllability in semi-automatic and full automatic fire''', improved handling qualities, light weight, snag free in movement through vegetation and battlefield obstacles.&amp;quot;  (Accent added)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Standard Issue M4 vs. M4A1 ==&lt;br /&gt;
&lt;br /&gt;
Does the Army issue regular infantry (i.e. 4th Inf. Div.) the three-round burst M4 or the M4A1? I always thought it was the M4A1 (and please forgive me if I got to the party late), but from what I've read, it seems like they issue the regulars the Model 920, leaving the 921 for Special Forces and the like. -&lt;br /&gt;
&lt;br /&gt;
i think it all depends on the on-base armory. for example some armory's might still have some M4s. but i think the regular infantry does use the M4A1. however. Special forces dont use the M4A1 or the M4. they use the hK416/417. [[User:Dirtdiver6421|Dirtdiver6421]] 17:11, 2 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:- Though I don't know for certain, I wouldn't imply Spec-Ops units use ''only'' the new HK rifles - As you've said, it all depends on what's around, and to a degree what the soldiers prefer (in the case of Special units). Though the aforementioned HK rifles are in inventory, that doesn't automatically cancel the M4s out - some personnel might still use 'em. Plus there are other weapons around, namely the FN SCAR series. Though I would agree use of the M4 with Special Forces probably isn't as common these days.&amp;lt;br&amp;gt; As for a regular-issue weapon, I agree that the M4 and M4A1 are both in use nowadays, with the A1 perhaps being more prominent. [[User:StanTheMan|StanTheMan]] 19:40, 2 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Actually, Stan, my understanding is that it's the opposite.  The M4 is the most common version, not the M4A1.  U.S. military doctrine still discourages full-auto for infantry rifles, so it seems unlikely to me that the M4A1 is going to be more common.  As for the SCAR, SOCOM just decided this past June that they weren't going to order any more SCAR-Ls for the foreseeable future, which means that even amongst most SF units, the M4 will remain their standard weapon. -[[User:MT2008|MT2008]] 01:11, 3 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:- Well, I wasn't too sure, but I guess that does make sense to stick with the burst-fire M4. Good point. [[User:StanTheMan|StanTheMan]] 01:51, 3 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The only SF unit that uses the M4 (920) that I can think of is the Asymmetric Warfare Group, but that's only 'cause they had to hand in their HK416s. According to a book I've got, that decision went over like a lead balloon with the AWG. -&lt;br /&gt;
&lt;br /&gt;
thank god. im not a huge fan of the SCAR-L i find it pointless. if you want to go with a new alternative to the M4/M16. why the hell would you take an unfamiliar weapon. alas the hK416. same rate of fire. same Picatanny rail, same attachments, same stock, same barrel, same trigger group, and extremely similiar internals. and Stan, i do agree. if i made it sounds like all SF use the hK416, i didnt mean to. i/we really DONT no what they all use. they pick their own. they could carry an AK-47 or a CAR-15 if they wanted to. we cant make generalizations about units that get custom made equipment. [[User:Dirtdiver6421|Dirtdiver6421]] 20:07, 3 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
- No prob, dude - I'm just glad you got what I was gettin' at. [[User:StanTheMan|StanTheMan]] 20:56, 3 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
i would be shocked if they couldnt pick their weapons. their the best soldiers on the planet. it just doesnt make sense not to be able to. it would be like giving a star baseball player a 10 dollar glove. itll do but why wouldnt they get the best thats out there. [[User:Dirtdiver6421|Dirtdiver6421]] 01:52, 4 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Reg army units use the burst M4, not the full auto A1. [[User:Spartan198|Spartan198]] 05:10, 4 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
A couple of months ago when I was at a military base there were Marines conducting a weapons demo with the M4 carbine. It was the 3-round burst rifle, but a question came up about the M4A1.  One Marine said that they got rid of all M4A1s and only have M4s.  I personally don't see the need for a full-auto rifle and 3-round burst is fine because it forces the user to slow down and most of the time the user uses semi-only, combat or not, but that is my opinion.  The M4A1 is still probabley used by the US Military, but I'm not sure, I haven't seen one in a long time.--[[User:MarineCorps1|MarineCorps1]] 23:29, 21 July 2011 (CDT)&lt;br /&gt;
:From what I hear, the Army is planning on replacing every full-size M16 and original M4 with the M4A1 by 2014; dunno how that'll work out. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 04:18, 2 March 2013 (EST)&lt;br /&gt;
::I think that has more to do with the trigger pull than fire modes. I've heard the burst trigger is shyte, though I'm not familiar with the technical side of it ATM. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 08:04, 5 March 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Colt Accurized Rifle ==&lt;br /&gt;
&lt;br /&gt;
After seeing several pages of real firearms appearing in only one film or game, I was wondering if I should expand this page with a new section for the [http://www.colt.com/law/car.asp Colt Accurized Rifle], which to my knowledge has only ever appeared in [[S.W.A.T. 4]]. Before I do that, I need to confirm two things: &lt;br /&gt;
&lt;br /&gt;
*Is the Colt Accurized Rifle indeed another variant on the M16 line of rifles, or a separate take on the AR-15 design altogether? I suppose there's a reason why we don't include the [[Z-M LR 300]] in the M16 page because it's the latter--I need to know if the Colt Accurized Rifle falls in that category.&lt;br /&gt;
*Including it on this page would make it the first Designated Marksman Rifle variant here. So far I only see assault rifles or carbines here. Would including a DMR in this page be a problem or not? &lt;br /&gt;
&lt;br /&gt;
If there are no real problems, I'll make a new section for it, but I have no idea where I'll get a non-copyright infringment image of one. --[[User:Mazryonh|Mazryonh]] 01:44, 13 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It'd be the '''second''' DMR on the page. [[User:Spartan198|Spartan198]] 05:51, 24 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks for the info, but can someone confirm that the Colt Accurized Rifle is indeed descended from the M16 line of assault rifles and not a separate take on the AR-15 design like the aforementioned LR-300 is? I still have no idea where I can get a photo of this DMR that respects copyright. All I have are game screenshots. Some help here, please? --[[User:Mazryonh|Mazryonh]] 22:47, 24 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Removeable Carry Handle for Colt 9mm SMG? ==&lt;br /&gt;
&lt;br /&gt;
Does such a Gun exist?&lt;br /&gt;
&lt;br /&gt;
:Not as a production gun (Colt's website makes no mention of one, anyway), but the modular nature of the AR system makes such a configuration entirely possible. [[User:Spartan198|Spartan198]] 14:46, 14 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Why do we have a Colt AR-15 SP1 category that is separate from the M16/SP1 category?==&lt;br /&gt;
The guns look the same, sure the SP1 had a design change in 1978 (three prong flash hider was changed to birdcage, rear sling swivel was changed to A1 style and the color went from greenish grey to straight grey) but unless we see the stamp on the side that says &amp;quot;Property of  U.S. Government&amp;quot; we can't tell if it's a real M16 (which WERE sold via Title II dealers to armories) and a Colt AR15 SP1 which was converted to full auto (which was done A LOT prior to 1986).  [[User:MoviePropMaster2008|MoviePropMaster2008]] 19:10, 30 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== About M4 Commando and M16A4 Full Auto ==&lt;br /&gt;
&lt;br /&gt;
Full Auto M16A4 (Model 905) is [http://www.colt.com/mil/M16_2.asp Model 901]&lt;br /&gt;
&lt;br /&gt;
[http://www.colt.com/mil/M4Com_2.asp Model 933] ''is'' M4 Commando (Full Auto)&lt;br /&gt;
&lt;br /&gt;
[http://www.colt.com/mil/home.asp Manufacturer's site] says it all.&lt;br /&gt;
&lt;br /&gt;
== Colt Model 653 barrel length ==&lt;br /&gt;
&lt;br /&gt;
Am trying to pin down what a gun is for a page I'm working on. It has a forward assist but no deflector, A1 rear sight, M4 length tubular handguard, 16&amp;quot; barrel with birdcage flash hider and a solid stock. Basically it matches the gun in the picture for the Model 653 on the main page, apart from having a solid stock but that is easily changeable. However, every source I can find about the 653 says that it has a 14&amp;quot; barrel. Was the gun made in different barrel lengths but kept the same designation, and if not, anyone know what the gun is that is pictured as a 653? Also, while I'm on the topic of obscure colt carbines, does anyone know of a model that will match a 725 (original C8 without the flat-top) but has an A2 rear sight? Thanks, --[[User:Commando552|commando552]] 18:16, 16 April 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Can anyone figure out what this is? ==&lt;br /&gt;
&lt;br /&gt;
I found this hidden in my computer, I think it's a Colt Canada C7A1 as a base, I can tell it's C7 because of the Canadian leaf on the the lower receiver, it would be an A1 because of the removable carrying-handle. What the heck is that hand-guard? - [[User:Mr. Wolf|Mr. Wolf]] 01:02, 28 April 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt Canada C7A1 SPW.jpg|thumb|none|600px|Colt Canada C7A1 SPW?]]&lt;br /&gt;
&lt;br /&gt;
:Colt Model 750/Diemaco C7 Light Support Weapon - A modified C7 with an enlarged gas tube (hence the square handguard) and a heavy barrel for sustained fire in the squad automatic weapon role. The C7 LSW is not used by the Canadian Forces but has seen service with the Dutch and Danish militaries. --[[User:Markit|Markit]] 01:34, 28 April 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Ha! I thought so, thanks. :) Should I remove this section or keep it. - [[User:Mr. Wolf|Mr. Wolf]] 13:53, 28 April 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:That's not Colt LSW, that's [http://www.colt.com/mil/CAR.asp Colt Automatic Rifle]. Follow the link and you will see that the image is the larger version of the official one. Meanwhile, [http://www.coltcanada.com/lsw-page.htm Colt LSW] has optional folding carry handle. --[[User:Masterius|Masterius]] 09:09, 29 April 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks guys. :) - [[User:Mr. Wolf|Mr. Wolf]] 12:02, 29 April 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Just to clarify, the Colt automatic rifle, LSW and LMG are all the same weapon. The original version that looks like the one above was the Colt Model 750, which featured a fixed A2 carry handle and barrel mounted bi-pod, and the newer version above is the current production Model 950, with the relocated bi-pod and A4 rear sights. As you said, the folding carry handle is removeable, and the picture on the Colt website is just one without it fitted (note the longer centre vent on the top of the handguard is the mounting point for the handle).  --[[User:Commando552|commando552]] 02:48, 1 May 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::The original version was based on M16A1:&lt;br /&gt;
&lt;br /&gt;
::[[File:M16A1 CAR.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
::The one you described was based on M16A2:&lt;br /&gt;
&lt;br /&gt;
::[[File:M16A2 CAR.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
Guys, remember back in the 1980s when Colt was trying to vie for the SAW role?  Sure the FN Minimi was never knocked off its perch, but Colt came out with a Colt light Machine gun that looked a lot like this.  They were selling the barreled uppers on the market for a while in the early 1990s (I know a few friends who have them, but I never got one).  This looks like that reincarnated!!! LOL![[User:MoviePropMaster2008|MoviePropMaster2008]] 15:24, 29 April 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Well, that's all written on [http://world.guns.ru/machine/usa/m16-lsw-lmg-e.html Modern Firearms] :P&lt;br /&gt;
&lt;br /&gt;
::Ah yes, you only read about it monkeyboy ;)  I was handling and firing that sucker! LOL [[User:MoviePropMaster2008|MoviePropMaster2008]] 03:11, 1 May 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Oh, and I've found articles of why AR is more advantageous than SAW to US Marine Corps:&lt;br /&gt;
&lt;br /&gt;
:[http://www.mca-marines.org/gazette/m249-employment-concepts M249 Employment Concepts]&lt;br /&gt;
:[http://www.mca-marines.org/gazette/m249-light-machinegun-automatic-rifle-role The M249 Light Machinegun In The Automatic Rifle Role]&lt;br /&gt;
&lt;br /&gt;
:Interesting reading, methinks :) --[[User:Masterius|Masterius]] 03:13, 30 April 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Yeah it was. :) You know, I kinda knew LMGs were dying out. :/ - [[User:Mr. Wolf|Mr. Wolf]] 01:07, 1 May 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::: Not overall, it's just the role they are being used in (automatic rifleman). SAW is still very good in defensive role and laying fire on attacking forces ;) --[[User:Masterius|Masterius]] 11:33, 1 May 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Heat Dissipation Performance of Carbine Barrel Types? ==&lt;br /&gt;
&lt;br /&gt;
I was wondering, does anyone know what kind of effects the 'cuts' (originally meant for the mounting of the M203 grenade launcher) in the barrel of the M4 and similiarly-styled M16 &amp;amp; AR-15 series carbines has on the heat dissipation performance of the barrel? Do the cuts help the weapon release heat from prolonged firing better than a barrel that has a uniform thickness, or does it hamper that? Any input anyone can provide on this would be greatly appreciated. [[User:Orca1 9904|Orca1 9904]] 17:46, 8 May 2011 (CDT)&lt;br /&gt;
:The step down for the grenade launcher is actually pretty negligible in terms of cooling (although it does create a point of weakness to bending), as what you can't see is the fact that as soon as the barrel goes under the handguard it is reduced down to the same narrow diameter as in the cut out, which creates a much bigger effect on cooling. The narrower profile sections have the effect of cooling down the barrel quicker, but they also conversely mean that the barrel heats up quicker, and the heat has a larger effect on the accuracy of the gun. The main advantage however is that it reduces the weight quite a bit. The original reason that the M4 barrel reduces in size behind the handguard is based on the M16A2, which does exactly the same thing where its heavy barrel is actually only thicker past the front sight. This was due to a cock up in the design, where they designed the gun with a full thickness straight barrel, and found that they could then no longer clamp the M203 to the barrel, so the barrels were simply turned down from behind the front sight post. The front of the barrel was left thick due to the fact that the thinner barrels on the M16A1 were being bent at the front from being used as pry-bars to get the loading bands off of shipping pallets.  --[[User:Commando552|commando552]] 04:53, 6 June 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:There is a heavier &amp;quot;SOCOM-profile&amp;quot; barrel that maintains the same diameter beneath the handguards as the standard M4-profile barrel does around the M203 cut and it can mount the M203 just fine.[http://www.bravocompanyusa.com/v/vspfiles/photos/BCM-URG-M4-14SOCOM-2.jpg] [[User:Spartan198|Spartan198]] 11:40, 19 June 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
== can you tell me what model of m16/car 15 this is ==&lt;br /&gt;
&lt;br /&gt;
sorry i do not have a pic but i can tell you what is like. me and my dad were talikng about some of the guns he used in the army and he was telling me about this one he said was like an carbine version of the m16a2 and it was like the m4 but had a fixed carring handle and it was used befor the m4 it had safe semi and burst and he said it just had ar15 on the side.-Steviebleckley&lt;br /&gt;
&lt;br /&gt;
:Sounds like the first batch of M4s that were delivered. This is the Colt Model 777, which is basically an M4 with a fixed carry handle, and 3-round burst as opposed to full auto. It is the brother of and visually identical to the 727 mentioned on the main page, where the 727 as full auto as opposed to the burst. If it didn't have the M4 profile barrel though, god knows. Probably a model 654 on an M16 lower receiver or something. --[[User:Commando552|commando552]] 15:02, 13 June 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
yes it had the same profile as the m4. i gess it was the 777.I will show him the pic of the the 727 since there the same well the 727 is full auto thanks for the info - Steviebleckley&lt;br /&gt;
&lt;br /&gt;
== Question about the buffer tube ==&lt;br /&gt;
&lt;br /&gt;
I'm not one hundred percent sure what it does, and (like the forward assist) that almost no other guns have it. If someone could just clarify, what does it do, why does this rifle series have it, and why don't others/what replaces the buffer tube in other rifles? Thank you in advance. --[[User:Rebusdi|Rebusdi]] 07:27, 12 July 2011 (CDT)&lt;br /&gt;
:Basically, it was installed in order to slow down the rate of fire. The very first M16s ended up using a different ammunition powder than they were designed for, which caused a higher rate of fire than desired (about 800 to 1000 rpm I think), leading to excessive fouling in the chamber, and hence lots of stopages. From the M16E1 onwards a buffer tube was added to slow the rate of fire to about 600-700 rpm, and a chrome lined chamber and barrel was added as well.  --[[User:Commando552|commando552]] 11:47, 12 July 2011 (CDT)&lt;br /&gt;
I'm not sure if this is practical in any way, or even possible, but is their a way to increase the rate of fire on an M16 without the problems of the carbon build-up in the chamber?--[[User:MarineCorps1|MarineCorps1]] 23:29, 21 July 2011 (CDT)&lt;br /&gt;
:Why would you want to increase the rate of fire? - [[User:Mr. Wolf|Mr. Wolf]] 00:40, 22 July 2011 (CDT)&lt;br /&gt;
No reason, just wondering if it's even possible with a full-auto M16.--[[User:MarineCorps1|MarineCorps1]] 08:09, 22 July 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Probably, I see no reason why you couldn't. - [[User:Mr. Wolf|Mr. Wolf]] 13:40, 22 July 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:I'm assuming the reason that the high rate of fire caused fouling was that the rate of fire was so quick that the bolt was unlocking and opening before all the powder was fully burnt in the chamber, leaving residue. I'd imagine that you could increase the rate of fire by removing the buffer, and just make sure that whatever powder you were using was fully burnt in the time it takes the bolt to open.  --[[User:Commando552|commando552]] 14:29, 22 July 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::That would make sense, since I heard the nightmare version of that was when the gas pressure was still holding the spent case in place while the extractor was trying to eject it, which tended to result in Horrible Things happening to the case while it was still inside the rifle. [[User:Evil Tim|Evil Tim]] 21:08, 27 July 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
This might be a silly question, but why is it that the AR-15 design required the buffer tube, and other rifles do not? Is it just located differently, and if so why? It just strikes me that the lack of a folding stock option is a poor design, especially when compared to most assault rifles designed today, SCAR, ACR, etc. --[[User:Rebusdi|Rebusdi]] 18:57, 27 July 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:I'm guessing here, but from what I've read it's that the rifle had already been designed, so they had to work inside the box, as it were. The only options were either to make the components of the action a lot heavier so their momentum prevented the weapon cycling too fast (which would rather defy the point of using a lightweight aluminium receiver and suchlike) or add something on to slow it down, which is what they did. Rifles designed since have been designed from the ground up to avoid this kind of problem, so don't need to have a tube attached to a hole in the back of the receiver to fix them. [[User:Evil Tim|Evil Tim]] 21:08, 27 July 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:The buffer tube does two things: 1) contains the buffer and spring and 2) allows the bolt carrier to recoil part of the way into it.  The combination means that the AR15-series rifles are functionally a long-recoil design where the bolt does not slam into anything rigid during recoil and stops based on the pressure of the buffer spring.  This--in turn--enhances the straight-line recoil and therefore controllability during automatic fire or rapid semi-automatic fire.  It also allows the AR15 design to use the rear of the bolt carrier to actuate the automatic sear meaning the probability in this design that you can set a round off with the bolt unlocked during automatic fire is nil.  (Look up some of the problems with the &amp;quot;Lightning Link&amp;quot; to get a better idea of why this works the way it does.)&lt;br /&gt;
&lt;br /&gt;
:Other designs often do incorporate additional recoil buffers in the stock, the FN FAL's without folding stocks do this and the plastic-stocked SAW's, but the AR15 design simply trades the ability to fold a stock for enhanced recoil handling...  The idea behind the design was to make a weapon where the entire recoil force is in a direct line between your shoulder and the end of the barrel with as little jarring as possible.  This is also one reason for the use of a direct gas impingement system and one reason why gas-piston AR's tend to eat the front of the buffer tube and buffer tube area of the lower receiver due to bolt carrier &amp;quot;tilt&amp;quot;.  The &amp;quot;lateral&amp;quot; forces of the piston tapping the top of the bolt carrier misaligns the bolt carrier off its straight line path and pushes that chunk of steel into the aluminum.&lt;br /&gt;
&lt;br /&gt;
:Oh, and the forward assist is to compensate for not having a rigidly connected bolt handle.  (Like someone already mentioned).  The reason why is the design is meant to be operated in a manner where you ONLY use the charging handle for initial loading and then unloading at the end (administratively).  Every other time, you actuate the bolt using the bolt release on the left side of the weapon...  --[[User:Deathbunny|Deathbunny]] 01:28, 11 September 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Noob Question ==&lt;br /&gt;
&lt;br /&gt;
Ok I have a really dumb question, what is the difference between the Colt M4A1 and the Colt M4A1 Carbine? Or are they the same exact thing? The only reason I asked is when I was looking at the page, the M4A1 and the M4 Carbine look exactly the same, so how can you tell one from the other? - [[User:1morey]] July 22, 2011 11:21 AM (EST)&lt;br /&gt;
&lt;br /&gt;
: The M4A1 and M4A1 'Carbine' are the same thing, the 'carbine' is just optionally showing the proper firearm type. As for the M4 and M4A1, well it ''does'' say the difference in the section but to answer - the M4 has Safe-Semi-Burst fire selection ala the M16A2/M16A4, the M4A1 has full-automatic instead of burst, ala the earlier M16s/M16A1/M16A3. Otherwise they're pretty much identical appearance wise (The M4A1 also has a heavier barrel inside the handguard, which of course you can't tell from the outside). It also notes some commercial AR-15 carbines are given an 'M4' moniker, but aren't the same as actual military M4s. [[User:StanTheMan|StanTheMan]] 12:17, 22 July 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Colt or not? ==&lt;br /&gt;
&lt;br /&gt;
If a M4 or M16 variant is listed on a page, should it by prefixed by Colt? I've noticed some people doing this but isn't it incorrect as the term M16 is the army designation as opposed to the Colt name (for example the Colt Model 603 for the M16A1). Either way, I would imagine that quite a few M16s or M4s in movies are manufactured by companies other than Colt, and even the US military rifles are not necessarily made by Colt these days.  --[[User:Commando552|commando552]] 17:43, 3 September 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:I am curious... if the military M4 and M16 are not made by Colt these days then by whom? --[[User:Masterius|Masterius]] 14:58, 6 September 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::There was a stretch in the 1990s when Colt lost the military contract and all the M16s were built by Fabrique Nationale (FN).   Though many companies build AR15 platforms, only the company who has the contract with the Dept. of Defense can  call the M16 theirs.  If there ARE any other manufacturers being represented on the battlefields of Afghanistan and Iraq, someone needs to find out.  I certainly don't have any contacts who would know information which is THAT current. :(  [[User:MoviePropMaster2008|MoviePropMaster2008]] 15:48, 6 September 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::FN have stated that “the vast majority of M16A2, A3 and A4 contracts as well as spare parts contracts for these systems since 1989”, and they had a $7 million contract to make M16A4s between 2005 and 2008. Sabre defence also won a contract for a minimum of 4,952 M16A3 and 702 M16A4 rifles in July 2008 for the US navy/Marine corps respectively. Having said that FN also stated: ”...never was FN Manufacturing LLC, or any other small arms manufacturer, awarded M4 contracts. The M4 cannot be competed and always has been awarded sole source to Colt because of licensing rights restricting full and open competition until 2009” although it has stated its intention to bid for M4 contracts past this point. The US government took ownership of the M4 design on the 1st July 2009, so the M4 can now be manufactured for the government by other companies, but I don't know if this has actually been done yet. Regardless, M4 and M16 are government designations, so surely calling a gun a &amp;quot;Colt M4&amp;quot; is incorrect?  --[[User:Commando552|commando552]] 17:09, 6 September 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::::Just checked the United States Army [http://www.army.mil/features/ official website]. It lists [http://www.army.mil/factfiles/equipment/individual/m4.html M4 Carbine] as being manufactured by Colt and [http://www.army.mil/factfiles/equipment/individual/m16.html M16 Rifle] by Colt and Fabrique Nationale.&lt;br /&gt;
::::Oh, and take a note of M16: ''&amp;quot;The '''M-16A3''' is identical to the M-16A2 but has a removable carrying handle that is mounted on a Picatinny Rail (for better mounting of optics) and is without burst control. The '''M-16A4''' is identical to the M-16A2 except for the removable carrying handle and Picatinny Rail.&amp;quot;''&lt;br /&gt;
::::United States Marine Corps websites: [http://www.marines.mil/] [http://www.marines.com/] don't mention the current manufacturer for [http://www.marines.com/main/index/winning_battles/gear/weapons_and_equipment/m16 M16 Rifle]. So I am not sure about them. --[[User:Masterius|Masterius]] 02:24, 7 September 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::::Just to throw a bit of confusion in here, there are actually a number of different rifles designated as the M16A3 by the US military. The first is the Colt Model 646, also known as the M16A2E3, which was introduced in small numbers at the same time as the M16A2 and is an A2 with an A1 lower. Then you have the flat-top Colt Model 901 which was introduced at the same time as the M16A4 (in 1994 I think) and I'm assuming this is the version that the above page refers to. You also have the Colt Models 941 and 942 which are the HBAR and HBAR LMG models respectively, but I don't know if they are used. Not that any of this really matters as we identify all these guns as A2/A4 anyway.  --[[User:Commando552|commando552]] 03:24, 7 September 2011 (CDT)&lt;br /&gt;
::::::Well, that's because armorers don't have access to military M16A3s, so they just slap A2/A4 uppers to A1 lowers (correct?) because what Hollywood film director would want fixed burst firing gun (ignoring the fact that that's what soldiers and marines use) ? Or modify civilian semi-automatic replicas to fully automatic fire. In which case the weapon is to be identified as such. --[[User:Masterius|Masterius]] 03:54, 7 September 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::::::Didn't mean to imply we are doing anything wrong, just that the definition of the A3 models isn't that important as they don't appear. Having said that, the original M16A3/M16A2E3 was just an A2 upper on an A1 lower, so this is actually what a number of movie guns are, but I understand that they are going for a standard A2. Regardless, back to my original question, do we call them Colt or not?  My opinion is no obviously, as it seems that some if not the majority of M16s are manufactured by other companies, and there is the future possibility of this with M4, and regardless it is a military designation of a rifle that goes by another Colt name.  --[[User:Commando552|commando552]] 05:31, 7 September 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::::::My opinion: M4 &amp;amp; M4A1 should remain as Colt. And so should older M16s. Modern M16s (M16A3 &amp;amp; M16A4), since they have ''at least'' 3 official manufacturers (Colt, Fabrique Nationale and Sabre Defence), should go without Colt. --[[User:Masterius|Masterius]] 06:37, 7 September 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
For the record, the M4/M4A1 was sole-source production from Colt between initial adoption up until just recently. This was because, unlike the M16, Colt was sole owner of the M4 technical data package. The US government providing this TDP to other manufacturers (Bushmaster, etc.), who built their own M4 carbines from it, was one of the reasons of the &amp;quot;M4&amp;quot; lawsuit. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 20:25, 24 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== How to NOT shoot an M16 rifle! ==&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=Oh1lyMyejpI] - Seriously, this is either really funny, or just painful to watch... you decide. --[[User:ThatoneguyJosh|ThatoneguyJosh]] 00:19, 25 September 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Wow, that was bad. Glad that guy's alright! - [[User:Mr. Wolf|Mr. Wolf]] 20:46, 25 September 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Also, notice how many times the gun clicks and the guy keeps saying it's a &amp;quot;bad primer&amp;quot;. And then he keeps hitting the forward assist, pulling on the charging handle (which is seen ejecting the unfired rounds) and hitting the bottom of the magazine even though it's already back in the gun after he kept taking it out and putting it back in prior (Someone else in the video even says 'Jesus [name withheld], you don't know how to load these.' and the shooter responds with 'I didn't load these, [name withheld] did.'). I think that could have been a contribution to the gun exploding in his hands. But then again, I'm not the expert on M16 rifles, I'm only guessing. Anyone else got a better explanation? --[[User:ThatoneguyJosh|ThatoneguyJosh]] 17:05, 26 September 2011 (CDT)&lt;br /&gt;
:::It was the shooter saying that the guy who came to help didn't know how to load them, and then that assisting guy said it was someone else. There is nothing wrong with tapping the magazine even when it appears to be seated correctly, as it makes sure it is all the way into the well. Although he did hit forward assist unnecesarily once or twice, I don't think it would have done any harm or contributed to the kaboom. The file description and all the comments say that this was a squib, and it was all the shooters fault for not identifying it and checking the barrel (there are also quite a few people that seem to think it is possible the load 2 or 3 rounds into the chamber at a time by repeatedly pulling the charging handle, but this is Youtube after all). But I don't think it was, as on the first misfire there was only the click of the hammer, and when he pulled the bolt back a round was ejected which wouldn't have been chambered if the previous &amp;quot;bang&amp;quot; was a squib. I've never fired a round with primer but no powder, but surely there would still be an audible &amp;quot;bang&amp;quot; rather than just the click of the hammer? When exactly did the bullet get stuck in the barrel, or am I missing something? Regardless, I would never use ammo I hadn't loaded myself, particularly not done by a friend of a friend.  --[[User:Commando552|commando552]] 17:33, 26 September 2011 (CDT)&lt;br /&gt;
::::I think it's safe to say that the idea of unintentionally loading 2 or 3 rounds into the chamber of an M16 rifle is an overstatement and pretty much absurd (I've NEVER heard of such a thing happening with the M16 rifles). But one person's explanation in the comments is that when the hammer struck the primers of the &amp;quot;squib&amp;quot; rounds, the 'click' in question was the popping of the primer, which popped with enough force to lodge the bullets into the barrel of the gun, but without the 'bang' sound since the powder of the &amp;quot;squib&amp;quot; rounds were bad. So when the explosion happened, it was because the hammer struck a perfectly fine round, or one with enough charge in it's powder load, and that bullet impacted the other bullets stuck in the barrel, which caused a high-pressure situation ending with the magazine blowing apart, and leaving the M16 rifle damaged (probably for good). Talk about good craftsmanship going to waste! But at least the shooter in the video was not injured in any way. --[[User:ThatoneguyJosh|ThatoneguyJosh]] 05:51, 30 September 2011 (CDT)&lt;br /&gt;
:::::I could be wrong as have never done it myself (I am not a moron) but I am fairly sure that a primer going off with no powder in the round makes a louder noise than just a click, which is all that is heard in this video. Anyone know how loud just the primer from a .223 would be?  --[[User:Commando552|commando552]] 07:05, 30 September 2011 (CDT)&lt;br /&gt;
::::::Apparently [http://www.youtube.com/watch?v=pS1K1zJQhOQ this] is a .308 primer. Now bear in mind how far down the audio is turned (as you don't have to wear ear protection when he fires), I can ''kinda'' see that might end up sounding like a click. [[User:Evil Tim|Evil Tim]] 07:52, 30 September 2011 (CDT)&lt;br /&gt;
:::::::Yeah, most of the time all cameras (except for maybe the professional ones used by filmmakers) capture certain sounds differently. It is possible for the primers of &amp;quot;squib&amp;quot; rounds to discharge with enough force to lodge the bullets into the barrel of whatever gun it's fired from (and sometimes it will stay there until the owner disassembles their weapon and removes the lodged bullet), and most of the time, the &amp;quot;popping&amp;quot; sound of the primers sounds like a &amp;quot;click&amp;quot; when captured on a camera similar to the one used in the video of the M16 blowing up in that guy's face. --[[User:ThatoneguyJosh|ThatoneguyJosh]] 00:28, 1 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:I've seen this video before, looks like the guy was pulling a half-assed SPORTS drill several times while the weapon was malfunctioning on him. But yeah, shooting custom-loaded ammo with no reliable means of quality control is definitely not a good idea, as this video clearly demonstrates. [[User:Orca1 9904|Orca1 9904]] 23:52, 4 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Not working ==&lt;br /&gt;
&lt;br /&gt;
Why is the M16 page not working. It locks up my computer, and the network wont respond. It takes about 5 to 10 minutes before it will work.[[User:Gunner5|Gunner5]]&lt;br /&gt;
&lt;br /&gt;
:It might be your browser and / or RAM is having trouble with the size of it; this is the largest page on the site. What's the spec of your PC? [[User:Evil Tim|Evil Tim]] 00:03, 5 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Difference between original M16 and M16A2==&lt;br /&gt;
I know how to distinguish XM16E1s, M16A1s, and M16A4s from each other, but how are both the M16 and the M16A2 different visually? Both rifles have no forward assist or removable carrying handles and the M16 can also appear with a &amp;quot;birdcage&amp;quot; flash hider. - [[User:Kenny99|Kenny99]] 00:34, 6 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:M16-SP1-30Mag.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;
[[Image:M16A2.jpg|thumb|500px|none|M16A2 Rifle - 5.56x45mm.  Select Fire rifle (Safe/Semi/3 round Burst Only).]]&lt;br /&gt;
&lt;br /&gt;
:I'll try.  Also with the caveat that I have to replace the movie M16s on the site.  An IMFDB member whom I am eternally grateful for, pointed out that I had A2 lowers on A1 uppers.  Though that works, it's also not correct.  I have to replace the M16 pics with exact versions of each one, but that will take time.  I just point this out to make sure that people know I'm aware of it.&lt;br /&gt;
&lt;br /&gt;
1) M16: original USAF contract in Vietnam and in the U.S.  slab side upper and lower, 1st pattern duckbill three prong flash hider, original buttstock with foldable rear sling swivel.  Early models had counter-turning screws in stead of pivot pins to attach the upper and lower receiver.&lt;br /&gt;
&lt;br /&gt;
1) XM16E1: 2nd pattern three prong flash hider, Chromed bolt, exposed mag release button (no ribbing) but there is a partial rib for the front pivot detent pin and spring, old M16 style buttstock and rear sling swivel, tear drop forward assist.&lt;br /&gt;
&lt;br /&gt;
2) M16A1: Birdcage Flash hider, Phosphate bolt but chromed chamber, mag release button ribbing to protect against accidental mag dump and full ribbing to the front pivot detent pin and spring, A1 style buttstock with fixed rear sling swivel (with stowaway compartment in the buttplate)&lt;br /&gt;
&lt;br /&gt;
3) M16A2: A2 style flash hider with no holes on the lower part, ring washer instead of lock washer, heavy barrel, round forearm, full ribbing on mag release button and front pivot detent pin and spring, front part of lower receiver is beefier and thicker as well as the rear part near the base of the tube ring.  Updated and longer (by about 1&amp;quot;) rear  buttstock and thicker buttplate, slight finger ledge on the pistol grip about midway down.  Adjustable rear sights with elevation control as well as side to side.  A2 does NOT have a detachable carry handle.  &lt;br /&gt;
&lt;br /&gt;
Hope this helps.  [[User:MoviePropMaster2008|MoviePropMaster2008]] 02:26, 6 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Don't forget that the M16A2 has semi/3-round burst as opposed to semi/full auto in the M16 (though you rarely see this feature used on-screen as most directors feel the full auto looks better than a 3-round burst). [[User:Orca1 9904|Orca1 9904]] 04:15, 6 October 2011 (CDT)&lt;br /&gt;
No versions of the M16 has screws rather than push pins at the front of the receiver. The only rifles that have these are the Sporter 1 rifles (which is what all of the pictures on the main page are actually of). The M16s that pre-date the captive push pin (Models 601 and 602) have a large headed push pin that is held in place by a ball detent on the pin itself. Also, the &amp;quot;M16&amp;quot; category can be separated out into 3 different guns which the USAF used seqeuntially in turn. First is the original 601 which has green furniture, original &amp;quot;duckbill&amp;quot; flash hider and triangular charging handle (around 14,500 were made, 8,500 to USAF, 1,000 to the Army for evaluation and the rest to special forces, police, and a number of Asian countries). The 602 is the quintessential slab sided M16, and introduced the updated 3 pronged flash hider, black furniture, the current &amp;quot;T&amp;quot; shaped charging handle. The third &amp;quot;M16&amp;quot; is what is often called the USAF M16 and was the most produced variant, and was the Model 604. Early versions had the M16E1 type partial fence lower, whilst the later versions had the M16A1 full fence lower, and these weapons continued to be used by Air Force until 2001, when all M16s were updated to the A2 standard.  --[[User:Commando552|commando552]] 06:58, 6 October 2011 (CDT)&lt;br /&gt;
::Cool!  Thanks [[User:Commando552|commando552]]  As I've said before, I pulled movie armory weapons.  Very rarely do I get access to actual firearms museums, but then 99% of the full auto guns were probably sporter conversions, since it was much easier to convert a title I to a class III gun prior to 1986.  I have a LONG laundry list of photos to update thanks to you guys! ;)  But the information helps.  Also only in recent months have i realized how many franken guns were built in the 1970s/80s and 90s on the M16 platform.  [[User:MoviePropMaster2008|MoviePropMaster2008]] 22:24, 21 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pics of the different M16s I mentioned above:&lt;br /&gt;
[[File:Colt 601.jpg|thumb|500px|none|Colt Model 601 - 5.56x45mm]]&lt;br /&gt;
[[File:Colt 602.jpg|thumb|500px|none|Colt Model 602 - 5.56x45mm]]&lt;br /&gt;
[[File:USAF Colt Model 604.jpg|thumb|500px|none|Colt Model 604 (USAF M16) - 5.56x45mm]]&lt;br /&gt;
--[[User:Commando552|commando552]] 10:48, 6 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Historical Question ==&lt;br /&gt;
&lt;br /&gt;
Anyone knows why XM177 never dropped the 'X' letter in it? If 'X' usually implies the prototype and testing stage, then why did XM177 have it with both upgrades and use in service, and the jamming M16s in Vietnam didn't? Or some other reasons? --[[User:Masterius|Masterius]] 13:02, 23 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Ignoring the USAF rifles  (which got official GAU designations) the US Army only purchased  a few thousand XM177s and the kinks were never really ironed out, so it is fair to call it an XM program still. Rifle was still in development stages really when US Army cut the funding due to Vietnam war involvement being scaled back..  --[[User:Commando552|commando552]] 13:27, 23 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Were the Colt Commandos used in Somalia much more refined versions of XM177 program? If yes, I wonder why they were not put back in official service... --[[User:Masterius|Masterius]] 02:19, 24 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::Do you have a pic of them, not sure what rifles you are talking about. If you are talking about the Model 733, that is not really related to the XM177s. US forces purchased a small number of Model 733s for Special Forces and was called the M16A2 commando, although Colt later offered it as the M4 Commando. Rangers and Delta in Somalia also used both Model 723s (A1 rear sight a straight barrel) and 727s (A2 rear sight with M4 profile barrel) and these weapons were known initially as M16A2 carbines, before morphing into the M4. Till the early 90s there were still some Model 653s (called the M16A1 carbine) and XM177s with the long moderators replaced with birdcages knocking around as well, so there were probably a lot of different guns knocking around Somalia. These guns were not refinements though, they were guns from the 60/70s that were still being used due to the fact that the US Army did not produce a standard issue carbine till the M4. I'm not even gonna mention the franken-guns that would  have been used by the USAF special forces at the time. --[[User:Commando552|commando552]] 09:08, 24 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::::Ah, thanks, that explains it. [http://www.ar15.com/forums/t_3_123/449652_going_for_a_1993_Somalia_car15_build_and_need_your_help.html Here are the various photos]. --[[User:Masterius|Masterius]] 10:26, 24 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::::And keep in mind that the Air Force is too concerned with F-22s and F-35s to actually replace the majority of their small arms, so a GUU-5 today can run the gambit from identical in every way to an M4, all the way to a vintage 1960s XM177-style carbine complete with slabside/slickside receiver components. To put it simply, AF carbines are built from a hodgepodge of refurbished spare parts that in a lot of cases are older than the men using them. The only units I know of that have ''actual'' M4s are PJ and STS squadrons. Case in point [http://upload.wikimedia.org/wikipedia/commons/f/f0/USAFSecurity.jpg]. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:50, 29 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Colt Carbine/Model 653/Model 727/Model 733 ==&lt;br /&gt;
&lt;br /&gt;
Firstly, forgive my ignorance in things regarding the variety of AR-15 models. In the model description it says that it was 'never adopted formally by the US Military, and thus never had an &amp;quot;M&amp;quot; or &amp;quot;XM&amp;quot; designation.' However, in the following section where it lists the movies in which we can find this rifle it is often found as the M653. Can someone more knowledgeable either clear up why there is this discrepancy? Thanks --[[User:Rebusdi|Rebusdi]] 18:34, 23 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Editors (and video game developers) often confuse the 'Model', 'M' and 'MK' designations. M653 should be changed to Model 653. --[[User:Masterius|Masterius]] 02:14, 24 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Correct. Model &amp;quot;___&amp;quot; is the official COLT designation and usually comes first.  Only when the weapon is adopted as an official front line weapon does it get the &amp;quot;M&amp;quot; designation.  And all these minutia of details in the weapons history STILL gives me a headache! ;)  [[User:MoviePropMaster2008|MoviePropMaster2008]] 03:01, 24 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::So does that mean we need to clean up this section to take all the 'M's away?--[[User:Rebusdi|Rebusdi]] 08:11, 24 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::::I've replaced the &amp;quot;M&amp;quot;s with Models  --[[User:Commando552|commando552]] 09:22, 24 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Colt Model 978 ==&lt;br /&gt;
&lt;br /&gt;
'''I took this from Wikipedia, so it might be wrong.''' A lot of video games like to portray the M4A1 with additional burst mode. I read that the Colt Model 978 (a.k.a. &amp;quot;M4 Carbine Enhanced&amp;quot;) is an M4 that features a S-1-3-F trigger group. I wonder how popular this variant was/is and most importantly when was it finalized and released? (if it was ever) - [[User:Bozitojugg3rn4ut|bozitojugg3rn4ut]] 14:15, 25 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:The four position fire selector weapons were adopted by nobody as far as I know, with the exception of Greece who bought the Model 778 (don't know how widespread this was, have just seen a few in some pics), which is basically a Model 727 with the four position selector. You can actually buy parts for a four position selectors, sears and disconnectors from Colt, so guns can be modified to this standard. However, I guarantee you that no guns in games actually have the correct four position selector, as it looks different to the standard one. Can't find any pics right now, but the four position selector is a flat plate with a ridge along the centre that ends in an odd knurled dome, sort of like a citrus juicer.&lt;br /&gt;
&lt;br /&gt;
:I have also heard of US Special Forces having the four posiiton M4A1s (Model 978), but may just be rumors, and if true there are very few of them and certainly not widespread. They could also be modifications to standard M4s. Below is a pic of the side of a Model 738 M4 Commando Enhanced (Model 733 with the four position selector) showing the selector switch design.&lt;br /&gt;
&lt;br /&gt;
:--[[User:Commando552|commando552]] 16:37, 25 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:[[File:Colt Model 738.jpg|thumb|500px|none|Colt Model 738 &amp;quot;M4 Commando Enhanced&amp;quot; fire selector.]]&lt;br /&gt;
&lt;br /&gt;
:Which games portray the M4A1 with additional burst mode, for example? --[[User:Masterius|Masterius]] 06:40, 26 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Ghost Recon features the normal A1 and the &amp;quot;M4 SOCOM&amp;quot; which has the bonus burst mode. Same in The Sum of All Fears game (both Tom Clancy games). Cannot think of any other games right now. (Maybe I was a little exaggerating when I wrote &amp;quot;a lot of&amp;quot; since in most games you can't even toggle the rof.) So, according to what commando552 wrote, it is possible that the M4A1 with S-1-3-F group in Ghost Recon was intentional, since you control a (fictional) U.S. special force. (And the correct trigger groups: We (at least I) don't take the selectors into account, since in most games you cannot even see them, or are set to safe while the gun goes all rock&amp;amp;roll.)- [[User:Bozitojugg3rn4ut|bozitojugg3rn4ut]] 07:55, 26 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::Well, yeah, the universe of Tom Clancy is the one where the prototypes and ultra rare things come true, including weapons and vehicles, so the presence of AR-15-type firearm with four-position selector switch shouldn't come as surprise ;) --[[User:Masterius|Masterius]] 08:48, 26 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::::Bozitojugg3rn4ut, the selector really should be taken into account, as apart from the receiver markings the selector switch is the only external difference between the regular Colt carbines and the Enhanced version with burst and auto. If it has the regular fire selector and lacks the markings on the receiver, then it is simply and M4 with the wrong fire control group. Is very hard to tell from the Ghost Recon screen shots as there aren't any of the relevant side, but you can just make out that there are only 3 positions marked on the right side of the receiver, making the physical model that of a regular M4/M4A1 rather than an Enhanced M4.  --[[User:Commando552|commando552]] 09:09, 26 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
Interestingly, this discussion is the first result when one Googles &amp;quot;Colt Model 978&amp;quot;. [[User:Spartan198|Spartan198]] 21:05, 19 December 2011 (CST)&lt;br /&gt;
&lt;br /&gt;
== Main Page ==&lt;br /&gt;
&lt;br /&gt;
There are 2 issues:&lt;br /&gt;
&lt;br /&gt;
1) Shouldn't it be called AR-15, since ArmaLite AR-15 is the weapon that started it all?&lt;br /&gt;
&lt;br /&gt;
2) There is at least 1 not-rifle on the page: [[M16 rifle series#Colt 9mm Submachine Gun|Colt 9mm Submachine Gun]]&lt;br /&gt;
&lt;br /&gt;
--[[User:Masterius|Masterius]] 03:58, 30 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:I agree, AR-15 makes much more sense to me. I would call the page &amp;quot;AR-15 Variants&amp;quot;, gets rid of the problem that &amp;quot;M16&amp;quot; is only relevant 5 or 6 of the 30 or so guns on the page, and the fact that rifle is not necessarily the correct term for all of them.  I'm not sure how the site mechanics work, but would changing the name of the page create a massive problem for the 1000+ pages that link here, or would the redirects sort it all out?  --[[User:Commando552|commando552]] 12:44, 30 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Need to contact admins and ask them about this. I support your version, as more appropriate one. --[[User:Masterius|Masterius]] 13:17, 30 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::Though you are technically correct, M16 is the most widely recognized nomenclature for the weapons that appear in films. Remember that we are not a gun encyclopedia, we are a weapons in MOVIE/TV/et al wiki.  Sure, we utilized those rules of starting with the original weapon when it came to more obscure weapons (like grouping the R4s in with the Galils), but really famous weapons have their own pages, weapons that a firmly entrenched with their own identity in the mind of the movie going public. We also did not start a StG-44 page and then branch the AK-47s out from that even though the AKs obviously were a stepchild of the StG-44 Design theory.  Very rarely are guns 'presented' as AR-15s in media.  In fact many movie goers don't even recognize the term. [[User:MoviePropMaster2008|MoviePropMaster2008]] 18:13, 30 October 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
::::I don't remember many movies where the character says: &amp;quot;Here is my M16!&amp;quot; or where the weapon is listed in closing credits :\&lt;br /&gt;
::::The reason for AK-47 not being on the same page as StG-44 is having completely different design. AK-47 was ''inspired'' by StG project, nothing more. There are a lot of weapons that bear a ''resemblance'' to AK-47 or AR-15 but have different design and thus their own page. --[[User:Masterius|Masterius]] 02:29, 31 October 2011 (CDT)&lt;br /&gt;
::::'''P.S.''' Imagine IMFDB consisting of pages: ''&amp;quot;M1911&amp;quot;'', ''&amp;quot;Desert Eagle&amp;quot;'', ''&amp;quot;MP5&amp;quot;'', ''&amp;quot;Garand&amp;quot;'', ''&amp;quot;M14&amp;quot;'', ''&amp;quot;M16&amp;quot;'', ''&amp;quot;AK-47&amp;quot;'', ''&amp;quot;Everything Else&amp;quot;'' :D&lt;br /&gt;
&lt;br /&gt;
::::Now, [http://kingshamus.files.wordpress.com/2010/05/official.jpg THIS] made me laugh xD --[[User:Masterius|Masterius]] 13:34, 4 November 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
== What is the point of the Colt 9mm SMG? ==&lt;br /&gt;
&lt;br /&gt;
Every time I look at it just seems so useless. I mean, why would anyone want what is essentially an M4 that does less damage with less range? Recoil would be lower I presume, but I cant see an M4 having a gigantic amount of recoil. I'm sure someone could help provide me with some insight but at the moment I'm finding it very hard pressed to find a purpose of this thing. [[User:Lurker McNasty|Lurker McNasty]] 14:20, 14 December 2011 (CST)&lt;br /&gt;
:I imagine it had more to do with some guys at Colt wanting to get in on the 9mm subgun market but not wanting to design an entire new platform to do it with. The 9mm round also gives you less penetration, which is good if, say, you're trying to shoot the guy you're aiming at only rather than him and the three things behind him. This is why the majority of people who actually use it are police or police-like units. [[User:Evil Tim|Evil Tim]] 14:42, 14 December 2011 (CST)&lt;br /&gt;
::The main advantage of it is that it is an SMG with the same ergonomics as an AR-15 platform, which makes training easier. --[[User:Commando552|commando552]] 15:27, 14 December 2011 (CST)&lt;br /&gt;
:::9mm is much easier to suppress compared to 5.56. But Evil Tim's answer about Colt not wanting to design a whole new SMG is probably the right one.--[[User:Predator20|Predator20]] 16:13, 14 December 2011 (CST)&lt;br /&gt;
&lt;br /&gt;
== M4 Scope optics ==&lt;br /&gt;
&lt;br /&gt;
Can someone give me some info on what is the standard scope optic for the military, and what is the best scope optic to use on the M4? i was just curious--Gunner5&lt;br /&gt;
&lt;br /&gt;
:Which military? The M4 is used by a number of them in some capacity. [[User:Spartan198|Spartan198]] 20:53, 19 December 2011 (CST)&lt;br /&gt;
&lt;br /&gt;
U.S. Military.--Gunner5&lt;br /&gt;
&lt;br /&gt;
:The most common, I would think, are the ACOG and Aimpoint RDS, but just about any optic can be used on it. As far as what's the best optic to use, &amp;quot;best&amp;quot; is a relative term and depends on the individual shooter and what he/she prefers. [[User:Spartan198|Spartan198]] 02:01, 20 December 2011 (CST)&lt;br /&gt;
&lt;br /&gt;
::Not to mention different optics are more effective in certain situations than others; most ACOGs typically use 4x magnification and are effective for engaging targets at a distance, while red dot sights don't use magnification and are more suited for close-range engagements. [[User:Orca1 9904|Orca1 9904]] 21:21, 12 March 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== USE WITH S.A.S ==&lt;br /&gt;
&lt;br /&gt;
Why does the S.A.S use the M16A2 as their standard rifle? In Bravo Two Zero (the book), Andy McNab calls the M16A2 a 4x4, and the SA80 a Rolls-Royce. Looking back, the S.A.S have a history of using foreign weapons. Why is this? Do Britain not make good enough weapons? Sure, the only thing we currently make and export are Accuraccy International's (which are the best sniper rifles in the world, and I don't care what anyone else says. It strikes me as strange, though, why the S.A.S use the AW50 and not the AS50 as their heavy-caliber sniper rifle), but why do the S.A.S have to use American weapons? Why not use German?&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;...''have'' to use American weapons?&amp;quot; You have some kind of grudge against American weapons or something? :P In any case, the events of ''Bravo Two Zero'' took place during the first Gulf War, so I really doubt they're still using M16A2s in this age of optics and rail systems. It's my understanding that their ''current'' &amp;quot;standard&amp;quot; long gun is the C8FTHB carbine, which is essentially an M4A1 with a 16&amp;quot; barrel of different profile to that of a standard M4. As to why, well, they use what they ''want'' to use, whether it be British, American, German, whatever. Much like their American counterparts in CAG and DEVGRU, they have the leeway and budget to get a little bit of everything because their mission calls for it. [[User:Spartan198|Spartan198]] 10:30, 7 January 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
::The SAS adopted the M16 as a replacement for the 7.62 L1A1 SLR which was the standard British rifle at the time. The SLR was superior in terms of reliability, accuracy and range, but the M16 had a major weight advantage in terms of both the weapon and the ammunition, could mount a grenade launcher, and was capable of automatic fire (so was the SLR, but a match was required to be inserted into the action). One of the reasons they continued to use it after the introduction of the SA80 rifles was due to initial reliability problems, along with the fact that until relatively recently the SA80 culd not use an underbarrel grenade launcher (M16s were also used by other units, such as some Royal Marine units and the Pathfinders). Don't really know the exact reason why the SAS (along with Military Police and Royal Marine close protection along with a few others) use the C8SFW/CQB rather than the SA80 but would imagine it is partially due to the lower weight and the modularity of the SFW (bear in mind that the SA80 didn't have a railed forened until a few years ago and has only just gotten a MIL-STD-1913 on the top for different sights). Unlike the M16s adopted before, the C8 has actually been officially adopted by the MOD as the L119A1 (both the SFW and the CQB share the same designation though).  --[[User:Commando552|commando552]] 16:17, 7 January 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
:::L119A1 is the official designation for C8 SFW in British SF service. C8 CQB is just its variant. An analogy would be M4A1 (official service) and Colt Commando (unofficial service). --[[User:Masterius|Masterius]] 13:50, 8 January 2012 (CST)&lt;br /&gt;
::::The Colt Commando moniker has never been attached to the M4, it's been primarily used to refer to previous A1-pattern carbines like the XM177 series. [[User:Spartan198|Spartan198]] 15:30, 13 March 2012 (CDT)&lt;br /&gt;
:::::Colt currently markets the Model 933 as the M4 Commando, and several models have the &amp;quot;M4 Commando&amp;quot; rollmarks on the left side of the lower receiver as well. It is a bit messed up though also being stamped as the &amp;quot;M16A2 Commando&amp;quot; (making no sense as it is a flattop), or simply &amp;quot;M4LE&amp;quot; on law enforcement Commandos. The Commandos in particular demonstrate the practice of cobbling guns together from whatever bits are available.  --[[User:Commando552|commando552]] 19:44, 13 March 2012 (CDT)&lt;br /&gt;
::::::Colt adopted the M4 designation as a marketing ploy, the 11.5&amp;quot; 933 isn't used by the military in any capacity that I know of and not likely to start since those that need shorter barrels already have access to even ''shorter'' 10.3&amp;quot; CQBR URGs and 10.5&amp;quot; Mark 18s, neither of which are M4s since they don't match the physical specs of an M4. Heck, I can pull up a pic of a flat-topped GUU-5/P that to the untrained (or uncaring) eye would be identified as an M4A1, but isn't because it uses a slab-sided pre-A1 lower receiver. A lot of M4A1s in use by SOCOM units also can't technically by Colt naming standards be considered M4s since SOCOM now has 12.5&amp;quot; URGs for use on M4 lowers. [[User:Spartan198|Spartan198]] 01:55, 29 March 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::::::Delta Force used the weapon, when it was known as 'M16A2 Commando' (CAR-15 in article), in Somalia.[http://www.guns.com/the-us-special-forces-and-their-guns-and-gear-or-at-least-the-stuff-we-know-about.html] I'd also recommend to get the book &amp;quot;Weapons of Delta Force&amp;quot; by Fred Pushies.&lt;br /&gt;
::::::::I already have that book, of which the factual accuracy of it is dubious, and yes, I know they used the Model 727, as it's ''actually'' called. That website you linked to mistakenly refers to the M4 Commando as predating the M4, which at the time of the Battle of Mogadishu hadn't been formally adopted yet (maybe a few Deltas had them and were field testing, at best) and was still known as the XM4. How could there be a Commando version of the M4 before there was even an M4? Not to mention, they show a picture of a short-barreled ACC-M (Advanced Colt Carbine - Monolithic) on their M4 Commamndo page, instead of an actual so-called M4 Commando. M4 is a military designation that Colt adopted as a marketing ploy, just like they did with the Commando nickname when it was coined back in the '60s. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:59, 27 October 2012 (EDT)&lt;br /&gt;
:::::::Force Recon also knows Model 733 as 'Colt Commando'.[http://www.forcerecon.com/strongmenarmed3.htm]&lt;br /&gt;
::::::::That website isn't actually linked to the Marine Corps, it's some kind of fan site or unofficial biography or something. At any rate, &amp;quot;Commando&amp;quot; is still a nickname, not an official designation. With the exception of the Air Force, none of the various smatterings of M16-based carbines following the XM177 received any official designation until Colt started developing the XM4 (which was previously nicknamed the &amp;quot;Abu Dhabi Carbine&amp;quot;, BTW) in the '80s. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:59, 27 October 2012 (EDT)&lt;br /&gt;
:::::::::Colt do actually give their various rifles &amp;quot;names&amp;quot; for lack of a better word. They were used by Colt in marketing materials and catalogues and can, depending on the specific rifle, be found stamped on the lower receiver. For example the Model 733 was originally marketed as the &amp;quot;M16A2 Commando&amp;quot;, and you can find it with either this stamped on the lower, or simply &amp;quot;Colt Commando&amp;quot;. Colt did also start marketing 733s as &amp;quot;M4 Commandos&amp;quot; after the M4 was adopted, despite the fact it did not have a flat top rail. These names are not necessarily unique to a single rifle and can be used for multiple model numbers, for example the name &amp;quot;M16A2 Carbine&amp;quot; was used for the Model 723 and 727, as well as the 720 before it was given the XM4 designation.&lt;br /&gt;
:::::::In essence, more modern (meaning, without older parts) M4 CQBR and M4 Commando are just that. M4 Carbine with shorter barrel. --[[User:Masterius|Masterius]] 02:52, 29 March 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
::::Another reason the SAS don't use the SA80 is because you cannot use it in your left hand and they prefer to be able to use a weapon in both hands as it's better for shooting from behind cover. --[[User:Cool-breeze|cool-breeze]] 13:12, 12 February 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
:::&amp;quot;Why not use German?&amp;quot; Aside from the fact that if you say SAS most people with think of &amp;quot;Black Kit&amp;quot; with an MP5, there is still some rumours flying around about them using the 416 and 417. [[User:The Wierd It|The Wierd It]] 04:30, 13 February 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
::::Probably thrown around by HK's PR department, they sold a ton of MP5s off the back of the SAS using them to break up the Iranian Embassy Siege. [[User:Evil Tim|Evil Tim]] 07:20, 13 February 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
:::::Using the HK416 might be BS, but British Special Forces do use the HK417. It was bought a few years ago as a DM rifle before the army got the L129A1. It was also more widely tested by the Royal Marines in the role, but was replaced when the L129A1 was adopted. [http://www.eliteukforces.info/images/gallery/uksf/sfsg-multicam-hr.jpg Here] is a photo of an SFSG team, the guy second from the left in the first row has a suppressed HK417. They guy behing may also have one, but can only make out the stock so could be another AR-15 pattern rifle.  --[[User:Commando552|commando552]] 07:51, 13 February 2012 (CST)&lt;br /&gt;
::::::He's got a Minimi Para with a PIP stock like the guy second from the right in the front row; you can see the iron sight against his shirt. [[User:The Wierd It|The Wierd It]] 11:50, 13 February 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
== Page Title ==&lt;br /&gt;
&lt;br /&gt;
While this page contains many weapons based on the AR-15, shouldn't it be called &amp;quot;AR-15 family of weapons&amp;quot; or something like than rather that just &amp;quot;M16 rifle series&amp;quot;? --[[User:RaNgeR|RaNgeR]] 12:36, 15 February 2012 (CST)&lt;br /&gt;
:Look 4 topics above this one. If it was up to me I would call it &amp;quot;AR-15 rifle series&amp;quot; or something like that, but MPM2008 made the point that although this would be technically correct the average person coming to site would be much more familiar with the term M16, which is fair enough.  --[[User:Commando552|commando552]] 12:53, 15 February 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
== Sniper Rifles? ==&lt;br /&gt;
&lt;br /&gt;
How are we defining &amp;quot;Sniper Rifles&amp;quot; for [[:Category:Sniper Rifle]]. It seems to me that all the guns on this page are Assault Rifles. I know that you can certainly convert an M16 to a sniper rifle but all the images seem to be of Assault rifles. Just curious! --[[User:Zackmann08|Zackmann08]] 19:47, 18 March 2012 (CDT)&lt;br /&gt;
:The main rifle on here that I would class as a sniper rifle is the Mk 12 SPR but there are also the Vietnam-era M16 sniper variants, the Model 655 and 656. There are also some &amp;quot;target&amp;quot; AR-15s like the Colt Accurized Rifle and the Match Target Competitions that I would probably class as sniper rifles if I had to put them into a category.  --[[User:Commando552|commando552]] 20:21, 18 March 2012 (CDT)&lt;br /&gt;
:::Sadly, it seems that Colt has discontinued the Colt Accurized Rifle for the time being. I checked my old link on the [[SWAT 4]] page and it no longer works, nor is the Colt Accurized Rifle anywhere to be found on their product page sections of their website (maybe it just couldn't compete with similar products from other companies?). I was hoping the Colt Accurized Rifle would have been included on this page--I guess that won't be the case now, for how can a firearm be included here on this wiki if it failed to make much of an impact (to the point that it was discontinued) and thus won't be in many pieces of audio-visual media? --[[User:Mazryonh|Mazryonh]] 21:57, 18 March 2012 (CDT)&lt;br /&gt;
::I missed the Mk 12 SPR. I 100% agree with you on that one, that is DEFINATELY a sniper. Thanks for clarifying! Any change we could could put a definition on the [[:Category:Sniper Rifle]] page like the one that is on the [[:Category:Assault Rifle]] page? --[[User:Zackmann08|Zackmann08]] 20:28, 18 March 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
::The 655 and 656 were full-auto capable, so I wouldn't exactly lump them in as sniper rifles. Same goes for the Mark 12, if you want to get technical. The Mark 12 grew out of a program to create a SOPMOD upper receiver component that the shooter could switch out with his M4 upper when in need of increased range and accuracy. So in its original form, the SPR was still technically an assault rifle (and as such it's still frequently used in that manner by SOF who switch out uppers on full-auto lowers), it just had a high-magnification scope, and we all know that just sticking a scope on an AR doesn't make it a sniper rifle. It didn't lose its full auto capability until it was type-classified as an individual weapon. Mark 12s in regular grunts' hands would likely be dedicated sniper rifles, but those you see in use by SOF are more than likely just SPR uppers on M4 lowers. There's a similar distinction between Mark 18s (complete type-classified weapon with 10.5&amp;quot; uppers on refurbished M16A1 lowers) and &amp;quot;M4A1 CQBRs&amp;quot; (10.3&amp;quot; uppers on M4 lowers). [[User:Spartan198|Spartan198]] 20:55, 18 March 2012 (CDT)&lt;br /&gt;
:::Just because something has full automatic capability doesn't mean it is not a sniper rifle. It is unusual and arguably unnecessary, but as far as I know there is no official definition of what a sniper rifle does and does not have. In my opinion it is a sniper rifle if it is designed for and used in the sniping role. Hell, you can even call small caliber stuff like the Ruger 10/22 a sniper rifle as it has been used as one. For the purposes of this site though, I think the category should be used if the rifle ''appears'' to be a sniper rifle to the average user who might be trying to identify something. In other words, a catch all term for sniper, designated marksman, target and hunting rifles.  --[[User:Commando552|commando552]] 21:14, 18 March 2012 (CDT)&lt;br /&gt;
:I was under the impression that a dedicated sniper rifle had to have (at a minimum) a scope, be chambered in a full-size rifle round (so as to allow for accurate distant shots with high stopping power, a key part of sniping), be ergonomically suited for use while prone (i.e., its magazine must not be so large as to create an obstruction when lying on the ground on your stomach, and preferably have a bipod) and allow for accurate semi-automatic/bolt-action fire (fully-automatic or burst-fire is possible but counter-productive for accurate long-range shots, and such capability is usually reserved for Designated Marksmen who must travel with a squad and still keep some close-quarters firepower if necessary). So something like the VSS Vintorez wouldn't count because its round is short-ranged (up to 400 meters only given its subsonic velocity, so it's more of an accurized &amp;quot;special purpose&amp;quot; assault rifle), while the SVD would, due to its scope, 7.62x54mmR caliber, small magazine size to ensure it doesn't get in the way when used while prone (I'm very confused as to why the Soviets never put a bipod on the SVD, however), and semiautomatic-only nature. --[[User:Mazryonh|Mazryonh]] 21:57, 18 March 2012 (CDT)&lt;br /&gt;
::As we only have the sniper rifle category here, I would class the VSS Vintorez as such, as it is designed as a suppressed sniper rifle. By virtue of the fact that it is suppressed it uses a lower power shorter range cartridge than a typical sniper rifle, but not all sniping is long range. If you were to use an integrally suppressed [[Accuracy_International_Arctic_Warfare_series#Accuracy_International_Arctic_Warfare_Suppressed|AWS]] with subsonic ammunition the range would be limited like on the Vintorez, but that doesn't mean it is no longer a sniper rifle. In particular, for police and some special forces uses long range is not as important in a sniper rifle as accuracy and other considerations. Like I said before, silenced Ruger 10/22s have been used by special forces for almost silent sniping. Another example would be the Russian SV-99, which is a silent sniper rifle based on a .22LR biathlon rifle. Weapons like these are specialized sniper rifles, but they are still sniper rifles none the less. I'm not sure whether trying to make a fixed definition for a sniper rifle is a good idea, as you will always find exceptions. Not all &amp;quot;sniper rifles&amp;quot; even use telescopic sights, an example being the Barrett M82A2 which uses a 1x red dot sight as it was actually designed for shooting from the shoulder as a low cost anti helicopter weapon. Another rifle that breaks your definition would be the [[BMS Milcam Rifle Series|BMS Snicam]] which is undeniably a sniper rifle, but uses a 5.56mm cartridge from 20/30 round STANAG magazine. Different sniper rifles have wildly different characteristics depending on the specific task they are designed for. The only thing I can say about what should be in the sniper rifle category is if it looks like one, put it in there. This isn't an encyclopaedia, the idea of the categories is to help people identify unknown guns, so if it looks like a sniper rifle that is the category they will be looking in.  --[[User:Commando552|commando552]] 07:13, 19 March 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== About charging handle ==&lt;br /&gt;
&lt;br /&gt;
From [http://www.thetruthaboutguns.com/2011/11/foghorn/ask-foghorn-what-does-a-forward-assist-do/ The Truth About Guns]:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Ever since, part of the military’s manual of arms for loading the M16 and its variants includes a mandatory smacking of the charging handle even if it isn’t necessary.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Is it about racking the charging handle? --[[User:Masterius|Masterius]] 01:51, 28 March 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
:That is a mistake, smacking the charging handle does nothing on an AR-15. As it had previously been talking about the introduction of the forward assist (the button on the right rear of the upper receiver), I assume it is meant to say ''&amp;quot;Ever since, part of the military’s manual of arms for loading the M16 and its variants includes a mandatory smacking of the '''forward assist''' even if it isn’t necessary.&amp;quot;''  --[[User:Commando552|commando552]] 05:01, 28 March 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Ah, thanks for the explanation. --[[User:Masterius|Masterius]] 07:50, 28 March 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== AKM front sight on an M16? ==&lt;br /&gt;
&lt;br /&gt;
Was just doing a bunch more caps for the [[Bravo Two Zero]] page and came across this:&lt;br /&gt;
[[File:Bravo Two Zero (3634).jpg|thumb|500px|none|]]&lt;br /&gt;
This is the SP1 that is carried by Baz (Ian Curtis) fitted with a CM203 launcher but it looks as if (to me at least) it is fitted with an AKM front sight. Has anyone ever seen anything like this before or know of after-market parts that look like this? This seems like an absolutely random modifications for an armourer to do to a rifle, only thing I can think of would be if the sight on the gun wa damaged during filming so they slapped this on.  --[[User:Commando552|commando552]] 08:40, 2 April 2012 (CDT)&lt;br /&gt;
::The movie was filmed completely in South Africa.  Could the SA armorers be using any Vektor rifles disguised as American guns? [[User:MoviePropMaster2008|MoviePropMaster2008]]&lt;br /&gt;
:::I really need to get around to updating the page to show it, but the weapon is a straight SP1 apart from the front sight so it isn't a Vektor. You can actually see the existing M16 gas block, and this looks like the top part of the gas block/sight has been sawed off and an AKM sight welded on. As it switches between a regular SP1 and this one with the cobbled together sight, I'm guessing that the rifle was broken part way during shooting and an AKM sight was the only vaguely suitable spare part they could get their hands on. I've actually taken a bundh of caps for this film bu have forgotten about them till now, will try and add them later to show what I mean.  --[[User:Commando552|commando552]] 14:44, 24 June 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== RAS on M16A4 ==&lt;br /&gt;
What is this rail system?&lt;br /&gt;
[[Image:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|500px]]&lt;br /&gt;
It doesn't appear to be a KAC M5 RAS because it lacks the cut-out in the upper half to accommodate the M203 barrel clamp. If you don't know what I mean, zoom in on the front sight area in this pic and notice how the side rails are shorter than the top and bottom [http://upload.wikimedia.org/wikipedia/commons/b/b4/USMC_M16A4_Rifle.JPG]. I've only seen this kind of rail on airsoft M16s. Is the rail in MPM's image above an airsoft replica? [[User:Spartan198|Spartan198]] 22:17, 13 April 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
:I was having hard time trying to find that specific handguard... While it looks very similar to the KAC's M5, maybe IT IS an airsoft replica, though not 100% sure. --[[User:RaNgeR|RaNgeR]] 10:27, 30 May 2012 (CDT)&lt;br /&gt;
::Nope it is NOT an airsoft replica.  Those rails are REAL and damned heavy as well. :D  I think on this particular gun it had an aftermarket rail system.  Not all guns on screen have KAC Rails.  I will hunt down the rifle and take more detailed pics of the rails. [[User:MoviePropMaster2008|MoviePropMaster2008]] 01:15, 24 June 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;M4 Commando&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Both Model 933 and Mk 18 Mod 0 sections mention that the M4 Commando is not an official designations. I don't really understand this, as that is how Colt calls it on their webpage. [http://www.colt.com/ColtMilitary/Products/ColtM4CommandoR0923CQB.aspx]- [[User:Bozitojugg3rn4ut|bozitojugg3rn4ut]] 11:07, 12 May 2012 (CDT)&lt;br /&gt;
:About the Model 933, when they were first offered I'm not sure if they were marketed as &amp;quot;M4 Commandos&amp;quot; but they definitely are now. In fact, they even have &amp;quot;M4 Commando&amp;quot; stamped on the magazine well. The Mk 18 is a different kettle of fish, as that is not an &amp;quot;official&amp;quot; colt model and is just put on whatever lower receiver.  --[[User:Commando552|commando552]] 11:37, 12 May 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Question ==&lt;br /&gt;
Why isn't the M16A3 listed on here and just about every other site.Just wanted to know?Is that its an unofficial variant or is it just a M16A2 that fires full-auto?--[[User:DJsputnik|DJsputnik]] 00:50, 24 June 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
:It's just an M16A2 with full-auto in place of burst. Almost all &amp;quot;M16A2s&amp;quot; in movies are essentially M16A3s since they're A2 uppers on older A1 or SP1 full-auto lowers. [[User:Spartan198|Spartan198]] 11:57, 24 June 2012 (CDT)&lt;br /&gt;
::Let's not forget that it can be flat-top also. - [[User:Bozitojugg3rn4ut|bozitojugg3rn4ut]] 13:05, 24 June 2012 (CDT)&lt;br /&gt;
:::I'm noy sure if the full auto version of the A2 that people call the A3 was ever actually officially designated as the A3, but for clarity I tend to call it the Model 646 or M16A2E3 (which was its official name). I save the M16A3 name for the full auto version of the M16A4, the Model 901, whih is currently officially designated by the US as the M16A3.  --[[User:Commando552|commando552]] 13:26, 24 June 2012 (CDT)&lt;br /&gt;
::::Defense Industry Daily disagrees. [http://www.defenseindustrydaily.com/the-usas-m-16-rifle-purchases-04517/] [[User:Spartan198|Spartan198]] 18:46, 24 June 2012 (CDT)&lt;br /&gt;
:::::The rifle that the DID article is referring to is the later Model 901. They may refer to it as a full auto version of the A2, but they also talk about the order from FN in 2007 for new A3s and A4s, which were definitely both using the flat top receiver. The flat top A3 was developed in the 90s with the A4, so rifles built in 2007 would not be to the old spec. That article is either unclear and is referring to two different models, or it is a typo (or just wrong) about referring to the &amp;quot;A3&amp;quot; they are talking about as being a full auto A2.  --[[User:Commando552|commando552]] 19:08, 24 June 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Anyone recognise this variant? ==&lt;br /&gt;
&lt;br /&gt;
I just came across this rifle on the ''[[Strike Back - Season 1]]'' page where it is listed as an M4A1:&lt;br /&gt;
[[File:Strikeback-M4-1.jpg|thumb|500px|none|]]&lt;br /&gt;
However, it isn't a Colt rifle as the flat top rail is higher than on a normal AR-15 pattern gun. Also, it has an A1 forward assist plunger, A1 lower receiver (although I imagine this is a replacement to allow full auto) and a non Colt stock (curved in front of the locking bolt as opposed to vertical, several companies like Tapco make their stocks like this). I've read somewhere on here (a ''[[Stargate]]'' page probably) that Olympic Arms flat top rifles have a higher scope rail compared to other AR-15s, is this one of them? I know bugger all about Olympic Arms rifles and can't seem to find many pictures of them, but all the ones I can find show them with a standard height rail, kind of like I can never find a picture of one with the &amp;quot;Stowaway&amp;quot; pistol grip that the ''[[Stargate]]'' pages also state that they have.  --[[User:Commando552|commando552]] 04:25, 11 July 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Doesn't look too different from a standard M4 carbine to me. The telescoping stock isn't much of an identifier as to the model of the weapon; the standard stock can be easily swapped out for third-party aftermarket stocks (in fact you'll note that there are images of the M4 with both four and six-position stocks on this site). As for the forward assist button, it can be swapped out just as easily as the stock. [[User:Orca1 9904|Orca1 9904]] 06:11, 11 July 2012 (CDT)&lt;br /&gt;
::The forward assist and stock are secondary, they just add to the likelihood of it not being a Colt gun. Another thing that is easily replaceable but just adds to the whole weirdness of this gun in that fact that it has an A1 rather than A2 flash hider. The main thing is the scope rail. It is higher than on a standard AR-15 pattern gun made by Colt, or the majority of other manufacturers. The easy place to see this is at the rear above the charging handle, where the receiver above the charging handle slot is about twice the thickness. I've just noticed as well that the brass deflector looks odd, the top edge of it slopes upwards and goes higher up the weapon. This is definitely a live fire gun as they are used throughout the series firing blanks, but it is definitely not a Colt M4. Was hoping someone would be able to recognise the profile of the upper receiver, as that is the unique part which makes this gun unidentifiable.  --[[User:Commando552|commando552]] 08:03, 11 July 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
::I am the one who wrote that comment about Olympic Arms flattop receivers on the ''[[Stargate: SG1]]'' page, and several other pages. If you want a better example of what the earliest OlyArms flattop rifles looked like, check out the pics of the K23B Stubby which is used by [[Gary Sinise]] in ''[[Reindeer Games]]''. My understanding (and I asked about this on the OA message board) is that OlyArms' first flattop receivers were a bit taller (by about .25&amp;quot;) than the current mil-spec standard seen on the M4/M16A4, and had a rail that was copied from the Colt ACR (which looks very different from the Picatinny rail). This style receiver was only produced for a short time before Oly started making their flattop ARs with the same type of receiver that Colt had introduced on the M4.&lt;br /&gt;
&lt;br /&gt;
::As for the M4 in ''[[Strike Back - Season 1|Strike Back]]'', I agree with you that the flattop receiver is clearly taller than that of a mil-spec M4, but unlike early OlyArms flattops, it appears to have the Picatinny rail. So unless Oly manufactured tall flattops that had Picatinny rails (and I have no idea if they did), that upper is probably from some other manufacturer. -[[User:MT2008|MT2008]] 19:44, 11 July 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
M4s with these uppers seem to be returning in Season 4. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 02:37, 10 August 2013 (EDT)&lt;br /&gt;
:Here's a pic of one from season 4 (I made a special effort to get good shots of the rail when capping it):[[File:Strike Back S04E01 037.jpg|thumb|500px|none|]]My theory about these is that they are fixed carry handle uppers that have been modified (I made a [http://forum.imfdb.org/showthread.php?t=2081 topic] about this possibility in the forum due to the show having a flat top sniper AR-15 that somehow had what otherwise appeared to be an SP1 upper). If you look closely you can see that the rail is a separate piece of metal that has been bolted on, and also has a black finish rather than the grey of the receiver. Also, at the front and back of the rail you can see the shape of the receiver where the carry handle previously joined onto the upper. Either these guns are made by a company that took carry handle forgings and just machined off the handle and bolted a sight on rather than doing a new upper, or they are built form an original complete A1E1/A2 style upper that has been modified. I'm more inclined to believe the latter due to the scattershot nature of the variants on display, with slight differences in the heights of the rail or how they attach, different forward assists, different brass deflector sizing and different lowers. I don't have a good shot of it, but one of the rifles also had the finish totally worn off at the front of the receiver, but the rail was fine suggesting that this was installed when the gun was already old. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 18:25, 12 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== M16 and SP1 sections ==&lt;br /&gt;
&lt;br /&gt;
As it is impossible to tell an original Model 602 M16 from a Model R6000 Sporter without seeing a detailed view of the front receiver pin (the M16 has a flat push pin whereas the SP1 has a screw headed pin) should they have separate sections? Furthermore from what I can tell the vast majority of the weapons listed in the M16 section are SP1s, as are all the images in that section. I would sugest merging the SP1 section into the M16 section and making a note of the fact that the vast majority of &amp;quot;M16s&amp;quot; in film/TV are actually SP1s. Also, I think the M16/M203 and M4/M203 sections should be merged into the main weapon sections as firstly (in the case of M16s) it doesn't distinguish by variant, and secondly most of the time an M203 is attached to a weapon people just list it under the notes section rather than putting it in these sections. Thoughts anyone?  --[[User:Commando552|commando552]] 07:43, 31 July 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== 50-round mags ==&lt;br /&gt;
&lt;br /&gt;
Every time a video game includes a M16 or M4 with 50-round magazines it is listed as an incorrect capacity, why? According to some research, the M16 rifle series use STANAG magazines, which include the 50-round capacity, so why would a 50-round M16 be unrealistic? --[[User:Ultimate94ninja|Ultimate94ninja]] 03:03, 8 August 2012 (CDT) ''(I previously forgot to sign my post, so here it is)''&lt;br /&gt;
:I've never heard of a 50-round STANAG magazine, I thought they only came in 20 and 30 rounds. And please sign your posts. --[[User:Funkychinaman|Funkychinaman]] 14:14, 7 August 2012 (CDT)&lt;br /&gt;
Some companies do make quad stack 50 round magazine, Surefire for example. However, these magazine look different to a regular 30 rounder widening outside of the magazine well to double thickness. If the gun is modelled with a 30 round mag and has a capacity of 50 then it is incorrect, just as a gun modelled with a 20 round mag holding 30 rounds is incorrect. To the best of my knowledge no game has featured quad stack AR-15 magazines yet, so any game where the weapon holds 50 rounds is wrong.  --[[User:Commando552|commando552]] 14:31, 7 August 2012 (CDT)&lt;br /&gt;
::Edit: My mistake, Surefire mags only come in 60 or 100 rounds, not 50. Think there are still 50 round ones out there, Magpul have files a patent for a 50 round version of the PMAG. Come to think of it, I really don't know why surefire didn't make the mags 50 rounders, as then the length would be about the same as a 30 rounder making it less obtrusive and more compatible with existing vests and pouches, but whatever.  --[[User:Commando552|commando552]] 18:13, 7 August 2012 (CDT)&lt;br /&gt;
:I can't find anything on Google about 50-round STANAG mags. Maybe the OP could enlighten us? [[User:Spartan198|Spartan198]] 16:49, 7 August 2012 (CDT)&lt;br /&gt;
::On the Wikipedia page [http://en.wikipedia.org/wiki/STANAG_Magazine STANAG magazine] it says that there are 40, 50 and 90-round magazines (in addition of the usual 20, 30 and 100), which drew my attention on the 50-round mag --[[User:Ultimate94ninja|Ultimate94ninja]] 03:03, 8 August 2012 (CDT)&lt;br /&gt;
Wikipedia sucks as a source of information. STANAG Magazines are designed to fit into an M16 magazine well. STANAG magazines are supost to be 30 rounds. 5,10,20,40,50, 60,90,100 round magazines are not STANAG magazines although they will fit into a STANAG magazine well. There was a 50 round magazine made durring vietnam and it was proven unreliable and removed from service as fast as it was designed and built. Thus ever 50 round magazine in videogames is erronious. Standard magazine capacity for a M16 is a 30 round STANAG magazine.[[User:Rockwolf66|Rockwolf66]] 15:10, 14 August 2012 (CDT)&lt;br /&gt;
:Yeah, ''that'' wiki is a terrible source of info, according to someone on ''this'' wiki. I'm sure I can produce someone on ''another'' wiki that claims ''this'' wiki is also a terrible source of info. Calling the kettle black there, don't you think, Rock? ;) [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 05:56, 25 October 2012 (EDT)&lt;br /&gt;
::Also, I don't think you are actually totally right in saying that STANAG mags are 30 round only. First off, as STANAG 4179 was never ratified there is no actual standard in the first place, just a proposed standard that some countries have chosen to adhere to. Every time something says &amp;quot;STANAG compliant&amp;quot; it should technically say &amp;quot;draft STANAG compliant&amp;quot; when talking about magazine dimensions. Further more, the proposal was only a dimensional standard for the top of the magazine not for the capacity, so any size of magazine would be draft STANAG compliant. Using the widely used term &amp;quot;STANAG magazine&amp;quot; can be kind of confusing as it implies that there is one single magazine that was '''the''' STANAG magazine, rather than the actual case where it is just a standard that a magazine can meet.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 08:09, 25 October 2012 (EDT)&lt;br /&gt;
[[File:Navyseal50round.jpg|thumb|500px|none|Navy SEAL with 50 round STANAG Magazine]]&lt;br /&gt;
Is this the 50-round STANAG magazine that was proven unreliable during Vietnam? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:22, 10 November 2012 (EST)&lt;br /&gt;
:Can't see all of it, but it looks like it. I have a very clear, full-body picture of the 40-round mag also tested during Vietnam and this looks longer than that one. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:30, 22 November 2012 (EST)&lt;br /&gt;
Very old discussion, I know :P but [http://www.xproducts.com/high-quality-extremely-durable-fully-encased-alloy-50-round-drum-magazine-for-the-ar15-ar-15 here]'s a 50-round mag for it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 12:48, 20 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Strange M16 upper reciever ==&lt;br /&gt;
&lt;br /&gt;
I was reading the Irish Sun newspaper and I seen an article where the Mexican police captured a big time cartel lad. There was a photo of 2 policemen in SWAT uniforms hold the suspect for the cameras and they had some m16 looking guns on slings with a strange upper reciever: It looked like the forward assist was integrated into the brass deflector. It was the 4th September edition if someone wants to have a look at it. I was looking for it on the interweb and I could'nt find anything like it?? Anyone ever seen anything like this? [[User:EoghanG93|EoghanG93]] ([[User talk:EoghanG93|talk]]) 15:38, 5 September 2012 (EDT)&lt;br /&gt;
:is [http://thestar.com.my/news/story.asp?file=/2012/9/5/worldupdates/2012-09-05T020017Z_1_DEE88401N_RTROPTT_0_MEXICO-CARTEL-DETENTION&amp;amp;sec=Worldupdates this] the story you are talking about ([http://static.vg.no/uploaded/image/bilderigg/2012/09/05/1346797246956_738.jpg higher res])? If so the brass deflectors and forward assists look normal to me (think they are [[Colt Model 727]]s). if this is a different story, the only thing that i can think of that has the two sort of combined is the [http://www.vltor.com/mur.htm Vltor MUR], which is used on the [[Noveske Rifleworks rifle series]].  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 15:49, 5 September 2012 (EDT)&lt;br /&gt;
Ah no that wasn't it lad. It was just like a regular brass deflector but with a button (like the forward assists button) on the back of the deflector. It could have been some custom job ?? [[User:EoghanG93|EoghanG93]] ([[User talk:EoghanG93|talk]]) 04:23, 9 September 2012 (EDT)&lt;br /&gt;
:If it was a .308 could have been a DPMS rifle, they combine the deflector and forward assist on some of their uppers such as [http://www.dpmsinc.com/COMPACT-HUNTER_ep_151-1.html this] one. There might be other companies that do this but this is the one that springs to mind. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 05:50, 9 September 2012 (EDT)&lt;br /&gt;
::Way late to the discussion.  Those look like normal A2 uppers except the wear pattern on the guns is odd.  Most of the gun is a nice, dark black, but the high points--including the &amp;quot;tip&amp;quot; of the deflector--are worn through the finish to the metal.  It's an odd look probably because that wear pattern is only on the high points and probably from regular, everyday carry without much else wear and tear.  So, casing, uncasing, and rubbing against uniforms instead of firing.  Download the picture, put it in a photo editor and crank the brightness up to see what I mean.  --[[User:Deathbunny|Deathbunny]] ([[User talk:Deathbunny|talk]]) 17:26, 24 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== CAR-A4 DEA Carbine ==&lt;br /&gt;
Since the only page it was used on was deleted and the pic of the weapon itself is placed under the Additional Variants section at the top of this page, maybe its section on the main page could be deleted? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 01:38, 14 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Film Use of MGC Replica (moved from main page)==&lt;br /&gt;
* U.S. Air Force personnel in ''[[WarGames]]'' (1983)&lt;br /&gt;
&lt;br /&gt;
* [[Goldie Hawn]] as Pvt. Benjamin in ''[[Private Benjamin]]'' (1980)&lt;br /&gt;
&lt;br /&gt;
* [[Tom Berenger]] as Gen. Buck Swain in ''[[Diplomatic Siege]]'' (1999)&lt;br /&gt;
&lt;br /&gt;
* ''[[Apocalypse Now]]'' : mounted on the PBR boat, shot up by tracer rounds.&lt;br /&gt;
&lt;br /&gt;
* ''[[Full Metal Jacket]]'' : the MGC M16 was visible being held by all soldiers who carried the M16.  Only when they were firing on screen, did it switch to a live version of the weapon.&lt;br /&gt;
&lt;br /&gt;
* ''[[Hamburger Hill]]'' : used by background Airborne Soldiers during a medical Evac.&lt;br /&gt;
&lt;br /&gt;
* ''[[The Spy Who Loved Me]]'' : used by the British/Russian/US Navy Sailors during the gun battle on the ''Liparus''.&lt;br /&gt;
&lt;br /&gt;
* ''[[Octopussy]]'' : used by the South American soldiers during the pre-credits sequence.&lt;br /&gt;
&lt;br /&gt;
* ''[[Predator]]'' : Used by Dutch ([[Arnold Schwarzenegger]]), for a scene where his rifle is blown up by the Predator.&lt;br /&gt;
&lt;br /&gt;
* ''[[Commando]]'' : Used by bad guys who kidnap Matrix and hold their M16s on him.&lt;br /&gt;
&lt;br /&gt;
* ''[[Uncommon Valor]]'' : in any of the armory scenes or flashback scenes of soldiers not firing their M16s, the MGC M16 is evident.  Also the CAR-15 replica is heavily used by the LRRP teams in the beginning of the film.  &lt;br /&gt;
&lt;br /&gt;
* ''[[First Blood]]'' : the Army National Guardsmen are seen holding many MGC M16 rifles.  Only when an actor fired, did the weapon change to a real weapon. &lt;br /&gt;
&lt;br /&gt;
* ''[[Rambo: First Blood Part II]]'' : seen in the weapons hold of the pirate boat used to smuggle Rambo up river.&lt;br /&gt;
&lt;br /&gt;
* ''[[Hulk]]'' : when the Hulk explodes out of the ground on Powell Street in San Francisco, many of the U.S. Army Soldiers were carrying MGC-16 replica rifles (in addition to real AR15-A2 rifles).  One of the soldiers holding the fake rifle has a closeup in one of the 'split screen' shots of their reaction to the Hulk.  &lt;br /&gt;
&lt;br /&gt;
* ''[[The Final Countdown]]'' : used by Marines on the deck of the Nimitz in scenes where there is no firing.&lt;br /&gt;
&lt;br /&gt;
* ''[[Barb Wire]]'' : outfitted with ill fitting 30 round magazines, A2 handguards and A1 birdcage flash hiders, held by Congressionals.&lt;br /&gt;
&lt;br /&gt;
* ''[[Dragon Wars: D-War]]'' :  outfitted with ill fitting 30 round magazines, A2 handguards and A1 birdcage flash hiders, used by background U.S. Army troops defending Los Angeles.&lt;br /&gt;
&lt;br /&gt;
* Used by many cadets in ''[[Taps]]''&lt;br /&gt;
&lt;br /&gt;
* ''[[Ghostbusters]]'' : some of the Army National Guard soldiers near the climax can be seen with these weapons fitted with A1-style flash hiders, supplimenting real M16A1's.&lt;br /&gt;
&lt;br /&gt;
* An L.A.P.D. SWAT officer in ''[[Bandits]]'' (fitted with A2-style handguards)&lt;br /&gt;
&lt;br /&gt;
* Used by soldiers in ''[[Land of the Dead]]''&lt;br /&gt;
&lt;br /&gt;
* Used briefly in ''[[Red Spectacles, The|The Red Spectacles]]''&lt;br /&gt;
&lt;br /&gt;
==Can someone find a picture of Daryl's M4?==&lt;br /&gt;
[[File:TWDS04E08M4A1.jpg|thumb|none|600px]] I think it's a 6 position collapsible stock, PMAG and EOTech holosight.&lt;br /&gt;
&lt;br /&gt;
== AR-15 Carbine Section  ==&lt;br /&gt;
&lt;br /&gt;
Well I don't remember my login on the form so I'll say it here. &lt;br /&gt;
&lt;br /&gt;
I think the &amp;quot;AR-15 Carbine&amp;quot; section is redundant and should me merged with the Colt AR-15A3 Tactical Carbine section since the &amp;quot;AR-15 Carbine&amp;quot; image is just a duplicate of the AR-15A3 Tactical Carbine image and the Colt AR-15A2 and Colt AR-15A3 '''''are''''' the AR-15 Carbines. Thoughts? [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 22:02, 16 May 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
:''Very'' late reply, but I agree with you that something should be done here. Though I think that the two entries in the &amp;quot;AR-15 Carbine&amp;quot; should be moved to an &amp;quot;unidentified AR-15 derivatives&amp;quot; section because their work pages did not provide a clear identification to their weapons. The duplicate images should be deleted, and the description of the section might be reworked into a page introduction or something. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 01:32, 6 June 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Model 654 Image==&lt;br /&gt;
[[File:Colt Model 654.jpg‎|thumb|501px|none|Colt Model 654 &amp;quot;M16A1 Carbine&amp;quot;, the export model of the Model 653 without forward assist - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
It states 'without forward assist' but unless I need a new prescription, there appears to be one on this image, which essentially means its a duplicate Model 653 image. Any possibility of getting an actual slab-side Model 654 image, or at least a decent Photoshop job of a slab receiver on on 653 to rectify this? [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 14:04, 13 June 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think the lower is just scratched in just the right place to ''look'' like the back end of a forward assist button. If you look at the image at full size, you can see the lip where the upper and lower receivers join. On the 653 image, you can't see this lip because it's obscured by the forward assist. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 04:57, 15 June 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Bah, looking at it again closely (especially comparing the two images), seems like you're right. I hate that though, it really did look off. Still does actually. It wasn't just that piece at the rear though - There's a discoloration/demarcation behind the ejection port, which, on the 2D flat-on image, looks kinda like the angled rake for a forward assist - Most slab uppers look clearly and continuously smooth all the way back in most of all the other AR images, which is why I got thrown off -&lt;br /&gt;
[[Image:Colt-Sporter-I-Carbine.jpg|thumb|none|500px|Colt Sporter I Carbine - 5.56x45mm.]]&lt;br /&gt;
[[Image:ColtSporterIIw30RdMag.jpg|thumb|none|500px|Colt Sporter II Carbine - 5.56x45mm.]]&lt;br /&gt;
Still looks off a bit, but thinking about it, the image isn't high-detail so that doesn't help. Could also just be a photoshop flub. Anyway.. guess this is nothing after all. Would be nice if the pic could be cleaned up a bit though, more like the 653 image, that might help. Just a thought. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 13:52, 15 June 2014 (EDT)&lt;br /&gt;
:I uploaded that image but i didn't make it, I got it is the old version of a different file but I can't remember which one. Originally I thought it was just discolouration on the upper making that mark (as it is not in quite the right place for the forward assist forging as I think it goes too far forward). On closer inspection though it looks like it is a transparent overlay of an A1 upper over a slickside one. I have tried to tweak it in photoshop to correct this and updated the image.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:44, 15 June 2014 (EDT)&lt;br /&gt;
:: Looks substantially better there, thanks C552. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 21:55, 15 June 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== M4 without carry handle pic ==&lt;br /&gt;
No offense to the person that did it, but that 'shop job is an eyesore. How about replacing it with this one[https://upload.wikimedia.org/wikipedia/commons/0/08/PEO_M4_Carbine_RAS.jpg]? It's an M4 rather than an M4A1, but I've been on the lookout for a suitable one and this is all I've been able to find that wasn't an obvious airsoft. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 18:09, 25 June 2014 (EDT)&lt;br /&gt;
: I don't like that picture, as it's at a slight angle and also has a fully railed handguard - I think getting/keeping an image like the present one (which isn't that good, I grant you) would be preferable, as there are several pages I have seen that show it in that config (regular handguard, no handle). But there are some that no doubt have it that way, too.. Bah, I don't know (The Burst trigger group doesn't mean anything, that is the only difference (visual or otherwise) between the M4 and M4A1). Perhaps MPM can get a better pic in due course, or someone can at least get a better edit job going for the meantime. But it's not my call. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 21:41, 25 June 2014 (EDT)&lt;br /&gt;
::I actually made the picture in question with MSPaint, years ago. Just to show a friend what a 'flat top' was. Granted, looking at it now, it's terrible. I could probably give it another crack if anyone cares?--[[User:MikeyACH|MikeyACH]] ([[User talk:MikeyACH|talk]]) 02:12, 17 January 2015 (EST)&lt;br /&gt;
:::&amp;lt;nowiki&amp;gt;*weighing in on an old discussion*&amp;lt;/nowiki&amp;gt; The image was even worse before, I remember years ago I (very slightly) improved it by adding parts of the version with an Aimpoint CompM2, but yeah it's gonna need more work. Another indication that the Aimpoint CompM2 image is photoshopped, and I'm pretty sure the SOPMOD image is too. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:39, 20 November 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
==M4A1 without forward assist==&lt;br /&gt;
Does such model exist? I browsed M16 Gallery and AR-15 identification page but I didn't find one. I'm currently documenting weapons of Conflict Global Storm, and the M4A1 in the game does not have forward assist, modelled on the weapon nor textured. Is it safe to assume it's just a low definition model and call it M4A1 anyway? --[[User:CnC Fin|CnC Fin]] ([[User talk:CnC Fin|talk]]) 06:19, 27 January 2015 (EST)&lt;br /&gt;
[[Image:CGS_M4A1_forward_assist.jpg|thumb|none|500px|M4A1 lacking forward assist.]]&lt;br /&gt;
:That is an M4/M4A1, it is just that the texture is of the left side of the gun. Note that on the upper receiver there is no ejection port, and on the lower there is no magazine release and the selector switch is visible. I do not know if they have simply gotten the textures reversed (in that on the left side of the gun there are all the right side features) but my guess is that more likely they only have a texture for one side of the gun and mirrored it. This is quite common on older games, particularly on the world model.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 06:48, 27 January 2015 (EST)&lt;br /&gt;
::They were doing it at least as recently as ''[[:File:MW2SpOpsM4.jpg|Modern Warfare 2]]''. ''Archer'' has flipped guns all the time as well. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 11:03, 27 January 2015 (EST)&lt;br /&gt;
:Actually, from the length of the barrel it could be a [[Colt Law Enforcement Carbine]], but I think more likely it is just that they have messed with the proportions as the relative end of the M4 and M203 barrel is more like that of an M4 (although the barrel of the M203 looks like it has been stretched so it really isn't clear what length it is meant to be).  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 06:52, 27 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== M4 trademark lawsuit ==&lt;br /&gt;
I know this is an old subject, but it's kind of irking me. It states at the end of the M4 description paragraph that a court ruled that the name &amp;quot;M4&amp;quot; refers to a ''type'' of firearm, but this is factually false. It refers to a ''specific'' firearm, just like &amp;quot;Prius&amp;quot; refers to a specific car and &amp;quot;Portland&amp;quot; refers to a specific city. So by this court's logic, I should be well within my right to build a pick-up truck and market it as an F-150 with Ford unable to do a thing about it. So if you ask me, Colt had a legitimate beef in that other manufacturers were marketing their clones as &amp;quot;M4 carbines&amp;quot; when Colt was producing the ''real'' M4 carbine. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:19, 2 September 2015 (EDT)&lt;br /&gt;
:Even Colt use the term &amp;quot;M4&amp;quot; as a type though rather than a specific weapon though, they have probably had about a dozen different guns that have been marked and marketed as an &amp;quot;M4&amp;quot; of one kind or another. Lets not forget, it isn't like Colt actually came up with the M4 designation. Their original weapon was the Colt Model 920 which the US designated as the M4. Just like the M16s, if they are made by a company other than Colt they will still be M4s so as far as I see it Colt don't have a monopoly on the term.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:25, 2 September 2015 (EDT)&lt;br /&gt;
::That's what I was thinking. I don't see how Colt has a legal leg to stand on here. Did anyone ever appeal this? --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 13:42, 2 September 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I agree with [[User:Commando552|Commando552]] and [[User:Funkychinaman|Funkychinaman]].  M4 is a designation that was put on the rifle by the US Military, not Colt.  Thus Colt doesn't 'own' the name and can't apply it to the civilian version of their product.  That's like DODGE RAM trucks suing anyone who makes an outwardly similar version of the CUCV / M880 Utility truck and sells it as such.  Dodge doesn't own those names, the US Army designated those names. :)  [[User:MoviePropMaster2008|MoviePropMaster2008]] ([[User talk:MoviePropMaster2008|talk]]) 22:19, 14 August 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== When was the Colt Model 733 introduced? ==&lt;br /&gt;
&lt;br /&gt;
It was nagging me that I couldn't find the date when the Colt Model 733 was made, I scoured the internet and I personally couldn't find anything mentioning its date of introduction. I was guessing in the late 70's or early 80's. Anyone here know? [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 02:48, 24 July 2016 (EDT)&lt;br /&gt;
:I believe it was actually 1985. It was in the 1985 colt catalogue but cant find an appearance of it earlier than that, and I believe that the type of stock that it is fitted with was introduced in 1985 for Colt's new carbines, like the 733 along with the 723.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 08:36, 24 July 2016 (EDT)&lt;br /&gt;
::Thank you, I really appreciate it. [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 17:11, 24 July 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== M4 First Model ==&lt;br /&gt;
&lt;br /&gt;
[[File:M4 Carbine First Model (1984).jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
This is the first model of the XM4. The A2 Upper sight was made until 1986. This Rare gun was tested on May 1985.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 00:07, 12 October 2017 (EDT)&lt;br /&gt;
:I'm not certain that this gun is absolutely the first model, as I seem to remember hearing that the very first XM4s used a Commando length 11.5&amp;quot; barrel (after all, the reason it is M4 is that it was the successor to the M3 SMG) but they were quickly changed to the 14.5&amp;quot; barrel so that they could take a bayonet.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 08:27, 12 October 2017 (EDT)&lt;br /&gt;
::Like the GAU-5A/A, the first XM4 model has a slicksilde upper but it has a A1 Flash Hider.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 12:29, 12 October 2017 (EDT)&lt;br /&gt;
:::I have not idea if that gun has a slickside upper or not as it is only an image of the left side and I have never seen a picture of one of the 11.5&amp;quot; prototypes, but I have done some looking into it and it appears that all of these rifles that didn't have an A2 upper were just very early tests and proofs of concept (basically throwing shit at the wall to see what sticks) so I imagine that they could have been built form whatever parts they had lying around so they could have anything. Not sure, but I think that Colt had even stopped making the slickside uppers by this point, as I think that the last SP1s were in 1985 and they were using up existing stock. It wasn't until June 1985 when a contract was signed with Colt to deliver XM4 prototype rifles that a design was actually cemented and it was given its actual designation: &lt;br /&gt;
::::''&amp;quot;Design to utilize the newly adopted M855 Ball and M856 tracer cartridges. Also to be compatible with existing M193 Ball and M196 tracer ammunition as well as M200 blank cartridges. The carbine will use the current M16A2 upper receiver and three-round limited burst control. The carbine will use an improved handguard to enhance firing/handling under normal operation conditions. The carbine shall have a collapsible/sliding stock. Barrel should be 14 1/2 inches in length. Mean Rounds Between Stoppages (MRBS) will equal or exceed 600 rounds when using issue M855 ammunition. The carbine will be configured to accept MILES laser transmitter as well as the M203 grenade launcher.&amp;quot;''&lt;br /&gt;
:::I imagine that it was always their intent to use A2 receivers, as when the program was first launched they wanted maximum parts compatibility with the standard issue M16A2 (which was adopted by the USMC in 1983, a year before they started looking into a new carbine).  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 10:43, 13 October 2017 (EDT)&lt;br /&gt;
[[File:Colt 720.jpeg|thumb|none|550px|Early model Colt 720 with M203 with grip. - 5.56x45mm NATO]]&lt;br /&gt;
Here's another one with a M203 GL with a grip, and you see that this gun has a slicksilde upper.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 10:24, 4 February 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== M16 Toy Gun ==&lt;br /&gt;
&lt;br /&gt;
I found this image in the IMFDB page for [[The Green Berets]]. I want to include this around the M16 subpages in case somebody might need to use it for ID, but I'm not comfortable with adding it to the categories at the top. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:49, 8 December 2017 (EST)&lt;br /&gt;
[[Image:MattelMarauder1.jpg|thumb|none|400px|Mattel M-16 Marauder Toy Gun]]&lt;br /&gt;
&lt;br /&gt;
Eh, the airsoft replica section seems like as good a place as any for it, IMO. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 01:32, 8 December 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== Custom XM177? ==&lt;br /&gt;
&lt;br /&gt;
[[File:Stinger R37.jpg|thumb|400px|none|]]&lt;br /&gt;
&lt;br /&gt;
This gun has a A1 Upper, a M4 Stock, a A1 full fence lower receiver, A1 pistol grip, A1 Flash Hider, a bayonet lug--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 15:27, 30 December 2017 (EST)&lt;br /&gt;
:Well, it is a cheap springer airsoft gun is it isn't really anything. It looks related to the Wellfire M4A1 listed in the images section at the top of this page, except it has a carry handle rather than a flat top and has an ARMS #51 type SIR handguard. Is this relevant to a page?  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 15:46, 30 December 2017 (EST)&lt;br /&gt;
::I think is a Custom XM177, because the M4 don't have a A1 pistol grip. The gun's upper and lower receiver is the XM177E1's receiver. The M4 don't have a A1 Flash Hider, but rare XM177 do have A1 Flash Hider (Rare XM177). Even though the M4 has the SIR handgurad, it's possible for the XM177 has a SIR handgurad. I would say this gun is actually a XM177E1 with M4 Stock, and SIR handguard.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 16:32, 30 December 2017 (EST)&lt;br /&gt;
:::Like I said, it isn't really anything specific as with cheap springer guns like this they tend to be cobbled together from whatever parts they have. There aim is to make extra variants so they can make more money while still using the moulds that they have. That is why all of these guns use A1 style receivers, like [[Media:WellFire M16A2 airsoft.jpg|this &amp;quot;M16A2&amp;quot;]] and [[Media:Wellfire M4 RIS.jpg|this &amp;quot;M4A1 RIS&amp;quot;]]. The latter has a flat top, but it is still missing the brass deflector as the mould is based off of an A1 one. Also, note that all 3 of these guns use the same M4 profile barrel which has been chopped off at the front of the M203 step. Similarly, they all use A1 pistol grips to save on different parts. None of the cheap springers like this (even if they have different brand names they tend to be made in the same factories or use the same tooling) are very accurate replicas of particular guns, as that is not their goal. They want to crank out as many varieties as they can for as little cost as possible. Lastly, the flash hider is irrelevant to anything, as it is neither an A1 or A2 as it is symmetric like the A1 but this flash hider only has 4 ports rather than the correct 6.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 16:55, 30 December 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== Rare XM177s ==&lt;br /&gt;
&lt;br /&gt;
[[File:XM177 Handgaurd.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
A Rare handguard with a 57mm recoilless rifle shell during the Vietnam War.&lt;br /&gt;
&lt;br /&gt;
[[File:XM177 Prototype?.jpeg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
I think this is a prototype Handguard.&lt;br /&gt;
&lt;br /&gt;
[[File:XM177 With A1 Hider.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
XM177E1 with A1 Flash Hider used by the MACV-SOG during the Vietnam War.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 00:12, 4 January 2018 (EST)&lt;br /&gt;
:::Your personal sandbox is probably a better place for this. I can help you set it up if need be. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 09:13, 4 January 2018 (EST)&lt;br /&gt;
:Could you stop uploading images of obscure weapons that don't appear in anything? We're not the internet ''firearms that exist'' database. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 02:49, 4 January 2018 (EST)&lt;br /&gt;
::Yeah, we just list the firearms that have appeared in media. You really need to stop randomly spamming things like this... jeez, what's going on with your obsession with the AR-15s? Not to mention that you still haven't learned how to format the images' listing. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:33, 4 January 2018 (EST)&lt;br /&gt;
::::My Bad, where should I post the rare Vietnam CAR-15s?--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 10:16, 4 January 2018 (EST)&lt;br /&gt;
:::::I hear Twitter and Tumblr are both nice this time of year. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 12:19, 4 January 2018 (EST)&lt;br /&gt;
:::::Okay, and I also found a website called AR15.com. Now in this site, I'm only will post of weapons that had to do with the game now, I'm working on the weapon variants for Call of Duty WWII.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 12:55, 4 January 2018 (EST)&lt;br /&gt;
The book, from which this photo is taken, thinks (kek) that it is a regular XM177 modified by the Australian corps. Why did they do it? Well, maybe the plastic did not work well in the local climate, or they just managed to break the forend and so as not to wait for a replacement, they just did it from what was at hand. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 13:01, 10 August 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
== C7/C8 vs the M4 ==&lt;br /&gt;
&lt;br /&gt;
Why some countries adopted the C7 or the C8 (Like Denmark,Netherlands,UK SAS) instead of the M4? Is the Canadian variant better on what compared to a M4?--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 11:04, 5 May 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== When do we create a new article and when do we just add a new image into additional images? ==&lt;br /&gt;
&lt;br /&gt;
So I was doing some work on the Shooter TV series, and they have two AR derived guns (Modern Outfitters MC6 and MC7) from Modern Outfitters that do not have pages on IMFDB yet. Because they are AR derivatives, I'm not sure if I should just add their gun image to the additional images section and call it a day, or should I go ahead and create a new page for them? OR, should I create a new section on the M16 page about them? Is there a distinction between the guns that do not have their own pages and AR derivatives like the [[LWRC SRT rifle series]] that do have their own page? Or is it just that we're lazy and don't want a new page for every random AR derivative? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:26, 1 June 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
I did the page splits for the War Sports LVOA and the TTI TR-1. I'm primarily motivated to split them instead of adding them to this page because AFAIK they don't really fit any category on the main page. They're not by Colt, they're not Commercial Copies of Colt M16s, they're not non-firing replicas, they don't use .22 LR, and they're not air guns.  --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 04:00, 2 June 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Vintage M4 promo video==&lt;br /&gt;
&lt;br /&gt;
See [https://www.youtube.com/watch?v=p6u2pd2Y2zk here]; this is a 1993 promotional video for the M4 carbine. At the time, A2 receivers were still standard, but towards the end of the video, they discuss the flattop receiver (which was brand-new at the time). -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 09:49, 2 June 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== DDM4 as a &amp;quot;Clone&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
Continuing from my questions above, why is the DDM4 categorized as a clone? Seems more of a derivative to me and it should have its own page. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 08:06, 18 June 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== What is the Block II? ==&lt;br /&gt;
&lt;br /&gt;
[[File:SOPMODBII.jpg|thumb|none|500px|M4A1 Block II - 5.56x45mm NATO]]&lt;br /&gt;
I'm really not sure what is the so-called &amp;quot;M4A1 Block II&amp;quot;, and the page is lacking a description for it. Searching for it on Google directs me to the Wikipedia page of SOPMOD, which is apparently a list of customizations for USSOCOM. Each section of the page then describes a list of weapon accessories, apparently the components of the SOPMOD and the &amp;quot;Block&amp;quot;. So is the M4A1 Block II just a list of customization parts that SOCOM operators can optionally have for their M4A1 and not an actual variant or configuration of the M4A1? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 20:49, 20 November 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
::It means: an M4 fitted with the major accessories of the SOPMOD Block II kit. For the purposes of IMFDB, I propose that any M4 with a Daniel Defense RIS II quad rail = M4 Block II. -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 21:57, 20 November 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Incidentally, an M4 with all the Block II mods but retaining the KAC RIS is informally called Block 1.5. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 16:00, 12 December 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
::::True, and that's why I think that the RIS II, not any of the Block II accessories, should be the distinguishing factor that leads us to label an M4 an &amp;quot;M4 Block II&amp;quot;. Or, if it's a rifle with a very similar quad rail design, maybe an &amp;quot;M4 Block II look-a-like&amp;quot; if we're not sure about specific manufacturer of the receiver and/or rail.&lt;br /&gt;
&lt;br /&gt;
::::I should also point out that I find it odd that we have an entry for the Mark 18 Mod 0, but the Mark 18 Mod 1 is grouped under that same section. I think they need to be separated (and obviously, the RIS II is the distinguishing feature between the Mod 0 and Mod 1). -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 22:03, 12 December 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Question about the older M16's ==&lt;br /&gt;
&lt;br /&gt;
I was trying to figure out what is the difference between the Colt 602 (XM16), the original M16, and the Colt 604 (USAF M16). I'm trying to figure out how is Call of Duty: Black Ops's M16 is the Colt 604, and not the Colt 602, and not the Original M16.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 15:03, 12 December 2018 (EST)&lt;br /&gt;
:The differences are stated [[Colt AR-15 Identification Guide|here]]. Now regarding Black Ops, I just checked the right side of the third-person model (for the record, there's an image of it in the BO page), and it has a partial fence on the lower receiver (although the dust cover is covering most of it), which makes it a Model 604. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:21, 12 December 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Suggestion: re-adding the M16A3 ==&lt;br /&gt;
&lt;br /&gt;
So, as you can see in some discussions above, the M16A3 section was removed from the page years ago, mainly due to the unlikeliness of seeing actual M16A3s in movies – the M16A2 was often used to impersonate it by being depicted as full-auto. This is the earlier M16A2E3/M16A3 (Colt Model 646) we're talking about, which as a non-removable carrying handle. However, things are different when it comes to video games (it's not like their M16s are converted with A1 lower receivers or something like in movies). The current M16A3 (Colt Model 901) has a flattop upper receiver, and is almost identical to the M16A4, with the exception that it is full-auto. Such a configuration is seen in [[Combat Arms]] (as you can see [http://youtu.be/HTxak9uM0O4?t=62 here], it has a Safe/Semi/Auto selector switch). Thus, my suggestion is that we add back the M16A3 to the page, but of course while '''only''' mentioning the videogame appearances where the weapon is confirmed to have a full-auto firing position. Opinions? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:55, 11 January 2019 (EST) EDIT: IMO we could also do this for weapons currently IDed as &amp;quot;M16A4&amp;quot; but lacking any selector markings and clearly intended to be M16A3s (that is, named as such in-game and shown firing in full-auto) – such as in [[Battlefield Hardline]].&lt;br /&gt;
:I support this idea. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 14:52, 11 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
::I don't. &amp;quot;M16A2&amp;quot; as we use the designation on IMFDB refers to a ''type'' of rifle (that is, a full-size rifle with an &amp;quot;A2&amp;quot;-style receiver and 20&amp;quot; barrel). I also don't want to invite tons of newbies who start once again assuming any full-auto A2-style rifle that they see in movies/TV shows (which is what we're primarily here for, not video games) is an &amp;quot;M16A3&amp;quot;. -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 22:19, 16 January 2019 (EST)&lt;br /&gt;
:::Regarding your last point, we could easily add a note so that they don't start referring full-auto M16s from movies to as M16A3s – in fact, we already have one in the M16A2 section – but while specifying the selector thing. Also, while I admit that movies are more important, video games are also notable enough (after all, we do have the M21 mainly for them, while this weapon is unlikely to appear in major motion pictures). Plus, I'm rather concerned about having to call some weapons &amp;quot;M16A4&amp;quot; even though they're clearly M16A3s; the Combat Arms page is a case in point, as it implies that it's an M16A4 (just shown behaving like an A3), which isn't the case. Bah, just my two cents; I'll leave this up to you and the other admins. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:00, 17 January 2019 (EST)&lt;br /&gt;
:::With all due respect, using designations that differ from standard usage is a bad idea for an encyclopedia. If an M16A3 category is undesired (and I can't see why it would be, this site is hardly swarmed with &amp;quot;tons of newbies&amp;quot;), then it should be made much more clear that the A3 is an A2 variant and describing full auto A2s as A3s is not inaccurate. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:22, 17 January 2019 (EST)&lt;br /&gt;
:::: Describing an M16A2 or M16A4 as an M16A3 when it is not actually so is inaccurate by the plainest definition of the word. As it's been made perfectly clear firing full auto alone doesn't make it proper to call them M16A3s. They're different models of gun, end of. We may as well call every converted SP1 a 'M16' by that logic. As always we ID what the gun actually is, not what it's supposed to represent. In the case of video games I'm of the mind to point out unless the weapon is actually named M16A3 (or the respective Colt model number) AND everything matches up characteristically it isn't enough because games are no less immune to misidentifying or misrepresenting fire modes and so forth on particular types or even models of firearms any more than films and TV shows are. Now if that's what we're talking about.. I can see re-adding it but only if it is an absolute positive ID, not 'clearly what it's intended to be' because again we don't go by what something's 'intended' to be. Bottom line if full auto functionality is the only difference and that alone isn't enough for films or TV shows, I don't see why the standard for games should be any different. In such an instance, a 'fires in full auto/possibly meant to represent M16A3-Colt Model xxx' notation within the existing sections seems plenty enough. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 16:46, 17 January 2019 (EST)&lt;br /&gt;
:::::Yeah, that's the main point, it's about the appearance of the &amp;quot;M16A3&amp;quot; name + full-auto fire + appropriate selector. CA is the only game I have in my mind right now where the M16 matches these specific characteristics. I might check later if there are other games with the same occurrence. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 04:12, 19 January 2019 (EST)&lt;br /&gt;
:::::&amp;quot;As it's been made perfectly clear firing full auto alone doesn't make it proper to call them M16A3s&amp;quot;. Then the article needs to be rewritten, as it currently states that M16A3s are full-auto M16A2s. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 04:59, 19 January 2019 (EST)&lt;br /&gt;
::::::Update to my last comment: in addition to CA, here's a few games that feature the actual M16A3 model (with Safe/Semi/Auto selector switch) – had to watch footage of them on YouTube, especially those that have low-quality screencaps. They include but are not limited to: ''[[War Inc. Battlezone]]'' (correctly full-auto), ''[[Infestation: Survivor Stories]]'' (correctly full-auto), ''[[Soldier of Fortune: Payback]]'' (can somehow switch between full-auto and burst), and ''[[Homefront (2011 VG)|Homefront]]'' (restricted to semi-auto). I might add that ''[[Call of Duty: Modern Warfare 2]]'' and ''[[America's Army: Proving Grounds]]'' also have this model, but in these two it's called &amp;quot;M16A4&amp;quot; and functions like the latter. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:05, 27 January 2019 (EST)&lt;br /&gt;
::::::If you look closely at the War Inc Battlezone and Infestation examples, you can see the receivers actually have &amp;quot;M4A1 Carbine&amp;quot; marked on them.&lt;br /&gt;
[[Image:WarInc M16A3 reloaded.jpg|thumb|none|600px|The player reloading a Colt M16A3.]]&lt;br /&gt;
[[file:WarZ Colt M16A4 MWS custom.jpg|thumb|none|600px|Player upgrades &amp;quot;Colt M16A4 MWS&amp;quot;.]]&lt;br /&gt;
::::::The one is Soldier of Fortune has no markings at all and the images on the Homefront page are too low quality to determine anything. AA: Proving Grounds is a bit of an anomaly here as I'm unsure how such a blatant goof made it to production in an AA title. And anyone citing Combat Arms needs to take the game's supposed &amp;quot;[[Combat_Arms#ACR|ACR]]&amp;quot; into question before before doing so. I'll do you a favor and pretend you didn't mention MW2 where the rifle ''doesn't even have a right side'', though. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 10:46, 27 January 2019 (EST)&lt;br /&gt;
:::::::Um... literally none of the points that you raised change the fact that the models are closer to M16A3 than A4, so I'm not sure why you chose to address them in this topic.  --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 12:28, 27 January 2019 (EST)&lt;br /&gt;
:::::::: He's pointing out that despite your insistence to what the weapons are 'closer' to, the markings don't match with your argument (not remotely, in fact) - Which again leads back to my point that games flub up weapon details just like films and TV do. We've seen crudely modified markings, selectors, and other details in movies for HK94s and SP1s (among other guns), doesn't mean we ID'd them as MP5s/M16s even though that's what 'clearly what they were intended to pass for'. If games for whatever reason can't have both properly marked receivers and selectors, among other details - especially by this day and age - I just don't feel we should give them benefit of the doubt when we don't do that for any other media. Technical accuracy in an ID matters. With that, if anything we should be more scrutinizing of video game pages, rather than less. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 17:01, 27 January 2019 (EST)&lt;br /&gt;
:::::::::My main intention here was to point out which pieces of media have the model with the auto selector switch as I promised earlier, not to claim what it &amp;quot;intended to pass for&amp;quot;. It's not about &amp;quot;my insistence&amp;quot;, it's about pointing out actual evidence regarding the selector, for the simple reason that it's indeed a characteristic of the M16A3 and not the A4 (which means it's even wronger to ID them as A4s as opposed to A3s, unless there are actual &amp;quot;M16A4&amp;quot; markings on the receiver). Granted, the &amp;quot;M4A1&amp;quot; markings (which are only in two of the aforementioned games, not all of them) don't match with the M16A3, but they don't match with the M16A4 either, so I don't see why you're trying to shift the blame on me and claiming that specifically &amp;quot;my&amp;quot; argument was &amp;quot;not remotely&amp;quot; valid. As for the other points (presence of the &amp;quot;ACR&amp;quot; thing, lack of a right side in MW even though it's the case on many weapons in the game), they are totally irrelevant to this situation and, once again, don't make the weapon an A4 as opposed to an A3 – they seem more like excuses for not wanting to include the A3.&lt;br /&gt;
:::::::::That said, if the mods still aren't interested in having an A3 section, I don't mind that, although I believe it was worth it to point out that most (if not all) of its characteristics did appear in some pieces of media. But then again, using the argument about the weapon modifications in movies raises the question of why we still have an [[M21]] section as opposed to referring its media appearances to as scoped M14. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 12:05, 28 January 2019 (EST)&lt;br /&gt;
:::::::::: Eh re-reading my earlier it definitely looks more personally overbearing than I thought, and so I apologize for that, not my intention. That said, the burden is still on you since you're the one who brought this whole thing up, beyond that I'm not trying to 'shift blame' as much as again point out as Spartan did only having some but not all correct details of a particular gun does not an ID make, especially when other details are plainly contradictory. When several of these cases are like this, it's just a bit too questionable to allow to my mind. With that I'm not seeing what merits a whole 'nother section being added in this page and the potential problems that may bring with it. For the time being I still think putting these guns in the existing section(s) with a note will suffice - If you really want they can be perhaps called as A3s on the media page though the discrepancies should likewise be noted there. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 13:32, 28 January 2019 (EST)&lt;br /&gt;
:::::::::::Eh, sounds good for now. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:21, 28 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== M16A2 vs M16A3 ==&lt;br /&gt;
&lt;br /&gt;
So carrying on from the discussion above, what precisely is the difference between an M16A2 and an M16A3? The page just says that A3s are full-auto A2s, and then seemingly contradicts identification rules by saying that full-auto A2s shouldn't be identified as A3s due to them being intended to pass as A2s (in all cases?). --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 12:27, 27 January 2019 (EST)&lt;br /&gt;
: Well the only difference aside from markings and Colt model numbers is full auto capability as I understand. I'll concede perhaps that section could be reworded slightly but nonetheless that's how we do it and it's that way for a reason which has been elaborated on before. But to recap: There is no known instance where a actual marked A3 model is used in media - nor an appearance where the rifle could conceivably be meant to pass for an A3 - that's why that policy exists. Putting the video game bit aside, MPM noted this long ago because he knows for fact that those appearances in films or TV are A2-marked rifles (or the civilian equivalent) with A2 uppers and features but fitted with A1 auto lowers - Which again does not make them truly the same as an actual A3. I admit this is something of a peculiarity but that's how it is here. The M16 and AR-15 SP1 are so finitely distinguished for the same reason despite the fact that again aside from markings select fire is really the only difference between the vast majority of those two models. I'll further add that in the case of 'what it's supposed to be' that since the M16A3 is only used in a couple select units of the armed forces the note that 'they are intended to pass for A2s' is again all but guaranteed to apply as well. Again I grant it is a peculiar and arguably contradictory policy but it is there for a reason - It didn't just pop out of somebody's ass. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 16:30, 27 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Frankly, for clarity those (A2 uppers, A1 lowers) instances probably should be marked as something else than just M16A2s. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 17:57, 27 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I disagree, Tamarin88. That is why the page clarifies that the majority of movie/TV “M16A2” rifles are actually A1 lower/A2 upper “Franken guns”, but we still refer to them as “M16A2s” in the interest of brevity. -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 20:51, 27 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: &amp;quot;brevity&amp;quot; is not something that should be used in this instance, especially since it makes the argument against calling them A3s (A3s have full-auto A2 lowers) extremely confusing. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 04:36, 28 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::I must respectfully continue to disagree. Sometimes, we have to use a certain designation to refer to a '''type''' of firearm that meets a certain visual profile. Other examples for your consideration:&lt;br /&gt;
&lt;br /&gt;
:::::* We use the term &amp;quot;Norinco Type 56&amp;quot; to refer to all Chinese-made 7.62x39mm AK-pattern rifles, even though the U.S. importers used a plethora of different designations - such as &amp;quot;AKS-762&amp;quot;, &amp;quot;Type 56S&amp;quot;, &amp;quot;AK-47S&amp;quot;, etc. - which likely appear on the receivers of the actual firearms kept in Hollywood's rental armories.) &lt;br /&gt;
:::::* We use the term &amp;quot;Colt Model 715&amp;quot; to refer to any AR-15 pattern rifles which meet that visual profile (A2-style handguards, 20&amp;quot; A2-style barrel, with &amp;quot;A1E1&amp;quot; receiver). We do this even though most of the &amp;quot;Colt Model 715&amp;quot; appearances we have documented in movies/TV shows actually feature the similar Olympic Arms K4B copy.&lt;br /&gt;
&lt;br /&gt;
:::::Again, if you are interested in trying to add nuance to a page and explain that a particular M16A1 rifle is an A2 upper on an A1 lower, there's nothing stopping you from putting a note in the body of the entry, or maybe in the screenshot captions. (For an example of how the latter has been done, see the second screenshot on the M16A2 entry of our ''[[Con Air]]'' page.) What I find objectionable is the notion that we need to come up with new designations for page headers, or create a new M16A3 entry on this page, since the reality of movie guns (which is what we care about) is that there is not a single armorer who stocks genuine DoD-issue M16A3 rifles.&lt;br /&gt;
&lt;br /&gt;
:::::Another thing to consider: I don't know whether Colt ever used the designation &amp;quot;M16A3&amp;quot; in their catalog; as far as I know, this designation was almost exclusively used by the U.S. Navy (the only service which ever bought/issued the M16A3). It's been a while since I've looked at old Colt catalogs (I have several in my parents' attic), but I don't recall them ever using the &amp;quot;M16A3&amp;quot; designation for commercial sales. While the U.S. military's &amp;quot;M16A2&amp;quot; was only ever available as a burst-firing weapon, Colt's catalog sold full-auto versions of the rifle using the same &amp;quot;M16A2&amp;quot; designation. Then again, Colt's nomenclature frequently differed from the military's in other ways (e.g. when Colt first offered the M4 Carbine, the term &amp;quot;M4&amp;quot; referred to a fixed carry handle rifle, while &amp;quot;M4A1&amp;quot; referred to the flattop version; in the U.S. military, the only difference between the &amp;quot;M4&amp;quot; and &amp;quot;M4A1&amp;quot; was trigger pack). -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 18:17, 29 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::The thing that you have to remember with Colt rifles is that the &amp;quot;M&amp;quot; names are US forces designations, and when these are used by Colt they are kind of more general names and tend to refer to families rather than a specific weapon. For example, the Colt Model 778 is a carbine that has a fixed A2 carry handle and a four position selector lower but it is called an &amp;quot;M4 Carbine Enhanced&amp;quot; despite having nothing to do with the military M4 except the barrel profile, and there are the 777 and 779 that are the same but burst and auto only respectively that are just marked &amp;quot;M4 Carbine&amp;quot;. It is not even that these are &amp;quot;early&amp;quot; guns, these were being made after the flat tops existed as partly Colt wanted to use up A2 uppers, but also because some customers (particularly less well developed countries) do not need to optics capability and preferred the simplicity of the fixed upper but Colt liked the &amp;quot;M4&amp;quot; name recognition and marketability. On to the A2/A3 distinction, I am for as a general rule just calling them A2s as the majority of the time that is what they are intended to be regardless of what lower is actually used. Similarly, when an M4 actually has an A1 receiver (pretty common as armourers can make new guns full auto by dropping them on older full auto lowers) we just call them M4s even though they pedantically aren't, sometimes noting what the lower is but most of the time not as it isn't really that important. If a gun in a game is genuinely supposed to be an A3 (not just an A2 with full auto because burst fire is less fun) then I have no problem with calling it an A3 on the game page, I just think that it can still go under the A2 section on the main M16 page as separating them is not really necessary (and I guarantee will lead to further arguments). Lastly, specifically for the M16A2E3 type M16A3s, if you are going by Colt's nomenclature there are actually M16A2s with full auto selectors that are separate from these US Navy guns. Colt has sold a lot of &amp;quot;M16A2&amp;quot; pattern guns to various countries on the commercial market and full auto is more popular, so they just made M16A2 with full auto selectors, for example the 701, 703 (not that weird piston one, the other one), 741 and 742. These guns are marked &amp;quot;M16A2&amp;quot; on the receiver and have the A2 profile but have a full auto selector, so even if you see an A2 profile lower firing in full auto that doesn't make it an A3. On that topic, you also have the weird thing that original A2s were actually built on A1 forgings so you can conversely have guns that have an &amp;quot;A1&amp;quot; style lower but are actually genuine A2s ([http://ultimatefirearmtechnologies.com/wp-content/uploads/Colt-M16A1-A2-Barrel-large3.png example image of both cases]). All in all, it is kind of shitshow and I see no reason to make it worse.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 12:57, 30 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Colt 777 and Colt 778 ==&lt;br /&gt;
&lt;br /&gt;
I can find out what is the Colt 777, or Colt 778 M4s look like. I'm trying to find so Early M4 after the XM4 Carbine.--[[User:Treliazz777|Treliazz777]] ([[User talk:Treliazz777|talk]]) 16:14, 1 February 2019 (EST)&lt;br /&gt;
:Firstly, I do not believe that these are &amp;quot;early&amp;quot; M4s like the XM4, they have the features of what you might call an &amp;quot;early&amp;quot; gun but I think they post date the final design of the M4. As for what they look like, the 777, 778 and 789 are identical except for the fire selector with the first being burst, the second having the four position &amp;quot;enhanced&amp;quot; selector, and the third being full auto. They had M4 barrels and fixed A2 carry handle sights so they looked a lot like the 727. The only differences are firstly that being an earlier gun the 727 is stamped &amp;quot;M16A2&amp;quot; whereas the latter guns are stamped either &amp;quot;M4 CARBINE&amp;quot; or &amp;quot;M4 ENHANCED CARBINE&amp;quot; in the case of the 778, and also due to the fact that it post-dates the M4 development it has the wider M4 handguard with the double heat shield. There are a couple of pictures of the &amp;quot;enhanced&amp;quot; guns [https://www.ar15.com/forums/ar-15/Colt_andamp__34_Enhancedandamp__34__series_/118-223095/ here].  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 20:00, 1 February 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== When did SureFire introduce the M500 series handguard light? ==&lt;br /&gt;
[[File:M4 SWAT-1-.jpg|thumb|none|500px|M4A1 with Trijicon TA47 ACOG scope and Surefire M500AB weaponlight. This is one of the screen-used weapons seen in ''[[S.W.A.T. (2003)|S.W.A.T.]]'' - 5.56x45mm.]]&lt;br /&gt;
&lt;br /&gt;
This is just general curiosity on my part. The earliest-datable pictorial representation of it I can find is an M500A version mounted to an AR-15 carbine on the box art for [[SWAT 3: Close Quarters Battle]], first released in 1999. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 08:50, 22 February 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:Couldn't find any info by Googling, but the late-1990s is when I personally remember them first becoming available, even though the 628 had been available for the MP5 for quite some time before that. Also, while it's not mentioned on the page for the movie, I seem to recall that some of the M4s in ''[[Universal Soldier: The Return]]'' (the M4s not fitted with M203s) also were fitted with them - I think that's the first time I ever saw them in a movie. -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 21:04, 5 March 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'd have to rewatch Return to check for sure on that, since I haven't seen it in years (those DTV sequels with Matt Battaglia that came between the original and Return have traumatized me) and the only M4 screencap we have on its page shows one with a flashlight attached to a front sight post mount [http://www.gggaz.com/images/detailed/1/SLiC_Thing_Sling_And_Light_Combo_Mount.jpg like this]. The very first time I ever saw a Surefire handguard was either a picture of the loadout menu in a SWAT game shown in a gaming magazine or the cover art for Ghost Recon: Island Thunder (can't remember which one), which was in the early 2000s. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:57, 22 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It's been years since I saw ''[[Universal Soldier: The Return]]'' myself (and considering it's such an awful movie, I have no desire to see it again), but my recollection is that the M4s in the movie which have M203s have the flashlights attached by clamp to the FSP, while other Army Rangers in the movie are seen with M4s that have the Surefire M500A, and no M203 at all. Those are the ones to look for if you watch the movie again. -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 20:48, 23 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I'll have to push myself to watch it again to be sure, but I'm pretty sure ''all'' the Rangers in that scene had M203s because I do remember Deveraux being first handed an M16 and him saying that &amp;quot;unloading one of these into them will just piss them off&amp;quot;, after which he takes an M4/M203 and says something along the lines of &amp;quot;best to just blow them up and hope the pieces don't keep fighting.&amp;quot; Just to point out, though, you ''can'' put a Surefire M500 handguard on an M4-type carbine with an M203 since all the hardware and functionality for the light is contained in the upper handguard unit. I've seen a pic of an M4/M203 with an M500AB on it in a book I have, though I can't seem to find it online. Being able to reach the on/off switch for the light with your finger on such a configuration is a different matter entirely, though. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 09:16, 25 May 2019 (EDT)&lt;br /&gt;
:::::Found the pic[http://www.infobarrel.com/media/image/128212_max.jpg] [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 04:57, 14 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Separating out the M4 Block II and Mark 18 Mod 1 / closing out the &amp;quot;Daniel Defense M4&amp;quot; page ==&lt;br /&gt;
&lt;br /&gt;
We had this discussion earlier on the page, but I think it's time to revive it. So, I'll ask again: Should we give the M4 Block II and Mark 18 Mod 1 their own separate entries?&lt;br /&gt;
&lt;br /&gt;
[[File:SOPMODBII.jpg|thumb|none|500px|M4A1 Block II - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MK18MOD1.jpg|thumb|none|500px|Mk 18 Mod 1 with Crane stock, Daniel Defense MK18 RIS II, and folding sights - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
To begin, I acknowledge that we need to define what the &amp;quot;M4 Block II&amp;quot; and &amp;quot;Mark 18 Mod 1&amp;quot; are, since both variants are by-products of the SOPMOD Block II kit, which also gave the U.S. military accessories such as the EOTech 553 and ATPIAL. So, I propose the following: '''IMFDB defines the &amp;quot;M4 Block II&amp;quot; and &amp;quot;Mark 18 Mod 1&amp;quot; as any 14.5-inch or 10-inch AR (respectively) which features the Daniel Defense RIS II forearm in any variant (with either the front-sight post slot or low-profile gas block).'''&lt;br /&gt;
&lt;br /&gt;
This should be a definition that is most easily comprehensible to most IMFDB users, since the RIS II was the primary difference between the SOPMOD Block II kit and the older Block I kit which featured KAC's rails. How we implement this new definition:&lt;br /&gt;
* Create a new &amp;quot;M4/M4A1 Block II&amp;quot; section just beneath the current &amp;quot;M4/M4A1 Carbine&amp;quot; section which explains how we define an &amp;quot;M4/M4A1 Block II&amp;quot;. The current picture of an M4 Block II that resides under the current section would be the lead picture in the new Block II section.&lt;br /&gt;
* Separate the Mark 18 Mod 0 and Mark 18 Mod 1 from each other - and take the Mark 18 Mod 1 picture currently under the &amp;quot;Mark 18 Mod 0&amp;quot; section and make it into the lead picture for the section.&lt;br /&gt;
* Consequently, we should also probably get rid of the [[Daniel Defense M4]] page that exists now, and add most of those rifles into the new M4 Block II and Mark 18 Mod 1 sections. I recognize, of course, that some of DD's ARs do not correspond to my typeology, since DD made AR rifles which featured the RIS II forearm, but also various barrel lengths other than 14.5&amp;quot; and 10.3&amp;quot; (such as the MK12, which actually appeared in a TV series). I have no problem giving those variants separate entries on this same page.&lt;br /&gt;
&lt;br /&gt;
We could also possibly re-title the current M4/M4A1 Carbine section to refer to the &amp;quot;M4/M4A1 Block I&amp;quot;, even though I realize that there are tons of pages on IMFDB which still refer to the weapons as just &amp;quot;M4&amp;quot; or &amp;quot;M4A1&amp;quot; and we can't change them all (some of those pages even pre-date the widespread fielding of the M4 Block II with SOCOM).&lt;br /&gt;
&lt;br /&gt;
What does everyone think? Is this a good idea, and is it practical? -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 21:04, 5 March 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
The Block II setups only started appearing in media relatively recently, so if separating is done, best to do it sooner rather than later because the amount of work will only increase (the reason I'm hesitant about the below suggestion of dissolving the M16/M4 w/M203 sections is due to the sheer number of pages that would need to be modified). I think keeping the Daniel Defense M4 page is a good idea because we do have cases of legitimate DD guns (or at least upper receivers) appearing in movies and games ([[Mile 22]] and [[Ghost Recon Wildlands]] come to mind), but any ID of a DD gun should be based on something more defining, such as an armorer testimony or seeing the &amp;quot;DDM4&amp;quot; logo somewhere on it, than just having an RIS II forearm. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:39, 22 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Good idea, I'll try to get started soon. Agree that we want to tackle this issue sooner, before M4 Block IIs start to appear more frequently in the media (IRL, it's only in the last few years that they were fully standardized within SOCOM).&lt;br /&gt;
&lt;br /&gt;
::Regarding the Daniel Defense page, I think what would make sense is to keep it, but also movie the DDM4A1 and DD Mark 18 entries (which are DD's equivalents to the M4 Block II and Mark 18 Mod 1, respectively) into the new entries that I am creating on this page. I'll add a re-direct at the top of the Daniel Defense page so that viewers know that those guns appear elsewhere. Though while I'm at it: I don't know why the Daniel Defense guns have their own page in the first place. -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 21:11, 23 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Having one set of rifles classified under headings on two different pages seems like it might be a bit confusing to me. Further, I think the DDM4 line being DD's &amp;quot;equivalent&amp;quot; to the military guns doesn't necessarily merit their inclusion in the Block II section since various other AR manufacturers have 14&amp;quot; and 10&amp;quot; guns that could meet that same hypothetical standard when applied to other headings (the Norinco CQ to the M4A1, for example), making it a jumbled mess with the only relating factor being that they're based on the AR-15 and have RIS II handguards. Also, not totally sure if this is entirely relevant here, but keep in mind that the RIS IIs originally designed for the M4 [https://i.ytimg.com/vi/0ybvLmohW5o/hqdefault.jpg had cutouts for the front sight post], just like many of DD's commercial guns. The version currently part of the Block II M4 configuration was meant for the M16, but somebody during testing had the idea that they could put the longer rail on the M4 with a low profile gas block and use a flip-up front sight instead of the fixed FSP, giving the user a cleaner sight picture. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 07:34, 24 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::About why the Daniel Defense guns have their own page, well that’s on me. These DD guns were originally in the &amp;quot;Commercial Copies of the M16 Rifle series&amp;quot; section of the page, and I thought that this didn’t make much sense since they didn’t seem like clones at all (one of my posts above was questioning it). I then figured that like the [[LWRC SRT rifle series]] page, I would split out the page into its own individual thing. Yes, I know, rash decision and all. Not gonna do that again. I understand. Just trying to explain why they were in their own page in the first place. If you want them merged back to the M16 page I can help with that. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 12:55, 24 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::So, I haven't fixed the hyperlinks from the Daniel Defense guns on various movie/TV/video game pages which went to the Daniel Defense page, but I'll get to it. Otherwise, I've (mostly) separated out the M4 Block II and Mk 18 Mod 1 entries on this page - as you can see. (Work was delayed on the Mk 18 Mod 1 due to IMFDB server issues last night.)&lt;br /&gt;
&lt;br /&gt;
:::::I think that the basis for keeping the DD guns on this page, and not the Daniel Defense page, is that they are mil-spec equivalents and (as we've seen) are often used as stand-ins for the military guns (which use Colt/FN lowers, instead of being wholly manufactured by Daniel Defense). Being able to have the DD guns on this page allows me to compare the actual mil-spec guns to the DD clones so that I can point out visual differences for users - that's how we'll empower IMFDB's user base to make more accurate identifications. I have no problem with keeping a separate page for Daniel Defense's rifles that are not clones of military builds (such as the DDM4V1, which uses an Omega rail and 16&amp;quot; barrel - making it very different from the M4 Block II with the RIS II FSP, even though it has resemblance). Also, if we want to put other clones of the M4 Block II and Mk 18 Mod 1 under those entries, I have no problem with it - but I think you're going to find that it's moot because we have a unique circumstance (Independent Studio Services, the largest armory in Hollywood, stocks mostly DD guns and uses them to stand-in for the military rifles).&lt;br /&gt;
&lt;br /&gt;
:::::Spartan: Regarding the RIS II FSP: This is not the &amp;quot;original&amp;quot; version of the M4 RIS II. Both the standard RIS II and the RIS II FSP have been around since the inception of the SOPMOD Block II program. Actually, in the early years in which the RIS II began general issue in SOCOM (roughly 2010-2014), the standard version was more common, but in the last few years, there's been a trend (at least in USASOC) towards use of the RIS II FSP. See a really cool Reptile House entry on the RIS II FSP in the wild, [https://thereptilehouseblog.com/2018/05/14/fsp/ here]. Personally, I like the standard RIS II better - which is what I'm running on my own DDM4A1 - but I guess the Green Berets beg to differ. -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 13:55, 25 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::I guess I should have worded that differently. I know both versions have been around since the inception, but the RIS II FSP was the one originally made with the M4 in mind while the &amp;quot;standard&amp;quot; RIS II was intended for the M16. At least, that's what SMGLee said on MP.net back when SOCOM was still testing the different RIS II contenders (the others were the KAC URX and a modified ARMS SIR, IIRC). SF only ''just recently'' got their RIS IIs now with USASOC's URG-I undergoing field trials? Man, poor guys. But if they prefer the RIS II FSP over the RIS II, more power to them. I suppose a fixed front sight is one less thing to lose and a lot less easy to break than a folding rail-mounted one, though. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 20:29, 25 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::Spartan: Gotcha, I misunderstood. What SMGLee said sounds plausible, but kinda unlikely to me, given that by 2005 (when the RIS II contenders were undergoing testing), nobody in SOCOM was using full-size M16s anymore. I'd have to see NSWC Crane's RIS II solicitation to see if it even mentioned that the rail had to be compatible with an M16-length rifle.&lt;br /&gt;
&lt;br /&gt;
:::::::Personally, I don't like the RIS II FSP because the gas block/front sight post is right where my thumb naturally falls when C-clamping my rifle. I'd also be worried about burning my thumb on the FSP after extended shooting sessions (500+ rounds), without wearing gloves (actually, even with gloves, I'd be nervous). As for the URG-I (read: M4A1 Block III), I suspect that those are still at least a few years away from service (vice testing), but I do think it's pretty ridiculous that the RIS II took as long as it did to become fully standardized in SOCOM, when the commercial AR-15 market started trending towards modular rails not too long after the first RIS II full-rate production contract was issued. -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 12:48, 26 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::::The URG-I is a USASOC-specific program and not officially part of the SOPMOD Block progression line, so calling it &amp;quot;M4A1 Block III&amp;quot; is a tad bit inaccurate. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:40, 28 June 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dissolve the M16/M4/M4A1 with M203 sections? ==&lt;br /&gt;
&lt;br /&gt;
I don't see any reason for these sections' existence. M203 is generally covered as an attachment in the Notes or Mods section, and also have a full page for themselves. Some of the parts in these sections are also already covered elsewhere on the page, like the one in Scarface (which is neither an M16 or fitted with an M203; instead it's a full auto converted AR-15 with a faux M203) These sections in their current states serve little purpose and can be easily merged with the rest of the page for consistency. Can these sections be dissolved, and their contents moved to the M203 page or elsewhere on the page? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 20:25, 20 March 2019 (EDT)&lt;br /&gt;
:Any opinions? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 17:48, 18 May 2019 (EDT)&lt;br /&gt;
:: ''&amp;quot;Shaddup! People are trying to sleep here!&amp;quot;'' &amp;lt;BR&amp;gt; Lol, I kid. That said, I'm fairly indifferent but I agree the sections seem quite redundant though. If one's willing to do the work of making sure the respective AR/M16 entries are in the appropriate AR sections and the particular M203 variant entries are on that page's sections likewise, along with making sure the links are squared away, I suppose it'd be ok. But don't look to me as a final say on that or anything. As for the work.. uh, I'm busy. :P [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 21:42, 18 May 2019 (EDT)&lt;br /&gt;
:::I don't have any problem with that. I was hesitant at first since the way they are presented right now could prevent the M16/M4 sections from being too long, but then again, many of the movies/video games mentioned in the M203 sections are indeed covered in the M16/M4 sections, so yeah it does make sense to get rid of the M203 section and merge the rest of the media. I'd like to see the opinion of an admin though. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:01, 19 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does any admins have any opinions? If nobody has any objections I'll get started on it soon. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 15:59, 21 May 2019 (EDT)&lt;br /&gt;
:It would actually make more sense for you to message one of them first (such as MT2008, given his noticeable involvement with this page), in case they didn't see this topic. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:11, 22 May 2019 (EDT)&lt;br /&gt;
:: I agree, direct messaging might be more expedient, but as for MT2008 while he was a main contributor to this page he's also not on too often - I'd go with one of the more regular Admins like Ben41, FCM, commando552, and/or Evil Tim. [[Administrators|There's a list]] showing all the admins including which ones are best for quick responses. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 12:39, 22 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::For what it's worth, I'm fine with getting rid of those entries on this page, and moving them to the M203 page. Those entries are, as far as I can recall, an artifact of the early days of IMFDB, when the M203 didn't have its own page. Of course, when documenting M16/M4/etc. entries on this page, continue to make footnotes that an M203 is attached, and maybe hyperlink to the appropriate M203 entry. -[[User:MT2008|MT2008]] ([[User talk:MT2008|talk]]) 20:45, 23 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: Right. I'll start merging the section with the M203 page. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 13:15, 24 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== M4 History &amp;amp; XM4 Carbine Facts ==&lt;br /&gt;
&lt;br /&gt;
So the M4 Carbine all started in 1982, when the US Government ask Colt for a new M16 Carbine. In 1983, Colt want to improve the XM177E2 with some features with the M16A2. So they created the first model of the XM4 (Colt 720). The XM4 at first was suppose to be the variant of the CAR-15/Colt Commando series. At first, it was an CAR-15 with Slickside upper receiver (Came from the Colt AR-15 Sporter Carbine), an A2 lower receiver, an A2 pistol grip, an 14 inch barrel, a 2nd Generation Collapsible, and a A1 Flash Hider, Front sight block with bayonet lug. In 1986, Colt reworked on the weapon with big improvements. With a full A2 receiver, and improve 3rd Generation Collapsible, and a A2 Flash Hider. In 1987 Colt improve the new prototype handguard to protect the shooter's hand from heat. However the gun have a lot of problems with the bolt. In 1987, Colt focus on other weapons. Now, the GAU-5A was improve to become the GUU-5P, and the XM177 was improve to become the M4, but the Colt 653 (M16A1 Carbine) become the Colt 723. Colt was focusing on developing on the Colt 723 which was an improvement Colt 653 with the A2 parts. The weapon was used by Delta Force though out the 1980's. In 1988, Colt created the Colt 727, which is was an improvement version of the Colt 723. The Colt 727 was not part of the XM4 Program. The XM4 Carbine was ignore at that time. In fact, the Colt 727 was going to be the standard issue weapon at the time. In 1990, Bushmaster joins Colt to help out with the XM4 Program. In 1991, Colt finished the gun, and it was later become the M4. The M4 was a fix A2 upper receiver, until Colt add the flattop in 1993. It was first used in combat in the Invasion of Haiti. So any weapon in video game that has the Colt 727 with three round burst should be renamed to the Colt 720 or XM4 Carbine. So I hope that you have understand the history of this weapon. I been studying a these weapons. If there's one thing I have a hard time, is the history of the M4A1. Many people believe that the M4A1 was the Colt 727. Some people are saying that the weapon was the Colt 721, which is a fully auto Colt 720. Some people are saying that the Colt 727 came from the Colt 721. Some people are saying that the weapon was originally going to be called the M4E1 when it first appear. Some people are saying that the M4A1 is a Colt 727 with improve handguard. I really don't know. Let me know about the M4A1.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 15:17, 31 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Commercial Copies of the M16 Rifle series&amp;quot;==&lt;br /&gt;
I'm somewhat confused by what this section is talking about. Is this section about derivatives of the AR-15 platform or actual commercial copies of the military weapons? Is Ferfrans SCW, with its Delayed Sear Activation System thingamajig, a clone of a military weapon? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 00:23, 27 August 2019 (EDT)&lt;br /&gt;
:Any answers? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 00:53, 22 September 2019 (EDT)&lt;br /&gt;
::Perhaps the section could be named a bit better; it essentially seems to be any AR derivative that isn't an original Colt/Diemaco, whether civilian- or military-oriented. It's a bit of an odd way to name the section, but it does make some sense. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 10:06, 22 September 2019 (EDT)&lt;br /&gt;
:::What do we call it then? &amp;quot;Non-Colt AR-15 Derivatives&amp;quot;? We also have to deal with the intro paragraph of the section, which is not that relevant to things like the Ferfarns SCW. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 10:25, 22 September 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'm gonna argue that due to the widespread nature of the AR-15 platform, and the sheer number of derivatives of it, it is impossible to meaningfully distinguish a commercial clone of a military Colt-made AR-15 and an AR-15 derivative that is not based on any Colt model; this distinction may have once been meaningful during a time when there's less AR-15 derivative models out there, but by the present day the class of &amp;quot;commercial clone of a military Colt-made AR-15&amp;quot; is no longer so clear, and all of these models are just AR-15 derivatives. As such, I am going to argue that all of the individual guns in that section should be split off into their own pages (most likely sorted by company), and the section should then be cut. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 06:32, 21 June 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
Is anyone willing to offer any comments on my proposal? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 04:50, 10 August 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
==M4LE and LE6921==&lt;br /&gt;
In a rare bit of confusion I'm having on AR variants, are the M4LE carbine and LE6921 the same model or two different models with similar specs? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:47, 29 December 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Should the Colt ACR have a sub section on the M16 rifle series page or get its own separate page? ==&lt;br /&gt;
&lt;br /&gt;
I'm willing to write an article for it, I'm just wondering is it different enough to get its own page or should be another sub section on the M16 rifle series page. --[[User:Living Corpse|Living Corpse]] ([[User talk:Living Corpse|talk]]) ??:??, 27 December 2021 (EST)&lt;br /&gt;
:Does it appear in any media that is currently listed on IMFDB? I see that Colt ACR is mentioned as a base for sci-fi &amp;quot;Bolt ACR&amp;quot; in ''Cruelty Squad'' but I'm not sure it's enough to make an entry for this gun as the gun in the game resembles the real ACR only marginally. --[[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 10:21, 27 December 2021 (EST)&lt;br /&gt;
: P.S. Please don't forget to sign your posts by using the Signature button or simply &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;. --[[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 10:21, 27 December 2021 (EST)&lt;br /&gt;
:Sorry, I'm still new to the site. Yeah sadly I don't see it appearing in media again anytime soon in a more realistic depiction of the rifle. Shame, a lot of prototype guns are cool but unless your name is G11, HK CAWS or Steyr ACR to a lesser extent, you go mostly unknown. The H&amp;amp;R SPIW was lucky to get a video game appearance as a mostly realistic gun instead of a sci-fi weapon. --[[User:Living Corpse|Living Corpse]] ([[User talk:Living Corpse|talk]]) 12:54, 28 December 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
== Very first prototype of the M4 Carbine (or Colt Commando) developed in 1959 ==&lt;br /&gt;
&lt;br /&gt;
I’m going to introduce to you the Colt ArmaLite AR-15 Tanker. The prototype of the Colt 607 (CAR-15 Submachine Gun).&lt;br /&gt;
[[File:Colt ArmaLite AR-15 Tanker.jpeg|thumb|none|450px|Colt ArmaLite AR-15 Tanker - 5.56x45mm NATO]]&lt;br /&gt;
This weapon was developed in late 1959, and it was an experimental weapon for close quarters. It was the very first AR-15 that used a telescopic stock, and it was also one of the first carbine AR-15s. They are other variants of the Colt ArmaLite AR-15 (Colt 601). There’s the Colt ArmaLite AR-15 SBR (which became the CAR-15 Carbine), Colt ArmaLite AR-15 Carbine (which became the CAR-15 Survival Rifle), Colt ArmaLite AR-15 LMG (which became the CAR-15 HBAR), and the Colt ArmaLite AR-15 with an experimental forward assist (which became the XM16E1 and resulted into the M16A1), although this weapon was developed in 1961. I have photos of all these weapons with the exception of the experimental forward assist.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 21:16, 3 June 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Colt_ArmaLite_AR-15_Tanker.jpeg&amp;diff=1581872</id>
		<title>File:Colt ArmaLite AR-15 Tanker.jpeg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Colt_ArmaLite_AR-15_Tanker.jpeg&amp;diff=1581872"/>
		<updated>2023-06-03T21:06:37Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: Developed in late 1959 as a variant of the Colt ArmaLite AR-15. It’s one of the experimental weapons from Colt. It was improved to become the Colt 607 in late 1964.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Developed in late 1959 as a variant of the Colt ArmaLite AR-15. It’s one of the experimental weapons from Colt. It was improved to become the Colt 607 in late 1964.&lt;/div&gt;</summary>
		<author><name>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops&amp;diff=1573033</id>
		<title>Call of Duty: Black Ops</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops&amp;diff=1573033"/>
		<updated>2023-04-21T16:52:25Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: /* M203A1 grenade launcher */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Call of Duty: Black Ops&lt;br /&gt;
|picture = Cover BLACKOPS final.jpg&lt;br /&gt;
|caption = ''Official Box Art''&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|date= 2010&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&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Black Ops''''' (also known as ''CoD:BO'' or ''BO'' and often referred to as &amp;quot;''Blops''&amp;quot;) is the seventh main installment of the ''[[Call of Duty|Call of Duty series]]'' and the sequel to ''[[Call of Duty: World at War]]''. Developed by Treyarch and published by Activision, the game was released worldwide on November 9, 2010 for the PC, PS3, Xbox 360, Wii and Nintendo DS. The game sold over $1 billion after six weeks of its release.&lt;br /&gt;
&lt;br /&gt;
The storyline takes place during the Cold War of the 1960s, where the player assumes control of two main characters: Alex Mason (voiced by [[Sam Worthington]]), a Captain in the USMC who is recruited to the CIA and SOG, and his handler Jason Hudson (voiced by [[Ed Harris]]), a CIA special agent. Both are on a mission to track down the three men responsible for the development of a powerful biochemical weapon code-named Nova 6. Accompanying Mason and Hudson on their mission are several non-playable characters including Frank Woods (voiced by [[James C. Burns]]), a former USMC Sergeant and fellow member of SOG; Joseph Bowman (voiced by [[Ice Cube]]), a Chief Petty Officer of the U.S. Navy SEALs, and Viktor Reznov (voiced by [[Gary Oldman]]), a former World War II Soviet Army Captain (returning from ''[[Call of Duty: World at War]]'') who served under two of the men now being hunted, until he was betrayed by them.&lt;br /&gt;
&lt;br /&gt;
Legacy weapons featured in ''World at War'' exclusive to either singleplayer or Zombies are marked with (*) for the purposes of the wiki.&lt;br /&gt;
&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&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;
=Overview=&lt;br /&gt;
Many of the mechanics of the weapons, attachments and the loadouts were retained in previous entries (beyond renaming some of the perks). One significant difference is the method of unlocking weapons in this game: rather than obtaining the weapon from the get-go when leveling up, weapons must be purchased through the use of CODPoints (as in, normal game currency and not premium currency used in later games) in order to utilize them, though the player still needs to be leveled up in order to buy them. Attachments and camouflages can now be obtained as soon as the weapon is bought rather than completing challenges, though they must be purchased with CODPoints in order to be used as well. One weapon in every category in multiplayer (exempting the launchers) are designated as classified weapons, with the weapon information and icon hidden and locked until the player buys the weapon after obtaining all of the previous weapons in its category.&lt;br /&gt;
&lt;br /&gt;
Create-A-Class has been expanded from its previous iteration. Player characters can have their models changed by their perks instead of their primary weapons, and they can be customized with a variety of face camo. Reticles and lenses for the weapon sights can now be customized, and one can etch a clan tag to their weapon as well. Secondary weapons consist of fewer weapon categories compared to ''Modern Warfare 2'', being only able to carry a handgun, a launcher or a &amp;quot;special&amp;quot; weapon (which is either a ballistic knife or a crossbow). Shotguns return to the primary weapon category and some machine pistols are available as submachine guns. Some exotic special weapons are available in multiplayer as killstreaks.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, all handguns, the Skorpion, MAC-11, PM-63, Kiparis and the Model 10 can be dual-wielded. The CZ 75 as well the latter three machine pistols are available dual-wielded in singleplayer, while the M1911, HS-10 and PM-63 can be upgraded through the &amp;quot;Pack-A-Punch&amp;quot; machine to be dual-wielded. Standalone melee weapons have been expanded in ''Black Ops'', though most of them appear in singleplayer and Zombies, not in multiplayer.&lt;br /&gt;
&lt;br /&gt;
'''See the [[Talk:Call of Duty: Black Ops|discussion page]] for miscellaneous weapon and attachment information.'''&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==ASP==&lt;br /&gt;
The [[ASP]] is featured in the game. In singleplayer, Mason uses an ASP in &amp;quot;Operation 40&amp;quot; set in 1961 Cuba, and it is also used by the Cuban soldiers and police in the same level. Its appearance in the hands of Cubans in 1961 is anachronistic and out-of-place, as it was not developed until the 1970s, and was developed in America for American special forces. A more historically-accurate choice would have been the [[Smith &amp;amp; Wesson Model 39]] (1954), on which the ASP was based. Another historically accurate choice would be the [[Walther PPK]] due to its similar round capacity and compact size.&lt;br /&gt;
&lt;br /&gt;
It is not available for the player in any fashion in Zombies mode, though game files of it are still referenced within the game.&lt;br /&gt;
&lt;br /&gt;
[[Image:ASP 9.jpg|thumb|none|300px|ASP - 9x19mm.  This is the firearm used in the production of the film ''[[Cobra (1986)|Cobra]]''.]]&lt;br /&gt;
[[File:CODBO ASP (1).jpg|thumb|none|600px|The initial draw animation of the ASP has a quick racking of the slide.]]&lt;br /&gt;
[[File:CODBO ASP (6).jpg|thumb|none|600px|An OP 40 holds an ASP in the &amp;quot;Hotel&amp;quot; DLC level.]]&lt;br /&gt;
[[File:CODBO ASP (7).jpg|thumb|none|600px|Aiming down the unique &amp;quot;guttersnipe&amp;quot; sight.]]&lt;br /&gt;
[[File:CODBO ASP (8).jpg|thumb|none|600px|Reloading. Due to the embargo on Cuba, shortages have forced the use of low-resolution ammunition.]]&lt;br /&gt;
[[File:CODBO ASP (2).jpg|thumb|none|600px|Empty reload, with the spent mag visible.]]&lt;br /&gt;
[[File:CODBO ASP (3).jpg|thumb|none|600px|Drawing dual ASPs - the slides are released to chamber both pistols.]]&lt;br /&gt;
[[File:CODBO ASP (4).jpg|thumb|none|600px|Dual ASPs in idle.]]&lt;br /&gt;
[[File:CODBO ASP (5).jpg|thumb|none|600px|Reloading; the left pistol's empty mag is barely visible.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
Just like in ''[[Call of Duty: World at War]]'', the M1911 resembles a mix between a WW2 A1 slide and trigger and an anachronistic Series 80 frame. It is found in singleplayer, multiplayer, and zombie mode. In multiplayer, it can be dual wielded, and available attachments include a suppressor, extended magazines, and upgraded iron sights. In Zombies, it is the starting weapon, and has an eight-round capacity instead of the seven-round capacity of the campaign and multiplayer.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, the M1911 has a standard parkerized finish, while in multiplayer and zombies, it has a bright nickel finish. The scene where Mason visualizes himself drawing an M1911 on President John F. Kennedy is the only instance where the multiplayer nickel-plated M1911 appears in singleplayer.&lt;br /&gt;
&lt;br /&gt;
Two [[M1911]]s can be seen in the hands of Alex Mason on the game's cover art; these have tally marks etched on them, and one of them has the name &amp;quot;Sally&amp;quot; engraved on it (based on the gun's upgrade in zombie mode, the other weapon is presumably &amp;quot;Mustang&amp;quot;). The upgraded variant allows to be dual-wielded and it fires deadly grenade rounds along with other benefits. The trend of having a starter handgun fire grenade rounds when upgraded is something that is repeated in other games that feature a Zombies mode, until ''Black Ops Cold War''.&lt;br /&gt;
&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|350px|none|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Series80blued.jpg|thumb|none|350px|Blued Colt MK IV Series 80 - .45 ACP]]&lt;br /&gt;
[[File:NickelPlatedM1911A1.jpg|thumb|350px|none|Nickel Plated Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:CODBO M1911 SP (1).jpg|thumb|none|600px|The original M1911, as used in singleplayer mode. Note that it appears to have the serrated hammer of a [[Colt MK IV Series 80]]. Note also the cocked hammer, just like in ''World At War''. Oddly, the slide is parkerized, but the frame and magazine are blued.]]&lt;br /&gt;
[[File:CODBO M1911 SP (2).jpg|thumb|none|600px|Aiming the campaign M1911.]]&lt;br /&gt;
[[File:CODBO M1911 SP (3).jpg|thumb|none|600px|Reloading the pistol.]]&lt;br /&gt;
[[File:CODBO M1911 JFK (1).jpg|thumb|none|600px|Mason visualizes himself drawing an M1911 on President John F. Kennedy. Perhaps one of the side effects of the brainwashing causes his brain to mirror objects: this 1911 is seen with its controls, markings, and ejection port on the wrong side. The hammer is also uncocked.]]&lt;br /&gt;
[[File:CODBO M1911 JFK (2).jpg|thumb|none|600px|Mason points his uncocked .45 at the President in his trance. Note the portrait of Abraham Lincoln in the background.]]&lt;br /&gt;
[[File:CODBO M1911 (1).jpg|thumb|none|600px|The initial draw animation of the M1911. The character locks the slide back and then releases it.]]&lt;br /&gt;
[[File:CODBO M1911 (2).jpg|thumb|none|600px|The nickel-plated Colt in idle.]]&lt;br /&gt;
[[File:CODBO M1911 (3).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:CODBO M1911 (4).jpg|thumb|none|600px|Reloading the pistol.]]&lt;br /&gt;
[[File:CODBO M1911 (5).jpg|thumb|none|600px|When drawing dual M1911 pistols, the character flashily locks back the slides on both pistols.]]&lt;br /&gt;
[[File:CODBO M1911 (6).jpg|thumb|none|600px|And then releases them. It looks like the ejection port of the pistol on the left is solid.]]&lt;br /&gt;
[[File:CODBO M1911 (7).jpg|thumb|none|600px|Holding dual M1911s.]]&lt;br /&gt;
[[File:CODBO M1911 (8).jpg|thumb|none|600px|Ejecting spent magazines.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The [[Colt Python]] appears in-game as the &amp;quot;Python&amp;quot;. In singleplayer, the Python appears to be Mason's preferred sidearm, as he starts with it in &amp;quot;Executive Order&amp;quot;, and pulls one out of nowhere to save a downed Woods in &amp;quot;SOG&amp;quot; and clear Vietcong tunnels in &amp;quot;Victor Charlie.&amp;quot; In &amp;quot;Payback,&amp;quot; a group of Viet Cong forces the captured Mason and Woods to play Russian roulette with a snub nosed Python. In multiplayer, it appears with the full length barrel by default, and the Snub Nose is available as an attachment, which decreases the amount of visual kick in exchange for less damage (in reality, this would increase kick and decrease range, so such a trade-off would make little sense on a real gun when concealability is not a concern).&lt;br /&gt;
&lt;br /&gt;
The Python has a rather nonsensical default reload animation, which shows the player character ejecting the entire contents of the cylinder (using gravity and not the ejector rod, no less) and then inserting as many rounds as would be needed to replace those actually fired, one at a time; the only way for this to work is if the ejector selectively ejected only the fired rounds, which it doesn't in reality. Like the Colt Anaconda from ''Modern Warfare 2'', when reloading, the player character holds the revolver muzzle up and dumps rounds instead of using the ejector rod. The speedloader attachment replaces the nonsensical individual round reload with a more sensible speedloader reload. Notably, the Python's reload shenanigans would be repeated in ''many'' of Treyarch's later ''Call of Duty'' games. Strangely, when firing the Python, the sound of casings hitting the ground can be heard as if it operated as a shell ejecting pistol.&lt;br /&gt;
&lt;br /&gt;
Aside from the Snub Nose and the Speedloader, a Colt Sporter Scope is also available as an attachment for the Python, under the incorrect moniker of &amp;quot;ACOG Scope&amp;quot;. A Python with speedloaders appears as the first weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:ColtPython6In.jpg|thumb|350px|none|Colt Python - .357 Magnum]]&lt;br /&gt;
[[File:Coltpython25.jpg|thumb|none|300px|Colt Python Snub Nose with 2.5&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:CODBO Python (1).jpg|thumb|none|600px|The draw animation has the player-character perform a quick brass check and cylinder spin.]]&lt;br /&gt;
[[File:CODBO Python (2).jpg|thumb|none|600px|Holding the Colt Python in Nuketown.]]&lt;br /&gt;
[[File:CODBO Python (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO Python (4).jpg|thumb|none|600px|Reloading the cylinder, round-by-round. The animation shows every round going into the same chamber as the cylinder never rotates, which is easily visible on PC with a high FoV setting.]]&lt;br /&gt;
[[File:CODBO Python (5).jpg|thumb|none|600px|Properly closing the cylinder, ''MW2''-style.]]&lt;br /&gt;
[[File:CODBO Python (6).jpg|thumb|none|600px|Ejecting all the rounds at the start of a speedloader reload.]]&lt;br /&gt;
[[File:CODBO Python (7).jpg|thumb|none|600px|Dropping the speedloader after loading in the rounds and about to swing the cylinder shut. This is the same animation as seen on the S&amp;amp;W Model 27 in [[Call of Duty: World at War]].]]&lt;br /&gt;
[[File:CODBO Python (8).jpg|thumb|none|600px|Drawing dual Colt Pythons.]]&lt;br /&gt;
[[File:CODBO Python (9).jpg|thumb|none|600px|Dual Colts in idle.]]&lt;br /&gt;
[[File:CODBO Python (10).jpg|thumb|none|600px|Reloading; also the same animations as the dual Colt Anacondas in ''MW2''.]]&lt;br /&gt;
[[File:CODBO Python (11).jpg|thumb|none|600px|Pointing a snub-nosed Python at comrade Castro.]]&lt;br /&gt;
[[File:BlackOps-Python-3.jpg|600px|thumb|none|A VC Bookie hands a snub-nosed Colt Python to Mason.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75==&lt;br /&gt;
The [[CZ 75|&amp;quot;Pre-B&amp;quot; CZ 75]] pistol is featured in the game, along with its machine pistol variant, the CZ 75 Automatic. In singleplayer, it is used by Hudson in the level &amp;quot;Numbers&amp;quot; and Mason in &amp;quot;Payback&amp;quot;, and the Soviet Spetsnaz use both the normal semi-auto and machine pistol variants. In multiplayer, the &amp;quot;Full-Auto Upgrade&amp;quot; attachment turns the weapon into the CZ 75 Automatic. Other multiplayer attachments include night sights, extended mags, suppressor, and dual-wielding.&lt;br /&gt;
&lt;br /&gt;
In-game, its basic capacity is 12 rounds in singleplayer and multiplayer and 15 rounds in zombies, and using the extended magazines attachment in multiplayer extends its capacity to 18 rounds. Dual-wielded CZ 75s in singleplayer have 20-round capacities, and dual wielding the CZ 75 in zombies reduces its capacity to 12. ''All'' these capacities are completely incorrect; the in-game CZ 75 is 9x19mm as identified in the game files, which has a 16-round capacity in reality.&lt;br /&gt;
&lt;br /&gt;
The CZ 75 is highly anachronistic to ''Black Ops'': not only did production first start in 1975, but the automatic variant wasn't introduced until 1992. A more historically accurate choice for a semi-automatic high-capacity 9mm pistol would have been the [[Browning Hi-Power]] (introduced in 1935, and actually used in Vietnam), and a historically accurate choice for a fully-automatic pistol would have been the Soviet [[Stechkin APS]] (introduced in 1951, and actually used by Spetsnaz). The [[CZ 52]] was also another period Czech sidearm within the Communist Bloc.&lt;br /&gt;
&lt;br /&gt;
[[File:Cz75.jpg|thumb|none|350px|&amp;quot;Pre-B&amp;quot; CZ 75 - 9x19mm]]&lt;br /&gt;
[[File:CODBO CZ75 (1).jpg|thumb|none|600px|Racking the CZ 75's slide in the equip animation.]]&lt;br /&gt;
[[File:CODBO CZ75 (2).jpg|thumb|none|600px|The CZ in-game.]]&lt;br /&gt;
[[File:CODBO CZ75 (3).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:CODBO CZ75 (4).jpg|thumb|none|600px|Reloading the CZ 75.]]&lt;br /&gt;
[[File:CODBO CZ75 (5).jpg|thumb|none|600px|Pulling the slide to chamber a round.]]&lt;br /&gt;
[[File:CODBO CZ75 (6).jpg|thumb|none|600px|Equipping dual CZs.]]&lt;br /&gt;
[[File:CODBO CZ75 (7).jpg|thumb|none|600px|Reloading the twin pistols.]]&lt;br /&gt;
[[File:Cz75fa.jpg|thumb|none|350px|CZ 75 Automatic with spare magazine - 9x19mm]]&lt;br /&gt;
[[File:CODBO CZ75 (8).jpg|thumb|none|600px|Reloading the CZ 75 Automatic.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] appears in in the game, though not available in Zombies mode. Although it has a heel-mounted magazine release, it still uses the same reload animation as the M1911 and the CZ 75, which have their magazine releases behind the trigger. It is modeled with an adjustable rear sight, which is only found on the civilian version. A pair of Makarovs make up the second weapon tier of Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File: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;
[[File:CODBO Makarov (1).jpg|thumb|none|600px|Drawing the Makarov PM; the second half of the same animation shown earlier on the M1911.]]&lt;br /&gt;
[[File:CODBO Makarov (2).jpg|thumb|none|600px|Holding the Makarov.]]&lt;br /&gt;
[[File:CODBO Makarov (3).jpg|thumb|none|600px|Aiming with the adjustable IJ-70-style rear sight, which is actually from the 1990s.]]&lt;br /&gt;
[[File:CODBO Makarov (4).jpg|thumb|none|600px|Reloading. Note that the bullets in the magazine are obviously just a texture put on the side of the mag.]]&lt;br /&gt;
[[File:CODBO Makarov (5).jpg|thumb|none|600px|Double the Makarovs.]]&lt;br /&gt;
[[File:CODBO Makarov (6).jpg|thumb|none|600px|Reloading the two Makarovs.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33(*)==&lt;br /&gt;
Capt. Viktor Reznov uses a [[Tokarev TT-33]] and flashlight to clear the ship in the World War II mission &amp;quot;Project Nova.&amp;quot; Kravchenko uses a TT-33 to execute German POWs in the same mission. British commandos that later appear during the same mission also nonsensically draw one if knocked into Last Stand (instead of it, they could have used a much more suitable M1911, which is already in the game).&lt;br /&gt;
&lt;br /&gt;
[[File:TT-33-Wartime.jpg|thumb|none|350px|Tokarev TT-33 - 7.62x25mm Tokarev. Pre-1947 version. Tula Arsenal (Soviet Union) Note CCCP printing around the star on the plastic grips.]]&lt;br /&gt;
[[File:CODBO TT-33 (1).jpg|thumb|none|600px|The Tokarev TT-33/flashlight combo in idle.]]&lt;br /&gt;
[[File:CODBO TT-33 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CODBO TT-33 (3).jpg|thumb|none|600px|Dropping a magazine while holding the flashlight with the left hand.]]&lt;br /&gt;
[[File:CODBO TT-33 (4).jpg|thumb|none|600px|About to thumb the slide release on an empty reload.]]&lt;br /&gt;
[[File:CODBO TT-33 (5).jpg|thumb|none|600px|Kravchenko executes prisoners with a TT. He kills the last one with a knife after running out of ammo, probably because the third-person model doesn't show the slide lock back or the slide stop was frozen in place. Note the guard behind him dual wielding a PPSh and a Mosin M38 sniper rifle as if the latter has a pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P38(*)==&lt;br /&gt;
At the end of the first part of the World War II flashback mission &amp;quot;Project Nova,&amp;quot; Dr. Friedrich Steiner waits for the Soviet troops with a [[Walther P38]] drawn, after using it to dispatch his own guards. In the following sequence, he holds a Mosin-Nagant M38 carbine with the P38 model still erroneously present in his hand. This is the only place where the Walther P38 is seen.&lt;br /&gt;
&lt;br /&gt;
[[File:P38Black.jpg|thumb|none|350px|Walther P38 WWII dated with black grips - 9x19mm]]&lt;br /&gt;
[[File:CODBO P38.jpg|thumb|none|600px|The Walther P38 is in the right hand of Steiner.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Many of the submachine guns lack a buttstock by default, and gain one when the &amp;quot;Grip&amp;quot; attachment is used in multiplayer. This will also change the first draw animation, with the user unfolding the stock.&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K (#0001)==&lt;br /&gt;
An early [[Heckler &amp;amp; Koch MP5K]] is featured in the game, with a threaded barrel, the special wooden foregrip unique to serial number 0001, and using waffle pattern magazines. It is the fifth weapon tier in Gun Game. Its appearance is anachronistic: it appears in &amp;quot;Executive Order&amp;quot;, a level set in 1963, while in reality the HK54 prototype of the MP5 was developed in 1964, and the [[H&amp;amp;K MP5]] did not enter service until 1966. The first MP5K variant, depicted in the game, was not developed until 1976. &lt;br /&gt;
&lt;br /&gt;
A less anachronistic choice could have been the above full-length HK54 (1964). A more period-accurate choice for a contemporary compact German SMG could have been the [[Walther MPK]] (1963).&lt;br /&gt;
&lt;br /&gt;
[[File:MP5Kprototype.JPG|thumb|none|400px|Heckler &amp;amp; Koch MP5K serial number 0001 with 15-round &amp;quot;waffle&amp;quot; magazine - 9x19mm. Note wooden foregrip unique to this weapon.]]&lt;br /&gt;
[[File:CODBO MP5K (1).jpg|thumb|none|600px|Drawing the MP5K.]]&lt;br /&gt;
[[File:CODBO MP5K (2).jpg|thumb|none|600px|The MP5K being held.]]&lt;br /&gt;
[[File:CODBO MP5K (3).jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:CODBO MP5K (4).jpg|thumb|none|600px|Pulling back the charging handle...]]&lt;br /&gt;
[[File:CODBO MP5K (5).jpg|thumb|none|600px|...inserting new magazine...]]&lt;br /&gt;
[[File:CODBO MP5K (6).jpg|thumb|none|600px|...and slapping the handle forwards.]]&lt;br /&gt;
[[File:CODBO-MP5K-FPV.jpg|thumb|none|600px|An MP5K with an Elbit Falcon red dot sight (the &amp;quot;Red Dot Sight&amp;quot; attachment of ''Black Ops'') attached via standard HK claw type mount in &amp;quot;Executive Order&amp;quot;. The Elbit Falcon gunsight is anachronistic as it was produced in the 1980s in reality.]]&lt;br /&gt;
[[File:Bomp5s.jpg|thumb|none|600px|Aiming down the red dot sight.]]&lt;br /&gt;
[[File:CODBO-SMG.jpg|thumb|none|600px|Pre-release footage of the same MP5K prototype as shown above, but with part of the vertical foregrip missing for unknown reasons, giving it an appearance similar to the H&amp;amp;K [[UMP]]. In the final game, Woods' MP5K appropriately has the foregrip.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] with olive drab furniture is one of the available SMGs in-game. By default, it lacks the underfolding stock, but can equip one in multiplayer. It is one of the few historically accurate weapons in the game as the Uzi was actually used by S.O.G. recon teams during the Vietnam War.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi.jpg|thumb|none|400px|IMI Uzi - 9x19mm]]&lt;br /&gt;
[[File:CODBO Uzi (1).jpg|thumb|none|600px|Drawing the Uzi, attaching any sort of sight makes the hand clip through the said sight.]]&lt;br /&gt;
[[File:CODBO Uzi (2).jpg|thumb|none|600px|The Uzi in idle.]]&lt;br /&gt;
[[File:CODBO Uzi (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO Uzi (4).jpg|thumb|none|600px|Reloading. Note the magazine is slightly shorter than normal. The markings at the rear label the gun as &amp;quot;IZI&amp;quot; and the manufacturer as IWI. The latter is an anachronism, as IWI was established in 2005 (&amp;quot;IMI&amp;quot; should have been written instead). Other markings include &amp;quot;semi auto&amp;quot; and &amp;quot;MODEL B&amp;quot;, and the fire selector has &amp;quot;A-F-S&amp;quot; markings; these indicate that the weapon is a civilian model converted to full-auto.]]&lt;br /&gt;
[[File:CODBO Uzi (5).jpg|thumb|none|600px|Racking the charging handle to finish the empty reload.]]&lt;br /&gt;
[[File:CODBO Uzi (7).jpg|thumb|none|600px|Unfolding the stock when the &amp;quot;Grip&amp;quot; is equipped. The extended mag is also present.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11==&lt;br /&gt;
The [[MAC-11]] is available in the game. It lacks its telescoping stock by default, but can receive one via the Grip and Dual-Wield attachments (though using the latter would remain unfolded). It can be found in the campaign level &amp;quot;Redemption&amp;quot; and is the player's secondary weapon in that level as well. Its appearance is also anachronistic as it was not developed until 1972; the MAC-11's predecessor, the [[MAC-10]], would be more period appropriate, since it was developed in 1964 and actually used during the Vietnam War (albeit not put into service until 1970).&lt;br /&gt;
&lt;br /&gt;
[[File:Mac m11 9k.jpg|thumb|none|300px|MAC-11 - .380 ACP]]&lt;br /&gt;
[[File:CODBO M11 (1).jpg|thumb|none|600px|The MAC-11 in-game. Note the weld seams on the receiver, and charging handle incorrectly being forward; the MAC is an open-bolt weapon.]]&lt;br /&gt;
[[File:CODBO M11 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO M11 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO M11 (4).jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:CODBO M11 (5).jpg|thumb|none|600px|Dual-wielding MAC-11s. Though MAC-11s without the Grip attachment have the stock removed completely, dual wielded MACs have the stock in a collapsed position.]]&lt;br /&gt;
[[File:CODBO M11 (6).jpg|thumb|none|600px|MAC-11, now with its telescoping stock.]]&lt;br /&gt;
[[File:CODBO M11 (7).jpg|thumb|none|600px|Reloading a MAC-11 with the stock and extended mag. The extended magazine model is bugged and never moves during the animation.]]&lt;br /&gt;
[[File:BlackOps-MAC11-1.jpg|thumb|none|600px|A suppressed MAC-11 on a promotional artwork.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson(*)==&lt;br /&gt;
The [[Thompson M1A1]] fitted with a Cutts compensator is available in zombie mode for 1200 points in the zombie maps Nacht der Untoten, Verrückt, Shi No Numa and Der Riese, with a magazine capacity of 20 rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:Soldierwolf,20070107412.jpg|thumb|none|500px|M1A1 Thompson with 20-round magazine and Cutts compensator - .45 ACP]]&lt;br /&gt;
[[File:CODBOM1A1.jpg|thumb|none|600px|The Thompson in Zombies.]]&lt;br /&gt;
[[File:CODBOM1A1-1.jpg|thumb|none|600px|View down the &amp;quot;V&amp;quot; notch of the iron sights.]]&lt;br /&gt;
[[File:CODBO M1A1 (3).jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:CODBOM1A1-2.jpg|thumb|none|600px|Pulling the bolt back, which is not recommended on an open-bolt weapon with the finger still on the trigger.]]&lt;br /&gt;
&lt;br /&gt;
==MP40(*)==&lt;br /&gt;
The [[MP40]] is available for purchasing for 1,000 points in the Zombies maps &amp;quot;Kino der Toten,&amp;quot; &amp;quot;Verrückt,&amp;quot; &amp;quot;Shi No Numa,&amp;quot; &amp;quot;Der Riese&amp;quot; and &amp;quot;Call of the Dead.&amp;quot; It is also used by the Germans in the World War II flashback mission &amp;quot;Project Nova&amp;quot;. The MP40 in Zombies mode has a blued finish.&lt;br /&gt;
&lt;br /&gt;
[[File:MP40Side.jpg|thumb|none|500px|MP40 - 9x19mm]]&lt;br /&gt;
[[File:CODBO MP40 (2).jpg|thumb|none|600px|The MP40 in &amp;quot;Project Nova.&amp;quot;]]&lt;br /&gt;
[[File:CODBO MP40 (3).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:CODBO MP40 (4).jpg|thumb|none|600px|Reloading the SMG.]]&lt;br /&gt;
[[File:CODBO MP40 (1).jpg|thumb|none|600px|Pulling the bolt handle.]]&lt;br /&gt;
[[File:CODBO MP40 (5).jpg|thumb|none|600px|A not-frosty MP40 in &amp;quot;Kino der Toten.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==OTs-02 Kiparis==&lt;br /&gt;
The KBP Instrument Design Bureau [[OTs-02 Kiparis]] is an available submachine gun in-game. Its wire stock is removed by default, but is added back with the &amp;quot;Grip&amp;quot; attachment, like other submachine guns in the game. The final &amp;quot;classified&amp;quot; submachine gun unlocked in multiplayer (requiring all other submachine guns to be unlocked), it has a high rate of fire and tight hipfire spread, but has high recoil, low damage. It uses short 20 round magazines by default, and uses longer 30-rounders when Extended Mags is used. It appears in the hands of Spetsnaz operatives in the campaign and can be dual-wielded by the player.&lt;br /&gt;
&lt;br /&gt;
The Kiparis was designed in 1976, making it another anachronistic weapon. A similar looking and more adequate gun could have been the Soviet experimental Kalashnikov SMG (1947) or TKB-486 (1955).&lt;br /&gt;
&lt;br /&gt;
[[File:Kiparis1.jpg|thumb|none|500px|OTs-02 Kiparis with suppressor and LAM - 9x18mm Makarov]]&lt;br /&gt;
[[File:CODBO Kiparis (1).jpg|thumb|none|600px|Holding the Kiparis.]]&lt;br /&gt;
[[File:CODBO Kiparis (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO Kiparis (3).jpg|thumb|none|600px|Inserting a magazine.]]&lt;br /&gt;
[[File:CODBO Kiparis (4).jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
[[File:CODBO Kiparis (5).jpg|thumb|none|600px|Dual OTs-02 Kiparis submachine guns.]]&lt;br /&gt;
[[File:CODBO Kiparis (6).jpg|thumb|none|600px|Unfolding the Kiparis equipped with a stock.]]&lt;br /&gt;
[[File:BlackOps 2010-11-14 17-44-03-61.jpg|thumb|none|600px|A Kiparis with reflex sight during the mission &amp;quot;Numbers&amp;quot;. The reflex sight is based on the extremely rare Aimpoint Electronic (or Aimpoint MarkII), touted to be the first ever mass produced red dot sight. It is anachronistic as it was introduced in 1975.]]&lt;br /&gt;
[[File:BLACKOPS-OTS02.jpg|thumb|none|600px|A multiplayer character inserts a 30-round magazine into his gold plated OTs-02 Kiparis.]]&lt;br /&gt;
&lt;br /&gt;
==PM-63 RAK==&lt;br /&gt;
A [[PM-63 RAK]] is another available SMG. It uses 20 round magazines by default, and uses 30 round ones with Extended Mags (instead of the 15 and 25 round capacity in reality). The weapon gains its retractable stock when the Grip attachment is used. It appears in a level set in 1963, what can be conditionally considered historically correct, since the PM-63 was developed in 1956-1962 and introduced in 1963, although mass production did not start until the 1964. It is accurate for the rest of the game's time frame. A similar looking and more accurate submachine gun could have been the 7.62x25mm version of the Czech [[Sa.25]] SMG (1948), or, for a more exotic choice, the Soviet experimental Rukavishnikov SMG (1942).&lt;br /&gt;
&lt;br /&gt;
[[File:PM63.JPG|none|thumb|400px|PM-63 RAK - 9x18mm]]&lt;br /&gt;
[[File:CODBO PM-63 (1).jpg|thumb|none|600px|Drawing the weapon.]]&lt;br /&gt;
[[File:CODBO PM-63 (2).jpg|thumb|none|600px|Holding a PM-63.]]&lt;br /&gt;
[[File:CODBO PM-63 (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO PM-63 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO PM-63 (5).jpg|thumb|none|600px|Dual PM-63s. The front grips are folded down.]]&lt;br /&gt;
[[File:CODBO PM-63 (6).jpg|thumb|none|600px|Pulling out the retractable stock. This PM-63 also has the extended magazine.]]&lt;br /&gt;
[[File:CODBO PM-63 (7).jpg|thumb|none|600px|Holding the stocked PM-63.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41(*)==&lt;br /&gt;
The Russian soldiers, including Capt. Viktor Reznov and Pvt. Dimitri Petrenko, use the [[PPSh-41]] in the World War II flashback mission &amp;quot;Project Nova.&amp;quot; Since it is the same model, the PPSh-41 in Black Ops uses 35-round box-magazines like in ''[[Call of Duty: World at War]]'''s multiplayer mode.&lt;br /&gt;
&lt;br /&gt;
[[File:Ppsh41.jpg|thumb|none|500px|Soviet PPSh-41 Submachine Gun with 35 round stick magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:CODBO PPSh-41 (2).jpg|thumb|none|600px|The PPSh-41 in &amp;quot;Project Nova.&amp;quot;]]&lt;br /&gt;
[[File:CODBO PPSh-41 (3).jpg|thumb|none|600px|Aiming the PPSh.]]&lt;br /&gt;
[[File:CODBO PPSh-41 (4).jpg|thumb|none|600px|Reloading a 35-round stick magazine.]]&lt;br /&gt;
[[File:CODBO PPSh-41 (1).jpg|thumb|none|600px|Pulling the bolt.]]&lt;br /&gt;
[[File:CODBO PPSh-41 (5).jpg|thumb|none|600px|The PPSh-41 on Pvt. Gerasimov's back and also in Viktor Reznov's hands. Note the inaccurate proportions of the weapon, denoting that it is World at War's PPSh model.]]&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] is available in-game. It is depicted without its folding stock, but the unlockable Grip attachment adds and folds out the stock. It uses 20-round magazines, which increases to 30 with Extended Mags. It retains its 2-hit kill ability at close range from its ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'' counterpart, though it has a slightly altered bolt-racking animation on an empty reload. A pair of Vz. 61s makes up the sixth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
It first appears in 1961 segment during the mission &amp;quot;Operation 40&amp;quot;; while the vz. 61 was first made in 1961, it was not produced en masse until 1963, and there is no evidence of its use by Cuban forces at that time. The correct choice would be a [[Sa 23]], another compact Czech SMG, which was actually used by Cubans during the Bay of Pigs Invasion. The Skorpion is accurate for the rest of the game, including its use by the Viet Cong.&lt;br /&gt;
&lt;br /&gt;
[[File:CZ Vz.61.jpg|thumb|none|350px|Sa vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:CODBO Vz61 (1).jpg|thumb|none|600px|Drawing the Skorpion.]]&lt;br /&gt;
[[File:CODBO Vz61 (2).jpg|thumb|none|600px|Holding a Vz.61.]]&lt;br /&gt;
[[File:CODBO Vz61 (3).jpg|thumb|none|600px|Aiming down the rather small sights of the Vz. 61.]]&lt;br /&gt;
[[File:CODBO Vz61 (4).jpg|thumb|none|600px|Reloading the Skorpion.]]&lt;br /&gt;
[[File:CODBO Vz61 (5).jpg|thumb|none|600px|Racking the bolt, though the ejection port shows the bolt never moves.]]&lt;br /&gt;
[[File:CODBO Vz61 (6).jpg|thumb|none|600px|The Skorpion with a suppressor and its folding stock.]]&lt;br /&gt;
[[File:CODBO Vz61 (7).jpg|thumb|none|600px|Dual Vz. 61s, [[Goldeneye_007#Sa._Vz.61_Skorpion|Goldeneye style]].]]&lt;br /&gt;
[[File:CODBO Vz61 (8).jpg|thumb|none|600px|Tossing out spent magazines.]]&lt;br /&gt;
&lt;br /&gt;
==SITES Spectre M4==&lt;br /&gt;
The Italian [[Spectre M4]] is one of the available SMGs under the name &amp;quot;Spectre&amp;quot;, and has a 30-round capacity (increasing to 45 with extended mags). Its folding stock is absent by default, but is added when the &amp;quot;Grip&amp;quot; attachment is used in multiplayer. Its appearance is anachronistic, since it was not developed until the 1980s. More correct choices could have been the [[Franchi LF-57]] (1956) or the more similar looking [[Beretta M12|Beretta Model 12]] (1959), which saw use by American forces during the Tet Offensive in 1968.&lt;br /&gt;
&lt;br /&gt;
[[File:Sites Spectre.jpg|thumb|none|400px|Spectre M4 - 9x19mm]]&lt;br /&gt;
[[File:CODBO Spectre M4 (1).jpg|thumb|none|600px|A player character holds a Spectre M4.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (3).jpg|thumb|none|600px|Reloading the weapon.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (5).jpg|thumb|none|600px|Inserting a 45-round extended mag. Note that the magazine well is visibly modeled as a solid block.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (4).jpg|thumb|none|600px|Pulling back the bolt.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (6).jpg|thumb|none|600px|Unfolding the folding stock in the draw animation when the stock is equipped.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (7).jpg|thumb|none|600px|Holding the Spectre M4 with the stock, and also a suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk II(*)==&lt;br /&gt;
The [[Sten Mk II]] is carried by British commandos in the World War II flashback mission &amp;quot;Project Nova&amp;quot;, and is usable by the player.&lt;br /&gt;
&lt;br /&gt;
[[File:Sten.jpg|thumb|none|500px|Sten Mk II - 9x19mm]]&lt;br /&gt;
[[File:CODBO Sten (1).jpg|thumb|none|600px|The Sten in first person. As with most entries in the series, it is improperly held by the magazine.]]&lt;br /&gt;
[[File:CODBO Sten (2).jpg|thumb|none|600px|Looking through the weapon's rather simple iron sights. Like the [[Type 100 submachine gun|Type 100]], it is held at a slightly canted angle due to sharing the latter's animations.]]&lt;br /&gt;
[[File:CODBO Sten (3).jpg|thumb|none|600px|Reloading the Sten, with the uncharacteristically helpful aid of an empty magazine, also like the Type 100.]]&lt;br /&gt;
[[File:CODBO Sten (4).jpg|thumb|none|600px|Charging the SMG.]]&lt;br /&gt;
[[File:CODBO Sten (5).jpg|thumb|none|600px|British commandos with Sten Mk. II submachine guns. Note that, as a result of animation recycling, the man in the front of the shot isn't really &amp;quot;holding&amp;quot; his Sten ''per se''; instead, he seems to be supporting it with a grand total of about 3 fingers. The bolt is also incorrectly closed, on a side note.]]&lt;br /&gt;
[[File:CODBO Sten (6).jpg|thumb|none|600px|A Sten Mk II on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Type 100(*)==&lt;br /&gt;
The [[Type 100 submachine gun|Type 100]] appears in Shi No Numa and Der Riese for 1000 points.&lt;br /&gt;
&lt;br /&gt;
[[File:Type100 1944.jpg|thumb|none|500px|Arisaka Type 100 submachine gun (1944 - 1945 model) with magazine removed - 8x22mm Nambu]]&lt;br /&gt;
[[File:CODBO Type100 (1).jpg|thumb|none|600px|Holding the Type 100.]]&lt;br /&gt;
[[File:CODBO Type100 (2).jpg|thumb|none|600px|Aiming down sights. Note the rear sight appears to have been updated with white dots.]]&lt;br /&gt;
[[File:CODBO Type100 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO Type100 (4).jpg|thumb|none|600px|Pulling the bolt handle as Nikolai's wadded sleeves conspire to block out everything in the image.]]&lt;br /&gt;
&lt;br /&gt;
==Walther MPL==&lt;br /&gt;
The [[Walther MPL]] is one of the available SMGs, with a 32-round magazine. It can also be purchased off the wall in Zombies mode, where it incorrectly holds 24 rounds. It lacks a stock by default, but gets its wireframe folding stock when the &amp;quot;Grip&amp;quot; attachment is used. Despite being one of the few period-appropriate guns (1963), the MPL is not available in the single player campaign, and appears only in the multiplayer and Zombies modes.&lt;br /&gt;
&lt;br /&gt;
[[File:Walther mpl 1.jpg|thumb|none|450px|Walther MPL with stock extended - 9x19mm]]&lt;br /&gt;
[[File:CODBO MPL (1).jpg|thumb|none|600px|Drawing the MPL.]]&lt;br /&gt;
[[File:CODBO MPL (2).jpg|thumb|none|600px|The weapon in idle.]]&lt;br /&gt;
[[File:CODBO MPL (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO MPL (4).jpg|thumb|none|600px|The Walther MPL being reloaded.]]&lt;br /&gt;
[[File:CODBO MPL (5).jpg|thumb|none|600px|Pulling the bolt handle.]]&lt;br /&gt;
[[File:CODBO MPL (6).jpg|thumb|none|600px|The alternate draw animation when the weapon is equipped with the &amp;quot;Grip&amp;quot; attachment, which unfolds the &amp;quot;Grip&amp;quot;.]]&lt;br /&gt;
[[File:BLACKOPS-MPL-1.jpg|thumb|none|600px|An MPL with Elbit Falcon red dot sight and red camo. Note the HK claw mount.]]&lt;br /&gt;
&lt;br /&gt;
=Assault/Battle Rifles= &lt;br /&gt;
==AK Hybrid==&lt;br /&gt;
The weapon referred to as the &amp;quot;AK47&amp;quot; in-game is in fact a composite of several different AK variants. The main receiver of the rifle appears to be taken from an [[AKS-74]] (which is anachronistic, since it didn't see service until the very late 70s), along with an early 5.45x39mm steel magazine. The model has however been modified with other parts (possibly to make it more closely resemble the time period appropriate [[AK-47]] or [[AKM]] variants), including an AKM style front sight block and gas block, a Type 2 AK-47 wooden stock with a metal ferrule (which is actually a part of the receiver, not the stock), and a Type 3 AK-47 receiver-mounted rear sling loop. The handguard and grip resemble those from an ATI GSG AK47 .22LR rifle.&lt;br /&gt;
&lt;br /&gt;
In the singleplayer campaign, the Soviets and North Vietnamese Army use the hybrid AK with a variety of accessories. In both singleplayer and multiplayer, the Extended Mag attachment gives the AK an [[RPK-74]] magazine.&lt;br /&gt;
&lt;br /&gt;
[[File:Aks-74.jpg|thumb|none|500px|AKS-74 - 5.45x39mm. Image used to show the receiver.]]&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|500px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:AK-47 type II Part DM.jpg|thumb|none|500px|Type II AK-47 - 7.62x39mm. Image used to show the handguard and stock.]]&lt;br /&gt;
[[File:Ak74p.jpg|thumb|none|500px|Prototype AK-74 - 5.45x39mm. Image used to show the steel 5.45x39mm magazine.]]&lt;br /&gt;
[[File:CODBO AK-47 (1).jpg|thumb|none|600px|The AK in idle.]]&lt;br /&gt;
[[File:CODBO AK-47 (2).jpg|thumb|none|600px|Aiming down the hybrid AK's sights.]]&lt;br /&gt;
[[File:CODBO AK-47 (3).jpg|thumb|none|600px|Reloading; note the ATI GSG handguard lacking vent holes, which would probably cause overheating issues on a real AK, and an empty magazine being inserted. Also visible in this shot is the protrusion at the front of the receiver below the pair of rivets for the barrel trunion which is used to retain the AKS-74 stock in the folded position.]]&lt;br /&gt;
[[File:CODBO AK-47 (4).jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:BlackOps 2010-11-10 21-24-02-22.jpg|thumb|none|600px|An on-screen blip for picking up a dropped AK with the &amp;quot;Dual Mag&amp;quot; attachment, which consists of two magazines jungle-taped together, and speeds up the process of reloading. The player's own AK is equipped with a PK-AV scope, which serves as the &amp;quot;ACOG Scope&amp;quot; attachment for the AK-type and AK-like weapons in multiplayer, including the RPK, AKS-74U, Galil, and the SVD.]]&lt;br /&gt;
[[File:BlackOps 2010-11-14 17-09-41-46.jpg|thumb|none|600px|The hybrid AK with a 45-round RPK-74 magazine. Note the button at the rear of the receiver, which is used to fold the stock on the original AKS-74 rifle, along with the Type 3 AK-47-style sling loop fitted to the receiver just ahead of it.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] appears with the same &amp;quot;AK-74u&amp;quot; name used for the JG Beta-F Airsoft gun in ''[[Call of Duty 4: Modern Warfare]]'' and the same erroneous designation as a submachine gun; this one, however, is an actual AKS-74U, albeit depicted with a slightly longer barrel and gas tube. It has a black handguard, steel magazines, and no stock. An AKS-74U appears as the seventh weapon tier in Gun Game. Equipping a foregrip or the BS-1 grenade launcher alters the first draw animation to not dramatically chamber the first round.&lt;br /&gt;
&lt;br /&gt;
It is anachronistic to Black Ops, as it was not developed until 1979 (the full size variant, the AK-74, didn't enter service until 1974). A more accurate option would have been the Hungarian [[AMD-65]] carbine (1965), which was used as a compact weapon for Warsaw Pact vehicle crews.&lt;br /&gt;
&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:CODBO AKS-74U (1).jpg|thumb|none|600px|The AKS-74U in idle.]]&lt;br /&gt;
[[File:CODBO AKS-74U (2).jpg|thumb|none|600px|Looking through the sights.]]&lt;br /&gt;
[[File:CODBO AKS-74U (3).jpg|thumb|none|600px|Reloading. Note the odd shape of the gas tube/top handguard.]]&lt;br /&gt;
[[File:CODBO AKS-74U (4).jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Colt USAF M16 (Colt Model 604)==&lt;br /&gt;
The USAF variant of the original [[M16]] is available in the game, and can be identified by its M16E1 partial magazine fence lower and lack of forward assist. Its default 20-round magazine holds 30 rounds in gameplay, and the 30-round mag only appears with the Extended Mags attachment and holds 45 rounds (the same situation occurs with the &amp;quot;Commando&amp;quot; below).&lt;br /&gt;
&lt;br /&gt;
It is correctly depicted as firing fully-automatic in single player, but incorrectly uses a three-round burst fire mode in multiplayer and Zombie mode. Treyarch developer Josh Olin has stated that it was &amp;quot;an early prototype&amp;quot;, although the first variant that was capable of burst fire was the Model 605B (essentially a shorter barreled M16 with a four position selector switch tested in 1964) was fitted with a forward assist, unlike the weapon in game which also appears to have a standard weight barrel.&lt;br /&gt;
&lt;br /&gt;
When the M16 is mounted with optics, its carry handle, front sight and gas block are removed, which would prevent the gun from firing automatically. The shooter would have to manually rack the bolt to load the next round into the chamber, effectively making the gun a bolt action. This same goof was previously seen on the M16 and M4A1 in ''Call of Duty 4: Modern Warfare'' and ''Modern Warfare 2'', and can also be seen on the &amp;quot;Commando&amp;quot; in this game. Pre-release footage however, showed that the front sight was originally not removed when optics are mounted.&lt;br /&gt;
&lt;br /&gt;
Upgrading the M16 with the Pack-A-Punch machine in zombie mode turns it into the &amp;quot;Skullcrusher,&amp;quot; which fires laser-like rounds and mounts an [[M203 grenade launcher]]. Both the M16 and the M203 keep their normal ammunition count. An M16 appears as the ninth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:USAF Colt Model 604.jpg|thumb|none|500px|USAF M16 (Colt Model 604) - 5.56x45mm. This is an early model as indicated by its M16E1 type partial magazine fence lower.]]&lt;br /&gt;
[[File:CODBO M16 (1).jpg|thumb|none|600px|Drawing the M16.]]&lt;br /&gt;
[[File:CODBO M16 (2).jpg|thumb|none|600px|An M16 in idle. Note the 20-round mag.]]&lt;br /&gt;
[[File:CODBO M16 (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO M16 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO M16 (5).jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:CODBO M16 (6).jpg|thumb|none|600px|Reloading a 45-round-sized-30-round magazine.]]&lt;br /&gt;
[[File:M16 CoDBO SlabSide.jpg|thumb|none|600px|Carlos throws Mason an M16. Visible in this shot is the partial fence lower and lack of forward assist which identifies this as a Colt Model 604. Another thing to point out is the unusual length of the M203's barrel. A standard barrel length of an M203 is 12 inches (305mm) and usually the tip of the M203 runs parallel to the Bayonet lug of the M16. This might be due to the M16 being modeled smaller in 3rd person.]] &lt;br /&gt;
[[File:Shot0119.jpg|thumb|none|600px|Frank Woods with his M16. Note that the 3rd person model for the M16 is smaller than its real life counterpart.]]&lt;br /&gt;
[[File:BLOPS M16 misc1.jpg|thumb|600px|none|Mason gets ready to start blasting with his M16. The charging handle is not fully seated for some reason.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Commando&amp;quot;==&lt;br /&gt;
The weapon referred to in-game as the &amp;quot;Commando&amp;quot; appears to most closely resemble a [[GAU-5A/A]] with a fictional flat-topped receiver; the name likely refers to the Colt Commando series (a series of early AR-15 carbines made during the Vietnam War) which the GAU-5A/A is related to.&lt;br /&gt;
&lt;br /&gt;
It is fitted with a flash hider in place of the moderator, a configuration which was actually used by the US Air Force. Although the flat top appears to consist of a chopped off carry handle with bolted on rail, something that was actually done in the 80s by Olympic Arms and some other manufacturers before the introduction of actual flat-topped receivers by Colt, this setup would still be anachronistic for the time depicted period in this game (along with being a configuration never used by the US military). The concept of a scope rail fitted directly to the receiver in place of the carry handle is not completely anachronistic though, as the Rock Island Arsenal did an experiment with an AR-15 fitted with an integral Weaver scope rail known as the Model 656; however, the details of the design are significantly different, and the presence of a rail mounted Troy Battle Sight on the weapon can be considered anachronistic.&lt;br /&gt;
&lt;br /&gt;
Like the M16, the weapon by default uses 20-round magazines that hold 30 rounds in gameplay, and equipping the Extended Mags attachment gives it curved 30-round magazines that hold 45 rounds. Early screenshots and footage showed the straight magazine being modeled unusually long, as if it were stretched or partly falling out, but the final game has it at its proper length. &lt;br /&gt;
&lt;br /&gt;
Upgrading the &amp;quot;Commando&amp;quot; with the Pack-A-Punch machine in zombie mode turns it into the &amp;quot;Predator&amp;quot; (a reference to the [[Arnold Schwarzenegger|Schwarzenegger]] movie ''[[Predator]]''. ''[[Commando]]'' is also the name of another movie in which Schwarzenegger starred, hence the reference). The &amp;quot;Predator&amp;quot; fires laser-like rounds and has a forty-round magazine instead of thirty.&lt;br /&gt;
&lt;br /&gt;
Like the M16, mounting optics will remove the front sight and the gas block, which would realistically prevent the gun from firing automatically. This is only the case for the 1st person model however, with the 3rd person model correctly retaining the front sight and gas block.&lt;br /&gt;
&lt;br /&gt;
[[File:GAU-5AA with A1 flash hider.jpg|thumb|none|500px|GAU-5A/A with birdcage flash hider in place of the standard moderator - 5.56x45mm]]&lt;br /&gt;
[[File:CODBO Commando (1).jpg|thumb|none|600px|&amp;quot;Commando&amp;quot; in idle. Note the sling wrapped around the weapon and wedged behind the bolt release button; this would only be possible with the bolt locked open, meaning that the bolt would be permanently locked to the rear, rendering the weapon totally inoperable.]]&lt;br /&gt;
[[File:CODBO Commando (2).jpg|thumb|none|600px|Iron sights, which are rail-mounted Troy Battle Sights, similar to MW2. These sights are used on several other weapons. Interestingly, the Troy Battle Sight's model has improved from MW2, being depicted with more true to life knobs. These sights are however anachronistic to the setting, and the rear sight is also mounted backwards.]]&lt;br /&gt;
[[File:CODBO Commando (3).jpg|thumb|none|600px|Reloading the Commando. Note the lack of auto sear pin.]]&lt;br /&gt;
[[File:CODBO Commando (4).jpg|thumb|none|600px|Slapping the bolt release button.]]&lt;br /&gt;
[[File:CODBO Commando (5).jpg|thumb|none|600px|Reloading a Commando with several attachments, including dual mags.]]&lt;br /&gt;
[[File:Snapshot20100809133031.jpg|thumb|none|600px|Pre-release footage of a suppressed Commando with Elbit Falcon sight. Note the clan tag engraved on the charging handle. Also note that unlike in the final game, the front sight is shortened but still present.]]&lt;br /&gt;
[[File:CODBOAR-15a.jpg|thumb|none|600px|Frank Woods with his Commando and early Colt Scope. Note the early modeling mistake of the magazine.]]&lt;br /&gt;
[[File:CODBOAR15.JPG|thumb|none|600px|Promotional image showing the Commando. Note the Colt scope and the solid flash hider. The Colt Scope appears in BO1 as one of the many models for the &amp;quot;ACOG Scope&amp;quot; attachment (none of which being the Trijicon ACOG, which would be an anachronism).]]&lt;br /&gt;
&lt;br /&gt;
==Enfield XL60==&lt;br /&gt;
The [[Enfield L85 rifle series#XL64E5 IW|Enfield XL60]] is one the assault rifles available in the game, under the name &amp;quot;Enfield&amp;quot;. Hudson carries an Enfield fitted with an infrared scope and a Masterkey under-barrel shotgun during the singleplayer mission &amp;quot;Rebirth.&amp;quot; The Enfield is anachronistic as it was introduced after June 14, 1976; the presence of the [[Enfield EM-2]] ''Mamba'' (1951) would be more accurate (though it would extremely scarce, however). The ammo name for the Enfield XL60 in the game files is 7x43mm, which is the metric size of the .280 British caliber that was actually tested on the EM-2, but not on the XL60, which was chambered in 4.85x49mm.&lt;br /&gt;
&lt;br /&gt;
[[File:EnfieldXL64.jpg|thumb|none|500px|XL64E5 - 4.85x49mm]]&lt;br /&gt;
[[File:CODBO XL64 (1).jpg|thumb|none|600px|Drawing the XL60.]]&lt;br /&gt;
[[File:CODBO XL64 (2).jpg|thumb|none|600px|XL60 in idle.]]&lt;br /&gt;
[[File:CODBO XL64 (3).jpg|thumb|none|600px|Aiming through the iron sights, which are the same anachronistic Troy Battle iron sights as used on some of the other guns.]]&lt;br /&gt;
[[File:CODBO XL64 (4).jpg|thumb|none|600px|Reloading the XL60.]]&lt;br /&gt;
[[File:CODBO XL64 (5).jpg|thumb|none|600px|As in MW2, the &amp;quot;ACOG scope&amp;quot; model for the XL64 is a SUSAT. The SUSAT is also used as the &amp;quot;ACOG Scope&amp;quot; model for the AWM.]]&lt;br /&gt;
[[File:CODBO XL64 (6).jpg|thumb|none|600px|Aiming through the SUSAT.]]&lt;br /&gt;
[[File:Shot009120.jpg|thumb|none|600px|An XL60 on the ground with an IR scope attached.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
A prototype version of the [[FAMAS Valorisé]] appears in several levels, used by both CIA and Spetsnaz troops. Mason carries a FAMAS with multiple attachments in final level, &amp;quot;Redemption&amp;quot;. The FAMAS Valorisé is incredibly anachronistic (even for the game's standards) for the time period the game is set in (the 1960s): not only was the base weapon not developed until 1978, this specific variant didn't come into existence until the early 2000s. A more correct choice could have been the FA-MAS 54B bullpup configuration prototype (1954). A much more period and country-accurate choice for Spetsnaz could have been the one of the many Tula Arms Arsenal Soviet TKB prototypes from the 60s. The default iron sights of the weapon are the anachronistic rail mounted Troy Battle Sights. A FAMAS appears as the tenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
If upgraded with the Pack-A-Punch machine in zombies mode, it will turn into the &amp;quot;G16-GL35&amp;quot; (leet speak for GIGGLES), which fires laser-like rounds, has a forty-five round magazine instead of thirty, and a custom red dot sight. &lt;br /&gt;
&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|500px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm. This prototype can be distinguished from the final variant by the lack of fixed front sight ahead of the scope rail.]]&lt;br /&gt;
[[File:CODBO FAMAS (1).jpg|thumb|none|600px|Holding the FAMAS. Note it has the standard FAMAS bipod, compared to the Valorisé's bent bipod legs.]]&lt;br /&gt;
[[File:CODBO FAMAS (2).jpg|thumb|none|600px|Aiming through the rail-mounted iron sights.]]&lt;br /&gt;
[[File:CODBO FAMAS (3).jpg|thumb|none|600px|Reloading the FAMAS.]]&lt;br /&gt;
[[File:CODBO FAMAS (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==FG 42(*)==&lt;br /&gt;
The [[FG 42]] can be purchased in the Zombies map Der Riese for 1800 points and incorrectly holds 32 rounds instead of 20.&lt;br /&gt;
[[File:FG421stPattern.jpg|thumb|none|500px|First pattern FG 42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODBO FG 42 (1).jpg|thumb|none|600px|Holding the FG42 on Der Riese, near its spawn point.]]&lt;br /&gt;
[[File:CODBO FG 42 (2).jpg|thumb|none|600px|Aiming down sights, which still have a lot of zoom as they did in ''World at War'' outside of its multiplayer mode. The weapon is also visible on the wall here.]]&lt;br /&gt;
[[File:CODBO FG 42 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO FG 42 (4).jpg|thumb|none|600px|Takeo works the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] is seen mostly in the hands of Cuban soldiers and some NVA soldiers in the campaign, despite being the main service rifle of most of the Western powers throughout the Cold War. The rifle is aesthetically period correct, however the wooden furniture and semi-automatic fire mode would suggest that this weapon is more specifically the &amp;quot;G Series&amp;quot; FAL, the civilian version of the FAL which was imported into the US in the 1960s. It has an L1A1 &amp;quot;Hythe&amp;quot; foldable rear sight with the front leaf of the sight absent and only the rear leaf with enlarged aperture being used in game.&lt;br /&gt;
&lt;br /&gt;
It appears to stand in for the so called &amp;quot;Cuban FALs&amp;quot;, a batch of Belgian made FALs which were ordered by the Battista government just before its end. The FALs ended up in the Communist rebels' hands and were eventually used in the Bay of Pigs invasion. The G series were essentially the same as the Cuban rifles but with slight modification. The usage of FALs by the NVA forces meanwhile is historically dubious.&lt;br /&gt;
&lt;br /&gt;
[[File:Fn fal g series.jpg|thumb|none|500px|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO FAL (1).jpg|thumb|none|600px|The FN FAL in idle.]]&lt;br /&gt;
[[File:CODBO FAL (2).jpg|thumb|none|600px|Looking through the &amp;quot;Hythe&amp;quot; sights, the presence of which on Cuban FALs would be historically questionable.]]&lt;br /&gt;
[[File:CODBO FAL (3).jpg|thumb|none|600px|Inserting a new magazine, which is visibly empty.]]&lt;br /&gt;
[[File:CODBO FAL (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CODBO FAL (5).jpg|thumb|none|600px|Reloading the jungle-style dual mags on a FAL with a custom weapon finish.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43(*)==&lt;br /&gt;
The [[Gewehr 43]] costs 600 points in the Zombies maps Verrückt, Shi No Numa, and Der Riese. Holds 10 shots in the magazine.&lt;br /&gt;
&lt;br /&gt;
[[File:K43 nc.jpg|thumb|none|500px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODBO G43 (1).jpg|thumb|none|600px|Holding the G43.]]&lt;br /&gt;
[[File:CODBO G43 (2).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CODBO G43 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO G43 (4).jpg|thumb|none|600px|Inserting a new magazine on empty.]]&lt;br /&gt;
[[File:CODBO G43 (5).jpg|thumb|none|600px|Releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G11 K2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G11|Heckler &amp;amp; Koch G11 K2]] is one of the assault rifles in the game, and is used by Dr. Daniel Clarke in the level &amp;quot;Numbers.&amp;quot; As in real life, it fires in 3-round bursts, at a very high rate of fire with incredible accuracy and close to zero recoil, but suffers from low damage. The magazine is correctly depicted as reciprocating when firing. &lt;br /&gt;
&lt;br /&gt;
The weapon is erroneously depicted with rail mounted iron sights by default (which are in themselves anachronistic Troy Battle Sights); G11s were never designed with iron sights, and instead incorporated a scope (which is an available attachment in-game). In multiplayer, it can be fitted with only two attachments: &amp;quot;Low Power Scope&amp;quot; or &amp;quot;Variable Zoom&amp;quot;. The Low Power Scope is actually based on the actual sight built into the real G11 K2, and replaces the rail assembly. The scope of the Variable Zoom is a rail-mounted sniper scope instead.&lt;br /&gt;
&lt;br /&gt;
Its appearance in the 1960s is anachronistic; the G11 was not fully developed until the late 1980s, and working prototypes were not created until the early 1970s. The particular G11 K2 variant depicted in game was made in 1989. A more appropriate choice of exotic rifle for the era would have been one of the Project SALVO (1951) prototypes, the bullpup SPIW (Special Purpose Individual Weapon) from Project NIBLICK (1960s) or one of the many Tula Arms Arsenal Soviet TKB prototypes from the 60s; though how would a British scientist hiding in Hong Kong procure any of such prototypes is a mystery.&lt;br /&gt;
&lt;br /&gt;
Upgrading the G11K2 with the Pack-A-Punch machine in Zombies mode turns it into a more powerful version called &amp;quot;G115 Generator&amp;quot;; it fires laser-like rounds, but has the normal ammunition capacity.&lt;br /&gt;
&lt;br /&gt;
[[File:G11K2 left.jpg|thumb|none|500px|Heckler &amp;amp; Koch G11 K2 - 4.73x33mm]]&lt;br /&gt;
[[File:CODBO G11K2 (1).jpg|thumb|none|600px|Drawing the G11 shows its cocking animation, which is a full rotation of the charging knob.]]&lt;br /&gt;
[[File:CODBO G11K2 (2).jpg|thumb|none|600px|Holding the default railed G11.]]&lt;br /&gt;
[[File:CODBO G11K2 (3).jpg|thumb|none|600px|Aiming down through the Troy Battle Sights.]]&lt;br /&gt;
[[File:CODBO G11K2 (4).jpg|thumb|none|600px|The G11 with its Low Power Scope.]]&lt;br /&gt;
[[File:CODBO G11K2 (5).jpg|thumb|none|600px|The reticle of the Low Power Scope.]]&lt;br /&gt;
[[File:CODBO G11K2 (6).jpg|thumb|none|600px|Reloading the G11. The player removes the magazine without pressing the release button behind the sight, though given the scarce information of the weapon at the time, it would be somewhat understandable.]]&lt;br /&gt;
[[File:CODBO G11K2 (7).jpg|thumb|none|600px|Inserting a new magazine stick. The two extra mags are never used.]]&lt;br /&gt;
[[File:CODBO G11K2 (8).jpg|thumb|none|600px|Looking at the ''Aurora australis'' with a white, scoped G11 K2.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[IMI Galil ARM]] is available in the game. It has a thirty-five round magazine with a medium rate of fire. The standard rear sight for the Galil is the flip-up tritium night sights instead of the flip peep-sights, raised dramatically to accommodate the camera's point of view. The carry handle is on the wrong side and the handguard is from the Galil AR, which does not have the underside cutout for the bipod, although it appears to still contain it. The ammo name for the Galil in the game files is 7.62x51mm, despite the in-game weapon clearly being the 5.56x45mm version.&lt;br /&gt;
&lt;br /&gt;
Its appearance is anachronistic, as the Galil series of rifles was not developed until the late 1960s, and did not enter service until 1972. A more adequate choice could have been a full auto [[AR-18]] (1962), a somewhat similar-looking rifle that fired the same 5.56 round. Another adequate choice could have been the [[Rk 62]] (also 1962), a Finnish rifle that inspired the Galil but fired the Russian 7.62x39mm round.&lt;br /&gt;
&lt;br /&gt;
Upgrading a Galil with the Pack-A-Punch machine in zombie mode will turn it into the &amp;quot;Lamentation&amp;quot;; fitted with a red dot sight (which has a blue lens and an unusual blue reticle) and a sci-fi camo pattern, it fires laser-like rounds. &lt;br /&gt;
&lt;br /&gt;
[[File:Galil.jpg|thumb|500px|none|IMI Galil ARM - 5.56x45mm]]&lt;br /&gt;
[[File:CODBO Galil (1).jpg|thumb|600px|none|Drawing the Galil. In an inversion of all the other weapons, the Galil is simply brought to hand when first equipped but the character uses the carry handle when re-equipping it from secondary weapons or gadgets.]]&lt;br /&gt;
[[File:CODBO Galil (2).jpg|thumb|600px|none|Holding a Galil ARM.]]&lt;br /&gt;
[[File:CODBO Galil (3)mwstore.jpg|thumb|600px|none|Aiming down the flip-up night sights, though the front sight is a little too high. Note also that one of the rear peep sights has been removed to clear the sight plane, despite that the night sight has also been lengthened enough that this wouldn't be a problem.]]&lt;br /&gt;
[[File:CODBO Galil (4).jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
[[File:CODBO Galil (5).jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:CODBO Galil (6).jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[File:Shot0022222.jpg|thumb|600px|none|Upgraded Galil in Zombies mode. Note the added rail mount mounting the red dot sight.]]&lt;br /&gt;
[[File:Shot002783.jpg|thumb|600px|none|Looking through the red dot sight of the upgraded weapon. Note the unusual reticle.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine(*)==&lt;br /&gt;
The [[M1 Carbine]] can be purchased in zombie mode for 600 points in the maps Nacht der Untoten, Shi No Numa and Der Riese. It is now appropriately called M1 Carbine (unlike in ''World at War'', where it was referred to as the M1A1 folding stock variant).&lt;br /&gt;
&lt;br /&gt;
[[File:M1-Carbine.jpg|thumb|none|500px|WW2 era M1 Carbine with spare magazine pouch - .30 Carbine]]&lt;br /&gt;
[[File:CODBOM1Carbine.jpg|thumb|none|600px|An M1 Carbine in &amp;quot;Nacht der Untoten.&amp;quot;]]&lt;br /&gt;
[[File:CODBOM1Carbine-1.jpg|thumb|none|600px|View down the aperture sights.]]&lt;br /&gt;
[[File:CODBOM1Carbine-2.jpg|thumb|none|600px|Reloading the M1 after seeing off some of the Third Reich's undead.]]&lt;br /&gt;
[[File:CODBOM1Carbine-3.jpg|thumb|none|600px|Chambering a fresh round.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand(*)==&lt;br /&gt;
The [[M1 Garand]] is available for 600 points in the Zombies maps Verrückt and Shi No Numa.&lt;br /&gt;
[[File:M1 Garand.jpg |thumb|none|500px|M1 Garand - .30-06]]&lt;br /&gt;
[[File:CODBO M1 Garand (1).jpg|thumb|none|600px|Holding the Garand.]]&lt;br /&gt;
[[File:CODBO M1 Garand (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO M1 Garand (3).jpg|thumb|none|600px|Reloading the Garand mid-clip.]]&lt;br /&gt;
[[File:CODBO M1 Garand (4).jpg|thumb|none|600px|Inserting a new clip.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14 Rifle]] is one of the assault rifles (correctly, battle rifle) used in-game and also distinguished by its firepower, it is not present in the singleplayer campaign, despite being historically accurate. For some reason, it uses an eight-round magazine in zombie mode despite using a twenty-round one in single-player and multiplayer modes. The magazine change is likely to substitute the M1 Garand in Zombies mode maps present in ''Black Ops'', though it is inferior in some statistics (namely reload time and reserve ammo) when compared to each other.&lt;br /&gt;
&lt;br /&gt;
Various attachments can be fitted: [[M203 grenade launcher]], flamethrower, Colt scope, red dot sight, reflex sight, [[Knight's Armament Masterkey]] shotgun, suppressor, foregrip, IR scope and extended magazine. It is the only weapon in its class that can use the Grip attachment; in turn, it is one of only two weapons that whose models are not modified in any way with the Extended Mags attachment equipped (the other being the M60), and the only mag-fed one of the two. An M14 is used as the eighth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
Though the weapon is semi-automatic only, the in-game model bears a heavy resemblance to the M14E2/M14A1 LMG variation, including its pistol grip and a bipod (albeit one of the same Harris-like design used on the Mk 14 in ''[[Call of Duty: Modern Warfare 2]]'' rather than the E2's normal bipod), with the Grip attachment also taking the form of the E2's folding grip.&lt;br /&gt;
&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|500px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M14E2SAW.jpg|thumb|none|500px|M14E2 Light Machine Gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO M14 (1).jpg|thumb|none|600px|Drawing the M14.]]&lt;br /&gt;
[[File:CODBO M14 (2).jpg|thumb|none|600px|Holding the M14. ]]&lt;br /&gt;
[[File:CODBO M14 (3).jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:CODBO M14 (4).jpg|thumb|none|600px|Reloading. Its reload animations are taken from ''[[Call of Duty: Modern Warfare 2]]'''s [[Call of Duty: Modern Warfare 2#Mk. 14 Mod 1 EBR|Mk 14 EBR]].]]&lt;br /&gt;
[[File:CODBO M14 (5).jpg|thumb|none|600px|Pulling the bolt.]]&lt;br /&gt;
[[File:CODBO M14 (6).jpg|thumb|none|600px|The M14 with a foregrip.]]&lt;br /&gt;
[[File:CODBO M14 (7).jpg|thumb|none|600px|The M14 with the M203 grenade launcher, which gives it big M16-styled heat shields.]]&lt;br /&gt;
[[File:Shot0083.jpg|thumb|none|600px|M14 with Colt scope and Ice camo in idle. Note the cut-off front sight.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG==&lt;br /&gt;
The [[Steyr AUG]] is available in the game. The AUG A1 with its Swarovski scope is found in the singleplayer and Zombie mode, while the railed AUG A2 is used in multiplayer, with the anachronistic rail mounted Troy Battle Sights by default. Attaching the &amp;quot;ACOG Scope&amp;quot; to the multiplayer AUG A2 turns it back into the AUG A1 with its Swarovski scope. In singleplayer, the AUG A1 only used in levels set in the Ural Mountains. It is painted with an arctic camo, and is equipped with a suppressor in some of the scenes.&lt;br /&gt;
&lt;br /&gt;
Its appearance in the game is anachronistic, as the level takes place in 1968 but the prototype for the AUG was not patented until 1974 and was not introduced into Austrian military service until 1977, entering wide service in 1978. The A2 variant depicted in multiplayer was not developed until 1997. A more period-accurate choice could have been the [[H&amp;amp;K G3]] (1958) or [[HK33]] (1968). An AUG appears as the eleventh weapon tier in Gun Game.&lt;br /&gt;
 &lt;br /&gt;
A weird visual glitch exists on the AUG when it is equipped with any of the sights; the scope mount will actually slide backwards along the weapon to meet the user's eye when the weapon is aimed.&lt;br /&gt;
&lt;br /&gt;
If upgraded with the Pack-A-Punch machine in zombie mode, it will turn into the &amp;quot;AUG-50M3&amp;quot; (leet speak for AUGSOME, a play on the word awesome), firing laser-like rounds and attached with a [[Knight's Armament Masterkey]], but both weapons keep their normal ammunition counts. Reloading the AUG-50M3's Masterkey counts each reloaded shell twice, allowing the player to reload all six rounds with just three shells.&lt;br /&gt;
&lt;br /&gt;
The AUG lacked its foregrip in the beta, but has it in the final game.&lt;br /&gt;
&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|500px|Steyr AUG A1- 5.56x45mm]]&lt;br /&gt;
[[File:SteyrAUGSR.jpg|thumb|none|500px|Steyr AUG Special Receiver - 5.56x45mm. NATO AUG A2 models are the Austrian military firearm, the imported weapon into the U.S. was named the AUG Special Receiver.]]&lt;br /&gt;
[[File:CODBO AUG (1).jpg|thumb|none|600px|The default multiplayer AUG A2, with its Picatinny rails.]]&lt;br /&gt;
[[File:CODBO AUG (2).jpg|thumb|none|600px|Aiming down the rail mounted iron sights.]]&lt;br /&gt;
[[File:CODBO AUG (3).jpg|thumb|none|600px|The multiplayer AUG fitted with the &amp;quot;ACOG Scope&amp;quot;, which turns it into an AUG A1 with a Swarovski scope.]]&lt;br /&gt;
[[File:CODBO AUG (4).jpg|thumb|none|600px|Aiming down the scope.]]&lt;br /&gt;
[[File:CODBO AUG (5).jpg|thumb|none|600px|Reloading the surprisingly detailed, but empty magazine.]]&lt;br /&gt;
[[File:CODBO AUG (6).jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
[[File:CODBO AUG (7).jpg|thumb|none|600px|The AUG as seen with a higher-than-normal FoV in &amp;quot;WMD,&amp;quot; when the game shifts player control between the SR-71 Blackbird navigator and Hudson.]]&lt;br /&gt;
[[File:Skydivingcodbo.jpg|thumb|none|600px|Our skydiving protagonist takes &amp;quot;two is one and one is none&amp;quot; to a new level when he carries an AUG to complement his primary weapon: another AUG. You know, in case one explodes or something.]]&lt;br /&gt;
[[File:59.jpg|thumb|none|600px|Beta Steyr AUG without foregrip in hands of Agent Weaver. Note how he's holding it by the barrel; a bad idea in real life...]]&lt;br /&gt;
[[File:COD BO AUG 3rd person.jpg|thumb|none|600px|Agent Weaver with a Steyr AUG in the final version of the game. Note the foregrip, the presence of which Weaver seems to still be ignoring.]]&lt;br /&gt;
&lt;br /&gt;
== Stoner 63A ==&lt;br /&gt;
The [[Stoner 63A]] in its assault rifle configuration appears in the game, classified as a light machine gun. In singleplayer, it is found in the final level &amp;quot;Redemption&amp;quot;, where it is always found with an Extended Mag. In multiplayer, it is unlocked as the last light machine gun. The extended mags attachment gives the weapon just a longer standard magazine that increases the ammo count from 30 to 60 rounds, while in reality belt-fed LMG configuration of the Stoner could also be equipped with a 100 round ammo box or a 150 round drum magazine for special operations.&lt;br /&gt;
&lt;br /&gt;
[[File:Stoner 63 Assault Rifle.jpg|thumb|none|500px|Stoner 63, Assault Rifle configuration - 5.56x45mm NATO]]&lt;br /&gt;
[[File:CODBO Stoner63 (1).jpg|thumb|none|600px|Holding the Stoner 63.]]&lt;br /&gt;
[[File:CODBO Stoner63 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO Stoner63 (3).jpg|thumb|none|600px|Reloading the magazine.]]&lt;br /&gt;
[[File:CODBO Stoner63 (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CODBO-Stoner63-FPV.jpg|thumb|none|600px|Stoner 63 in the final level of the game &amp;quot;Redemption&amp;quot;, which is equipped with an anachronistic Aimpoint Electronic &amp;quot;Reflex Sight&amp;quot;, mounted on a piece of rail that replaces the original rear sight.]]&lt;br /&gt;
&lt;br /&gt;
== Sturmgewehr 44(*) ==&lt;br /&gt;
The [[Sturmgewehr 44]] is used by the Germans in the World War II mission &amp;quot;Project Nova&amp;quot; and can be used by the player. It can also be purchased for 1200 points in the zombie maps Verrückt, Shi No Numa, and Der Riese.&lt;br /&gt;
&lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|500px|Sturmgewehr 44 - 7.92x33mm]]&lt;br /&gt;
[[File:CODBO STG-44 (2).jpg|thumb|none|600px|Holding an StG-44 that was left out in the cold for too long given how thin it is.]]&lt;br /&gt;
[[File:CODBO STG-44 (3).jpg|thumb|none|600px|Aiming the Sturmgewehr.]]&lt;br /&gt;
[[File:CODBO STG-44 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO StG-44 (1).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== Beretta Model 682 ==&lt;br /&gt;
One of the shotguns available in the game. While named after the Rottweil Olympia Over/Under 72 shotgun, the &amp;quot;Olympia&amp;quot; is in fact modeled on a [[Beretta 682]]. Either way, it is anachronistic; not only was the Rottweil Olympia introduced in 1972, but the Beretta 682 was not invented until 1985. A more historically accurate choice would have been a [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|Browning O/U]] (1931) or a [[TOZ-34]] (1964).&lt;br /&gt;
&lt;br /&gt;
[[File:BM682.jpg|thumb|none|450px|Beretta Model 682 Gold E - 12 gauge]]&lt;br /&gt;
[[File:Olympia72.jpg|thumb|none|450px|Rottweil Skeet Olympia 72 - 12 gauge, for comparison]]&lt;br /&gt;
[[File:CODBO Olympia (1).jpg|thumb|none|600px|&amp;lt;s&amp;gt;Double Rainbow!&amp;lt;/s&amp;gt; Drawing the &amp;quot;Olympia&amp;quot;.]]&lt;br /&gt;
[[File:CODBO Olympia (2).jpg|thumb|none|600px|Holding the shotgun.]]&lt;br /&gt;
[[File:CODBO Olympia (3).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:CODBO Olympia (4).jpg|thumb|none|600px|Popping out the fired shells.]]&lt;br /&gt;
[[File:CODBO Olympia (5).jpg|thumb|none|600px|Inserting new shells. If one shell is fired, only that shell will be ejected and reloaded.]]&lt;br /&gt;
&lt;br /&gt;
==Double-barreled shotgun(*)==&lt;br /&gt;
A full-length [[12 Gauge Double Barreled Shotgun|Double-barreled shotgun]] can be purchased in zombie mode maps &amp;quot;Nacht der Untoten&amp;quot;, &amp;quot;Verrückt&amp;quot;, and &amp;quot;Der Riese&amp;quot; for 1200 points. A sawed-off version can be purchased in &amp;quot;Nacht der Untoten&amp;quot; and &amp;quot;Verrückt&amp;quot;, also for 1200 points. Their models appear to be reused from ''[[Call of Duty: World at War]]'', and they still have the issue of showing spent cartridges being ejected when firing. This time at least, they are proper shotgun shells, but for some reason two are ejected with each shot.&lt;br /&gt;
&lt;br /&gt;
In the opening cutscene of the zombie-movie themed zombie map &amp;quot;Call of the Dead&amp;quot;, [[Michael Rooker]] (voiced by himself) is seen using a pair of sawn-off Double-Barreled Shotguns while acting for a zombie film, later using them to kill real zombies when they appear and abduct film director George Romero. These are not found on the actual map, however. During the cutscene, he also fires three shots from one of the shotguns without reloading.&lt;br /&gt;
[[File:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|500px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
[[File:CODBOSxS.jpg|thumb|none|600px|The Double Barrel shotgun in &amp;quot;Nacht der Untoten&amp;quot;. Note the barrels floating above the player's supporting hand; this appears to be due to it re-using the animations (but not the model) of the side-by-side from ''World at War'' fitted with its &amp;quot;Grip&amp;quot; attachment (a larger forend).]]&lt;br /&gt;
[[File:CODBOSxS-1.jpg|thumb|none|600px|Bead sight view.]]&lt;br /&gt;
[[File:CODBOSxS-2.jpg|thumb|none|600px|Cracking open the barrels. Remember, shop smart, shop S-Mart.]]&lt;br /&gt;
[[File:CODBO Doublebarrel (1).jpg|thumb|none|600px|Dumping out the shotgun shells. Oddly, the Double-Barreled Shotgun always uses a different spent shell model from the &amp;quot;Spicy 3-Inch&amp;quot; shells that most of the other shotguns use.]]&lt;br /&gt;
[[File:CODBO Doublebarrel (2).jpg|thumb|none|600px|Inserting new shells.]]&lt;br /&gt;
[[File:FuryRoadSarasqueta.jpg|thumb|none|500px|Screen-used sawed-off Victor Sarasqueta shotgun from ''[[Mad Max: Fury Road]]''. Image from MIL.SPEC.]]&lt;br /&gt;
[[File:DBShotgun-BO.jpg|thumb|none|600px|Michael Rooker aiming one of his sawed-off double barreled shotguns at a zombie.]]&lt;br /&gt;
[[File:CODBO Sawnoff (1).jpg|thumb|none|600px|Doctor Edward Richtofen holds a sawn-off Double-barreled shotgun on &amp;quot;Verrückt&amp;quot;; note how this version has the larger forend, and is thus held correctly.]]&lt;br /&gt;
[[File:CODBO Sawnoff (2).jpg|thumb|none|600px|&amp;quot;Aiming.&amp;quot;]]&lt;br /&gt;
[[File:CODBO Sawnoff (3).jpg|thumb|none|600px|Reloading a single shell.]]&lt;br /&gt;
&lt;br /&gt;
== Franchi SPAS-12 ==&lt;br /&gt;
The [[Franchi SPAS-12]] is featured in ''Black Ops''. In contrast to ''MW2'''s SPAS, the one featured in ''Black Ops'' is semi-auto and has its stock folded. Despite being locked in semi-auto, the pump is racked when the SPAS-12 is picked up and when reloading, even though the pump is locked forward when the SPAS-12 operates in semi-auto, requiring the use of the charging handle to chamber a new shell.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, it is found in &amp;quot;The Defector&amp;quot; and &amp;quot;Numbers&amp;quot; missions set in 1968, used by the NVA and Spetsnaz respectively. The SPAS-12's appearance is anachronistic because it first entered production in 1979. A more period-accurate semi-auto Franchi shotgun could have been the AL-48 model (1948), but a more correct choice of semi-automatic shotgun for the Vietnam War could have been the [[Remington Model 1100]] (1963), or its combat select-fire version Model 7188 (1967) specifically created for use in that war. The Soviet forces haven't officially adopted shotguns by that point, but a suitable choice of origin would be the [[MTs 21-12|MTs 21]] (1956) or the [[Baikal Semi Auto Shotgun Series|IZh-20]] (1964), the latter being a clone of the Model 1100.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, it can be equipped with a sound suppressor. A SPAS-12 is used as the third weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;The Defector,&amp;quot; Woods kills a SPAS-12 wielding NVA and gives it to Mason at the start of the level, telling Mason to use his incendiary &amp;quot;Dragon's Breath&amp;quot; rounds on the SPAS-12. Realistically, the Dragon's Breath rounds wouldn't be powerful enough to cycle the action in semi-automatic shotguns.&lt;br /&gt;
&lt;br /&gt;
Upgrading the SPAS-12 with the Pack-A-Punch machine in Zombies mode turns it into a more powerful version called &amp;quot;SPAZ-24&amp;quot;; it fires laser-like rounds, holds 24 shells instead of 8, and reloads the entire magazine by loading one shell, which only takes a second.&lt;br /&gt;
&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|none|500px|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[File:CODBO SPAS-12 (1).jpg|thumb|none|600px|Drawing the SPAS-12.]]&lt;br /&gt;
[[File:CODBO SPAS-12 (2).jpg|thumb|none|600px|Holding the shotgun.]]&lt;br /&gt;
[[File:CODBO SPAS-12 (3).jpg|thumb|none|600px|Aiming down sights. The middle of the butt-pad on the folding stock is hollowed out, leaving only two rectangular sheets on the ends the stock, similar to ''[[F.E.A.R.]]'', allowing the user to use its iron sights which are normally unusable whilst the stock is folded.]]&lt;br /&gt;
[[File:CODBO SPAS-12 (4).jpg|thumb|none|600px|Reloading the shotgun. As is incredibly common in media, the carrier latch button on the SPAS-12 is not depressed when reloading when it needs to be held down to unlock the carrier and allow for the tube to be loaded.]]&lt;br /&gt;
[[File:CODBO SPAS-12 (6).jpg|thumb|none|600px|Obligatory pump. The pump is locked forward in semi-auto mode; the bolt would have to be locked back and then released to rechamber in this mode.]]&lt;br /&gt;
&lt;br /&gt;
== High Standard Model 10 ==&lt;br /&gt;
The semi-automatic [[High Standard Model 10B]] is found in the game under the name &amp;quot;HS-10&amp;quot;. It is the last shotgun unlocked in multiplayer (being the &amp;quot;Classified&amp;quot; weapon of the class, it requires purchasing the other three).  It holds 4 shells in multiplayer and 6 shells in zombie mode.&lt;br /&gt;
&lt;br /&gt;
Its only &amp;quot;attachment&amp;quot; is Dual Wielding. While the Model 10 can be easily fired single-handedly, firing one with the left arm would be a very bad idea; due to the ejection port's location, firing the weapon left-handed will result in hot plastic flying in the user's face, and the Model 10 even features a warning label that reads, &amp;quot;Caution: Do not fire from left shoulder&amp;quot; to specifically stop people from doing it. It is unclear why the multiplayer version doesn't have an &amp;quot;extended mags&amp;quot; attachment, since the capacity of the real Model 10 magazine tube can be extended from 4 to 6 shells - and, in fact, the in-game model features the extended 6-shell tube.&lt;br /&gt;
&lt;br /&gt;
The upgraded Model 10 in Zombie mode is called ''Typhoid &amp;amp; Mary''.&lt;br /&gt;
&lt;br /&gt;
[[File:High standard 10 SHG.jpg|thumb|500px|none|High Standard Model 10B - 12 gauge]]&lt;br /&gt;
[[File:CODBO HS-10 (1).jpg|thumb|none|600px|Drawing the shotgun with a rack of the bolt handle.]]&lt;br /&gt;
[[File:CODBO HS-10 (2).jpg|thumb|none|600px|Holding the HS-10,]]&lt;br /&gt;
[[File:CODBO HS-10 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CODBO HS-10 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO HS-10 (5).jpg|thumb|none|600px|Charging the shotgun.]]&lt;br /&gt;
[[File:CODBO HS-10 (6).jpg|thumb|none|600px|Dual-wielding.]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 &amp;quot;Stakeout&amp;quot; ==&lt;br /&gt;
An [[Ithaca 37|Ithaca 37 &amp;quot;Stakeout&amp;quot;]] with a heat shield and unusable shell holder wrapped around the receiver is available in the game. While the Ithaca 37 was first introduced in 1937, the Stakeout is anachronistic as it was not produced until 1981. A more accurate weapon would be the Ithaca 37 &amp;quot;Trench Gun&amp;quot; S-prefix variant (1962), as it was around during the time period and was actually used by special forces during the Vietnam War. The Ithaca is used as the fourth weapon tier in Gun Game. As with the AKS-74U above, using a grip alters its first draw animation: the user bringing up the weapon without pumping the action.&lt;br /&gt;
&lt;br /&gt;
[[File:Stakeout-1-.jpg|thumb|none|450px|Ithaca 37 &amp;quot;Stakeout&amp;quot; - 12 gauge]]&lt;br /&gt;
[[File:CODBO Ithaca 37 (1).jpg|thumb|none|600px|Idle.]]&lt;br /&gt;
[[File:CODBO Ithaca 37 (2).jpg|thumb|none|600px|ADS.]]&lt;br /&gt;
[[File:CODBO Ithaca 37 (3).jpg|thumb|none|600px|Pump-action.]]&lt;br /&gt;
[[File:CODBO Ithaca 37 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
== KS-23 ==&lt;br /&gt;
The Soviet [[KS-23]] shotgun/carbine is only found in the game's single-player mode. It holds more rounds (seven) than it actually does in reality (three in the tube mag, one in the chamber); for some reason, it also seems to eject two shells at once every time the player pumps it after firing.&lt;br /&gt;
&lt;br /&gt;
It first appears during the mission &amp;quot;Operation 40&amp;quot;, set on Cuba in 1961, further KS-23 used by the Soviet forces since &amp;quot;Vorkuta&amp;quot; in 1963, and later it used by Viet Cong in &amp;quot;Crash Site&amp;quot; mission set in 1968. All of these appearances are anachronistic and inappropriate. The KS-23 wasn't designed until the 1970s, and first guns weren't produced until the 1981. The shotgun also was only used in the Soviet Union and former USSR territories, meaning that Cuban and Vietnamese usage were unlikely.&lt;br /&gt;
&lt;br /&gt;
More appropriate pump-action shotguns for the Cubans and Vietnamese would be popular and common models, such as the [[Remington Model 870]] (1950). The Soviet military had no interest in shotguns until the 80s, but a period-appropriate Soviet pump-action shotgun would've been the [[Baikal Pump Action Shotgun Series|IZh-21]] (1964), clone of the above Remington 870.&lt;br /&gt;
[[File:Ks23-1.jpg|thumb|none|500px|KS-23 with a fixed wooden stock - 23mm]]&lt;br /&gt;
[[File:CODBO KS-23 (1).jpg|thumb|none|600px|A pile of KS-23s lie on the ground.]]&lt;br /&gt;
[[File:CODBO KS-23 (2).jpg|thumb|none|600px|Mason chamber checks his KS-23 when he first picks it up.]]&lt;br /&gt;
[[File:CODBO KS-23 (4).jpg|thumb|none|600px|Mason holds his KS-23. It has a serial number &amp;quot;FS259&amp;quot;.]]&lt;br /&gt;
[[File:CODBO KS-23 (3).jpg|thumb|none|600px|KS-23 iron sights.]]&lt;br /&gt;
[[File:CODBO KS-23 (5).jpg|thumb|none|600px|Mason pumps the shotgun, ejecting a dirty 23mm shell.]]&lt;br /&gt;
[[File:CODBO KS-23 (7).jpg|thumb|none|600px|Mason reloads his KS-23.]]&lt;br /&gt;
&lt;br /&gt;
=== KS-23 with Harpoon ===&lt;br /&gt;
A KS-23 with a harpoon and cable is used by Mason to shoot down a Soviet helicopter (or &amp;quot;skewer the wing-ed beast,&amp;quot; as the plan describes it) during &amp;quot;Vorkuta&amp;quot;. It is worth noting that launching a harpoon with the KS-23 required a special muzzle attachment known as the OTs-06 «Koshka» (&amp;quot;The Cat&amp;quot;), which was introduced in 1993. In-game, Mason launches the harpoon without the attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:Cowaduty.jpg|thumb|none|500px|KS-23M with a synthetic stock and a OTs-06 «Koshka» harpoon attachment.]]&lt;br /&gt;
[[File:CODBO KS-23 (8).jpg|thumb|none|600px|Mason finds the KS-23 harpoon gun and its past owner.]]&lt;br /&gt;
[[File:CODBO KS-23 (9).jpg|thumb|none|600px|With no time to waste, Mason picks up the harpoon gun, which is wrapped with ropes.]]&lt;br /&gt;
[[File:CODBO KS-23 (6).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the harpoon gun.]]&lt;br /&gt;
&lt;br /&gt;
== Sawed-Off Winchester Model 1887 ==&lt;br /&gt;
Near the end of the singlepalyer level &amp;quot;Vorkuta&amp;quot;, Mason wields a [[Winchester Model 1887]] (that he seemingly acquired out of thin air) with one hand while escaping the Vorkuta gulag on a motorcycle. The model appears to the same one from ''[[Modern Warfare 2#Winchester Model 1887|Modern Warfare 2]]'', which was based on the 1887 used in ''[[Terminator 2: Judgment Day]]''. How such an old and unusual shotgun made its way into a Siberian prison camp is unexplained, made worse by the fact that it had been out of production for 40 years (and no common commercial reproductions would be made until the 1980s). While M1887s can still be found in the Russia, it surely would be an ordinary full-size shotgun, not a T2-style sawed-off. &lt;br /&gt;
&lt;br /&gt;
The 1887 has essentially infinite ammo during the setpiece (Mason is never seen loading any ammo into the weapon), and is erroneously shown being only spin-cocked once after every two shots. The weapon is most likely coded with a 2-round magazine in the game code (and infinite backup ammo), with the spin-cock animation apparently serving as the reload animation.&lt;br /&gt;
&lt;br /&gt;
[[File: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;
[[File:Shot0060.jpg|600px|thumb|none|This scene looks a lot like [[Terminator 2]]...]]&lt;br /&gt;
[[File:Shot0065.jpg|600px|thumb|none|Mason spin-cocks the 1887 in an outlandish way, apparently attempting to get the most spectacular lever bite in history.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;(*)==&lt;br /&gt;
The [[Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;]] is available in zombie mode in the maps &amp;quot;Nacht der Untoten&amp;quot;, &amp;quot;Verrückt&amp;quot;, &amp;quot;Shi No Numa&amp;quot; and &amp;quot;Der Diese&amp;quot; for 1500 points.&lt;br /&gt;
[[File:1897.jpg|thumb|none|500px|Winchester Model 1897 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:Screenshot-Original (10).jpg|thumb|none|600px|Winchester 1897 in Zombies.]]&lt;br /&gt;
[[File:Screenshot-Original (11).jpg|thumb|none|600px|ADS of the M1897.]]&lt;br /&gt;
[[File:Screenshot-Original (12).jpg|thumb|none|600px|Tank Dempsey gets his thumb stuck in the loading gate....]]&lt;br /&gt;
[[File:Screenshot-Original (13).jpg|thumb|none|600px|....and of course, has to always rack the pump after loading in any amount of 12 gauge shells.]]&lt;br /&gt;
&lt;br /&gt;
= Machine Guns =&lt;br /&gt;
As with the ''Modern Warfare'' series and unlike Treyarch's ''World at War'', machine guns in multiplayer are incorrectly classified once again as &amp;quot;light machine guns&amp;quot;. The HK21 hybrid and the M60E3 are general-purpose machine guns, and while the Stoner 63 weapon system can be configurated into the belt-fed light machine gun, the one depicted in-game uses the assault rifle configuration, and thus it is listed under the &amp;quot;rifles&amp;quot; category in the wiki.&lt;br /&gt;
&lt;br /&gt;
== Browning Automatic Rifle M1918A2(*) ==&lt;br /&gt;
The [[Browning Automatic Rifle|Browning Automatic Rifle M1918A2]] can be purchased for 1800 points in the zombie maps &amp;quot;Nacht der Untoten&amp;quot;, &amp;quot;Verrückt&amp;quot;, &amp;quot;Shi No Numa&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:BAR.jpg|thumb|none|500px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:CODBOBAR.jpg|thumb|none|600px|Three Nazi zombies walk into a BAR....]]&lt;br /&gt;
[[File:CODBOBAR-1.jpg|thumb|none|600px|BAR iron sights.]]&lt;br /&gt;
[[File:Screenshot-Original (16).jpg|thumb|none|600px|Reloading the BAR. Not an easy weapon to hold upwards with one hand.]]&lt;br /&gt;
[[File:CODBOBAR-3.jpg|thumb|none|600px|Locking the bolt back.]]&lt;br /&gt;
&lt;br /&gt;
== GE M134 Minigun ==&lt;br /&gt;
A handheld [[GE M134 Minigun|M134 Minigun]] (the GAU-2B/A, according to a data plate on the weapon's model) is available the game under the name &amp;quot;Death Machine&amp;quot;. In the campaign, it is found in the level &amp;quot;Vorkuta&amp;quot;. In multiplayer, it appears as a killstreak reward. It is also available in Zombie mode as a power-up, with unlimited ammo but disappearing after 30 seconds.&lt;br /&gt;
&lt;br /&gt;
This weapon is a modified version of the now-standard ''[[Terminator 2: Judgement Day|Terminator 2]]''-style Minigun with some slight alterations. First the chainsaw grip and weapon are canted counter-clockwise (from the user's perspective). Because of this modification, the entire frame and grip assembly is only attached to the gun at the rear. This makes the recoil adapter assemblies (the Mickey Mouse &amp;quot;ear&amp;quot;-shaped mounting hard points) completely extraneous. The right-hand side recoil adapter assembly appears to have the weapon serial number placard attached to it, when in reality this would be affixed to the gun body housing and not visible from the first person perspective. Additionally the barrel cluster incorrectly spins clockwise from the player's perspective and features a custom three-disc barrel clamp (that appears to be loosely based on very early GE two-disc assemblies: see the photograph of the &amp;quot;Mounted M134&amp;quot; further down this page for reference) rather than the traditional four-disc clamp.&lt;br /&gt;
&lt;br /&gt;
Brass and links eject from the 12 o'clock position sending a stream of shells up and to the left. In reality the links would be ejected from the feeder/delinker where the chute is attached on the right side of the weapon and the brass would eject from the bottom. Likely this was altered for a more cinematic effect while using the gun. Finally the firing mechanism is a thumb switch on top of the rear grip rather than a traditional trigger.&lt;br /&gt;
&lt;br /&gt;
The gun itself is fed from a 999-round (499-round in multiplayer) belt loaded into a chute from the first person perspective. In the third person the weapon has no visible ammo or power source though the motor is labeled &amp;quot;Sparky&amp;quot; in the world model. Despite the rotational speed of the barrel cluster (it spins so fast that it appears to be slowly rotating the opposite direction) the weapon only fires 1200 rounds per minute. There is a slight spin up and spin down of the barrels before and after firing. Though it is only a fraction of a second and doesn't significantly impede gameplay, it is technically incorrect as the M134's action is cycled by barrel rotation and would start firing as soon as the cluster rotated and would continue to fire until the cluster stopped. Modern Miniguns feature an electric clutch that engages and disengages the feeder/delinker from the gun, but that accessory is not present on the in-game model and even if it was, would be anachronistic.&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that the Sentry gun and the Huey door gun Miniguns both use the handheld &amp;quot;Death Machine&amp;quot; model including custom hand grips and barrel clamps. The door gun version features an ammo can to the left of the gun with a chute that appears to feed into the left recoil adapter mounting assembly, which is incorrect since the feeder/delinker is installed on the right side of the weapon.&lt;br /&gt;
&lt;br /&gt;
[[File: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;
[[File:Shot0054.jpg|thumb|none|600px|An M134 Minigun that somehow appeared in Soviet prison in modern day Siberia. Note the offset chainsaw grip and Y-frame tilted in relation to the recoil adapter assemblies and the top of the weapon. The drive motor was positioned in relation to the Y-frame but since the gun is sitting askew, it should on the underside.]]&lt;br /&gt;
[[File:Shot0058.jpg|thumb|none|600px|Mason &amp;quot;raising hell&amp;quot; with the hand-held M134. The events of &amp;quot;Vorkuta&amp;quot; are actually based on a real uprising at the Vorkuta Gulag. The Vorkuta Gulag or Vorkutlag was a real forced labor camp built around coal mining, where quite a few Americans accused of being spies ended up during the Cold War. The real Vorkuta uprising was a series of strikes by inmates that was violently suppressed by the camp authorities after two weeks that occurred in July-August 1953. The level in the game is set a decade later, and one year after the Vorkuta Gulag was shut down, and involves much more action-movie tropes than the real events.]]&lt;br /&gt;
[[File:CODBODeathMachineTropasWield.jpg|thumb|none|400px|A member of the Cuban Revolutionary Armed Forces (called &amp;quot;Tropas&amp;quot; -the Spanish word for &amp;quot;Troops&amp;quot;- in game) fires the M134. How the communist nation of Cuba got their hands on an American made minigun can only be explained as &amp;quot;Treyarch logic&amp;quot;.]]&lt;br /&gt;
[[File:CODBOM134HueyGunner.jpg|thumb|none|600px|A chopper gunner on a UH-1 Huey with the GE M134.]]&lt;br /&gt;
[[File:CODBOM134SnetryGun.jpg|thumb|none|400px|The sentry gun with the GE M134. Note the fictional security camera setup presumably used as the &amp;quot;eyes&amp;quot; of the autonomous targeting AI.]]&lt;br /&gt;
[[File:CODBO M134BerlinWall.jpg|thumb|none|600px|A trio of Miniguns on a Beobachtungsturm-11 on the GDR side in the &amp;quot;Berlin Wall&amp;quot; multiplayer level. Again, precisely how communists got their hands on US miniguns is a question beyond the wit of man.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch HK21 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears, fitted with a magazine feed adapter. By default, it is loaded with a 20-round [[Heckler &amp;amp; Koch G3|G3]] magazine holding 30 rounds in-game. The extended drum magazine holds 80 rounds in singleplayer, and 60 rounds in multiplayer; other attachments include various optics.&lt;br /&gt;
&lt;br /&gt;
Note that the model is a hybrid, as it has the hooked buttstock, carrying handle, and bipod of the HK21E variant. While the original HK21 is not anachronistic to Black Ops (having been developed in 1961), the HK21E was not developed until the 1980s.&lt;br /&gt;
&lt;br /&gt;
In Zombies mode, the HK21 has a 125-round capacity, despite still being shown with the base box magazine; when upgraded with the Pack-A-Punch machine, it turns into a more powerful version called &amp;quot;H115 Oscillator&amp;quot;, firing laser-like rounds and with a capacity of 150 rounds. An HK21 appears as the twelfth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:HK21 Magazine Feed.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK21 with rear mounted bipod and magazine feed]]&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO HK21 (1).jpg|thumb|none|600px|HK21 in idle.]]&lt;br /&gt;
[[File:CODBO HK21 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO HK21 (3).jpg|thumb|none|600px|Throwing away the short G3 magazine.]]&lt;br /&gt;
[[File:CODBO HK21 (4).jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:CODBO HK21 (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CODBO HK21 (6).jpg|thumb|none|600px|Reloading the very-low detail drum magazine.]]&lt;br /&gt;
[[File:BlackOps-HK21-1.jpg|thumb|none|600px|Hudson examining a drum-magged HK21 in Clarke's weapon's cache.]]&lt;br /&gt;
&lt;br /&gt;
== M60E3 ==&lt;br /&gt;
The [[M60E3]] general purpose machine gun is available in the game, labelled as the &amp;quot;M60&amp;quot;. The M60E3 is anachronistic for the 1960s setting as it was not introduced until 1986; only the original [[M60]] was available at the time (the classic version can be seen in archival footage of the Vietnam War during some loading screens).&lt;br /&gt;
&lt;br /&gt;
In-game, the M60E3's forward pistol grip has been removed, and by default uses anachronistic rail mounted Troy Battle Sights instead its own original sights, like some other weapons available in ''Black Ops''. It is also fitted with an airsoft Matrix Aluminum Duckbill Flash Hider.&lt;br /&gt;
&lt;br /&gt;
Both mounted and portable versions of the M60 can be found in-game. In singleplayer, the portable M60 is only available in &amp;quot;S.O.G.&amp;quot; as one of the starting weapons, and can also be found in the level. Mounted M60s appear in &amp;quot;Operation 40&amp;quot;, &amp;quot;S.O.G.&amp;quot;, &amp;quot;The Defector&amp;quot;, and &amp;quot;Rebirth&amp;quot;, where it is nonsensically mounted on Mi-8 helicopters. The first M60 in the game, mounted on the plane at the end of Operation 40, has unlimited ammo and fires explosive rounds. An M60E3 appears as the thirteenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:M60E3Short.jpg|thumb|none|500px|M60E3 with short barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO M60E3 (1).jpg|thumb|none|600px|Holding the M60E3. Note the backwards mounted rear sight.]]&lt;br /&gt;
[[File:CODBO M60E3 (2).jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:CODBO M60E3 (3).jpg|thumb|none|600px|Racking the charging handle at the start of the reload.]]&lt;br /&gt;
[[File:CODBO M60E3 (4).jpg|thumb|none|600px|Flipping open the feed tray cover.]]&lt;br /&gt;
[[File:CODBO M60E3 (5).jpg|thumb|none|600px|Replacing the belt box.]]&lt;br /&gt;
[[File:CODBO M60E3 (6).jpg|thumb|none|600px|Manning an emplaced M60E3 in &amp;quot;S.O.G.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;RPK&amp;quot;==&lt;br /&gt;
The &amp;quot;RPK&amp;quot; is a hybrid of various weapons, including the [[RPK-74M]], the [[Saiga rifle series]] and the [[Zastava M72]] (all three being anachronistic, although an original RPK would be appropriate for the game's time period). The receiver is based on a Saiga rifle with a folding stock, as evidenced by the &amp;quot;SAIGA CAL 7.62x39&amp;quot; markings above the magazine, as well as the hardware for an AK/Saiga's folding stock (latch at the front of the receiver, button at the rear). Despite this, it is shown with an RPK's reinforced trunnion, which is not the case for the 7.62x39mm Saiga (while the Saiga 308 only has the reinforcement on the right side of the receiver). It has an RPK-74M's ribbed handguard and synthetic stock, although the handguard is depicted as wooden. By default, it feeds from an RPK-74's 45-round bakelite magazine (which holds 40 rounds in-game, like an original RPK), and can optionally use a 7.62x39mm RPK's drum magazine (holding correctly 75 rounds in singleplayer, but incorrectly 80 in multiplayer).&lt;br /&gt;
&lt;br /&gt;
The weapon features an anachronistic Tech Sight AK rear aperture sight, which is removed and replaced with the standard AK top cover when an optic is attached. The base of the barrel is oddly modeled after a Zastava M72, and the weapon is equipped with a carrying handle from the Romanian PM md. 64 (anachronistic to the first campaign level &amp;quot;Operation 40&amp;quot; set in 1961). When equipped with the &amp;quot;ACOG Scope&amp;quot; attachment, the weapon obtains a PK-AV scope. In a notable gaffe, the weapon visibly ejects disintegrating belt links along with its spent casings, despite not being belt-fed.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpk74m.jpg|thumb|none|500px|RPK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:Saiga 7.62x39.jpg|thumb|none|500px|Saiga - 7.62x39mm]]&lt;br /&gt;
[[File:ZastavaM72.jpg|thumb|none|500px|Zastava M72 - 7.62x39mm]]&lt;br /&gt;
[[File:CODBO RPK-74 (1).jpg|thumb|none|600px|Idle. Note the ribbed handguard.]]&lt;br /&gt;
[[File:CODBO RPK-74 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO RPK-74 (3).jpg|thumb|none|600px|The player character tosses up the new magazine in his left hand...]]&lt;br /&gt;
[[File:CODBO RPK-74 (4).jpg|thumb|none|600px|...and rocks the new mag into the weapon.]]&lt;br /&gt;
[[File:CODBO RPK-74 (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CODBO RPK-74 (6).jpg|thumb|none|600px|Reloading the &amp;quot;RPK&amp;quot; with a drum magazine.]]&lt;br /&gt;
[[File:BORPK.jpg|thumb|none|600px|An RPK with an &amp;quot;ACOG Scope&amp;quot; (actually a PK-AV scope).]]&lt;br /&gt;
[[File:BORPK2.jpg|thumb|none|600px|An RPK with &amp;quot;Dual Mags&amp;quot;.]]&lt;br /&gt;
[[File:Borpk.jpg|thumb|none|600px|The third-person model of the hybrid RPK.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles =&lt;br /&gt;
== Accuracy International Arctic Warfare Magnum ==&lt;br /&gt;
The [[Accuracy International Arctic Warfare Magnum]] is available in the game. The fluted barrel indicates that this is the Magnum variant of the AW. It is highly anachronistic, since the AWM entered British Military service in 1998, and the entire Arctic Warfare family of rifles wasn't developed until 1982. A less anachronistic British sniper rifle would be the L42A1 (1970), based on the long-running [[Lee-Enfield]] series of bolt-action rifles. Other, more period-accurate sniper rifle choices would have been the [[M40 sniper rifle]] (introduced in 1966) or the older [[Winchester Model 70]]. An AWM appears as the fourteenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
In-game, the AWM is called the &amp;quot;L96A1&amp;quot;, which is the incorrect designation for the weapon. The L96A1 is the British designation for the Accuracy International Precision Marksman. The British designation for the variant used in the game is L115A2, which has a folding stock.&lt;br /&gt;
&lt;br /&gt;
Incidentally, when upgraded with the Pack-A-Punch machine in Zombies mode, the weapon becomes the &amp;quot;L115 Isolator&amp;quot;, firing laser-like rounds from an 8-round magazine. Amusingly, while this name is most likely meant as a reference to Element 115 (which holds a great deal of importance to the Zombies storyline), it is actually more correct than the default name.&lt;br /&gt;
&lt;br /&gt;
[[File:Accuracy International Arctic WarfareM - Psg 90.jpg|thumb|none|500px|Accuracy International AWM (Arctic Warfare Magnum) - .338 Lapua Magnum]]&lt;br /&gt;
[[File:L96A1G.jpg|thumb|none|500px|A real L96A1 for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO AWM (1).jpg|thumb|none|600px|Drawing the AWM.]]&lt;br /&gt;
[[File:CODBO AWM (2).jpg|thumb|none|600px|The AWM in-game. Note the odd tint to the scope's lens.]]&lt;br /&gt;
[[File:CODBO AWM (3).jpg|thumb|none|600px|The scope overlay of the weapon.]]&lt;br /&gt;
[[File:CODBO AWM (4).jpg|thumb|none|600px|Pulling back the bolt.]]&lt;br /&gt;
[[File:CODBO AWM (5).jpg|thumb|none|600px|Reloading the weapon.]]&lt;br /&gt;
[[File:BLACKOPS-AW-3.jpg|thumb|none|600px|The player character holds his Arctic Warfare Magnum with Siberia camo while performing a forward jump. Note the fluted barrel. The rifle has &amp;quot;ACCURATELY NATIONAL EAGLELAND&amp;quot; written on the side.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch PSG-1 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch PSG-1]] is a selectable weapon when playing as Agent Jason Hudson in the slums of Kowloon. In multiplayer, it is unlocked after every other sniper rifle is purchased. Its appearance in the game is anachronistic as the [[PSG-1]] was not developed until the 1970s. In addition it seems to be, for some reason, modeled with the standard G3 tropical handguard, attached bipod, and a shorter barrel. This suggests it was partially modeled after the [[Heckler &amp;amp; Koch SR9]] rifle, which is the civilian version of the PSG-1, though the SR-9 was not designed until 1990.&lt;br /&gt;
&lt;br /&gt;
A more accurate (and somewhat similar looking) choice for the time frame of the game would have been the French [[MAS FR F1]] precision rifle introduced in 1966, although the F1 is a bolt-action rifle. An accurized, scoped variant of the G3 (1959) such as the G3A3 ZF1 could pass as a semi-automatic choice as the PSG-1 is based on the G3's design.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;KPSG01.jpg |thumb|none|500px|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO PSG-1 (1).jpg|thumb|none|600px|The equip animation has the soldier disengage the safety, similar to the HK91 from ''Call of Duty 4''.]]&lt;br /&gt;
[[File:CODBO PSG-1 (2).jpg|thumb|none|600px|The HK PSG-1 in idle.]]&lt;br /&gt;
[[File:CODBO PSG-1 (3).jpg|thumb|none|600px|Scope reticle of the PSG.]]&lt;br /&gt;
[[File:CODBO PSG-1 (4).jpg|thumb|none|600px|Locking the bolt back on an empty reload.]]&lt;br /&gt;
[[File:CODBO PSG-1 (5).jpg|thumb|none|600px|Tossing away a spent, flat magazine.]]&lt;br /&gt;
[[File:CODBO PSG-1 (6).jpg|thumb|none|600px|Putting in a new one.]]&lt;br /&gt;
[[File:CODBO PSG-1 (7).jpg|thumb|none|600px|Knocking the charging handle back.]]&lt;br /&gt;
[[File:CODBO PSG-1 (8).jpg|thumb|none|600px|A PSG-1 with the extended magazine model, which is a 20-round G3 magazine that only holds 10. The Variable Zoom scope is also mounted on a proper claw-mount.]]&lt;br /&gt;
[[File:Shot0032.jpg|thumb|none|600px|The H&amp;amp;K PSG-1 on wall, note G3 foregrip, bipod, and short barrel. Also visible are a SITES [[Spectre M4]], [[CZ 75]] and dual OTs-02 Kiparis.]]&lt;br /&gt;
&lt;br /&gt;
== Karabiner 98k(*) ==&lt;br /&gt;
The [[Karabiner 98k]] is 200 points in the zombie maps &amp;quot;Nacht der Untoten,&amp;quot; &amp;quot;Verrückt&amp;quot; and &amp;quot;Der Riese.&amp;quot; It also replaces the [[M1903 Springfield]] in &amp;quot;Verrükt,&amp;quot; probably due to file space and the Springfield's poor performance. Its effective power against zombies stops at round 4.&lt;br /&gt;
&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|500px|Karabiner 98k - 7.92x57mm]]&lt;br /&gt;
[[File:CODBO Kar98K (1).jpg|thumb|none|600px|A normal Kar 98k on &amp;quot;Verrükt.&amp;quot;]]&lt;br /&gt;
[[File:CODBO Kar98K (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CODBO Kar98K (3).jpg|thumb|none|600px|Reloading with a stripper clip.]]&lt;br /&gt;
[[File:Mauser g98 Sniper.jpg|thumb|none|500px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODBOK98scoped.jpg|thumb|none|600px|The scoped Karabiner 98 Kurz in Zombies.]]&lt;br /&gt;
[[File:CODBOK98scoped-1.jpg|thumb|none|600px|View down the Ajack 6x scope, although it has the reticule of the 4x ZF42 scope.]]&lt;br /&gt;
[[File:CODBOK98scoped-2.jpg|thumb|none|600px|Operating the Mauser's bolt handle.]]&lt;br /&gt;
[[File:CODBOK98scoped-3.jpg|thumb|none|600px|Loading in some fresh 8mm Mauser ammunition.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M38 Carbine(*)==&lt;br /&gt;
The [[Mosin Nagant Rifle|Mosin-Nagant M38 Carbine]] is found during the World War II Flashback mission &amp;quot;Project Nova&amp;quot;, available either with a PU scope or iron sights. As its model is recycled from ''[[Call of Duty: World at War]]'', all the rifles are fitted with a downturned bolt handle, regardless if have a scope or not. The 3rd-person model always has a straight bolt handle, even on the scoped rifles, another leftover from ''World at War''. NPCs hold the rifle as if it has a pistol grip; this is due to recycling animations used by weapons which do have pistol grips (similar issues in other games result in sights like an enemy replacing a non-existent box magazine on a belt fed weapon, for example).&lt;br /&gt;
[[File:M38Carbine.jpg|thumb|none|500px|Mosin-Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:Mosin-Nagant M38 Carbine Sniper.jpg|thumb|none|500px|Mosin-Nagant M38 Carbine with PU 3.5x sniper scope - 7.62x54mm R]]&lt;br /&gt;
[[File:CODBO Mosin (3).jpg|thumb|none|600px|The regular M38 Carbine (with downturned bolt handle) in idle.]]&lt;br /&gt;
[[File:CODBO Mosin (4).jpg|thumb|none|600px|Iron sights of the Mosin.]]&lt;br /&gt;
[[File:CODBO Mosin (5).jpg|thumb|none|600px|Working the bolt.]]&lt;br /&gt;
[[File:CODBO Mosin (6).jpg|thumb|none|600px|The M38 sniper carbine in first person view.]]&lt;br /&gt;
[[File:CODBO Mosin (1).jpg|thumb|none|600px|Cycling the Mosin's bolt, with an ejected cartridge visible.]]&lt;br /&gt;
[[File:CODBO Mosin (2).jpg|thumb|none|600px|Reloading, which is done basically all off-screen. This is actually with the scoped-version, and both seem to reload all rounds at once regardless.]]&lt;br /&gt;
[[File:CODBO Mosin (7).jpg|thumb|none|600px|The middle soldier is holding a scoped Mosin Nagant M38 Carbine while the other two are holding [[PPSh-41]]s.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Scavenger&amp;quot;==&lt;br /&gt;
A bolt-action sniper rifle called the &amp;quot;Scavenger&amp;quot; is one of the Wonder Weapons in Zombies mode; while fictional, it does appear to use some parts of real weapons in its design, most notably the scope and handguard of an [[FN F2000]] (the latter of which is merged into an upside-down and backwards [[M16]] carrying handle, for whatever reason), along with what appears to be a [[Barrett M82A1]]'s magazine well. Gameplay-wise, it is functionally similar to the explosive crossbow (to the point of re-using its HUD icon), firing large explosive darts that stick into targets and explode after a short delay; compared to said crossbow it is more or less a straight upgrade, with larger, more powerful explosions (albeit without any base impact damage, in defiance of conventional wisdom regarding shoving large darts into things; this can actually be a benefit in-game, since it ensures that enemies shot with the weapon will stick together with their group and maximize potential splash damage), a 3-round magazine, and a faster reload (recycled wholesale from ''[[Modern Warfare 2]]'''s [[Cheyenne Tactical M200 Intervention]]).&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant, the &amp;quot;Hyena Infra-Dead&amp;quot;, increases its already-high damage even further, doubles its ammo reserve and capacity (without changing the magazine model), and somehow converts the existing scope into an infrared one (as the name implies).&lt;br /&gt;
[[File:F2000.jpg|thumb|none|500px|FN F2000 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M82a1.jpg|thumb|none|500px|Barrett M82A1 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov Hybrid ==&lt;br /&gt;
The Soviet [[SVD Dragunov]] (introduced in 1963) is one of the sniper rifles available in the game. Its receiver appears to be recycled from the game's hybrid AK which makes it resemble the Romanian PSL, the open front sight is also from that sniper. In singleplayer, it can be found in &amp;quot;Crash Site,&amp;quot; &amp;quot;Executive Order,&amp;quot; and &amp;quot;Numbers.&amp;quot; By default it is equipped with an inappropriate modern civilian POSP scope but it can also be used with Variable Zoom, Infrared Scope, ACOG Scope, Suppressor, or Extended Mags.&lt;br /&gt;
&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[File:Aks-74.jpg|thumb|none|500px|AKS-74 - 5.45x39mm. Image used to show the receiver.]]&lt;br /&gt;
[[File:CODBO SVD (1).jpg|thumb|none|600px|Drawing the weapon with a dramatic rack of the charging handle.]]&lt;br /&gt;
[[File:CODBO SVD (2).jpg|thumb|none|600px|Idle with the SVD. Note that this weapon seems to use the exact same receiver as the game's hybrid AK, which could explain the AK-style safety lever present on this weapon (not visible in this shot).]]&lt;br /&gt;
[[File:CODBO SVD (3).jpg|thumb|none|600px|The SVD's POSP scope reticle. This is a poor replica of the modern civilian POSP scope reticle (the 1.5m and 0.5m height lines are for elk and deer, the military scope only has one 1.7m line for humans). Anyway, a period military PSO-1 scope should have been used instead.]]&lt;br /&gt;
[[File:CODBO SVD (4).jpg|thumb|none|600px|Reloading, the bolt still isn't locked back as with previous games. Note the AK-style safety lever.]]&lt;br /&gt;
[[File:CODBO SVD (5).jpg|thumb|none|600px|An SVD equipped with an Infrared Scope attachment and an alternate finish. The Infrared Scope's model is based on the NSPU, which is a nightvision scope in reality.]]&lt;br /&gt;
&lt;br /&gt;
== Type 99 Arisaka(*) ==&lt;br /&gt;
The [[Arisaka Type 99]] is able to be purchased in the zombie map &amp;quot;Shi No Numa&amp;quot; for 200 points.&lt;br /&gt;
&lt;br /&gt;
[[File:Arisaka-Type-99.jpg|thumb|none|500px|Arisaka Type 99 Rifle - 7.7mm Arisaka]]&lt;br /&gt;
[[File:CODBO Type99 Arisaka (1).jpg|thumb|none|600px|Holding the Type 99.]]&lt;br /&gt;
[[File:CODBO Type99 Arisaka (2).jpg|thumb|none|600px|Aiming down the iron sights of the rifle.]]&lt;br /&gt;
[[File:CODBO Type99 Arisaka (3).jpg|thumb|none|600px|Inserting a stripper clip.]]&lt;br /&gt;
[[File:CODBO Type99 Arisaka (4).jpg|thumb|none|600px|Cycling the bolt. This is only really visible in prone; as with the Mosin, the animation is somewhat hidden.]]&lt;br /&gt;
&lt;br /&gt;
== Walther WA 2000 ==&lt;br /&gt;
The [[Walther WA 2000]] appears in both singleplayer and multiplayer. In the singleplayer campaign, it appears as part of Mason's loadout in the mission &amp;quot;Victor Charlie&amp;quot;, which makes it anachronistic, because &amp;quot;Victor Charlie&amp;quot; takes place in 1968 and the WA 2000 was not manufactured until 1982. Even a prototype would be anachronistic because the gun was designed in the late 70s; its exorbitant cost and ill-suited design for the military also would have discouraged use. The ammo name for the WA 2000 in the game files is 7.62x51mm, which contradicts the .300 Win Mag caliber inscribed above the pistol grip. A WA 2000 appears as the fifteenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
A more adequate U.S. sniper rifle choice for that era would have been the [[M40 sniper rifle]] (introduced in 1966) or the older [[Winchester Model 70]], both used in Vietnam before 1968, and the [[Remington 700]] was used by the MACV-SOG during the Vietnam War. However, these were bolt-action rifles. The [[M21 Designated Marksman Rifle|XM21]] semi-automatic sniper rifle was used during the war since 1968, and before then, the US also modified their M14 with sniper scopes, including the M14E2 SAW. The older [[M1 Garand]] M1D and MC52 variants would also make good choices for semi-automatic sniper rifles used early in the war.&lt;br /&gt;
&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|none|500px|Walther WA 2000 - .300 Win Mag]]&lt;br /&gt;
[[File:CODBO WA2000 (1).jpg|thumb|none|600px|Initially-equipping the WA 2000, the sniper pops open the rear lens cover and the front one obligingly does so as well, of its own accord. Bringing up the rifle with any other sight equipped appropriately uses its non initial draw animation.]]&lt;br /&gt;
[[File:CODBO WA2000 (2).jpg|thumb|none|600px|The normal WA 2000 transition, which shows off some of the top of the rifle.]]&lt;br /&gt;
[[File:CODBO WA2000 (3).jpg|thumb|none|600px|The sniper rifle in idle.]]&lt;br /&gt;
[[File:CODBO WA2000 (4).jpg|thumb|none|600px|The Walther's scope reticle, which seems to be a re-use of scope_overlay_m40a3 from ''[[Call of Duty 4: Modern Warfare]]''.]]&lt;br /&gt;
[[File:CODBO WA2000 (5).jpg|thumb|none|600px|Reloading the WA 2000. Note the rather undersized magazine; not only is it too small in general, but it's far too small for the cartridges on the cheek rest (not that these are ever used anyway).]]&lt;br /&gt;
[[File:CODBO WA2000 (6).jpg|thumb|none|600px|Rechambering the Walther.]]&lt;br /&gt;
&lt;br /&gt;
= Launchers =&lt;br /&gt;
==China Lake Grenade Launcher==&lt;br /&gt;
The [[China Lake Launcher]] is available in ''Black Ops''. In singleplayer, it is found in &amp;quot;S.O.G.&amp;quot;, &amp;quot;Numbers&amp;quot;, and &amp;quot;Crash Site&amp;quot;, while in multiplayer it is the last launcher unlocked. It holds four grenades per tube in the campaign and two in multiplayer, rather than three in the tube magazine and one in the chamber as seen on the real weapon.&lt;br /&gt;
&lt;br /&gt;
The pumping animation has been deliberately made slow for game balance, to the point that when paired with the correct Multiplayer perk, it'd be faster to reload after every shot rather than waiting for the pump animation to play. It also cannot be fired without aiming down sights (except when upgraded with the Pack-A-Punch machine in Zombies mode); if a &amp;quot;no-scope&amp;quot; shot is attempted, the player character will automatically aim down sights before firing. A China Lake serves as the eighteenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
Unlike the M203, the ejected casings (seen when pumping) appropriately have their own model as opposed to being shown as full 40mm grenades.&lt;br /&gt;
&lt;br /&gt;
The China Lake is also used as the basis of the rather non-descriptively-named &amp;quot;31-79 JGb215&amp;quot; (apparently code for a set of coordinates), a Wonder Weapon in Zombies mode; functionally, it is a semi-automatic shrink ray.&lt;br /&gt;
[[File:US M79 pump-action four-shot 40x46mm grenade launcher.jpg|thumb|none|500px|China Lake Grenade Launcher - 40x46mm]]&lt;br /&gt;
[[File:CODBO China Lake (1).jpg|thumb|none|600px|Drawing the China Lake; the player character flips up the leaf sight and chambers a round. Note that a grenade can be seen in the presumably-open ejection port, despite the pump handle being all the way forward.]]&lt;br /&gt;
[[File:CODBO China Lake (2).jpg|thumb|none|600px|Holding the China Lake.]]&lt;br /&gt;
[[File:CODBO China Lake (3).jpg|thumb|none|600px|The iron sights of the China Lake Launcher, which are lined up to roughly 200 meters though the rear notch is being ignored.]]&lt;br /&gt;
[[File:CODBO China Lake (4).jpg|thumb|none|600px|Pumping the China Lake.]]&lt;br /&gt;
[[File:CODBO China Lake (5).jpg|thumb|none|600px|Loading new grenades into the weapon.]]&lt;br /&gt;
[[File:CODBO China Lake (6).jpg|thumb|none|600px|The player character flips down the leaf sight before putting away the China Lake.]]&lt;br /&gt;
&lt;br /&gt;
== M72 LAW ==&lt;br /&gt;
The [[M72 LAW]] appears in the game as a single shot rocket launcher. It is used by Mason to destroy NVA T-55 tanks in Vietnam. In multiplayer the M72 is the first launcher unlocked by the player and has the unrealistic capacity to lock-on to vehicles as opposed to the real life version, which is unguided. The M72 LAW appears as the seventeenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:M72 law.jpg|thumb|none|500px|M72 LAW with rocket - 66mm]]&lt;br /&gt;
[[File:CODBO M72 LAW (1).jpg|thumb|none|600px|Drawing the LAW.]]&lt;br /&gt;
[[File:CODBO M72 LAW (2).jpg|thumb|none|600px|Holding the launcher.]]&lt;br /&gt;
[[File:CODBO M72 LAW (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CODBO M72 LAW (4).jpg|thumb|none|600px|Putting away the LAW.]]&lt;br /&gt;
&lt;br /&gt;
== M202A1 FLASH ==&lt;br /&gt;
The [[M202A1 FLASH]], referred as the &amp;quot;Grim Reaper&amp;quot;, is found in the game. In singleplayer, it can be used by Mason in the missions &amp;quot;Victor Charlie&amp;quot; and &amp;quot;Numbers.&amp;quot; In the level &amp;quot;Crash Site,&amp;quot; a boat section has Woods and Bowman each armed with an M202, and the player controls what they shoot at. In multiplayer mode, the M202 can be obtained from a care package killstreak (awarded after five kills) just like the &amp;quot;Death Machine&amp;quot;. It also appears as the sixteenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
It holds 4 rockets per clip, and has the unrealistic ability to lock on to helicopters and planes. In singleplayer mode, multiple rockets can be fired at once, while in multiplayer the weapon is restricted to firing one round per trigger pull. The M202's appearance in Black Ops is slightly anachronistic, as it wasn't designed until the late 1960s and was used in Vietnam from 1970 onward. &lt;br /&gt;
&lt;br /&gt;
[[File:M202A2 FLASH.JPG|thumb|none|500px|M202A2 FLASH - 66mm]]&lt;br /&gt;
[[File:CODBO M202 (1).jpg|thumb|none|600px|The sight is unfolded when equipped. It is folded again when reloading or when put away.]]&lt;br /&gt;
[[File:CODBO M202 (2).jpg|thumb|none|600px|&amp;quot;Grim Reaper.&amp;quot; Note the writing on the side of the weapon declares it to be &amp;quot;Launcher, Rocket, 66mm, 4-tube, M202A1,&amp;quot; putting paid to any claim that the launcher shown in game is in any way supposed to be the earlier XM191.]]&lt;br /&gt;
[[File:CODBO M202 (3).jpg|thumb|none|600px|The Grim Reaper through its scope. Note the number dial next to the scope, indicating how many rockets will be simultaneously fired; this is changed using the &amp;quot;hold breath&amp;quot; control. In real life, the M202 can only fire rocket one at a time.]]&lt;br /&gt;
[[File:CODBO M202 (4).jpg|thumb|none|600px|Grim Reaper reloading. Regardless of how many shots from a volley were fired, all rockets are shown as having been fired when reloading.]]&lt;br /&gt;
[[File:CODBO M202 (5).jpg|thumb|none|600px|In with a new set.]]&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
The [[RPG-7]] is used by Cuban, North Vietnamese, and Russian troops in the campaign, and is available in multiplayer as well. The RPG-7 is not anachronistic per se, though in real life its first use in combat was by the Egyptians during the Arab-Israeli War in 1967.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:CODBO RPG-7 (1).jpg|thumb|none|600px|Holding the RPG-7.]]&lt;br /&gt;
[[File:CODBO RPG-7 (2).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:CODBO RPG-7 (3).jpg|thumb|none|600px|Loading a new rocket, it still lacks the propellant charge.]]&lt;br /&gt;
&lt;br /&gt;
== RPzB 54 Panzerschreck(*) ==&lt;br /&gt;
The [[Panzerschreck|RPzB 54 Panzerschreck]] is used by the German soldiers in the World War II flashback mission &amp;quot;Project Nova&amp;quot; and usable by Viktor Reznov.&lt;br /&gt;
&lt;br /&gt;
[[File:Tank h5.jpg|thumb|none|500px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
[[File:CODBO Panzerschrek (1).jpg|thumb|none|600px|The Panzerschreck in first-person.]]&lt;br /&gt;
[[File:CODBO Panzerschrek (2).jpg|thumb|none|600px|Aiming only uses the front sight, apparently stabbing the rear one into Reznov's cheek.]]&lt;br /&gt;
[[File:CODBO Panzerschrek (3).jpg|thumb|none|600px|Reloading. Given the average WW2 soldier was 68 inches tall while a Panzerschreck was 65 inches long, this view would require digging a small hole for the weapon's muzzle or a box to stand on. Additional, Reznov simply shoves the rocket into the tube, without pushing down the pin on the contact box (the box at the bottom-left of the shot), which was required to transfer electricity from the launcher to the rocket; failing to do so would mean that pulling the trigger would result in absolutely nothing whatsoever.]]&lt;br /&gt;
[[File:CODBO Panzerschrek (4).jpg|thumb|none|600px|A Panzerschreck leaning on a low wooden wall, next to a StG-44.]]&lt;br /&gt;
&lt;br /&gt;
== SA-14 Gremlin ==&lt;br /&gt;
The [[SA-14 Gremlin]], an updated version of the [[SA-7 Grail]], is referred to in-game by its Russian designation of &amp;quot;Strela-3&amp;quot;; it appears in both single and multiplayer mode, and is only capable of firing when locked onto a vehicle. Its appearance in the campaign is brief; Hudson uses a scavenged Strela-3 to shoot down two Mi-8 &amp;quot;Hip&amp;quot; gunships during the attack on Rebirth Island.&lt;br /&gt;
&lt;br /&gt;
The Gremlin is, like most weapons in the game, anachronistic, as ''Black Ops'' takes place in 1968, 6 years before its introduction in 1974. A more appropriate choice would have been the original Strela-2/SA-7 Grail, which was developed in 1967 and issued in 1968 (though in both cases the &amp;quot;Valkyrie&amp;quot; variant mentioned below would still be anachronistic to the 1963 level &amp;quot;Executive Order&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|500px|none|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
[[File:STRELABO.jpg|thumb|300px|none|SA-14 Gremlin in Create-A-Class menu.]]&lt;br /&gt;
[[File:CODBO 9K34 Strela-3 (1).jpg|thumb|600px|none|SA-14 Gremlin in idle.]]&lt;br /&gt;
[[File:CODBO 9K34 Strela-3 (2).jpg|thumb|600px|none|SA-14 Gremlin in ADS.]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Valkyrie&amp;quot; ===&lt;br /&gt;
A unique fictional version of the [[SA-14 Gremlin]], the &amp;quot;Valkyrie&amp;quot; has a MCLOS (Manual Command to Line of Sight) system, same as the in-game [[BGM-71 TOW]]. It is usable in the single-player missions &amp;quot;Executive Order&amp;quot;, wherein Alex Mason uses it to destroy the ''Soyuz II'' rocket in flight, and &amp;quot;Redemption&amp;quot;, where it's used to down a pair of Mi-8 helicopters. It also acts as a killstreak in multiplayer, awarded after seven kills and costing 4,000 COD Points.&lt;br /&gt;
&lt;br /&gt;
[[File:CODBO Valkyrie (1) bostore.jpg|thumb|600px|none|&amp;quot;Valkyrie&amp;quot; in idle.]]&lt;br /&gt;
[[File:CODBO Valkyrie (2).jpg|thumb|600px|none|Aiming at a Mi-8 &amp;quot;Hip.&amp;quot;]]&lt;br /&gt;
[[File:CODBO Valkyrie (3).jpg|thumb|600px|none|A &amp;quot;Valkyrie&amp;quot; rocket about to impact the engine area of the Mi-8.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Afanasev A-12.7==&lt;br /&gt;
The [[Afanasev A-12.7]] is mounted on Mi-24A helicopters in the game. Woods shows a remarkable knowledge on Soviet weaponry remarking that it is a &amp;quot;12mm nose cannon&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==82-PM-37==&lt;br /&gt;
The [[82-PM-37]] mortar is used by the Russian soldiers in the World War II mission &amp;quot;Project Nova&amp;quot;. The player can't use these first-hand, but can instead call in mortar strikes that are launched via these weapons by allies. Calling the mortars is done by throwing smoke grenades near the target. They appear on the ground as stun grenades, though this is simply a result of model reuse.&lt;br /&gt;
[[File:82mm BM-37 Mortar.jpg|thumb|none|450px|82-PM-37 mortar - 82mm]]&lt;br /&gt;
[[File:CODBO Mortar.jpg|thumb|none|600px|Russian soldiers using several 82-PM-37 mortars. Note the square baseplate of an [[M1 Mortar]].]]&lt;br /&gt;
&lt;br /&gt;
==BGM-71 TOW==&lt;br /&gt;
The [[BGM-71 TOW]] is seen mounted on a jeep only in the mission &amp;quot;S.O.G.&amp;quot; where the player needs to destroy the NVA tanks. Unlike the real TOW missile, this missile is guided by MCLOS (Manual Command Line of Sight) instead of SACLOS (Semi Active Command Line of Sight) which would be much simpler. Its appearance in &amp;quot;S.O.G.&amp;quot; (set in 1968) is anachronistic: the BGM-71 wasn't introduced into US military service until 1970, and though it saw service in Vietnam, the weapon didn't appear there until 1972. Era-appropriate anti-tank missiles would be the French-designed MGM-21A or MGM-32A or a captured [[AT-3 Sagger]], which were also actually MCLOS in real life: the other option would be to use an [[M40 Recoilless Rifle]].&lt;br /&gt;
[[File:ITAS-FTL.jpg|thumb|none|500px|BGM-71D TOW-2 with M41 ITAS-FTL launcher - 152mm. The FTL version differs in that it mounts a PADS device on top of the ITAS scope: the version in game does not have this.]]&lt;br /&gt;
[[File:CODBO TOW (1).jpg|thumb|none|600px|BGM-71 mounted on a jeep. Note that this is the the Jeep 2011 Wrangler model, which is very anachronistic. During the 60's the US army used the M151 MUTT. Jeep asked Treyarch to advertise their new vehicle through the game; the company even offers a &amp;quot;Black Ops&amp;quot; edition of it.]]&lt;br /&gt;
[[File:CODBO TOW (2).jpg|thumb|none|600px|The BGM-71. Notice the &amp;quot;TOW 2B&amp;quot; stencil on the tube; TOW 2B (BGM-71F) started production in 1991. It is also incorrect for how the weapon functions: TOW-2B is a top-attack variant that fires two explosively formed tantalum penetrators at the upper surface of the target, while the weapon in game uses a standard warhead. The sighting unit appears to be a very undersized replica of the modern ITAS integrated scope, which only entered production in the late 90s: the vertical cylinder on the right is the new SADA II cooling unit, not mounted on any previous TOW sight. Note also the &amp;quot;nose end&amp;quot; marking which suggests the missile is loaded backwards, though the brown stripe indicates the missile casing's tail end.]]&lt;br /&gt;
[[File:CODBO TOW (3).jpg|thumb|none|600px|About to look into the sighting unit.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
A [[Browning M2HB]] can be seen mounted on every M113 APC in the singleplayer and also on the PBRs in &amp;quot;Crash Site.&amp;quot;&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|500px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:CODBO-M2HB.jpg|thumb|none|600px|A M2HB is mounted on the APC.]]&lt;br /&gt;
[[File:CODBO M2HB (1).jpg|thumb|none|600px|An M113 with M2HB in Khe Sanh.]]&lt;br /&gt;
[[File:Twin M2 machine guns PBR.jpg|thumb|none|400px|Dual Browning M2HB in PBR - .50 BMG]] &lt;br /&gt;
[[File:CODBO M2HB (2).jpg|thumb|none|600px|The dual M2HBs on the PBR used in the level &amp;quot;Crash Site.&amp;quot;]]&lt;br /&gt;
[[File:CODBO M2HB (3).jpg|thumb|none|600px|Another view.]]&lt;br /&gt;
&lt;br /&gt;
==DShK==&lt;br /&gt;
The [[DShK]] is mostly seen mounted on trucks. The player uses one in &amp;quot;Vorkuta&amp;quot; and &amp;quot;WMD&amp;quot;, and NPCs operate them in several other missions. It is fitted with an anti-aircraft sight.&lt;br /&gt;
[[File:DSHK.jpg|thumb|none|450px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[File:CODBO DShK (1).jpg|thumb|none|600px|The DShK mounted on a GAZ-66 truck. Even the latter could not avoid the universal rule of Black Ops, since it was not serial produced until 1964, which does not prevent it appears in large quantities a year earlier.]]&lt;br /&gt;
[[File:CODBO DShK (2).jpg|thumb|none|600px|Manning the MG.]]&lt;br /&gt;
[[File:CODBO DShK (3).jpg|thumb|none|600px|Zooming in ADS view.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[M197 Vulcan]] is mounted on AH-1 Cobras during the mission &amp;quot;S.O.G.&amp;quot; and in multiplayer. It is noteworthy that the AH-1 Cobra was introduced in 1967 and was used during the Tet Offensive in 1968 making its appearance at the Battle of Khe Sahn historical. However, the appearance of the Cobra in multiplayer maps set before 1967 would be anachronistic.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|350px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==KPV==&lt;br /&gt;
[[KPV]] heavy machine guns mounted in the ZPU-4 quad anti-aircraft mount are used by Communist forces. Mason destroys a Viet Cong emplacement in &amp;quot;Victor Charlie&amp;quot; and the ''Rusalka'' is covered in them in the final mission &amp;quot;Redemption.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Like ''Modern Warfare 2'', it reuses the same model from ''Call of Duty 4''.&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;
[[File:CODBO KPV ZPU-4.jpg|thumb|none|600px|Two ZPU-4s as seen from Mason's UH-1 gunship. Another one can be seen in the background.]]&lt;br /&gt;
&lt;br /&gt;
==M60E3==&lt;br /&gt;
The [[M60E3]] from [[Call of Duty 4: Modern Warfare]] is reused on the PBR in &amp;quot;Crash Site&amp;quot; and is used by Mason.&lt;br /&gt;
[[File:USOM60E3.jpg|thumb|none|450px|M60E3 machine gun with the full length barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO M60E3 PBR (1).jpg|thumb|none|600px|A view of the mounted M60E3, showing that it is the COD4 model from the original full length barrel.]]&lt;br /&gt;
[[File:CODBO M60E3 PBR (2).jpg|thumb|none|600px|The M60 in use, note the ammo box shape as well. Also note how Bowman is also following Mason's aim with his M202A1.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
Huey gunships are armed with the M21 Armament System that consists of side mounted 70mm rocket pods and twin [[M134 Minigun]]s.&lt;br /&gt;
[[File:Armament.jpg|thumb|none|500px|M134 Minigun mounted on M21 Armament Subsystem, same as in the films (this also includes huge [[M158 Rocket Launcher]])]]&lt;br /&gt;
[[File:CODBOAR-15.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODBO M134 M21.jpg|thumb|none|600px|&amp;quot;RT Texas&amp;quot; lights up the side of a building with its miniguns. Note the unused M75 40mm grenade launcher mounted in the nose ball turret.]]&lt;br /&gt;
&lt;br /&gt;
==MG42(*)==&lt;br /&gt;
The [[MG42]] appears only as an emplaced weapon throughout the World War II flashback mission &amp;quot;Project Nova&amp;quot;. The first MG42 is seen fired by a Russian soldier and the rest by the Germans, but all are usable by the player.&lt;br /&gt;
[[File:MG42Bipod.jpg|thumb|none|500px|MG42 with bipod extended - 7.92mm Mauser]]&lt;br /&gt;
[[File:CODBO MG42 (1).jpg|thumb|none|600px|Reznov manning an MG42.]]&lt;br /&gt;
[[File:CODBO MG42 (2).jpg|thumb|none|600px|An MG42 in a ground emplacement.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
Twin [[Mk 19 Grenade Launcher]]s with extended barrels are bizarrely mounted on the BTR-60 APC turret that Hudson operates during the mission &amp;quot;Rebirth,&amp;quot; and the right gun fires machine gun rounds rather than 40mm grenades. It reuses the Mk 19 Mod 3 model from [[Call of Duty 4: Modern Warfare]], which is anachronistic, and a more appropriate choice would've been the Soviet [[KPV]] heavy machine gun or [[AGS-17]] automatic grenade launcher; interestingly, the in-game weapons both use the latter's distinctive belt drum, suggesting that they may have been meant to pass for actual AGS-17s.&lt;br /&gt;
[[Image:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|400px|Mk 19 Mod 3 grenade launcher on vehicle pintle mounting with 48-round belt box and older flash hider - 40x53mm]]&lt;br /&gt;
[[File:CODBO Mk 19 (1).jpg|thumb|none|600px|The Mark 19 duo as manned by Hudson. Note the charging handles only present on the outside sides of the weapon models.]]&lt;br /&gt;
[[File:CODBO Mk 19 (2).jpg|thumb|none|600px|Zooming in with the turret machination.]]&lt;br /&gt;
[[File:CODBO Mk 19 (3).jpg|thumb|none|600px|The weapon system as seen in third person after the BTR-60 eats a missile launched from an Mi-8.]]&lt;br /&gt;
&lt;br /&gt;
==Type 92 Heavy Machine Gun==&lt;br /&gt;
The sentry guns in the zombie map &amp;quot;Kino der Toten&amp;quot; are built around a [[Type 92 heavy machine gun]]. A double machine gun mount in the level &amp;quot;Victor Charlie&amp;quot; also uses Type 92s. The use icon for the emplacement reuses the icon for the Type 92 from ''[[Call of Duty: World at War]]''.&lt;br /&gt;
[[Image:Type 92 HMG.jpg|thumb|none|400px|Nambu Type 92 Heavy machine gun - 7.7x58mm Arisaka]]&lt;br /&gt;
[[File:CODBO Type 92 (1).jpg|thumb|none|600px|The twin Type 92 emplacement in &amp;quot;Victor Charlie.&amp;quot; It appears to feed from AGS-17-like drums.]]&lt;br /&gt;
[[File:CODBO Type 92 (2).jpg|thumb|none|600px|Manning the turret.]]&lt;br /&gt;
[[File:CODBO Type 92 (3).jpg|thumb|none|600px|Aiming with the odd improvised sights.]]&lt;br /&gt;
[[File:CODBO Type 92 (4).jpg|thumb|none|600px|A single Type 92 in &amp;quot;Kino Der Toten.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger Dual Mount System (mockup)==&lt;br /&gt;
A mockup of the [[FIM-92 Stinger]] Dual Mount System made of SA-14 Gremlin models appears as the SAM Turret. It is inaccurately depicted as an autonomous weapon system, with the sighting system replaced by a simple camera. Its appearance in the game is anachronistic as the base FIM-92 Stinger was developed in the 1970s and the Dual Mount System version was developed in the late 1990s. A slightly more realistic choice would be to use the [[FIM-43 Redeye]].&lt;br /&gt;
[[File:Stinger mount.jpg|thumb|none|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:BLACKOPS-SAM.jpg|thumb|none|600px|The SAM Turret killstreak. Apparently the 60s had such an advanced AI that it was capable of acquiring targets on its own only by the means of simple security cameras.]]&lt;br /&gt;
&lt;br /&gt;
==FN M249 SAW==&lt;br /&gt;
The [[FN Minimi|FN M249 SAW]] model from [[Call of Duty 4: Modern Warfare]] is seen in the level &amp;quot;Vorkuta&amp;quot;, where it is used by Soviet prison guard as an emplaced heavy machine gun. Being a Belgian-designed, US-issued light machine gun (and being a variant thereof that came into being in the mid-1980s), it is rather obviously inappropriate for the setting; a more reasonable choice would've been a [[DShKM]].&lt;br /&gt;
[[File:Fn_m249saw_mk2_10-1-.jpg|thumb|none|450px|FN M249 SAW - with 200-round belt box - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==UB-32 Rocket Pod==&lt;br /&gt;
Mi-24A helicopters utilize UB-32 Rocket Pods to fire S-5 rockets. Woods incorrectly calls the pods &amp;quot;UV-32 rockets&amp;quot;, apparently thinking that the &amp;quot;U'''B'''-32&amp;quot; in the English transliteration of the Russian &amp;quot;УБ-32&amp;quot; stands for &amp;quot;V&amp;quot;. This error might be caused by the fact that the Russian letter &amp;quot;B&amp;quot; is actually transliterated to &amp;quot;V&amp;quot; in English. When Mason commandeers a Mi-24A in &amp;quot;Payback&amp;quot; he can fire only four S-5 rockets per wing at a time then he needs to reload. The hind has two pods per wing for a total of 64 rockets per wing, however, Mason's supply of rockets never runs out.&lt;br /&gt;
&lt;br /&gt;
==B-8M Rocket Pod==&lt;br /&gt;
Mi-8 helicopters utilize B-8M Rocket Pods. However, they are inaccurately depicted as firing S-5 rockets instead of the appropriate S-8. Somewhat anachronistic as S-8 rockets were developed in the 1960s, but underwent preliminary testing in 1969 and entered service in 1984.&lt;br /&gt;
&lt;br /&gt;
==M-21 Field Rocket System==&lt;br /&gt;
BM-21 self-propelled multiple rocket launcher vehicles complete with M-21 Field Rocket Systems are seen rather inappropriately being parked in the US Beale Air Force Base in &amp;quot;WMD&amp;quot;. Standalone M-21 systems are also mounted throughout the Rusalka in &amp;quot;Redemption&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
== F1 hand grenade ==&lt;br /&gt;
The French [[F1 hand grenade]] is one of the grenades that aren't usable in-game. The designers appear to have confused it with the Soviet [[F-1 hand grenade|F-1]], which was directly based on the French grenade, even keeping its original name which caused a certain confusion.&lt;br /&gt;
&lt;br /&gt;
[[File:F1 Mle35 hand grenade.JPG|thumb|none|200px|F1 High-Explosive Fragmentation hand grenade with Mle1935 fuse.]]&lt;br /&gt;
[[File:Shot0219.jpg|thumb|none|600px|The grenades under the right shoulder are the F1s.]]&lt;br /&gt;
[[File:Shot0259.jpg|thumb|none|600px|F1 hand grenade on dead Russian soldier. An [[RGD-5 hand grenade]] is also visible.]]&lt;br /&gt;
&lt;br /&gt;
== M7 Gas Grenade ==&lt;br /&gt;
[[M7 CS gas grenade]]s are available in the game's multiplayer, dispersing a lethal load of the game's &amp;quot;Nova Gas&amp;quot;. They are also present on some character models.&lt;br /&gt;
[[File:M7A3.jpg|thumb|none|175px|M7A3 CS gas grenade.]]&lt;br /&gt;
[[File:CODBO M7 CS.jpg|thumb|none|600px|Preparing to throw a &amp;quot;Nova Gas&amp;quot; grenade.]]&lt;br /&gt;
[[File:Shot0219.jpg|thumb|none|600px|The black grenades on the waist are the M7.]]&lt;br /&gt;
&lt;br /&gt;
== M18A1 Claymore ==&lt;br /&gt;
The [[M18A1 Claymore]] anti-personnel mine is available once again as a defensive weapon. For 1000 points claymores X2 are able to purchase in the maps Kino Der Toten, Five, Ascention, Call of the Dead, and Moon. Shangri La features an alternate version for the same price, called the &amp;quot;Spikemore&amp;quot;, which (as its name indicates) launches spikes along with its usual shrapnel. &lt;br /&gt;
&lt;br /&gt;
As with other ''Call of Duty'' games, the mine is based on the depiction of the Claymore in ''Metal Gear Solid'', emitting two red laser beams from its iron sight when placed to show its damage radius and arming area, and is proximity triggered; such a system would require a level of laser technology that did not exist at the time the game is set, and would be of very little practical function since the beams are not associated with any kind of reflector. About the only way it could work, assuming the laser is actually the detonator, is if the laser unit was a rangefinder set to detonate the mine if anything passed closer than a preset distance, which would be an absurdly inefficient method of fuzing an antipersonnel mine. Real Claymore mines are typically command-detonated, though they can also be rigged up with a simple mechanical tripwire for use as a self-detonating mine.&lt;br /&gt;
&lt;br /&gt;
The M18A1 is somewhat anachronistic for most of the singleplayer since while it was adopted in 1960, it is not known to have been used in combat until 1966. For most of the game's events, the original, unreliable M18 would have been the only Claymore variant in use.&lt;br /&gt;
&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|500px|M18A1 Claymore anti-personnel mine.]]&lt;br /&gt;
[[File:CODBO Claymore (1).jpg|thumb|none|600px|The M18A1 Claymore mine in first person.]]&lt;br /&gt;
[[File:CODBO Claymore (2).jpg|thumb|none|600px|The Claymore mine as seen when deployed.]]&lt;br /&gt;
&lt;br /&gt;
== M34 White Phosphorous grenade ==&lt;br /&gt;
The [[M34 White Phosphorous grenade]], referred to as the &amp;quot;Willy Pete,&amp;quot; is used as a smoke grenade, minus most of its real-life incendiary effect: the smoke cloud lasts 8-9 seconds rather than the 60 or so of the real weapon. It still causes mild damage to enemies who are too close when it explodes, though. The grenade is incorrectly shown with a green casing: this colour was not used until STANAG 2321 was adopted in 1987, and a period M34 should be white.&lt;br /&gt;
&lt;br /&gt;
[[File:M34 2-1-.jpg|thumb|none|200px|M34 White Phosphorous grenade.]]&lt;br /&gt;
[[File:CODBO M34 WP.jpg|thumb|none|600px|About to throw the &amp;quot;Willy Pete&amp;quot; grenade.]]&lt;br /&gt;
[[File:Shot0219.jpg|thumb|none|600px|The green grenade on the belt is the M34.]]&lt;br /&gt;
&lt;br /&gt;
== M67 hand grenade ==&lt;br /&gt;
The [[M67 hand grenade]] once again returns as the primary grenade of every faction in-game (not including the World War II mission &amp;quot;Project Nova&amp;quot;). Because ''Black Ops'' takes place from 1961 to 1968, it would be slightly more accurate to see the [[M26 hand grenade]] instead of the M67, as it did not come into common use in the U.S. Military until 1969. Strictly speaking, though, it's not ''exactly'' anachronistic, as it was designed in the 50's. In the zombie maps Kino Der Toten, Five, and Ascension M67 hand grenades are 250 points for 4 grenades.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|500px|M67 fragmentation grenade.]]&lt;br /&gt;
[[File:CODBO M67.jpg|thumb|none|600px|Pulling the pin on a M67 Frag.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
&lt;br /&gt;
[[M84 stun grenade]]s appear as the Flashbangs and as the icon for Concussion Grenades; Flashbangs have a green stripe, while Concussion Grenades have a red stripe in the menu. In gameplay, however, the Concussion Grenade is actually a [[MK3 offensive hand grenade]]. It's appearance in the 60s is highly anachronistic as it was used from 1995 in reality.&lt;br /&gt;
&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:CODBO M84 Flashbang.jpg|thumb|none|600px|Pulling the pin on a M84 Flashbang.]]&lt;br /&gt;
&lt;br /&gt;
== Mk 2 hand grenade ==&lt;br /&gt;
The [[Mk 2 hand grenade]] is one of the grenades that aren't usable in-game. The Mk 2 can can be seen on Tank Dempsey in the zombie map &amp;quot;Kino Der Toten&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 &amp;quot;Pineapple&amp;quot; High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:Shot0032301.jpg|thumb|none|600px|Mk 2 hand grenade on Tank Dempsey's coat.]]&lt;br /&gt;
&lt;br /&gt;
== MK3 Offensive Hand Grenade ==&lt;br /&gt;
[[MK3 offensive hand grenade]]s are appropriately used as the Concussion Grenade in multiplayer gameplay.&lt;br /&gt;
[[Image:MK3A2.jpg|thumb|none|200px|MK3A2 offensive hand grenade]]&lt;br /&gt;
[[File:CODBO Mk3 Concussion.jpg|thumb|none|600px|About to toss a Mk3 grenade.]]&lt;br /&gt;
&lt;br /&gt;
== Model 24 Stielhandgranate(*) ==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] is used by the German soldiers in the World War II mission &amp;quot;Project Nova&amp;quot; and usable by the player. Also available in the zombie maps Nacht der Untoten, Verrückt, Shi No Numa and Der Riese for 250 points.&lt;br /&gt;
&lt;br /&gt;
[[File:24-43 grenade.jpg|thumb|none|500px|Model 24 Stielhandgranate.]]&lt;br /&gt;
[[File:CODBO Stielhandgranate (1).jpg|thumb|none|600px|Prepping a Model 24 Stielhandgranate.]]&lt;br /&gt;
[[File:CODBO Stielhandgrante (2).jpg|thumb|none|600px|A Stielhandgranate on the ground.]]&lt;br /&gt;
&lt;br /&gt;
== RGD-5 hand grenade ==&lt;br /&gt;
The [[RGD-5 hand grenade]] is one of the grenades that aren't usable in-game. It would be more accurate to see Soviet forces in the game use this grenade, rather than simply using the same M67 grenade as the player.&lt;br /&gt;
&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|600px|RGD-5 High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:Shot0259.jpg|thumb|none|600px|RGD-5 hand grenade on a dead Russian soldier. An [[F1 hand grenade]] is also visible.]]&lt;br /&gt;
&lt;br /&gt;
== RGD-33 stick grenade(*) ==&lt;br /&gt;
The [[RGD-33 stick grenade]] is used by the Russian soldiers in the World War II mission &amp;quot;Project Nova&amp;quot; and usable by the player.&lt;br /&gt;
&lt;br /&gt;
[[File:Rgd-33russianfrag mp.jpg|thumb|none|400px|RGD-33 stick grenade.]]&lt;br /&gt;
[[File:CODBO RGD-33 (1).jpg|thumb|none|600px|RGD-33 about to be thrown.]]&lt;br /&gt;
&lt;br /&gt;
== S-Mine(*) ==&lt;br /&gt;
In the classic Nazi Zombies maps, [[S-Mine]]s are available instead of Claymore mines. They are still referred to as &amp;quot;Bouncing Betty&amp;quot; mines.&lt;br /&gt;
&lt;br /&gt;
[[File:Schrapnellmine 35 mine.jpg|thumb|none|500p|S-Mine 35.]]&lt;br /&gt;
[[File:CODBO S-Mine (1).jpg|thumb|none|600px|Nikolai Belinksi holds a ''Schrapnellmine''.]]&lt;br /&gt;
[[File:CODBO S-Mine (2).jpg|thumb|none|600px|Pulling the pin and deploying a mine.]]&lt;br /&gt;
&lt;br /&gt;
= Attachments =&lt;br /&gt;
==GP-30==&lt;br /&gt;
A [[GP-30]] can be mounted on the &amp;quot;AK-47&amp;quot; and the Galil; as ever for the series, it is incorrectly called a &amp;quot;GP-25&amp;quot;. This time, there is not quadrant sight at all, but the presence of four ribs around the barrel (as opposed to three for an actual GP-25), coupled with the lack of a support frame behind the launcher, confirms that it is indeed modeled after a GP-30. Its appearance is anachronistic; the GP-30 entered service in 1989, and the GP-25 itself in 1978. A more accurate choice for the time period of the game could have been the OKG-40 &amp;quot;Iskra&amp;quot; prototype underbarrel grenade launcher that was developed in 1965, or else the standalone ''Device &amp;quot;D&amp;quot;'' noiseless grenade launcher / pistol combo, which was actually used by the Soviet Spetsnaz in the 1960s (and could be equipped with several attachments like a suppressor and a shoulder stock).&lt;br /&gt;
&lt;br /&gt;
Unlike ''[[Call of Duty 4: Modern Warfare]]'' and ''[[Modern Warfare 2]]'', which use a western 40mm grenade to stand in for the Soviet VOG-25 40mm grenade, ''Black Ops'' is the first game in the series to correctly depict a VOG-25 grenade being used. However, the game still portrays the Russian grenade as being cased, with the reload animation involving a downwards flick to eject a nonexistent casing, which, like previous games (and the M203), is stood in with a full 40mm grenade.&lt;br /&gt;
&lt;br /&gt;
[[File:GP-30.jpg|thumb|none|350px|GP-30 grenade launcher - 40mm]]&lt;br /&gt;
[[File:CODBO GP30 (1).jpg|thumb|none|600px|The launcher about to be fired.]]&lt;br /&gt;
[[File:CODBO GP30 (2).jpg|thumb|none|600px|Loading a new grenade.]]&lt;br /&gt;
[[File:Shot0047.jpg|thumb|none|600px|Third-person view of the &amp;quot;AK-47&amp;quot; equipped with a GP-30.]]&lt;br /&gt;
&lt;br /&gt;
==BS-1 grenade launcher==&lt;br /&gt;
The [[BS-1 grenade launcher]] is a unique attachment for the [[AKS-74U]] compact carbine, called by its alternate name &amp;quot;Tishina&amp;quot; in-game. First encountered in the single-player mission &amp;quot;Rebirth&amp;quot;. Anachronistic, as like the gun in question, the launcher was not developed until the 1970s. A more accurate choice for the time period of the game could have been the ''Device &amp;quot;D&amp;quot;'' noiseless grenade launcher / pistol combo (that could be equipped with several attachments like a suppressor and a shoulder stock) and was actually used by the Soviet Spetsnaz in the 1960s.&lt;br /&gt;
&lt;br /&gt;
[[File:GSN-19.jpg|thumb|none|400px|BS-1 grenade launcher - 30mm]]&lt;br /&gt;
[[File:CODBO Tishina (1).jpg|thumb|none|600px|BS-1 in idle. Note that it is actually mirrored; the bolt handle and ejection port for the blanks should actually be on the right side.]]&lt;br /&gt;
[[File:CODBO Tishina (2).jpg|thumb|none|600px|The player character operates the bolt of the BS-1. The game correctly portrays the reload procedure; because the 30mm grenade is fired with a blank instead of having its own propellant, when reloading, the user has to operate the bolt to eject the fired blank and chamber a new blank from the BS-1's detachable box magazine for blanks, and loads in a new 30mm grenade from the muzzle.]]&lt;br /&gt;
[[File:CODBO Tishina (3).jpg|thumb|none|600px|Reloading the BS-1 with a 30mm VOG-T grenade.]]&lt;br /&gt;
[[File:Shot005004.jpg |thumb|none|600px|AKS-74U with a BS-1 on a table.]]&lt;br /&gt;
&lt;br /&gt;
== Knight's Armament Masterkey ==&lt;br /&gt;
The [[Knight's Armament Masterkey]] is a purchasable attachment for some assault rifles in multiplayer, and is seen in singleplayer mounted on the [[M14]] and [[M16]] in &amp;quot;SOG&amp;quot;, the [[AK-47]] hybrid in &amp;quot;Victor Charlie&amp;quot;, the [[Enfield L85 rifle series#XL64E5|Enfield]] in &amp;quot;Rebirth&amp;quot; and the [[Galil]] in &amp;quot;Redemption&amp;quot;. Rather appropriately, readying the underbarrel shotgun does not make the user work the pump handle of the weapon, saving a good technically achievable shotgun shell (unlike the later ''Modern Warfare 3'' or ''Modern Warfare 2'', ''as well'' as its singleplayer remaster for that manner). The Masterkey's capacity inconsistent throughout the modes, while it technically holds four in both normal singleplayer and multiplayer, it incorrectly holds six in Zombies. The Masterkey shotguns in &amp;quot;Victor Charlie&amp;quot; on the other hand uniquely holds eight shells instead.&lt;br /&gt;
&lt;br /&gt;
It is anachronistic, since the Masterkey project was not initiated until the 1980s. The only historically accurate way to do this would be to jury-rig a sawed-off shotgun to the rifle (say with zipties) or have an armorer create a one-off mounting (as with, say, the custom [[Mossberg 500]] mounting seen in ''[[Predator]]''), using something like an XM148 mount or a custom M203-like handguard as a base.&lt;br /&gt;
&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:CODBO Masterkey (1).jpg|thumb|none|600px|The Masterkey mounted on a Colt Commando.]]&lt;br /&gt;
[[File:CODBO Masterkey (2).jpg|thumb|none|600px|Pumping the Masterkey.]]&lt;br /&gt;
[[File:CODBO Masterkey (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
== M203 grenade launcher ==&lt;br /&gt;
The [[M203 Grenade Launcher|M203 Grenade Launcher]] returns once again, but this time, it actually has the trigger and trigger guard, unlike in ''[[Call of Duty 4: Modern Warfare]]'' and ''[[Modern Warfare 2]]''. During the Beta, the M203 lacked the front and rear mountings seen below, but they were added in the final version. Since ''Black Ops'' takes place from 1961 to 1968, it is anachronistic to see the M203 in use as it entered service only in 1969, and even then, the XM203 was the grenade launcher, which was designed in 1968, was used in service until it became the M203 in 1971. A more historically-accurate choice would have been the [[XM148 grenade launcher]], or the experiment X-1 Grenade Launcher, which was used for the M14. Like earlier games, the full 40mm grenade stands in for the spent casing during the reload animation.&lt;br /&gt;
&lt;br /&gt;
[[File:M203.jpg|thumb|none|400px|]]&lt;br /&gt;
[[File:CODBO M203 (1).jpg|thumb|none|600px|M203A1 mounted on an M16.]]&lt;br /&gt;
[[File:CODBO M203 (2).jpg|thumb|none|600px|Reloading an M203A1 mounted on an M14.]]&lt;br /&gt;
[[File:Aug m203.jpg|thumb|none|400px|Steyr AUG A1 (5.56x45mm) with M203PI grenade launcher.]]&lt;br /&gt;
[[File:CODBO M203 (3).jpg|thumb|none|600px|Reloading an M203A1 mounted on an AUG. Note the heat shield; the AUG gains this heat shield when any of the three underbarrel attachments are attached, which appears to be based on the heat shield of the M203PI.]]&lt;br /&gt;
&lt;br /&gt;
=== Underbarrel Flamethrower ===&lt;br /&gt;
A seemingly improvised flamethrower appears as an underbarrel attachment. It appears to have been made from an M203 trigger mechanism mated with a miniature fuel tank and a modified GP-30 serving as igniter. When mounted on the M16, the flamethrower gains a rifle length M203 grenade launcher heat shield painted in red (with two less vent holes). Mounting it on the &amp;quot;Commando&amp;quot; gives it a shortened red M203 heat shield, and mounting it on the FAMAS gives it an even shorter one.&lt;br /&gt;
[[File:CODBO Flamethrower (1).jpg|thumb|none|600px|Flamethrower mounted on an IMI Galil.]]&lt;br /&gt;
[[File:CODBO Flamethrower (2).jpg|thumb|none|600px|Reloading the device. Regardless of any remaining fuel left in the first tank, it will be discarded.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Crossbow==&lt;br /&gt;
The Crossbow is a new weapon that featured in ''Call of Duty: Black Ops''. The crossbow appears in the campaign missions &amp;quot;Executive Order&amp;quot; and &amp;quot;WMD&amp;quot;, which are set in Baikonur and the Ural Mountains, respectively. In multiplayer, crossbows only fire explosive bolts; in singleplayer, they can also fire normal bolts and, on one occasion in &amp;quot;Executive Order&amp;quot;, a zipline. Crossbows in singleplayer also often have scopes attached, using anachronistic slotted accessory rails.&lt;br /&gt;
&lt;br /&gt;
Design-wise, the crossbow appears to be a custom made weapon using a stock and pistol grip from an [[AR-18]] rifle. In an apparent reference to ''[[Rambo: First Blood Part II]]'', the appearance of the explosive tips is modeled after the explosive tips in the cult action film.&lt;br /&gt;
&lt;br /&gt;
[[File:Armalite-AR18.jpg|thumb|none|500px|Armalite AR-18 - 5.56x45mm]]&lt;br /&gt;
[[File:RamboIItorquebow-1.jpg|thumb|none|500px|Rambo's explosive arrow tips as seen in ''Rambo: First Blood Part II''.]]&lt;br /&gt;
[[File:CODBO Crossbow (1).jpg|thumb|none|600px|The vanilla crossbow in multiplayer.]]&lt;br /&gt;
[[File:CODBO Crossbow (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CODBO Crossbow (3).jpg|thumb|none|600px|Resetting the drawstring.]]&lt;br /&gt;
[[File:CODBO Crossbow (4).jpg|thumb|none|600px|Hudson's crossbow in &amp;quot;WMD,&amp;quot; note the scope and &amp;quot;Siberia&amp;quot; camouflage.]]&lt;br /&gt;
[[File:CODBO Crossbow (5).jpg|thumb|none|600px|Loading an explosive arrow.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
The [[M2 Flamethrower]] appears exclusively in the top-down Zombies map Dead Ops Arcade. The in-game model only consists of the gun group; the tank group is missing.&lt;br /&gt;
&lt;br /&gt;
[[File:M2 Flamethrower.jpg|thumb|none|205px|M2A1-2 Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
==Flintlock Pistol==&lt;br /&gt;
Generic [[Flintlock Pistol]]s are seen in the prestige 2 badge.&lt;br /&gt;
&lt;br /&gt;
[[File:Sparroflintlock.jpg|thumb|none|300px|Prop replica of Jack Sparrow's 'Pirates' flintlock.]]&lt;br /&gt;
&lt;br /&gt;
=Stock Footage=&lt;br /&gt;
==Armalite AR-18==&lt;br /&gt;
An [[Armalite AR-18]] is briefly shown in a stock photo used in the introduction to the first mission, &amp;quot;Operation 40&amp;quot;, to illustrate Cuban exiles training for the Bay of Pigs invasion.&lt;br /&gt;
&lt;br /&gt;
[[File:Armalite-AR18.jpg|thumb|none|450px|Armalite AR-18 - 5.56x45mm]]&lt;br /&gt;
[[File:BO-AR18.jpg|thumb|none|600px|A still from the intro showing a soldier training with the AR-18. Also note the [[M1 Carbine]] with post-war upgrades used by the man to his right. The AR-18 along with the BDU uniforms is anachronistic to the Bay of Pigs, however, in this case the error is due to the stock image used to stand in for archival footage actually being a 1986 [https://www.gettyimages.dk/detail/news-photo/miami-cuban-exiled-community-rehearsing-mock-invasion-of-news-photo/200561388-001 photo] of Cuban exiled community rehearsing mock invasion of Cuba.]]&lt;br /&gt;
&lt;br /&gt;
==Carcano M91/38==&lt;br /&gt;
The actual [[Carcano M91/38]] carbine used on November 22, 1963 by Lee Harvey Oswald to assassinate U.S. President John F. Kennedy, can be seen for a second in a trailer. This is the first of many allusions to Kennedy's assassination throughout the game's campaign. This gun does not appear in-game.&lt;br /&gt;
[[File:Oswald-Carcano.jpg|thumb|none|500px|Actual Carcano M91/38 used by Lee Harvey Oswald to assassinate John F. Kennedy - 6.5x52mm]]&lt;br /&gt;
[[File:CoDBO-Carcano.jpg|thumb|none|500px|The rifle seen in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
An [[M1 Carbine]] briefly appears in the introduction to the &amp;quot;Operation 40&amp;quot; level, used in a stock photo of soldiers training with weapons to stand in for Cuban exiles being trained before the Bay of Pigs invasion.&lt;br /&gt;
&lt;br /&gt;
[[File:M1CarbineLateModel.jpg|thumb|none|450px|Korean War-era M1 Carbine with birch stock, adjustable rear sight, bayonet lug, and twin magazine pouch - .30 Carbine]]&lt;br /&gt;
[[File:BO-AR18.jpg|thumb|none|600px|The anachronistic still image from the &amp;quot;Operation 40&amp;quot; intro. The man to the right of the closest one is holding an M1 carbine, with the bayonet lug and adjustable rear sight clearly visible.]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
A Viet Cong fighter carrying a [[RPD]] light machine gun runs across the TV screens in the same setting.&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|500px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:CODBO RPD.jpg|thumb|none|600px|The RPD as seen on the four screens on the right side.]]&lt;br /&gt;
&lt;br /&gt;
==M79==&lt;br /&gt;
Archival footage of the Vietnam War seen on the televisions in the main menu interrogation room include footage of a US soldier firing an [[M79 grenade launcher]].&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:CODBO M79.jpg|thumb|none|600px|The M79 is visible in the far leftmost screen.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Zombie]]&lt;/div&gt;</summary>
		<author><name>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1572874</id>
		<title>Call of Duty: Black Ops Cold War</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1572874"/>
		<updated>2023-04-21T04:24:50Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: /* &amp;quot;Magnum&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: Black Ops Cold War&lt;br /&gt;
|picture=CODBOCWCover1.jpeg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=November 13, 2020&lt;br /&gt;
|developer=Treyarch, Raven Software&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: Black Ops Cold War''''' is a first-person shooter developed by Treyarch and Raven Software and published by Activision. It is the sixth game in the ''Black Ops'' series and the seventeenth in the ''Call of Duty'' series. It is also a direct sequel to ''[[Call of Duty: Black Ops]]''. Like previous games in the series, it is composed of three main modes of play, a single-player campaign, a player-vs-player multiplayer mode, and a 1-4 player cooperative zombies mode. &lt;br /&gt;
&lt;br /&gt;
The campaign's setting takes place primarily in 1981 with several flashbacks dating to 1968 during the Vietnam War, and the zombies and multiplayer mode take place simultaneously in 1984, hence, certain weapons are available in these modes that aren't present in the campaign because of the time difference. The player character is a new, customizable operative codenamed &amp;quot;Bell&amp;quot;, who is part of a CIA task force, including Alex Mason, Frank Woods, and Jason Hudson, out to stop a Soviet agent codenamed &amp;quot;Perseus&amp;quot; (based on the real-life conspiracy) from carrying out a decades-long plan that could radically alter the balance of power of the Cold War.&lt;br /&gt;
&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;
=Overview=&lt;br /&gt;
''Black Ops Cold War'' maintains several weapon features from the 2019 ''Modern Warfare'', including Gunsmith and the ability to reload while aiming down sights.&lt;br /&gt;
&lt;br /&gt;
The game features an extensive swimming and underwater mechanic which inaccurately depicts weapons as being able to be fired underwater, something which would lead to malfunctions and possible complete weapon failures (i.e. exploded barrels) in reality, not to mention projectiles can't travel more than a few feet in such environment. Also, bullet velocities for most of the weapon are much slower in-game than in real life, and some weapons unrealistically share the same velocities despite their different calibers and designs.&lt;br /&gt;
&lt;br /&gt;
While Gunsmith offers a wide variety of attachments to equip, it lacks several features from ''Modern Warfare''. It also features some ''staggeringly'' poor attachment descriptions filled with inaccuracies and misused terms. For example, STANAG is used as a catch-all term for extended magazines, despite the real usage being almost the exact opposite of such an idea.&lt;br /&gt;
&lt;br /&gt;
Many of the cosmetic blueprints feature cerakoted designs which is anachronistic for the 80s as cerakoted weapons started appearing at some point in the 2000s or 2010s. In addition to this, heavily altered &amp;quot;Mastercraft&amp;quot; variants feature altered inspection animations.&lt;br /&gt;
&lt;br /&gt;
Weapons from ''Black Ops Cold War'' also make appearances in ''Call of Duty: Warzone'', a standalone battle royale game mode originally released for (and developed on) ''[[Call of Duty: Modern Warfare (2019)]]''. While most weapons are identical between BOCW and ''Warzone'', a number of weapons, especially the ones added post-release, have more detailed animations in ''Warzone''. More rarely, some BOCW weapons have different weapon models when implemented in ''Warzone''.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] appears under the name &amp;quot;Diamatti&amp;quot;. It holds 15 rounds by default, despite having a visibly extended magazine. It also has a slightly shorter barrel by default; the “7.2&amp;quot; Reinforced Heavy” barrel attachment gives it a more correct barrel length, though this one is shown as fluted. Soviet forces use it in the campaign (which is incorrect, as they would use the [[Stechkin APS]] or the APB instead, though it fires in automatic mode), along with Alex Mason in &amp;quot;Echoes of a Cold War&amp;quot;; nevertheless, its scarce appearance would not be suitable for any sort of military during the game's time period.&lt;br /&gt;
&lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm]]&lt;br /&gt;
[[File:M93Rpreview BOCW.jpg|thumb|none|600px|The Beretta 93R in Gunsmith.]]&lt;br /&gt;
[[File:Beretta93rIdle BOCW.jpg|thumb|none|600px|Sims wielding a &amp;quot;Diamatti&amp;quot; in Angola.]]&lt;br /&gt;
[[File:Beretta93rADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:Beretta93rInspect BOCW.jpg|thumb|none|600px|Sims admires what is possibly the most accurate Beretta 93R weapon model in a Call of Duty game to date.]]&lt;br /&gt;
[[File:Beretta93rInspect2 BOCW.jpg|thumb|none|600px|Pulling back the slide for a brass check.]]&lt;br /&gt;
[[File:Beretta93rReload BOCW.jpg|thumb|none|600px|Swapping magazines during a reload.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] is featured in the game, simply referred to as &amp;quot;1911&amp;quot; and featuring a nickel finish similar to the multiplayer 1911 weapon model from ''[[Call of Duty: Black Ops|Black Ops]]''. In the campaign, it is the main sidearm of almost everyone, including the Soviet and North Vietnamese forces, who would much more likely use the [[Makarov PM]] or [[Tokarev TT-33]] as their sidearms. It incorrectly holds 8 rounds in a standard 7-round magazine. Performing takedowns in loud combat also involve the use of the M1911A1 regardless of faction.&lt;br /&gt;
&lt;br /&gt;
In alpha, beta, and pre-release materials, the M1911 appears with a parkerized finish and brown grips. The &amp;quot;Wingman&amp;quot; skin from the &amp;quot;Air Sea Land Pack&amp;quot; for the Ultimate Edition is also an M1911A1, featuring a paint-job similar to that of the P-51 Mustang fighters during WWII. The M1911A1 is also used in the Overpower finishing move.&lt;br /&gt;
&lt;br /&gt;
[[File:NickelPlatedM1911A1.jpg|thumb|none|300px|Nickel Plated Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:1911preview BOCW.jpg|thumb|none|600px|The M1911A1 in Gunsmith.]]&lt;br /&gt;
[[File:1911Idle BOCW.jpg|thumb|none|600px|The M1911A1 in Angola.]]&lt;br /&gt;
[[File:1911ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:1911Inspect BOCW.jpg|thumb|none|600px|Inspecting the M1911.]]&lt;br /&gt;
[[File:1911Inspect2 BOCW.jpg|thumb|none|600px|Inspecting its other side.]]&lt;br /&gt;
[[File:1911reload BOCW.jpg|thumb|none|600px|Much like the 1911 in [[Call of Duty: Modern Warfare (2019)]], the 1911 in Black Ops Cold War features a nice detail in the slide stop engaging the slide after the last round is fired from a magazine.]]&lt;br /&gt;
[[File:1911reload2 BOCW.jpg|thumb|none|600px|The standard reload involves power slinging the slide, there are magazine options that change that to an animation where the player character hits the slide stop.]]&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:BOCW-M1911-2.jpeg|thumb|none|600px|The M1911A1 with a parkerized finish in the alpha multiplayer loadout menu.]]&lt;br /&gt;
[[File:BOCW-1911-1.jpg|thumb|none|600px|The M1911 tucked in Adler's pants in a pre-release trailer. In the final game, the player grabs the pistol to take down a guard - even though they have their own suppressed 1911 at this point with no way to replace it.]]&lt;br /&gt;
[[File:BOCW M1911 trailer silencer.jpg|thumb|none|600px|A suppressed M1911A1 is racked in the multiplayer reveal trailer. Note the Ak 5 with what appears to be Advanced Armament Corporation OMNI 5.56mm suppressor which doesn't appear in actual multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle==&lt;br /&gt;
An anachronistic and visually altered [[Desert Eagle]] fitted with a Laser Products Corporation LPC Model 7 laser sight and an enormous muzzle brake appears as the &amp;quot;Hand Cannon&amp;quot; in the campaign mission &amp;quot;Desperate Measures&amp;quot;. Inspiration for the weapon appears to come from the laser sighted [[AMT Hardballer]] from ''[[The Terminator]]''. Perhaps taking its moniker a little too literally, it fires explosive rounds. The campaign version feeds from an 8-round magazine (which could or could not be correct, its caliber never being stated) and cannot be reloaded; once all eight rounds have been fired, it is discarded. While still inappropriate because of its extreme rarity, the [[AMC Auto Mag Pistol]] (1969) could've been a better fit for the game's time period.&lt;br /&gt;
&lt;br /&gt;
It was added as the &amp;quot;Hand Cannon&amp;quot; streak in Season 4 (with an updated model and animations, which was retroactively applied to the campaign version), with 10 extremely powerful explosive rounds that can take out any streak you can shoot in one to four shots. It is the primary weapon of choice for the &amp;quot;One in the Chamber&amp;quot; gamemode. Its scorestreak icon shows a more accurate rendition of a Desert Eagle, though this one is an even more anachronistic picatinny railed Mark XIX than the Mark VII on which the actual weapon is based. The laser is now green, and aiming uses ironsights mounted on top of the laser. Its role is similar to the &amp;quot;Annihilator&amp;quot; revolver from ''[[Call of Duty: Black Ops III|BO3]]'' and ''[[Call of Duty: Black Ops 4|BO4]]'', even reusing the sounds of that gun from those games.&lt;br /&gt;
&lt;br /&gt;
[[File:DesertEagleMarkVIInickel.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark VII with nickel finish - .44 Magnum]]&lt;br /&gt;
[[Image:Longslide2.jpg|thumb|none|600px|The AMT Hardballer Longslide/LPC Model 7 laser sight combo from ''The Terminator'' which appears to have been the inspiration for the &amp;quot;Hand Cannon&amp;quot;. The in-game laser is incorrectly depicted as being switched on by pressing a fictional button at the rear, while the real thing has a separate switch connected via cables.]]&lt;br /&gt;
[[File:Desert eagle picatinny.JPG|thumb|none|350px|Magnum Research Desert Eagle Mark XIX, current production model with Picatinny railed barrel - .44 Magnum]]&lt;br /&gt;
[[File:COD CW Deagle Menu.jpg|thumb|none|600px|The &amp;quot;Hand Cannon&amp;quot; in the multiplayer menu. The description incorrectly calling it a &amp;quot;revolver&amp;quot; was reused from Black Ops 3/4, though the word has been changed to &amp;quot;handgun&amp;quot; after an update. A round can be seen in the spare magazine.]]&lt;br /&gt;
[[File:BOCWDeagle3rd.jpg|thumb|none|600px|Bell stops admiring his nice shoes to look upon the mutant Deagle in the middle of the KGB headquarters, of all places. This is the only place in the campaign it can be found.]]&lt;br /&gt;
[[File:BOCWDeagle.jpg|thumb|none|600px|Bell holds the Hand Cannon as he awaits enemy forces about to barge into the room. Here the laser sight can be seen more clearly.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Magnum&amp;quot;==&lt;br /&gt;
The &amp;quot;Magnum&amp;quot; is a fictional hybrid revolver that appears to have some influence from a variety of revolvers such as [[Smith &amp;amp; Wesson#Revolvers|Smith &amp;amp; Wesson]], [[Ruger#Revolvers|Ruger]], [[Arminius HW Revolver Series|Arminius]], Alfa, [[Astra#Revolvers|Astra]] and the [[Colt Trooper]]. The rear of the frame and the angle of the grip give it a strong resemblance to the G&amp;amp;G G733 airsoft revolver. The names of some of its muzzle attachments suggest that it is chambered in .45 ACP (misnamed &amp;quot;.45 APC&amp;quot;); this would contradict both the &amp;quot;Magnum&amp;quot; name, and its Warzone incarnation's stated chambering (.357 Magnum). Like other revolvers in previous ''Black Ops'' games, it is reloaded with single rounds by default, and still has the reload logic errors of the player character reloading only the rounds needed to refill the cylinder in gameplay despite the reload animation showing the entire cylinder being ejected.&lt;br /&gt;
&lt;br /&gt;
The Magnum can also accept a suppressor, even though it almost certainly wouldn't work on the revolver in reality due to the gap between the cylinder, which would leak enough propellant gases to render the suppressor useless. The Magnum also has nonsensical 9-round and 12-round cylinders as attachment options; these cylinders are completely identical to the base cylinder dimensionally, with the amount of rounds held in them ''visibly'' remaining 6 rounds. They're only different in their shapes, being an unfluted cylinder and a [[Mateba]]-like hexagonal cylinder respectively. These cylinder options are also very incorrectly referred to as magazines in their attachment names. It was referred to as the “S&amp;amp;W 27” in the game files, suggesting that this revolver was supposed to be the [[Smith &amp;amp; Wesson Model 27]].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Minted&amp;quot; blueprint gives the revolver a barrel that appears similar to the anachronistic [[Smith &amp;amp; Wesson Model 986]], while others give it a [[Dan Wesson]]-style heavy barrel.&lt;br /&gt;
[[File:G&amp;amp;G G733.jpg|thumb|none|350px|'''Airsoft''' G&amp;amp;G G733 airsoft revolver]]&lt;br /&gt;
[[File:ColtPython6In.jpg|thumb|none|350px|Colt Python with 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:TrooperMKV.jpg|thumb|none|350px|Colt Trooper MK V with straight wood grips and a 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:S&amp;amp;WModel17A.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 17-6 - .22LR]]&lt;br /&gt;
[[File:Ruger Speed 6.jpg|thumb|none|350px|Ruger Speed Six with blued finish and 2.75-inch barrel - .357 Magnum]]&lt;br /&gt;
[[File:Astra357-01.jpg|thumb|none|350px|Astra 357, 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:Revolverpreview BOCW.jpg|thumb|none|600px|A close up look of the &amp;quot;Magnum&amp;quot; in Gunsmith, showing its many design inspirations - the sights come from Smith &amp;amp; Wesson revolvers, the cylinder, hammer, trigger &amp;amp; trigger guard from a Colt Python, the barrel seems to be a mix between that of a Python and a Colt Trooper (complete with a partial underlug rather awkwardly merged into a full one), and a Ruger-style recoil shield; the latter is supposed to have the cylinder release mounted on it, but the designer instead decided to put a conventional Astra-esque cylinder release behind it, forcing them to rather awkwardly stretch the frame forward to fit both.]]&lt;br /&gt;
[[File:Revolveridle BOCW.jpg|thumb|none|600px|The mutant &amp;quot;Magnum&amp;quot;, an amalgamation of the leading revolver brands.]]&lt;br /&gt;
[[File:RevolverADS BOCW.jpg|thumb|none|600px|Aiming down the Smith &amp;amp; Wesson sights.]]&lt;br /&gt;
[[File:Revolverinspect BOCW.jpg|thumb|none|600px|Inspecting the revolver involves flipping the Colt cylinder out.]]&lt;br /&gt;
[[File:Revolverinspect2 BOCW.jpg|thumb|none|600px|Inspecting the Colt-esque barrel.]]&lt;br /&gt;
[[File:Revolverreload BOCW.jpg|thumb|none|600px|Reloading by dumping all rounds in the cylinder.]]&lt;br /&gt;
[[File:Revolverreload2 BOCW.jpg|thumb|none|600px|The default reload animation has the player character individually insert rounds off screen; depending on the cylinder you choose in Gunsmith, a speed loader may be used instead (though dual-wielding will always reload both at once). The animation finishes with a wince-inducing flick of the wrist to shut the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Tranquilizer Gun&amp;quot;==&lt;br /&gt;
A hybrid of a [[Ruger Mk II]] and a [[Welrod]] mocked up to be a tranquilizer pistol is used by Bell in the campaign. The detachable magazine holds 8 rounds, and the animations are reused from the M1911 listed above. The bolt from the Welrod is used as a slide when it locks back on an empty magazine, however, the weapon does not eject casings of any kind, which begs the question of what the slide actually does. Some sort of air canister is seen under the barrel, and the weapon makes noises comparable to compressed air being released, which makes sense.&lt;br /&gt;
[[File:Ruger Mark II MK512.jpg|thumb|none|300px|Ruger Mark II - .22 LR]]&lt;br /&gt;
[[File:HPIM0965.jpg|thumb|none|300px|Welrod Mark II - .32 ACP.]]&lt;br /&gt;
[[File:TranqPistolEvidence BOCW.jpg|thumb|none|600px|From this angle, the grip is very clearly inspired by the Ruger Mk II.]]&lt;br /&gt;
[[File:TranqPistol BOCW.jpg|thumb|none|600px|But the ejection port and large knurled breech charging handle is very much Welrod-like.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
A [[Heckler &amp;amp; Koch MP5K]] with a collapsible stock and a threaded barrel is available as the &amp;quot;MP5&amp;quot;. It has an aftermarket and anachronistic Vector Arms MP5K style handstop handguard with perforations instead of a vertical foregrip by default. It uses an HK claw mount with an anachronistic rail when equipping optics. It can be customized into a number of MP5 variants as seen below, having a wide latitude of barrel and stock configurations akin to ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''.&lt;br /&gt;
&lt;br /&gt;
While not anachronistic for the 80s segments, the MP5K is used by US troops in Bell's Vietnam War flashbacks, which is both inaccurate and anachronistic (the MP5K was developed in 1976, and while the standard MP5 was first developed in 1966, it didn't see any form of service in Vietnam until 1975 as the MP5SD with the Green Berets). In this case (along with certain other weapons in the Vietnam missions), it can somewhat be excused by the fact that these are false flashbacks mixed with hallucinations. It is inaccurate for the East German police to be wielding MP5Ks during &amp;quot;Brick in the Wall&amp;quot;, where they would be using Soviet-manufactured rifles, carbines or submachine guns; the same goes with the Spetsnaz forces in other missions as well as the Cuban Revolutionary Armed Forces in &amp;quot;End of the Line&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
All blueprint variants of the MP5 have the same lower receiver as those of ''Modern Warfare'' (being based on the receiver of a [[PTR 9KT]], which is incredibly anachronistic to ''Cold War''), with the triangular parts still facing the opposite direction compared to real S-E-F lowers.&lt;br /&gt;
[[File:Heckler &amp;amp; Koch MP5K fitted with a A3 stock.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K &amp;quot;Reverse Stretch&amp;quot; with A3 stock - 9x19mm]]&lt;br /&gt;
[[File:MP5Kpreview BOCW.jpg|thumb|none|600px|The MP5K in Gunsmith. Note the gripless handguard resembling modern [https://hkparts.net/product/hk-mp5k-sp89-sp5k-forearm-with-handstop-usa-p16466.htm American examples] with added vent holes for creativity points.]]&lt;br /&gt;
[[File:MP5KIdle BOCW.jpg|thumb|none|600px|The MP5K used on board a Soviet salvage ship.]]&lt;br /&gt;
[[File:MP5KInspect BOCW.jpg|thumb|none|600px|Inspecting the default 30 round magazine of the MP5K.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A3===&lt;br /&gt;
The weapon has some barrel attachments that turn it into a full-sized [[MP5A3]]. The “9.5&amp;quot; Extended” barrel has an original slimline handguard, while the “9.5&amp;quot; Ranger” has a &amp;quot;tropical&amp;quot; wide handguard.&lt;br /&gt;
[[File:H&amp;amp;KMP5A3slimforearm.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; handguard - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5A3.jpg|thumb|none|600px|The MP5A3 with a &amp;quot;[[Talk:Call_of_Duty:_Black_Ops_Cold_War#X-Products_9mm_50_round_drum|STANAG 50 Rnd Drum]]&amp;quot; and &amp;quot;Collapsed Stock&amp;quot;.]]&lt;br /&gt;
[[File:MP5A3Idle BOCW.jpg|thumb|none|600px|An MP5A3 in Moscow.]]&lt;br /&gt;
[[File:MP5A3Inspect BOCW.jpg|thumb|none|600px|Turning it over to look at the ejection port and the &amp;quot;40 Rnd Speed Mag&amp;quot;, which is a slightly longer version of the early straight &amp;quot;waffle&amp;quot;-style magazine.]]&lt;br /&gt;
[[File:MP5A3Inspect2 BOCW.jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:MP5A3ADS BOCW.jpg|thumb|none|600px|Looking through the iron sights.]]&lt;br /&gt;
[[File:MP5A3.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with &amp;quot;tropical&amp;quot; wide handguard - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2===&lt;br /&gt;
The combination of the aforementioned barrel with the &amp;quot;Tactical Stock&amp;quot; turns the gun into an [[MP5A2]].&lt;br /&gt;
[[File:HK MP-5 A3.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with original &amp;quot;slimline&amp;quot; handguard and straight &amp;quot;waffle&amp;quot;-style magazine - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5A2.jpg|thumb|none|600px|The MP5A2 from the public beta with a &amp;quot;40 Rnd Speed Mag&amp;quot;. The &amp;quot;Salvo 50 Rnd Fast Mag&amp;quot; uses the same magazine model for some reason, albeit with a different tape and pull loop.]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A2WideForearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with &amp;quot;tropical&amp;quot; wide handguard - 9x19mm]]&lt;br /&gt;
[[File:MP5A2gunsmith BOCW.jpg|thumb|none|600px|The post launch MP5A2, with the &amp;quot;tropical&amp;quot; handguard.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
Combining either of the sound suppressors with the “9.5&amp;quot; Ranger” barrel configurations produces a [[Heckler &amp;amp; Koch MP5SD]] configuration. The “9.5&amp;quot; Extended” and “9.5&amp;quot; Reinforced Heavy” barrels also create an MP5SD with the handguard missing.&lt;br /&gt;
[[File:MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 with S-E-F trigger group - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5SD2.jpg|thumb|none|600px|An MP5SD2 configuration from the public beta with the &amp;quot;Agency Suppressor&amp;quot;.]]&lt;br /&gt;
[[File:MP5SD2gunsmith BOCW.jpg|thumb|none|600px|The post launch MP5SD2 in gunsmith preview.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
Ditto to the above configuration but with the default or one of the collapsible stock variants produces an MP5SD3.&lt;br /&gt;
[[File:MP5SD3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5SD3.jpg|thumb|none|600px|The MP5SD3 with the &amp;quot;Sound Suppressor&amp;quot; and &amp;quot;Jungle-Style Mag&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9 Hybrid==&lt;br /&gt;
A mildly fictionalized [[Intratec TEC-9]] was added with season five. It is depicted with the bolt assembly and charging handle of an [[Interdynamic KG-9]], although it is shown firing from a closed bolt like an actual TEC-9. It also has the front sight of a [[PPSh-41]] and the stock of an Interdynamic MP-9, though the latter can be removed with the &amp;quot;No Stock&amp;quot; attachment. When equipping grip attachments, it uses the base of the factory grip with the actual grip chopped off and replaced with the grip attachment of choice.&lt;br /&gt;
&lt;br /&gt;
It fires in semi-auto by default, but there are attachments that convert it into full-auto (the fire rate of which appears to be slower than in real life) and an inaccurate burst fire mode. It incorrectly holds 21 and 24 rounds (in multiplayer and Warzone respectively) in the actual 32-round magazine, presumably to prevent a burst from having less than 3 rounds.&lt;br /&gt;
&lt;br /&gt;
In terms of chronology, while the earlier MP-9/KG-9 was produced from 1981 (thus being borderline period appropriate for the 1981-1985 multiplayer maps), the TEC-9 has the post-1987 rear sight, rendering it anachronistic for the game.&lt;br /&gt;
&lt;br /&gt;
Dual TEC-9s are used by Perseus operative Kitsune in the season five cinematic trailer. The weapon is also seen in the &amp;quot;Harbinger Of Doom&amp;quot; calling card.&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 (post-1987 version) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:InterDynamicKG99.jpg|thumb|none|300px|Interdynamic KG-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Interdynamic MP-9.jpg|thumb|none|450px|Interdynamic MP-9 with foregrip and telescoping stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Tec9preview BOCW.jpg|thumb|none|600px|The mutant TEC-9 in the preview screen for the season 5 battlepass.]]&lt;br /&gt;
[[File:Tec9idle BOCW.jpg|thumb|none|600px|The TEC-9 in action in the slums of Panama City.]]&lt;br /&gt;
[[File:Tec9ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Tec9inspect BOCW.jpg|thumb|none|600px|Inspecting the gun. Note how, in addition to having the KG-9's bolt and charging handle, it also has its safety notch; the TEC-9 instead used the charging handle itself as a safety, pushing it into the bolt instead of using it to lock the bolt back.]]&lt;br /&gt;
[[File:Tec9inspect2 BOCW.jpg|thumb|none|600px|Checking out the closed bolt on a stock TEC-9]]&lt;br /&gt;
[[File:Tec9reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Tec9reload2 BOCW.jpg|thumb|none|600px|Note the various markings and warnings stamped into the polymer lower.]]&lt;br /&gt;
[[File:Tec9reload3 BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Tec9reload4 BOCW.jpg|thumb|none|600px|Charging the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;KSP 45&amp;quot;==&lt;br /&gt;
The &amp;quot;KSP 45&amp;quot; is a fictional 3-round burst submachine gun, only appearing in multiplayer. The overall shape is similar to the 9mm version of the [[T2 MK5|Australian Automatic Arms 9mm SAC]], but takes other cues from submachine guns such as the [[Heckler &amp;amp; Koch UMP45]] (which does refer to as the “UMP” in the game files”) with its boxy design, selector switch style, and charging handle with lock open feature (though it is depicted on the right side rather than the left). It has an AR-like bolt release and an AK trigger guard with paddle magazine release. Notably, it also resembles the &amp;quot;MACHT 37&amp;quot; frankengun from ''[[Metal Gear Solid V: The Phantom Pain]]''. Its buttstock seems to combine the socket of a solid MP5 stock, the shape of one from the the AAA SAC or the Wieger StG-940, H&amp;amp;K G3 style sling attachment point and the foldability of the UMP stock; the &amp;quot;Tactical Stock&amp;quot; and &amp;quot;SAS Combat Stock&amp;quot; attachments swap this out for a [[PSG-1]]-style stock (without or with a cheek rest, respectively), while the &amp;quot;Wire Stock&amp;quot; attachment gives it a shortened Romanian AK wire stock and the &amp;quot;Duster Stock&amp;quot; gives it a UMP-style stock. Curiously, the &amp;quot;42 Rnd&amp;quot; and &amp;quot;48 Rnd STANAG&amp;quot; magazine attachments, while referred to as drums, are actually shrunken-down HK21 machine gun belt boxes with feed towers instead of belt feed openings; the &amp;quot;42 Rnd Speed Mag&amp;quot; and &amp;quot;SALVO 48 Rnd Fast Mag&amp;quot; are [[Spectre M4]]-esque quad stack mags (of the exact same size, with the only difference being the latter's cloth shroud). &lt;br /&gt;
&lt;br /&gt;
Although it isn't normally written in all caps, &amp;quot;Ksp&amp;quot; is the Swedish abbreviation for &amp;quot;machine gun&amp;quot; (short for ''Kulspruta''); however, the trademarks on the right side of the &amp;quot;KSP 45&amp;quot; identify it as a &amp;quot;Kühn &amp;amp; Schmidt MP-U&amp;quot; and state that it is of West German origin. There is also a &amp;quot;WARNING REFER TO OWNER'S MANUAL&amp;quot; stamp above the fire selector, which is similar to the markings on nonmilitary UMPs and USCs.&lt;br /&gt;
&lt;br /&gt;
It is also depicted as being used by a Vietcong guerilla in the &amp;quot;Brap Brap&amp;quot; calling card implying that it was used in Vietnam in the ''Black Ops'' universe.&lt;br /&gt;
[[File:AAA SAC 9mm.jpg|thumb|none|450px|Australian Automatic Arms 9mm SAC - 9x19mm]]&lt;br /&gt;
[[File:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:HKMP2000Prototype.jpg|thumb|none|450px|Experimental H&amp;amp;K MP2000 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:KSP45preview BOCW.jpg|thumb|none|600px|The &amp;quot;KSP 45&amp;quot; up close. At full size, the fire selector's 3 positions - &amp;quot;SAFE&amp;quot;, &amp;quot;BURST&amp;quot;, and &amp;quot;AUTO&amp;quot; - can be seen; ignoring the rather obvious fact that the weapon can't be set to full-auto in-game, the lack of a semi-auto position on a select-fire weapon is rather bizarre. Somewhat amusingly, the former is accompanied by a single large white block, while the latter features three small ones, and the three-round-burst position only features two.]]&lt;br /&gt;
[[File:KSP45Idle BOCW.jpg|thumb|none|600px|Holding the KSP 45.]]&lt;br /&gt;
[[File:KSP45ADS BOCW.jpg|thumb|none|600px|Aiming down the sights - here, the folding stock hinge is easily visible.]]&lt;br /&gt;
[[File:KSP45Inspect BOCW.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:KSP45Inspect2 BOCW.jpg|thumb|none|600px|Inspecting the right side. Note the UMP charging handle present over the ejection port and the small AR like brass deflector.]]&lt;br /&gt;
[[File:KSP45reload BOCW.jpg|thumb|none|600px|Reloading the KSP. Note the UMP like handguard covered with checkered texture like the early MP5 slimline forearm.]]&lt;br /&gt;
&lt;br /&gt;
==LAPA SM Modelo 3==&lt;br /&gt;
The [[LAPA SM Modelo 3]] was added during Season 6, under the name &amp;quot;LAPA&amp;quot; (an odd name, as LAPA is the manufacturer of the weapon). The SM Modelo 3 was a prototype weapon with only one example ever made rendering it virtually impossible to be used in any meaningful combat capacity. Appropriate submachine guns of Brazilian origin would either be the INA Model 953 (1950), a modification of the [[Madsen M50]] chambered in .45 ACP or the extremely simple-to-manufacture Mekanika Uru (1977).&lt;br /&gt;
[[File:LAPA SM MOD 3.jpg|thumb|none|450px|LAPA SM Modelo 3 - 9x19mm]]&lt;br /&gt;
[[File:LAPABPpreview BOCW.jpg|thumb|none|600px|The &amp;quot;LAPA&amp;quot; in the preview menu screen.]]&lt;br /&gt;
[[File:LAPAidle BOCW.jpg|thumb|none|600px|The &amp;quot;LAPA&amp;quot; and its owner checking out a parking garage in Miami Beach.]]&lt;br /&gt;
[[File:LAPAADS BOCW.jpg|thumb|none|600px|Aiming down the sights at a shifty looking garage door.]]&lt;br /&gt;
[[File:LAPAinspect1 BOCW.jpg|thumb|none|600px|Inspecting the firearm.]]&lt;br /&gt;
[[File:LAPAinspect2 BOCW.jpg|thumb|none|600px|Checking out the other side.]]&lt;br /&gt;
[[File:LAPAreload1 BOCW.jpg|thumb|none|600px|Reloading after dumping an entire magazine of 9mm into said garage door.]]&lt;br /&gt;
[[File:LAPAreload2 BOCW.jpg|thumb|none|600px|Giving the charging handle a good pull, cocking the gun.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;LC10&amp;quot;==&lt;br /&gt;
The &amp;quot;LC10&amp;quot; is a fictional submachine gun that was added in Season 2. It appears to be based on the [[Walther MPK]], with stylistic elements from (of all things) an [[Accuracy International Arctic Warfare]] sniper rifle ([https://youtu.be/0krEGBnWEag?t=903%20 the developers having stated that in-universe it was made by the same manufacturer as the game's Accuracy International-inspired &amp;quot;LW3 Tundra&amp;quot;]). Its Warzone incarnation was previously stated to be chambered in .45 ACP, but this was later changed to 9mm Parabellum. The muzzle brake and flash guard attachments still have the .45 caliber shown as part of their names (in which case it is mislabeled &amp;quot;.45 APC&amp;quot;). An actual MPK or MPL would be appropriate choices.&lt;br /&gt;
&lt;br /&gt;
[[File:Walther mpk unfolded.jpg|thumb|none|450px|Walther MPK with stock unfolded - 9x19mm]]&lt;br /&gt;
[[File:Arctic Warfare Folding Stock.jpg|thumb|none|450px|Accuracy International AW-F - 7.62x51mm NATO]]&lt;br /&gt;
[[File:LC10loadoutpreview BOCW.jpg|thumb|none|600px|The &amp;quot;LC10&amp;quot; in the loadout menu weapon preview screen. Peculiarly, the wire stock features a cheek pad.]]&lt;br /&gt;
[[File:LC10idle BOCW.jpg|thumb|none|600px|The &amp;quot;LC10&amp;quot; in the rather anachronistic Los Angeles high speed bullet train station ported from ''Black Ops 2''.]]&lt;br /&gt;
[[File:LC10ads BOCW.jpg|thumb|none|600px|Looking through the adjustable rear sight.]]&lt;br /&gt;
[[File:LC10reload1 BOCW.jpg|thumb|none|600px|Reloading from empty involves taking the fresh magazine and flicking the empty mag out by hitting the release paddle with the feed lip.]]&lt;br /&gt;
[[File:LC10reload2 BOCW.jpg|thumb|none|600px|Inserting the new magazine, then charging the bolt.]]&lt;br /&gt;
[[File:LC10inspect1 BOCW.jpg|thumb|none|600px|Much like the AUG, the LC10's transparent polymer magazine models the proper amount of ammunition in each magazine. Despite being depicted as a closed bolt gun, there is no round visible in the breech during the brass check section of the inspect animation.]]&lt;br /&gt;
[[File:LC10inspect2 BOCW.jpg|thumb|none|600px|Note the empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
The [[MAC-10]] was added in Season 1. It is depicted with a custom side cocking charging handle similar to low profile Uzi cocking levers and uses anachronistic front grip adapter and top rail when attaching grip and sight attachments respectively. The side is marked with &amp;quot;Cal .45 Auto&amp;quot;, which is contradicted by the use of a 32-round default magazine, the number &amp;quot;9&amp;quot; as part of some muzzle attachments names, and the use of 9mm Parabellum ammunition in Warzone. The weapon fires correctly from an open bolt in ''Cold War'', but incorrectly from a closed bolt in ''Warzone''.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Quick Judgement&amp;quot; blueprint is based on the Lawgiver MK II pistol from the ''Judge Dredd'' franchise.&lt;br /&gt;
[[File:IngramMAC10.jpg|thumb|none|300px|Ingram MAC-10 - 9x19mm]]&lt;br /&gt;
[[File:MAC10preview BOCW.jpg|thumb|none|600px|The MAC-10 in the battlepass preview screen.]]&lt;br /&gt;
[[File:MAC10idle BOCW.jpg|thumb|none|600px|The MAC-10 being used in a [[Back to the Future|New Jersey mall]].]]&lt;br /&gt;
[[File:MAC10ADS BOCW.jpg|thumb|none|600px|Looking through the basic notch sights. Note the misaligned front and rear sights.]]&lt;br /&gt;
[[File:MAC10inspect1 BOCW.jpg|thumb|none|600px|Inspecting the MAC-10.]]&lt;br /&gt;
[[File:MAC10inspect2 BOCW.jpg|thumb|none|600px|Checking the ejection port.]]&lt;br /&gt;
[[File:MAC10inspect3 BOCW.jpg|thumb|none|600px|Tugging on the charging handle.]]&lt;br /&gt;
[[File:MAC10reload BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:MAC10reload2 BOCW.jpg|thumb|none|600px|And then racking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-02 Kiparis==&lt;br /&gt;
The [[OTs-02 Kiparis]] was added in in the mid-season update for Season 4, under the name &amp;quot;OTs 9&amp;quot;. It is technically anachronistic to the 80s time period of the game, as while it was designed in the seventies, it was first serially produced in 1991. The Sa vz. 82 Skorpion, the aforementioned APS, or the TKB-486 would be better choices for the time period. the It uses 20-round magazines by default, though 25, 30, 32 and 40 round magazines are available as attachments, with the 30 rounder being the only real option. The 30 and 40 rounders are regular magazine extensions, while the 25 and 32 rounders are curved &amp;quot;speed mags&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Kiparis is one of the few weapons to have a distinctly different set of animations in ''Warzone'' compared to ''Cold War''.&lt;br /&gt;
[[File:Kiparis.jpg|thumb|none|450px|KBP OTs-02 &amp;quot;Kiparis&amp;quot; - 9x18mm Makarov]]&lt;br /&gt;
[[File:KiparisPreview BOCW.jpg|thumb|none|600px|The Kiparis in the gunsmith preview screen.]]&lt;br /&gt;
[[File:CW OTs9 idle.jpg|thumb|none|600px|Cpt. Price holds the OTs-02 Kiparis in the middle of a paintball arena.]]&lt;br /&gt;
[[File:CW OTs9 inspectleft.jpg|thumb|none|600px|Inspecting the Russian SMG; note that the selector is incorrectly pointing towards &amp;quot;ОД&amp;quot;, which is for semi-auto.]]&lt;br /&gt;
[[File:CW OTs9 inspectright.jpg|thumb|none|600px|Checking the SMG for any stray flecks of paint, here the bolt handle is clearly visible. It apparently moves independently of the rest of the gun during this animation; at the end (and after firing a shot), the bolt visibly drops down a couple of millimeters, suggesting that the animation doesn't quite loop like it's supposed to.]]&lt;br /&gt;
[[File:CW OTs9 irons.jpg|thumb|none|600px|Aiming down the clear ironsights.]]&lt;br /&gt;
[[File:CW OTs9 tacreload1.jpg|thumb|none|600px|Quickly using the magazine release before an employee notices the time-travelling SAS soldier in the middle of the arena.]]&lt;br /&gt;
[[File:CW OTs9 tacreload2.jpg|thumb|none|600px|Inserting a fresh magazine of 9x18mm Makarov.]]&lt;br /&gt;
[[File:CW OTs9 emptyreload beginflick.jpg|thumb|none|600px|The empty reload procedure involves flicking the magazine out, AK style...]]&lt;br /&gt;
[[File:CW OTs9 emptyreload flick.jpg|thumb|none|600px|...which results in the old magazine being knocked to the floor.]]&lt;br /&gt;
[[File:CW OTs9 emptyreload insert.jpg|thumb|none|600px|The penultimate step - loading a new stick mag.]]&lt;br /&gt;
[[File:CW OTs9 emptyreload bolt.jpg|thumb|none|600px|With an overarm tug on the bolt handle, Price is now free to travel back to [[Call of Duty: Modern Warfare (2019)|his own timeline]], taking his anachronistic SMG with him.]]&lt;br /&gt;
[[File:CW OTs9 melee.jpg|thumb|none|600px|But not before he waves the Kiparis around in the air, showing off the future of Russian SMG design to the bewildered paintball arena employees.]]&lt;br /&gt;
&lt;br /&gt;
==PM-63 RAK==&lt;br /&gt;
The [[PM-63 RAK]] was added during Season 3 as the &amp;quot;AMP63&amp;quot;; unlike its incarnation in ''[[Call of Duty: Black Ops|BO1]]'', it is classified as a pistol. Also unlike that incarnation, it has a correct 15-round capacity by default (with 20-, 22-, and 25-round optional magazines available, the latter being the only real one), as well as a more correct rate of fire. Its foregrip and stock are now permanently folded, and it fires from a closed bolt like the PM-63C variant from the Polish firm &amp;quot;Pioneer Arms Corp&amp;quot;. Additionally, its Warzone incarnation is incorrectly chambered in 9mm Parabellum (a feature of the PM-70 prototype) rather than 9x18mm Makarov.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lawgiver&amp;quot; blueprint is based on the Lawgiver MK II pistol from the ''Judge Dredd'' franchise.&lt;br /&gt;
[[File:PM63.JPG|thumb|none|350px|PM-63 RAK - 9x18mm Makarov]]&lt;br /&gt;
[[File:PM63preview BOCW.jpg|thumb|none|600px|The PM-63 in a loadout menu.]]&lt;br /&gt;
[[File:PM63idle BOCW.jpg|thumb|none|600px|The PM-63 wielded by MI6 operative Park in New Mexico.]]&lt;br /&gt;
[[File:PM63ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:PM63inspect1 BOCW.jpg|thumb|none|600px|Inspecting the Polish submachine gun.]]&lt;br /&gt;
[[File:PM63inspect2 BOCW.jpg|thumb|none|600px|Checking the other side.]]&lt;br /&gt;
[[File:PM63reload1 BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:PM63reload2 BOCW.jpg|thumb|none|600px|Sliding in a new magazine.]]&lt;br /&gt;
[[File:PM63reload3 BOCW.jpg|thumb|none|600px|Racking the slide.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
An anachronistic and heavily stylized [[PP-19 Bizon-2]] (developed in the 1990s) appears under the name &amp;quot;Bullfrog&amp;quot;. It is depicted with a ribbed dust cover resembling that of an [[AS Val]], and the rear sight relocated to the rear of the receiver, along many other cosmetic changes. The default helical magazine only holds 50 rounds instead of 64 or 53 like its real-world counterpart (in 9x18mm Makarov and 9x19mm Parabellum, respectively), and its front attachment point is below the front sight (like the earlier Bizon-1). It has a top-folding stock by default, but can be fitted with a side-folding stock similar to that of other Bizon variants, via the &amp;quot;Duster Stock&amp;quot; or the &amp;quot;KGB Skeletal Stock&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:PP-19 Bizon top-folding stock.jpg|thumb|none|450px|PP-19 Bizon-2-01 with top-folding stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Bizonpreview BOCW.jpg|thumb|none|600px|The &amp;quot;Bullfrog&amp;quot; in Gunsmith. The stock is similar to the Dragunov MA prototype (a trials competitor to the AKS-74U) and the grip is shaped similar to the PP-71, another one of Dragunov's prototypes.]]&lt;br /&gt;
[[File:BizonIdle BOCW.jpg|thumb|none|600px|The &amp;quot;Bullfrog&amp;quot; in-game.]]&lt;br /&gt;
[[File:BizonADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:BizonInspect BOCW.jpg|thumb|none|600px|Inspecting involves popping out the helical magazine for a quick glance.]]&lt;br /&gt;
[[File:BizonInspect2 BOCW.jpg|thumb|none|600px|Then turning it over to look at the ejection port.]]&lt;br /&gt;
[[File:BizonReload BOCW.jpg|thumb|none|600px|Dropping an empty magazine.]]&lt;br /&gt;
[[File:BizonReload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine. Note the conspicuous lack of ammunition, made all the more conspicuous by its presence in the inspection animation.]]&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:BOCW Bizon stock.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] was added in Season 3. It is carried by some Red Army soldiers in the intro cutscene of the Zombies map Die Maschine and inaccurately by Soviet troops in the Season 3 cutscene, which is set in 1984. It is also seen in the &amp;quot;Combat Hardened&amp;quot; achievement icon which is based on the &amp;quot;Stand to Death&amp;quot; statue in Volgograd.&lt;br /&gt;
&lt;br /&gt;
By default, it holds 32 rounds; this is a characteristic of the MP41(r), a German 9x19mm conversion of the PPSh-41 from WWII, even though the in-game weapon is modeled with a standard PPSh-41's 35-round magazine. Interestingly, the &amp;quot;VDV 50 Round Fast Mag&amp;quot; attachment gives the weapon a straight magazine looking similar to that of the MP41(r). To confuse matters further, its muzzle attachments imply that it's chambered in .45 ACP (or rather, .45 &amp;quot;APC&amp;quot;), a feature of absolutely no version of the PPSh.&lt;br /&gt;
&lt;br /&gt;
The weapon has a variety of rather strange barrel options - the &amp;quot;15.7&amp;quot; Task Force&amp;quot; barrel, as well as the &amp;quot;Loud Pipe&amp;quot; variant, have a front forend and heat shield styled after the [[SVT-40]] (a setup extremely similar to the &amp;quot;Thrive&amp;quot; and &amp;quot;Snake&amp;quot; variations from ''[[Call of Duty: WWII]]''); the &amp;quot;14.9&amp;quot; Rifled&amp;quot; barrel gives it an [[Erma EMP-35]]'s barrel shroud and the small wooden forend of a [[PPD-40]]; the &amp;quot;14.9&amp;quot; Ranger&amp;quot; barrel has what appears to be a [[Browning M1919]] barrel shroud with a [[Karabiner 98k]] front sight; the &amp;quot;14.9&amp;quot; Reinforced Heavy&amp;quot; barrel is taken from the [[K-50M]] (albeit also fitted with a Kar98k's front sight); the &amp;quot;12.7&amp;quot; Cavalry Lancer&amp;quot; barrel is seemingly inspired by the PPD-40's (albeit shorter, with larger vents and no handguard); and the &amp;quot;14.3&amp;quot; Extended&amp;quot; barrel is taken from the [[PPS-43]]. Stock options include the &amp;quot;Tactical Stock&amp;quot; (an [[MP28]]-style stock with a leather cheekrest), the &amp;quot;Spetznaz Stock&amp;quot; (a regular-looking stock with a cheekrest and two seemingly-random bolts driven directly through the receiver), and the &amp;quot;Marathon&amp;quot;, &amp;quot;Duster&amp;quot;, and &amp;quot;CQB&amp;quot; stocks (all sawn off, with the former having the original wooden side panels, the latter having K-50M-esque metal side panels, and the Duster having the metal side panels of the experimental folding-stocked PPSh-45; these panels are also used by the &amp;quot;Raider Stock&amp;quot;, seemingly a grafted-on rifle stock).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Night Raid&amp;quot; blueprint (a promotional pre-order reward in ''BOCW'' for ''[[Call of Duty: Vanguard]]'') is stylized after WWII planes like the P-40 Warhawk with the addition of a red dot sight stylized after WWII aircraft reflector gunsights like the Mk 20 Mod 4 sight.&lt;br /&gt;
[[File:Ppsh41.jpg‎|thumb|none|450px|PPSh-41 with 35-round box magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:PPSH41battlepasspreview BOCW.jpg|thumb|none|600px|The PPSh-41 in the battlepass preview. Note the 35-round box magazine inaccurately holding only 32 rounds.]]&lt;br /&gt;
[[File:PPSH41idle BOCW.jpg|thumb|none|600px|NATO operator Hunter wields a PPSh-41.]]&lt;br /&gt;
[[File:PPSH41ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:PPSH41inspect1 BOCW.jpg|thumb|none|600px|Inspecting the submachine gun.]]&lt;br /&gt;
[[File:PPSH41inspect2 BOCW.jpg|thumb|none|600px|Flipping it over.]]&lt;br /&gt;
[[File:PPSH41reload1 BOCW.jpg|thumb|none|600px|Taking out an empty magazine.]]&lt;br /&gt;
[[File:PPSH41reload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PPSH41reload3 BOCW.jpg|thumb|none|600px|Cocking the gun.]]&lt;br /&gt;
[[File:PPSH-01-SMG.jpg‎|thumb|none|450px|PPSh-41 with 71 round drum - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:BOCW PPSh drum.jpg|thumb|none|600px|The weapon loaded with a drum magazine, which only holds 55 rounds. A version of this drum with some canvas wrapped around the bottom holds 85, somehow.]]&lt;br /&gt;
[[File:BOCW PPSh SVT barrel.jpg|thumb|none|600px|The &amp;quot;Task Force&amp;quot; barrel makes the front end of the PPSh resemble the [[SVT-40]].]]&lt;br /&gt;
[[File:BOCWMaschine-PPShSVT.jpg|thumb|none|600px|Soviet soldiers with PPSh-41s in the &amp;quot;Die Maschine&amp;quot; intro.]]&lt;br /&gt;
[[File:PPSH 9MM.JPG|thumb|none|450px|PPSh-41 with 9mm conversion - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BOCW PPSh 9m.jpg|thumb|none|600px|The &amp;quot;VDV 50 round fast mag&amp;quot; resembles a 9x19mm converted PPSh.]]&lt;br /&gt;
&lt;br /&gt;
==SOCIMI Type 821==&lt;br /&gt;
The [[SOCIMI Type 821]] appears in-game. It was referred to as the &amp;quot;Type 821&amp;quot; during the alpha, but the name was changed to &amp;quot;Milano 821&amp;quot; in the Beta (with Milano being Italian for Milan, the city where this gun was made) and kept through the final game. It has an anachronistic Masterpiece Arms side cocking charging handle instead of the proper top mounted one like the [[Uzi]] it was based on. It is anachronistic to the campaign's 1981 time period, as it was designed in 1983 and produced in 1984 (the earlier Uzi for American forces and the PPS-42/43 or the later-added PPSh-41 for Communist-state forces would have been a better choice).&lt;br /&gt;
&lt;br /&gt;
[[File:Socimi821.jpg|thumb|none|450px|Socimi Type 821 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Mpa10sst.jpg|thumb|none|300px|MasterPiece Arms MPA10SST - .45 ACP]]&lt;br /&gt;
[[File:Type821preview BOCW.jpg|thumb|none|600px|The Type 821 in Gunsmith. It lacks a stock by default.]]&lt;br /&gt;
[[File:Type821idle BOCW.jpg|thumb|none|600px|The Type 821 in a Nicaraguan cartel plantation, now fitted with a folding stock. Note that the weapon has been modified with a side cocking charging handle from modern Masterpiece Arms MAC 10/11 clones.]]&lt;br /&gt;
[[File:Type821ADS BOCW.jpg|thumb|none|600px|Looking down the notch sights.]]&lt;br /&gt;
[[File:Type821inspect BOCW.jpg|thumb|none|600px|Inspecting the Type 821.]]&lt;br /&gt;
[[File:Type821inspect2 BOCW.jpg|thumb|none|600px|Inspecting the other side. Unfortunately, like the Uzi from the previous [[Call of Duty: Modern Warfare (2019)|Call of Duty]], the open bolt design of the Type 821 is not reflected in the third person model.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] appears as the &amp;quot;Gallo SA12&amp;quot; (''gallo'' means &amp;quot;rooster&amp;quot; or &amp;quot;cock&amp;quot; in Italian). It is used in semi-automatic mode, and the stock is folded by default, but it can be modified with some unfolded stock options, as well as a fixed stock or no stock at all. Attaching optics will automatically unfold the stock as well. It is weirdly used by Soviet forces in the campaign, and also appears anachronistically in the false flashbacks to the Vietnam War. While the [[KS-23]] from ''BO1'' would be a preferable option as it was adopted by Soviet forces (though it is being serial produced at 1981, the year of most of the campaign's events), semi-automatic designs such as the [[MTs 21-12|MTs 21]] or the [[Baikal Semi Auto Shotgun Series|IZh-20]] would be more suitable to a semi-automatic role.&lt;br /&gt;
&lt;br /&gt;
In a rare bit of realism, the carrier latch button is depressed during reloads to allow the user to load shells (unless an optical attachment is used, in which case the player character will grasp the shotgun from the heat shield instead). When not aiming, the weapon will be upended during reloads (as previously seen in ''[[Call of Duty: Modern Warfare 2|Modern Warfare 2 Campaign Remastered]]''), while the weapon will be held right-side up if reloading while aiming. However, the gun is never rechambered after an empty reload. It holds 7 shells, which is possible with 6 round tubes and a 7th shell in the chamber (or with an underloaded 8-round tube), but as this is never depicted, the tube length is fictional. The magazine tube itself looks more like a 5 or 6 shell tube rather than the 7 shells the weapon actually holds.&lt;br /&gt;
&lt;br /&gt;
The extended 9 and 12 round tubes are modeled incorrectly; while the tube does get longer, it only grows by about 0.5 shells length each time to avoid a comically large magazine tube sticking out of the front of the shotgun.&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 with stock folded - 12 gauge]]&lt;br /&gt;
[[File:SPAS12preview BOCW.jpg|thumb|none|600px|The SPAS-12 in Gunsmith.]]&lt;br /&gt;
[[File:SPAS12Idle BOCW.jpg|thumb|none|600px|The SPAS-12 in use on a CIA raid of an East German aircraft hangar.]]&lt;br /&gt;
[[File:SPAS12ADS BOCW.jpg|thumb|none|600px|Aiming down the sights with the stock folded up. This is inaccurate to the real SPAS-12; the end of the stock is solid and you cannot aim down the sights with the stock folded.]]&lt;br /&gt;
[[File:SPAS12Inspect BOCW.jpg|thumb|none|600px|Inspecting the SPAS-12.]]&lt;br /&gt;
[[File:SPAS12Inspect2 BOCW.jpg|thumb|none|600px|Checking the other side.]]&lt;br /&gt;
[[File:SPAS12Reload BOCW.jpg|thumb|none|600px|Loading up the magazine tube.]]&lt;br /&gt;
[[File:ADS SPAS-12 BLOPS CW.jpg|thumb|none|600px|When reloading while aiming, the shotgun is held right-side up with the support hand holding down the carrier latch button.]]&lt;br /&gt;
&lt;br /&gt;
==Henry .410 Lever Action Shotgun==&lt;br /&gt;
A stylized [[Henry USA rifle series#Henry .410 Lever Action Shotgun|Henry .410 Lever Action Shotgun]] was added with Season 6 as the &amp;quot;.410 Ironhide&amp;quot;. It is extremely anachronistic; not only were Henry lever action shotguns not produced until 2017, but the side loading gate version featured in-game was introduced in 2019. It is fitted with a Williams sight. Compared to the game's other shotguns, it is more precision-oriented, with the tightest spread, lowest fire rate, and worst hipfire spread (the weapon's barrel somehow spreading pellets differently based on how the user looks at it); somewhat bafflingly, it also does the most damage out of all the game's shotguns, despite firing the smallest shells by a substantial margin. The only other lever-action shotgun that is appropriate to the game's setting would be a reproduction version of the fullsize [[Winchester Model 1887]]. It is not in .410 gauge, however, but it is at least appropriate for the damage it deals (though it isn't of the same capacity). Another exotic manually-operated shotgun would be the TOZ [[MTs 20 shotgun series]] in 32 gauge and with an extended magazine.&lt;br /&gt;
&lt;br /&gt;
In a reverse of the SPAS-12's errors, the Henry .410 is ''always'' cocked after every reload in ''Cold War''’s multiplayer. However, this is corrected in Warzone, where it is only cocked when empty.&lt;br /&gt;
[[File:H018G-410R.jpg|thumb|none|450px|Henry H018G-410R - .410 bore]]&lt;br /&gt;
[[File:Henry410BPpreview BOCW.jpg|thumb|none|600px|The Henry Lever Action Shotgun in the battlepass preview menu.]]&lt;br /&gt;
[[File:Henry410idle BOCW.jpg|thumb|none|600px|The Henry .410 wielded by NATO operator Park, in a Soviet live fire training compound,]]&lt;br /&gt;
[[File:Henry410ADS BOCW.jpg|thumb|none|600px|Aiming down Main Street, USA.]]&lt;br /&gt;
[[File:Henry410inspect1 BOCW.jpg|thumb|none|600px|Inspecting the time travelling lever action shotgun. Note the top of the receiver is drilled and tapped for an optic mount.]]&lt;br /&gt;
[[File:Henry410inspect2 BOCW.jpg|thumb|none|600px|Flipping the shotgun over and examining the loading gate and ejection port.]]&lt;br /&gt;
[[File:Henry410reload BOCW.jpg|thumb|none|600px|Inserting fresh shells into the loading gate.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
The [[Ithaca 37]] appears in-game as the &amp;quot;Hauer 77&amp;quot;, likely a reference to [[Rutger Hauer]], the late star of the film ''[[Hobo with a Shotgun]]''. The weapon is pumped after every single reload (in both Cold War and Warzone). A unique variant of the shotgun, known as the &amp;quot;Firestarter&amp;quot;, appears in &amp;quot;End of the Line&amp;quot;, firing incendiary shells exclusive to this mission.&lt;br /&gt;
&lt;br /&gt;
A shortened version called the &amp;quot;Sucker Punch&amp;quot; is available as a skin via the &amp;quot;Air Sea Land&amp;quot; pack for the Ultimate Edition. The base weapon can also be shortened by equipping the “19.3&amp;quot; Hammer Forged” barrel and the &amp;quot;No Stock&amp;quot; attachment.&lt;br /&gt;
[[File:IthacaBayo.jpg|thumb|none|450px|Ithaca 37 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:Ithaca37preview BOCW.jpg|thumb|none|600px|The Ithaca 37 in Gunsmith. It is fitted with a heat shield by default, the bayonet lug is removed and the sling loop is attached to the magazine tube.]]&lt;br /&gt;
[[File:Ithaca37idle BOCW.jpg|thumb|none|600px|The Ithaca 37 used on board a Soviet salvage ship.]]&lt;br /&gt;
[[File:Ithaca37ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Ithaca37Inspect BOCW.jpg|thumb|none|600px|Inspecting the Ithaca 37.]]&lt;br /&gt;
[[File:Ithaca37Inspect2 BOCW.jpg|thumb|none|600px|Every weapon inspect for the Ithaca 37 involves the player character working the pump.]]&lt;br /&gt;
[[File:Ithaca37Reload BOCW.jpg|thumb|none|600px|Loading the magazine tube up.]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The [[Penn Arms Striker-12]] was added to the game during Season 1. It has the auto-ejection mechanism (and therefore the shell deflector) of late models, but lacks a rear drum advance lever like early models. The design is anachronistic, as the auto-ejection feature on Striker shotguns (developed in 1989) wasn't yet in existence during game's time period (when the company was called Sentinel Arms), and the original model wouldn't fit in the pre-1983 multiplayer maps either.&lt;br /&gt;
&lt;br /&gt;
It is referred to as the &amp;quot;Streetsweeper&amp;quot;, and incorrectly fires in fully-automatic mode. Unlike its counterpart from previous games, the winding key is correctly used to rotate the cylinder while reloading, although there is a missing step in which the player character is supposed to manually eject the last shell with the ejector rod.&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|400px|Penn Arms Striker-12 - 12 gauge]]&lt;br /&gt;
[[File:Striker12FullLength.jpg|thumb|none|400px|Sentinel Arms Striker-12 with civilian-legal 18&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:Striker12preview BOCW.jpg|thumb|none|600px|The Striker-12.]]&lt;br /&gt;
[[File:Striker12Idle BOCW.jpg|thumb|none|600px|The Striker-12 in service inside a West German US Army base.]]&lt;br /&gt;
[[File:Striker12ADS BOCW.jpg|thumb|none|600px|The Striker-12's iron sights.]]&lt;br /&gt;
[[File:Striker12Inspect BOCW.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:Striker12Inspect2 BOCW.jpg|thumb|none|600px|Carefully reading the warning label on the side of the receiver.]]&lt;br /&gt;
[[File:Striker12Reload BOCW.jpg|thumb|none|600px|Reloading by twisting the winding key for each new shell.]]&lt;br /&gt;
[[File:Striker12Reload2 BOCW.jpg|thumb|none|600px|Inserting a new shell.]]&lt;br /&gt;
&lt;br /&gt;
==TP-82==&lt;br /&gt;
A stylized [[TP-82]] was added in season five as the &amp;quot;Marshal&amp;quot;, an in-universe predecessor to ''BO3''’s [[Talk:Call of Duty: Black Ops III#&amp;quot;Marshal 16&amp;quot;|&amp;quot;Marshal 16&amp;quot;]]. It is used by Woods as a backup sidearm in the season five cinematic trailer. It is classed as a pistol instead of a shotgun.&lt;br /&gt;
&lt;br /&gt;
The weapon lacks the 5.45mm barrel that the actual weapon has, meaning it functions as a regular double-barrel shotgun. Furthermore, it has been rechambered for 12 gauge instead of the 12.5x70mm shells it actually uses. Owing to its pistol classification, it can be dual-wielded. The weapon only has 6 attachments, which include two optics (mounted on an anachronistic Picatinny rail), a cut-down barrel, a longer barrel and dual-wield. The final attachment is &amp;quot;Dragon's Breath&amp;quot; shells, which do not set enemies on fire, instead they just have a flat damage increase and a cosmetic fire effect, but they are still countered by Flak Jacket.&lt;br /&gt;
&lt;br /&gt;
The two hammers on the gun are not dynamically animated in BOCW, but are in ''Warzone''. In BOCW, the right hammer doesn't drop after firing the first shot (from the right barrel), and both hammers will only drop (simultaneously) after firing both shots; the ''Warzone'' animation correctly shows the right hammer dropping after the first shot. This also extends to the reload animations: the BOCW animation only shows the operator cocking both hammers when reloading both both barrels, while the ''Warzone'' animation has an additional animation showing the operator cocking the one dropped hammer when reloading a single barrel.&lt;br /&gt;
&lt;br /&gt;
Markings on the weapon read &amp;quot;Manufactured in the USA&amp;quot; and &amp;quot;Marshal 82&amp;quot;. In a nice bit of attention-to-detail, struck primers can be seen on the fired shells when reloading. &lt;br /&gt;
[[File:TP-82.jpg|thumb|none|400px|TP-82 - 5.45x39mm &amp;amp; 12.5x70mm (roughly 40 gauge)]]&lt;br /&gt;
[[File:TP82preview BOCW.jpg|thumb|none|600px|Gunsmith preview.]]&lt;br /&gt;
[[File:TP82idle BOCW.jpg|thumb|none|600px|The &amp;quot;Marshal&amp;quot; on the map &amp;quot;Diesel&amp;quot;.]]&lt;br /&gt;
[[File:TP82empty BOCW.jpg|thumb|none|600px|After depleting your ammo pool, the hammers will be correctly shown as uncocked.]]&lt;br /&gt;
[[File:TP82ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:TP82inspect1 BOCW.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:TP82inspect2 BOCW.jpg|thumb|none|600px|Flipping it over.]]&lt;br /&gt;
[[File:TP82inspect3 BOCW.jpg|thumb|none|600px|Checking the breech, note the unstruck primers on the shotgun shells.]]&lt;br /&gt;
[[File:TP82reload BOCW.jpg|thumb|none|600px|Reloading the &amp;quot;Marshal&amp;quot;, note the now struck primer on the right.]]&lt;br /&gt;
[[File:TP82reload2 BOCW.jpg|thumb|none|600px|Spent hulls ejected.]]&lt;br /&gt;
[[File:TP82reload3 BOCW.jpg|thumb|none|600px|Fresh shells inserted.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles / Carbines=&lt;br /&gt;
==Ak 5==&lt;br /&gt;
A stylized [[Ak 5]] is featured in the game as the &amp;quot;Krig 6&amp;quot; (''krig'' means &amp;quot;war&amp;quot; in Swedish). It anachronistically appears in the campaign's 1981 period and in the false flashbacks to Vietnam, as it was first produced in 1986 (the [[FN FNC]], from which the Ak 5 was derived, would have been a more appropriate choice for the 80s segments, and it’s predecessor, the [[FN CAL]], was developed in 1966, and it was used by Thai Forces during the Vietnam War). It also uses an anachronistic upper rail when equipping optics. It is used inaccurately by the East German police and Soviet as well as American troops in the campaign, who would much more likely use the [[AKS-74|MPi-AKS-74N]] and [[M16]] respectively. While it may be possible that the Iranian terrorists in &amp;quot;Nowhere Left to Run&amp;quot; stole a few AK 5 rifles, it is highly unlikely, considering it is exclusively used by the Swedish Armed Forces and the Norwegian Police Service.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tactical Stock&amp;quot; gives it a synthetic fixed [[FN FAL]] stock (similar to some FNC configurations), and the &amp;quot;Commando Assembly&amp;quot; stock is taken from a [[SIG SG 550]] series rifle.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|450px|Bofors Ak 5 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Ak5preview BOCW.jpg|thumb|none|600px|The Ak 5 in Gunsmith. Note the stylistically fictionalized handguard, the early FN FNC-style trigger guard, the lack of reinforcement on the wire stock, as well as the addition of a bolt release paddle, something that the actual Ak 5 (lacking a bolt hold open device) does not have. In reality, the bolt hold open device and automatic nature of the feature would not be added to the weapon system until the Ak 5C became finalized and adopted in the mid-2000s.]]&lt;br /&gt;
[[File:Ak5idle BOCW.jpg|thumb|none|600px|The Ak 5 enjoying a snow map, as its heritage demands.]]&lt;br /&gt;
[[File:Ak5ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Ak5inspect BOCW.jpg|thumb|none|600px|Holding up the gun for an inspect.]]&lt;br /&gt;
[[File:Ak5inspect2 BOCW.jpg|thumb|none|600px|Checking the other side. Note how the weapon also has an FNC-style charging handle.]]&lt;br /&gt;
[[File:Ak5reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Ak5reload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:Ak5reload3 BOCW.jpg|thumb|none|600px|Racking the charging handle to chamber a round. The fictional bolt release paddle is slapped instead in the reloads of some of the magazine options.]]&lt;br /&gt;
[[File:BOCW-Ak5-1.jpg|thumb|none|600px|Woods wields an Ak 5 with an upper rail in a trailer. Note the picatinny rail which is of the anachronistic modern style.]]&lt;br /&gt;
[[File:BOCW-Ak5-2.jpg|thumb|none|600px|The Ak 5 going down in a Michael Bay style sequence. For some reason, the flash hider is missing in this sequence, and the stock is clipping through the ground.]]&lt;br /&gt;
[[File:BOCW AK5 Trailer.jpeg|thumb|none|600px|Sims with an Ak 5 in the multiplayer reveal trailer.]]&lt;br /&gt;
[[File:FNC REM Sporter.jpg|thumb|450px|none|FN FNC - 5.56x45mm]]&lt;br /&gt;
[[File:BOCW Ak5-FNC.jpg|thumb|none|600px|The Ak 5 can be configured with an FNC-like or Daewoo K2-like handguard with the “19.7&amp;quot; Ranger” barrel configuration.]]&lt;br /&gt;
&lt;br /&gt;
==AK-47/AKM Hybrid==&lt;br /&gt;
An &amp;quot;[[AK-47]]&amp;quot; is featured in the game. During the alpha and beta stages, it was mostly modeled correctly after an AK-47, albeit with an [[AKM]]-style pistol grip and slant compensator. However, the model of the base gun was changed in the final game: now it also has an AKM's stamped receiver and ribbed top cover, while retaining the AK-47's gas block, gas tube, front sight block, handguard, and stock. &lt;br /&gt;
&lt;br /&gt;
It can be fitted with an [[RPK]]-style barrel and stock via the “20&amp;quot; Liberator” barrel and the &amp;quot;Tactical Stock&amp;quot; respectively. Other notable Eastern Bloc customizations include a Romanian/East German style coat-hanger stock with the added cheek strut piece as the &amp;quot;Wire Stock&amp;quot;. The &amp;quot;Foregrip&amp;quot; is a Romanian type wooden foregrip and the &amp;quot;Patrol Grip&amp;quot; is a Hungarian FEG-style foregrip. It uses a fictionalized Dragunov optics mount modified into a rail mount when equipping optics.&lt;br /&gt;
&lt;br /&gt;
The AK can also take an extended 40-round steel magazine or a 50-round orange Bakelite resin mag.&lt;br /&gt;
&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:AKpreview BOCW.jpg|thumb|none|600px|The launch version model of the &amp;quot;AK-47&amp;quot;, featuring the ribbed dust cover and stamped receiver.]]&lt;br /&gt;
[[File:AK47idle BOCW.jpg|thumb|none|600px|The AK hybrid in an East German training facility.]]&lt;br /&gt;
[[File:AK47ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:AK47inspect BOCW.jpg|thumb|none|600px|Adler removes the magazine during the weapon inspect.]]&lt;br /&gt;
[[File:AK47inspect2 BOCW.jpg|thumb|none|600px|Then does a chamber check. There will always be a round in the chamber, regardless of whether you have ammunition or not.]]&lt;br /&gt;
[[File:AK47reload BOCW.jpg|thumb|none|600px|Reloading from empty involves flinging the old magazine out by hitting the mag release with the feed lip of a new magazine.]]&lt;br /&gt;
[[File:AK47reload2 BOCW.jpg|thumb|none|600px|Then after rocking in the fresh magazine, racking the bolt with an anachronistic underhand charge. The underhand charge is a modern technique that appears to have developed after the 2000s. Interestingly, a more conventional reload was used in the beta but was changed to the underhand method in the final game presumably due to the community's dissatisfaction with the game's reload animations compared to ''Modern Warfare''.]]&lt;br /&gt;
&lt;br /&gt;
===AK-47===&lt;br /&gt;
Many blueprints, such as the &amp;quot;Iron Curtain&amp;quot; and &amp;quot;Soviet Standard&amp;quot;, retain the AK-47's appearance seen in earlier builds of the game. Additionally, some unusable AK-47s can be seen in the CIA Safehouse.&lt;br /&gt;
&lt;br /&gt;
The Season 1 &amp;quot;Prototype&amp;quot; blueprint gives the weapon a green M16-style stock and a modern barrel, and the &amp;quot;Lethal Damage&amp;quot; blueprint has a sporterized stock.&lt;br /&gt;
&lt;br /&gt;
[[File:PolyTechLegendAK47.jpg|thumb|none|450px|Poly Technologies Legend AK with original Russian style front sight, AKM muzzle brake, and bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:BOCW-AK-2.jpeg|thumb|none|600px|The older AK-47 model during the alpha. Note the presence of an AKM-type pistol grip, the opposite of the AKS-74U as seen below.]]&lt;br /&gt;
[[File:BOCW RPK.jpg|thumb|none|600px|A pseudo-RPK build on the loadout wall in the beta.]]&lt;br /&gt;
[[File:BOCW AK Proto.jpg|thumb|none|600px|The odd-looking &amp;quot;Prototype&amp;quot; blueprint.]]&lt;br /&gt;
[[Image:Radom Hunter.jpg|thumb|450px|none|Radom Hunter - 7.62x39mm. Image used to show the sporterized stock.]]&lt;br /&gt;
[[File:BOCW AK sport.jpg|thumb|none|600px|The sporterized stock on the &amp;quot;Lethal Damage&amp;quot; blueprint.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-47===&lt;br /&gt;
Equipping the &amp;quot;Duster Stock&amp;quot; on some blueprints turns the gun into an [[AKS-47]].&lt;br /&gt;
&lt;br /&gt;
[[File:DeactivatedAKS(1954-59).jpg|thumb|none|450px|AKS-47 - 7.62x39mm]]&lt;br /&gt;
[[File:BOCW AKS-47.jpg|thumb|none|600px|An AKS-47 build in the beta. The &amp;quot;Taped Mags&amp;quot; change the reload animations to be all done with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===Type 56===&lt;br /&gt;
The &amp;quot;AK-47&amp;quot; wielded by NVA and VC soldiers in the Vietnam flashback missions is modeled after the Chinese [[Type 56 assault rifle#Type 56 (7.62x39mm)|Type 56]].&lt;br /&gt;
&lt;br /&gt;
[[File:Early type 56.jpg|thumb|none|450px|Type 56, early milled receiver model with bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:Type56-2.jpg|thumb|none|450px|Type 56-2 - 7.62x39mm]]&lt;br /&gt;
[[File:Type56 BOCW.jpg|thumb|none|600px|Bell admiring her newly acquired Type 56.]]&lt;br /&gt;
[[File:Type56 BOCWsights.jpg|thumb|none|600px|Looking down the fully enclosed hood of the front sight post, also note the milled dust cover.]]&lt;br /&gt;
[[File:Type56 BOCWreload.jpg|thumb|none|600px|Reloading shows the early slab sided AK-47 magazine unique to the Type 56 weapon model in game, as well as the folded (and sadly unusable) spike bayonet.]]&lt;br /&gt;
[[File:Type56 BOCWreload2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Type56wm BOCW.jpg|thumb|none|600px|The world model of the Type 56 shows the Type 56-2 style folding stock, which is anachronistic to those (false) flashback missions, because the Type 56-2 was released after the war in 1980. Note how it also has an Type 56/AK-47 style pistol grip rather than the AKM one used on the base AK.]]&lt;br /&gt;
&lt;br /&gt;
===AMD-65===&lt;br /&gt;
The ''[[Rambo III]]'' inspired &amp;quot;Bloodstained&amp;quot; blueprint gives the gun a similar appearance to the [[AMD-65]], except that it retains the AK-47's front sight and gas system.&lt;br /&gt;
&lt;br /&gt;
[[File:AMD65Short.jpg‎|thumb|none|450px|Hungarian AMD-65 as seen in the film - 7.62x39mm. This one has an American copy of an Israeli blank fire adapter (which is slightly longer and thinner than most commonly seen external BFAs. This is the version seen in the movie.)]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is one of the weapons in ''Black Ops Cold War''. In classic ''Call of Duty'' tradition, it is incorrectly classified as a submachine gun and referred to as the &amp;quot;AK-74u&amp;quot;. While not anachronistic for the 80s segments, it's quite overrepresented even with Woods having one in his trunk at a time when the Soviets were just introducing it to service in Afghanistan. It also appears anachronistically in Bell's false flashbacks to the Vietnam War, where it's inaccurately used by the Vietcong.&lt;br /&gt;
&lt;br /&gt;
It has attachment configurations that approximate members of the [[AS Val]] family. The &amp;quot;Duster Stock&amp;quot; is similar the Val stock, the &amp;quot;Commando Assembly&amp;quot; stock is from the [[VSS Vintorez]], and the “10.3&amp;quot; Ranger” barrel configuration uses the SR-3M's handguard. The &amp;quot;40 Rd Speed Mag&amp;quot; is also a 20-round 6L25 9x39mm magazine.&lt;br /&gt;
&lt;br /&gt;
In addition, the drum magazine attachments are straighter-style 7.62x39mm drum magazines.&lt;br /&gt;
[[File:AKS74U.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:AKS-74upreview BOCW.jpg|thumb|none|600px|While this AKS-74U is more accurately modeled than in most previous ''Call of Duty'' titles, it is shown with an AK-47 style pistol grip, apparently having traded grips with the Beta AK-47.]]&lt;br /&gt;
[[File:AKS-74uIdle BOCW.jpg|thumb|none|600px|Sims holds an AKS-74U while looking at some sand dunes.]]&lt;br /&gt;
[[File:AKS-74uADS BOCW.jpg|thumb|none|600px|Aiming down the distinctive rear notch of the AKS-74U.]]&lt;br /&gt;
[[File:AKS-74uInspect BOCW.jpg|thumb|none|600px|Inspecting the AKS-74U.]]&lt;br /&gt;
[[File:AKS-74uInspect2 BOCW.jpg|thumb|none|600px|Checking out the ejection port and correctly positioned safety lever.]]&lt;br /&gt;
[[File:AKS-74uReload BOCW.jpg|thumb|none|600px|Swapping magazines during a reload.]]&lt;br /&gt;
[[File:BOCW AKS-74U 9x39.jpg|thumb|none|600px|The AKS-74U with various 9x39mm components. Either of the suppressor attachments convert into a Val/VSS style suppressor with the &amp;quot;Ranger&amp;quot; and two of the other barrel mods.]]&lt;br /&gt;
[[File:Aks74uEscapeplanblackopscw.jpg|thumb|none|600px|The &amp;quot;Escape Plan&amp;quot; blueprint of the AKS-74U - as with the &amp;quot;Battleworn&amp;quot; AKM from ''Modern Warfare Remastered'', the dust cover is gone and reveals fully modeled internals. Note that the &amp;quot;Spetsnaz PKM Stock&amp;quot; attachment is just a regular AK-type stock in this blueprint. Also note that this game does not contain a PKM, which is odd, as many Warsaw Pact weapons feature stocks with &amp;quot;Spetsnaz PKM stock&amp;quot; as their name.]]&lt;br /&gt;
&lt;br /&gt;
==APS Underwater Rifle==&lt;br /&gt;
The [[APS Underwater Assault Rifle]] was added in an update on May 6, 2022. It is referred to as the &amp;quot;UGR&amp;quot;, and is incorrectly classified as a submachine gun (a fact even its own description seems to acknowledge, given that it is described as an &amp;quot;underwater rifle modified for improved land performance&amp;quot;; these &amp;quot;improvements&amp;quot; are presumably what stops the weapon from physically destroying itself within 180 rounds fired above water).&lt;br /&gt;
&lt;br /&gt;
Like many of the game's weapons, it features several visual alterations compared to its real-world counterpart; most notably, it feeds from a flat-bottomed magazine reminiscent of the QBS-06 (a Chinese derivative of the APS). This holds an incorrect 27 rounds (compared to the QBS's 25 and the APS's 26), presumably to prevent an incomplete burst at the end of a magazine when the unique &amp;quot;Burst Fire Repeater&amp;quot; muzzle device (which somehow makes the weapon fire in three-round bursts, despite being little more than an [[MG81]]-style flash hider) is used. A more appropriate staggered-bottomed magazine (albeit with an even more incorrect 30-round capacity) is the weapon's only alternate ammo option; this is full of explosive-tipped darts, presumably to help drive home the idea of this weapon as an in-universe predecessor to ''[[Call of Duty: Black Ops 4|BO4]]'''s &amp;quot;S6 Stingray&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Interestingly, this is the only weapon that is actually appropriate for the game's otherwise implausible underwater ballistic physics.&lt;br /&gt;
[[File:APS underwater rifle.jpg|thumb|none|450px|APS underwater assault rifle - 5.66x39mm MPS]]&lt;br /&gt;
[[File:QBS-06.jpg|thumb|none|450px|QBS-06 - 5.8x42mm DBS-06]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;CARV.2&amp;quot;==&lt;br /&gt;
The &amp;quot;CARV.2&amp;quot; added during Season 3 is a fictional burst-firing bullpup &amp;quot;tactical rifle&amp;quot; manufactured by the same (in-universe) company that manufactures the &amp;quot;KSP 45&amp;quot;. It appears to be based on the [[Heckler &amp;amp; Koch G11|Heckler &amp;amp; Koch G11 K2]], even using the latter's 4.73mm caseless ammunition in Warzone. It is anachronistic either way, though firing prototypes do exist during the game's time period.&lt;br /&gt;
&lt;br /&gt;
Compared to the real G11, the &amp;quot;CARV.2&amp;quot; is a bullpup rifle with a a conventional bullpup configuration, with the magazine placed in the stock instead of above the barrel. It also features a typical charging handle, instead of the wind-up handle on the real G11, with the whole thing mimicking the [[Desert Tech Micro Dynamic Rifle]] in ergonomics. It appears shorter and slightly taller than the G11, with a carrying handle instead of the G11's integrated optic, and a rail where the real G11's magazine resides. The handguard is moulded, and the barrel is vented, presumably a way of alleviating the problems the G11 had with its barrel heating up during operation, as there are no brass shells to take the heat out of the rifle. The fire selector is further forward than the real G11, but still features semi-auto, 3-round burst and full-auto, although the rifle is not able to fire in semi-auto or full-auto in gameplay. A more true to the real thing handguard is available as the ''22.5&amp;quot; Task Force'' barrel attachment. &lt;br /&gt;
&lt;br /&gt;
The magazine holds 45 rounds by default, and bizarrely has &amp;quot;.437mm×33&amp;quot; written on it. Oddly, the magazine is also curved, despite the caseless 4.73mm round not being tapered (which is the reason for curved magazines, to allow for the round to feed properly); the in-game weapon apparently uses [https://www.artstation.com/artwork/zO2Qb6 a different, fictional type] of 4.73mm ammo with rounded (though still not tapered) propellant charges and exposed bullets, seemingly based on [https://militarycartridges.com/2018/04/12/5-56mm-x-24mm-caseless/ Frankford Arsenal's experimental 5.56x24mm caseless rounds.] Caseless 4.73mm ammunition would be anachronistic in the 80s maps, as it was not developed at the time.&lt;br /&gt;
&lt;br /&gt;
[[File:G11K2 left.jpg|thumb|none|450px|Heckler &amp;amp; Koch G11 K2 - 4.73x33mm]]&lt;br /&gt;
[[File:CARV2preview BOCW.jpg|thumb|none|600px|The &amp;quot;CARV.2&amp;quot; in the weapon model preview screen. Another fictional rifle inspired by the G11 but using the same feed layout is the [[Metal Gear Solid V: The Phantom Pain#&amp;quot;G44&amp;quot;|G44]] from ''[[Metal Gear Solid V: The Phantom Pain]]''.]]&lt;br /&gt;
[[File:CARV2idle BOCW.jpg|thumb|none|600px|The &amp;quot;CARV.2&amp;quot; in New Mexico.]]&lt;br /&gt;
[[File:CARV2ADS BOCW.jpg|thumb|none|600px|Aiming down the sights at a suspicious step van.]]&lt;br /&gt;
[[File:CARV2inspect1 BOCW.jpg|thumb|none|600px|Inspecting the pseudo-G11.]]&lt;br /&gt;
[[File:CARV2inspect2 BOCW.jpg|thumb|none|600px|Note the absence of an ejection port due to the caseless nature of 4.73mm; the real G11 actually does feature an ejection port, to allow removal of a live round from the chamber (either to get rid of a dud, or simply to clear the weapon).]]&lt;br /&gt;
[[File:CARV2reload1 BOCW.jpg|thumb|none|600px|Swapping out magazines...]]&lt;br /&gt;
[[File:CARV2reload2 BOCW.jpg|thumb|none|600px|...and pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==CETME Model C==&lt;br /&gt;
The [[CETME Model C]] was added in Season 4 as the &amp;quot;C58&amp;quot;, noted due to its slightly curved magazine.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;SASR Jungle Grip&amp;quot; gives it a similar pistol grip to the [[Heckler &amp;amp; Koch PSG-1]], and the &amp;quot;Raider Stock&amp;quot; also resembles a PSG-1 stock. The &amp;quot;CQB Stock&amp;quot; is a sliding design similar to the [[G3A4]].&lt;br /&gt;
&lt;br /&gt;
Interestingly, one of the magazine options is a caliber conversion (the first such attachment in the game), using 5.56x45mm NATO ammunition in a fictional 60-round drum; oddly, the only thing this does is decrease the damage in exchange for a larger-than-normal magazine, with no impact on fire rate, recoil, muzzle velocity, etc. This is not the case for the Warzone counterpart, as that one instead has a 55-round drum option that retains the base 7.62x51mm ammunition.&lt;br /&gt;
&lt;br /&gt;
The curved &amp;quot;25 Rnd Speed&amp;quot; and &amp;quot;Salvo 30 Rnd Fast Mag&amp;quot; resemble HK32 style magazines. The &amp;quot;18.7&amp;quot; Reinforced Heavy Barrel&amp;quot; will give it a handguard resembling that of an [[IMI Romat]]'s while the &amp;quot;18.2&amp;quot; Takedown&amp;quot; to its predecessor the Model B. &amp;quot;15.6&amp;quot; Ultralight&amp;quot; and &amp;quot;18.7&amp;quot; Ranger&amp;quot; will give it a handguard resembling that of a Model E.&lt;br /&gt;
&lt;br /&gt;
[[File:Cetme.jpg|thumb|none|450px|CETME Model C - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CETMEmodelCpreview BOCW.jpg|thumb|none|600px|The CETME Model C in the battlepass preview screen.]]&lt;br /&gt;
[[File:CETMEmodelCidle BOCW.jpg|thumb|none|600px|The CETME Model C in service in Algeria.]]&lt;br /&gt;
[[File:CETMEmodelCADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CETMEmodelCinspect1 BOCW.jpg|thumb|none|600px|Inspecting the Model C.]]&lt;br /&gt;
[[File:CETMEmodelCinspect2 BOCW.jpg|thumb|none|600px|Checking out the other side.]]&lt;br /&gt;
[[File:CETMEmodelCinspect3 BOCW.jpg|thumb|none|600px|Performing a chamber check.]]&lt;br /&gt;
[[File:CETMEmodelCreload1 BOCW.jpg|thumb|none|600px|Locking the bolt back on the reload. Note that it is not completely locked upwards into the locking recess in the cocking tube.]]&lt;br /&gt;
[[File:CETMEmodelCreload2 BOCW.jpg|thumb|none|600px|The empty magazine is removed.]]&lt;br /&gt;
[[File:CETMEmodelCreload3 BOCW.jpg|thumb|none|600px|A fresh magazine is inserted.]]&lt;br /&gt;
[[File:CETMEmodelCreload4 BOCW.jpg|thumb|none|600px|The operator then performs an aggressive &amp;quot;HK Slap&amp;quot; on the charging handle, sending the bolt into battery.]]&lt;br /&gt;
[[File:H&amp;amp;KPSG01LongMag.jpg|thumb|none|450px|Heckler &amp;amp; Koch PSG-1 with 20-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Cetme modelo E.jpg|thumb|none|450px|CETME Model E with Non-genuine translucent magazine. - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-CETME-PSGParts.jpg|thumb|none|600px|The &amp;quot;C58&amp;quot; combined with the &amp;quot;Raider Stock&amp;quot; and &amp;quot;SASR Jungle Grip&amp;quot;.]]&lt;br /&gt;
[[File:Fal13-1-.jpg|thumb|none|450px|IMI Romat - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-CETME-187HeavyBarrel.jpg|thumb|none|600px|The &amp;quot;18.7&amp;quot; Reinforced Heavy Barrel&amp;quot; attached to the &amp;quot;C58&amp;quot;.]]&lt;br /&gt;
[[File:Cetme b30.jpg|thumb|none|450px|CETME Model B - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-CETME-182TakedownBarrel.jpg|thumb|none|600px|The &amp;quot;18.2&amp;quot; Takedown&amp;quot; attached to the &amp;quot;C58&amp;quot; alongside the more curved 25-round speed mag which makes it almost identical to the reference image of the Model B.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield EM-2==&lt;br /&gt;
A stylised arctic model [[Enfield EM-2]] was added in season five. It features its built in scope by default. When equipped for the first time, the character properly presses the fire selector button to switch the weapon to full-auto mode. It is correctly referred as firing .280 British in Warzone and in the names of some of the muzzle attachments. While not anachronistic, its usage by anyone in the 80s is extremely unlikely due to only 59 examples being ever produced.&lt;br /&gt;
&lt;br /&gt;
[[File:EM-2.jpg|thumb|none|450px|Enfield EM-2 - .280 British]]&lt;br /&gt;
[[File:EM-2 arctic model.jpg|thumb|none|450px|Enfield EM-2 arctic model with enlarged trigger guard for use with heavy cold weather gloves - .280 British]]&lt;br /&gt;
[[File:EM2preview BOCW.jpg|thumb|none|600px|The EM-2 in the preview menu for the season 5 battlepass; note the AR-style long birdcage flash hider, fictional checkered pistol grip, and curious setup of a trigger guard within another trigger guard. According to the markings above the magazine well, its full name in the Black Ops universe is &amp;quot;NIGHTFIELD EM280&amp;quot;, referencing the .280 British round the weapon fires.]]&lt;br /&gt;
[[File:EM2idle BOCW.jpg|thumb|none|600px|The EM-2 being used to defend an NSA facility in West Germany.]]&lt;br /&gt;
[[File:EM2ADS BOCW.jpg|thumb|none|600px|The EM-2's integral scope. Note the reticle which is essentially a turned upside down version of the original thing with the addition of a central dot.]]&lt;br /&gt;
[[File:EM2inspect1 BOCW.jpg|thumb|none|600px|Inspecting the EM-2. Note the stylized carry handle reminiscent of the AR pattern. The fire selector above the thumb is properly set to &amp;quot;full-auto&amp;quot; mode.]]&lt;br /&gt;
[[File:EM2inspect2 BOCW.jpg|thumb|none|600px|Admiring the tasteful woodgrain.]]&lt;br /&gt;
[[File:EM2reload1 BOCW.jpg|thumb|none|600px|Reloading from empty; empty reloads are done with the right hand, while non-empty ones are done with the left.]]&lt;br /&gt;
[[File:EM2reload2 BOCW.jpg|thumb|none|600px|As NATO operator Hunter inserts the fresh magazine, the bolt drops and chambers a new round.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Hybrid==&lt;br /&gt;
The &amp;quot;FFAR 1&amp;quot; is a weapon based on the [[FAMAS Valorisé]] combined with a trigger guard and magazine well from FAMAS G2 (both of which would be anachronistic to the game), with some visual features similar to the &amp;quot;FFAR&amp;quot; from ''[[Call of Duty: Black Ops III]]''. The default magazine correctly holds 25 rounds instead of 30 like in past ''Call of Duty'' games.&lt;br /&gt;
&lt;br /&gt;
In the game's lore it appears that this weapon is the successor of the FAMAS from the first ''Black Ops'' game and predecessor to the &amp;quot;FFAR&amp;quot; from ''Black Ops III''.&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|450px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Famas g2.jpg|thumb|none|450px|FAMAS G2 with proprietary bipod deployed - 5.56x45mm]]&lt;br /&gt;
[[File:FFARpreview BOCW.jpg|thumb|none|600px|The &amp;quot;FFAR 1&amp;quot; in Gunsmith. Note the front sight similar to the FAMAS Valorisé but the overall shape reminiscent of the prototype and the G2 trigger guard imposed over the now redundant standard one. Also note the return of the adjustable gas piston block, something that does not exist on the actual FAMAS.]]&lt;br /&gt;
[[File:FFARidle BOCW.jpg|thumb|none|600px|The heavily stylised FAMAS in East Germany.]]&lt;br /&gt;
[[File:FFARADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:FFARinspect BOCW.jpg|thumb|none|600px|Inspecting the bullpup rifle.]]&lt;br /&gt;
[[File:FFARinspect2 BOCW.jpg|thumb|none|600px|The player character giving it a loving caress.]]&lt;br /&gt;
[[File:FFARreload BOCW.jpg|thumb|none|600px|Removing the old magazine.]]&lt;br /&gt;
[[File:FFARreload2 BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FARA 83==&lt;br /&gt;
The [[FARA 83]] was added in Season 2 with the metal stock, marking its first appearance in a video game. The flash hider is of a different design to the real weapon and some sort of gas block is mounted underneath the front sight, which is absent on the real weapon. It is anachronistic for pre-1984 multiplayer maps.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tactical Stock&amp;quot; uses the real fixed stock of the FARA. Oddly, the weapon features some AK stock, with the East German coat hangar AK stock as the &amp;quot;Wire Stock&amp;quot; and a [[Type 56-2]] stock as the &amp;quot;Duster Stock&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:FARA83 2.jpg|thumb|none|450px|FARA 83 with metal stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FARA83loadoutpreview BOCW.jpg|thumb|none|600px|The FARA 83 in base form.]]&lt;br /&gt;
[[File:FARA83idle BOCW.jpg|thumb|none|600px|NATO operator Hunter wields a FARA 83 in a Laotian village.]]&lt;br /&gt;
[[File:FARA83ADS BOCW.jpg|thumb|none|600px|Aiming down the sights of the Argentinian rifle.]]&lt;br /&gt;
[[File:FARA83inspect1 BOCW.jpg|thumb|none|600px|Inspecting the rifle. The weapon features accurate marking and bears a serial number of [[Call of Duty: Modern Warfare 2|00141]]. The fire selector is also set to auto.]]&lt;br /&gt;
[[File:FARA83inspect2 BOCW.jpg|thumb|none|600px|Checking out the other side.]]&lt;br /&gt;
[[File:FARA83reload1 BOCW.jpg|thumb|none|600px|Ejecting the empty mag.]]&lt;br /&gt;
[[File:FARA83reload2 BOCW.jpg|thumb|none|600px|Rocking in a new mag.]]&lt;br /&gt;
[[File:FARA83reload3 BOCW.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:Fara 83.jpg|thumb|none|450px|FARA 83 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[IMI Galil ARM]] was added in Season 6, and is called the &amp;quot;Grav&amp;quot; like in ''[[Call of Duty: Black Ops 4|BO4]]''. It has an [[AS Val]] stock and a slightly shorter barrel by default, but can be fitted with a longer barrel in Gunsmith.&lt;br /&gt;
&lt;br /&gt;
[[File:GalilARM-2.jpg|thumb|none|450px|IMI Galil ARM - 5.56x45mm NATO]]&lt;br /&gt;
[[File:GalilBPpreview BOCW.jpg|thumb|none|600px|The Galil ARM in the battlepass preview menu.]]&lt;br /&gt;
[[File:GalilIdle BOCW.jpg|thumb|none|600px|The Galil ARM used on a field trip to the Moscow Zoo.]]&lt;br /&gt;
[[File:GalilADS BOCW.jpg|thumb|none|600px|The iron sights of the Galil. For some reason, the Galil doesn't have its rear sights in ''Warzone''.]]&lt;br /&gt;
[[File:GalilInspect BOCW.jpg|thumb|none|600px|Inspecting the Galil; note the wooden handguard lacking the grooves and screws of the real deal. Also note the &amp;quot;F-S&amp;quot; selector markings, indicating that it is based on a civilian model.]]&lt;br /&gt;
[[File:GalilInspect2 BOCW.jpg|thumb|none|600px|Checking to see if the safety is disengaged.]]&lt;br /&gt;
[[File:GalilReload BOCW.jpg|thumb|none|600px|Reloading from an empty magazine.]]&lt;br /&gt;
[[File:GalilReload2 BOCW.jpg|thumb|none|600px|Rocking in the new magazine.]]&lt;br /&gt;
[[File:GalilReload3 BOCW.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:Galilarm-05.jpg|thumb|none|450px|IMI Galil ARM chambered in 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==K31==&lt;br /&gt;
The [[K31 Rifle]] was added to the sniper rifles category in Season 3, under the name &amp;quot;Swiss K31&amp;quot;. It has a shortened barrel by default, though the “24.9&amp;quot; Extended” barrel attachment gives it the correct barrel length.&lt;br /&gt;
&lt;br /&gt;
The Warzone incarnation of the K31 is correctly chambered in 7.5x55mm. Despite this, some barrel attachment make it seem like the weapon fires .308 Winchester/7.62x51mm NATO, which would be incorrect.&lt;br /&gt;
&lt;br /&gt;
[[File:SchmidtRubinK31.jpg|thumb|none|450px|Karabiner K31 Rifle - 7.5x55mm Schmidt Rubin GP-11]]&lt;br /&gt;
[[File:K31battlepasspreview BOCW.jpg|thumb|none|600px|The K31 in the battlepass preview.]]&lt;br /&gt;
[[File:K31idle BOCW.jpg|thumb|none|600px|The K31 on Mount Yamantau, equipped with the aforementioned &amp;quot;24.9 Extended&amp;quot; barrel, along with its original iron sights.]]&lt;br /&gt;
[[File:K31ADS BOCW.jpg|thumb|none|600px|The K31's iron sights.]]&lt;br /&gt;
[[File:K31inspect1 BOCW.jpg|thumb|none|600px|Inspecting the K31.]]&lt;br /&gt;
[[File:K31inspect2 BOCW.jpg|thumb|none|600px|Hunter pulling the bolt back for a chamber check.]]&lt;br /&gt;
[[File:K31reload1 BOCW.jpg|thumb|none|600px|Reloading the K31 involves opening the action and removing the magazine.]]&lt;br /&gt;
[[File:K31reload2 BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:K31reload3 BOCW.jpg|thumb|none|600px|And closing the bolt, chambering a new round.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] appears in the game as the &amp;quot;DMR 14&amp;quot;. It is modeled after an airsoft G&amp;amp;G Armament GR14 and as such it sports a synthetic stock (though equipping the Duster Pad stock gives it a chequered wooden stock), fires semi-automatically, and is classified as a &amp;quot;tactical rifle&amp;quot; in multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[File:M14 rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Springfield Armory M1A Black.jpg|thumb|none|450px|Springfield Armory M1A with synthetic stock, for comparison - 7.62x51mm]]&lt;br /&gt;
[[File:M14preview BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:M14Idle BOCW.jpg|thumb|none|601px|The M14 on a bright Miami day.]]&lt;br /&gt;
[[File:M14ADS BOCW.jpg|thumb|none|601px|Looking down the iron sights.]]&lt;br /&gt;
[[File:M14ChamberCheck BOCW.jpg|thumb|none|601px|NATO operator Hunter holds the rifle up to inspect.]]&lt;br /&gt;
[[File:M14Inspect2 BOCW.jpg|thumb|none|600px|Checking the other side of the rifle. Note the circular cutout with two holes and the presence of selector switch complete with a cutout in the stock for it, confirming it as an airsoft G&amp;amp;G Armament GR14.]]&lt;br /&gt;
[[File:M14Inspect3 BOCW.jpg|thumb|none|600px|Performing a chamber check.]]&lt;br /&gt;
[[File:M14Reload BOCW.jpg|thumb|none|601px|Swapping out magazines.]]&lt;br /&gt;
[[File:M14Reload2 BOCW.jpg|thumb|none|601px|Hunter inserting a fresh magazine.]]&lt;br /&gt;
[[File:M14Reload3 BOCW.jpg|thumb|none|600px|Tugging on the charging handle to chamber a round.]]&lt;br /&gt;
[[File:BOCWM14Wood.jpg|thumb|none|600px|The wooden M14 stock when equipping the Duster Pad. It seems to be inspired by [https://salem-poor-squadron-75.tumblr.com/post/179129731667/springfield-armory-m1a-socom-16-the-shorter-and/amp this] particular M1A SOCOM 16 custom stock made by LAW483 Enterprises and an ATI Fiberforce Recoil Pad. It should be noted that such custom made or synthetic stocks are most likely anachronistic for the 80s and a basic wooden one would have sufficed instead.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] appears under the &amp;quot;tactical rifles&amp;quot; class. It is simply referred to as the &amp;quot;M16&amp;quot; in the HUD, but actually has &amp;quot;M16.A2&amp;quot; markings on the magwell. It incorrectly holds 30 rounds in a 20-round magazine, and the pin for the auto sear on the lower receiver is absent, which in reality would prevent the rifle from firing in bursts. It is anachronistic to the campaign's 1981 time period, as the M16A2 was not adopted for service yet, first being adopted in 1983 by the USMC and in 1986 by the Army. Rather than removing the carry handle as in previous Black Ops games, it uses an anachronistic carry handle rail when equipping optics. Said carry handle rail appears to be a modern 1913 rail attached using a clamp and screw system from a Colt 3x or 4x AR-15 scope somehow mated together. The weapon boasts surprisingly high damage, able to kill enemies in a single burst at some range compared to the fully-automatic rifles.&lt;br /&gt;
&lt;br /&gt;
The M16's alternate barrel options include “16.3&amp;quot; Rapid Fire”, “20.5&amp;quot; Cavalry Lancer”, “16.3&amp;quot; Titanium”, “20.2&amp;quot; Takedown”, and “15.9&amp;quot; Strike Team”; of these, the 20.5&amp;quot; barrel options are visually just the default barrel but fluted (&amp;quot;Cavalry Lancer&amp;quot;) or dimpled (&amp;quot;Takedown&amp;quot;). For the short barrel options, the &amp;quot;Rapid Fire&amp;quot; and &amp;quot;Strike Team&amp;quot; both give the gun a short triangular handguard (the difference is that &amp;quot;Rapid Fire&amp;quot; has a smooth barrel while &amp;quot;Strike Team&amp;quot;'s is fluted), while &amp;quot;Titanium&amp;quot; gives the gun a short round handguard, the end result somewhat resembling a Colt Model 723 14.5&amp;quot; A1 barrel.&lt;br /&gt;
&lt;br /&gt;
The M16's stock options include &amp;quot;Tactical Stock&amp;quot;, the normal M16A2 stock with a cheek pad, &amp;quot;Wire Stock&amp;quot;, an M231 FPW-like wire stock, &amp;quot;Duster Stock&amp;quot;, a Doublestar Ace skeleton stock (which might be anachronistic), &amp;quot;Commando Assembly&amp;quot;, a 2nd generation collapsible stock, and &amp;quot;Buffer Tube&amp;quot;, an exposed buffer tube with a rubber pad.&lt;br /&gt;
&lt;br /&gt;
Magazine options include the classic ''Black Ops'' jungle-style fast mags made with either duct tape or clamps, a 30-round STANAG magazine depicted as a 45-rounder, a 20-round STANAG magazine with an improvised duct tape magazine assists somehow also depicted as a 45-rounder, and a severely underloaded MAG5-100 100-round magazine holding 54 rounds (which also appears on the in-game &amp;quot;XM4&amp;quot;, where it holds 50 rounds).&lt;br /&gt;
[[File:M16A2.jpg|thumb|none|450px|Colt M16A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A2preview BOCW.jpg|thumb|none|600px|The M16A2 in Gunsmith.]]&lt;br /&gt;
[[File:M16A2Idle BOCW.jpg|thumb|none|600px|The M16A2 in service inside a Nevadan nuclear weapons test site.]]&lt;br /&gt;
[[File:M16A2ADS BOCW.jpg|thumb|none|600px|Aiming down the carry handle sights.]]&lt;br /&gt;
[[File:M16A2inspect BOCW.jpg|thumb|none|600px|Inspecting the rifle. Note that the in-universe stand in for Colt appears to be the fictional &amp;quot;Arrow Armory&amp;quot; (the same manufacturer stamped on the ''BOCW'' M1911A1) based in Hartford, Connecticut, standing in for Colt, the real life manufacturer of both weapons, which is also based in Hartford, CT.]]&lt;br /&gt;
[[File:M16A2inspect2 BOCW.jpg|thumb|none|600px|Performing a rather enthusiastic chamber check; pulling the bolt this far back would likely eject the currently-chambered round.]]&lt;br /&gt;
[[File:M16A2Reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:M16A2Reload2 BOCW.jpg|thumb|none|600px|Inserting a fresh 20 round steel GI mag.]]&lt;br /&gt;
[[File:BOCW M16A2 Constable.jpg|thumb|none|600px|The &amp;quot;Constable&amp;quot; blueprint, which has an anachronistic Aim Sports AR free float rifle length quad rail/V3 or Monstrum Tactical 12 inch free float quad rail.]]&lt;br /&gt;
&lt;br /&gt;
===Colt XM4 Carbine===&lt;br /&gt;
The combination of the “16.3&amp;quot; Titanium” barrel attachment with the &amp;quot;Commando Assembly&amp;quot; stock attachment approximates the [[M4 Carbine|XM4 Carbine]], sans the proper stepped barrel. The exact same configuration can be made by removing all attachments from the &amp;quot;Fly Trap&amp;quot;, &amp;quot;Inconspicuous&amp;quot;, or &amp;quot;SOG Commando&amp;quot; blueprints for the gun referred to as the &amp;quot;XM4&amp;quot; in game and then reattaching the longest barrel option.&lt;br /&gt;
[[File:XM4 1986 model.jpg|thumb|none|450px|XM4 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BOCW M16-XM4.jpg|thumb|none|600px|The psuedo-XM4 on the loadout workbench.]]&lt;br /&gt;
[[File:XM4Idle BOCW.jpg|thumb|none|600px|The pseudo-XM4 being used in Moscow.]]&lt;br /&gt;
[[File:XM4ADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:XM4Inspect BOCW.jpg|thumb|none|600px|Inspecting the XM4 build.]]&lt;br /&gt;
[[File:XM4Inspect2 BOCW.jpg|thumb|none|600px|Looking at the other side of the gun.]]&lt;br /&gt;
[[File:XM4Inspect3 BOCW.jpg|thumb|none|600px|The final part of the inspect animation involves tugging back on the charging handle for a chamber check.]]&lt;br /&gt;
[[File:XM4Reload BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:COD CWBO Beta Key Art.jpg|thumb|none|600px|A nearly identical build is seen in the key art for the beta, which is horizontally flipped. Some parts are missing from the gun's model, including the case deflector, the magazine release button, and a portion of the fence around it.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14 Groza==&lt;br /&gt;
A stylized [[OTs-14 Groza]] with a shortened receiver was added to the game in Season 1. It is anachronistic, as the real weapon was produced in 1992. It feeds from 5.45x39mm style magazines, something which is not confirmed to have existed on a real Groza, but is actually used on a Groza-inspired bullpup AK pistol developed in the late 2010s by US-based Bad Element Co. In contrast, its Warzone incarnation is stated to be chambered in &amp;quot;7.62 Soviet&amp;quot; (i.e. 7.62x39mm), and some of its muzzle attachments have &amp;quot;7.62&amp;quot; as part of their name.&lt;br /&gt;
&lt;br /&gt;
[[File:OTS-14.jpg|thumb|none|450px|OTs-14-4A-01 Groza - 9x39mm]]&lt;br /&gt;
[[File:Grozapreview BOCW.jpg|thumb|none|600px|The Groza in the battlepass preview screen. It isn't entirely clear why the weapon has been so heavily stylized, especially considering that one of the perks of adding a Groza to a game with other AKs is that you can re-use parts of their models (including more or less the entire receiver sans optic rail).]]&lt;br /&gt;
[[File:GrozaIdle BOCW.jpg|thumb|none|600px|The Groza in the hands of NATO operator Baker.]]&lt;br /&gt;
[[File:GrozaADS BOCW.jpg|thumb|none|600px|Looking through the Groza's iron sights. The rear sight notch is missing and the sights are misaligned.]]&lt;br /&gt;
[[File:GrozaInspect BOCW.jpg|thumb|none|600px|Inspecting the stylized Groza.]]&lt;br /&gt;
[[File:GrozaInspect2 BOCW.jpg|thumb|none|600px|Performing a chamber check, note the piston rod.]]&lt;br /&gt;
[[File:GrozaReload BOCW.jpg|thumb|none|600px|Removing the entirely fictional magazine.]]&lt;br /&gt;
[[File:GrozaReload2 BOCW.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:GrozaReload3 BOCW.jpg|thumb|none|600px|Performing an underhand charge. This would be impractical in reality, given the location of the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-95-1==&lt;br /&gt;
An anachronistic [[QBZ-95-1]] rifle appears in the game, featuring several retro-styled cosmetic alterations. It was briefly seen in the Gunsmith trailer, labeled the &amp;quot;Type 15&amp;quot;, but the name was changed to &amp;quot;QBZ-83&amp;quot; in the Beta and retained in the current version of the game. The Type 95's development began in 1989, with the first prototypes being made in 1990. The in-game weapon bears some cosmetic resemblances to [http://www.163.com/dy/article/EK33QH8D05355H7O.html some of the Type 95's early prototypes], but is still clearly based on the QBZ-95-1, which began its development in 2004 and was adopted in 2010. The Type 86S (a Chinese AK-platform weapon in the bullpup form) would be more appropriate, but it would be anachronistic on early maps.&lt;br /&gt;
&lt;br /&gt;
The weapon's trigger and trigger guard shape come from the [[HS Produkt VHS|HS Produkt VHS-2]], with the latter being made from stamped metal rather like the FAMAS. Its magazines appear to be loosely based on Chinese steel AK magazines. It also has three vents on the upper handguard and a birdcage-like muzzle device, both elements of the QBZ-97. The fire selector also only has safe/fire positions like a civilian model.&lt;br /&gt;
&lt;br /&gt;
The side of the gun is marked with &amp;quot;T97NSR-PWC-CAL 5.56 mm&amp;quot;; T97NSR refers to a semi-auto only civilian variant of the 5.56mm QBZ-97A sold in Canada named Type 97 NSR. This likely suggests that Treyarch modeled the gun after a Type 97 NSR then modified it to make it resemble a Chinese QBZ-95 (with its distinct magazine shape and paddle magazine release) and &amp;quot;retro-ified&amp;quot; it. Some of its muzzle attachments also have &amp;quot;5.56&amp;quot; as part of their names, though it is unclear if this is an intentional reference to the QBZ-97 connections or a result of the generally confused state of attachment name/descriptions in ''BOCW''; its Warzone incarnation is also supposedly chambered in 5.56 NATO.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;QBZ-83&amp;quot; name would suggest that it was adopted in 1983 in the ''Black Ops'' universe which would still be anachronistic to the pre-83 maps.&lt;br /&gt;
[[File:Norinco QBZ95-1.jpg|thumb|none|450px|QBZ-95-1 - 5.8x42mm]]&lt;br /&gt;
[[File:Norinco QBZ-97.jpg|thumb|none|450px|QBZ-97 - 5.56x45mm]]&lt;br /&gt;
[[file:BOCW QBZ-83.jpg|thumb|none|600px|The QBZ on the Beta loadout wall. The indent behind the pistol grip is marked with a bizarre and grammatically broken string of Chinese text: &amp;quot;名字叫常 梦想&amp;quot; (Pinyin: míng zì jiào cháng / mèng xiǎng; more clearly seen [[:File:BOCW_QBZ-83_Beta.jpg|here]]); literally, it means &amp;quot;name is called Chang / Dream&amp;quot;. Considering that the QBZ-83 is modelled by Treyarch weapon artist [https://www.artstation.com/artwork/bKQ34r Pawin Changkiendee], it is possible that the broken Chinese was an attempt at inserting an oblique dev signature on the gun model. The artist's ArtStation images also show that the same text is marked on the bolt carrier on the release model.]]&lt;br /&gt;
[[File:QBZ95-1preview BOCW.jpg|thumb|none|600px|The QBZ in Gunsmith the released game, showing the Type 97 NSR markings more clearly. Note that the receiver marking has been changed to &amp;quot;83式自动步枪&amp;quot; (Pinyin: 83 shì zì dòng bù qiāng), meaning &amp;quot;Type 83 automatic rifle&amp;quot;. The word &amp;quot;中国&amp;quot; (Pinyin: zhōng guó), meaning &amp;quot;China&amp;quot;, is also faintly marked on the magazine well, and the rear of the stock is ''very'' faintly marked with &amp;quot;梦想&amp;quot; (Pinyin: mèng xiǎng), or &amp;quot;dream&amp;quot;.]]&lt;br /&gt;
[[File:QBZ95idle BOCW.jpg|thumb|none|600px|The &amp;quot;QBZ-83&amp;quot; in Nuketown.]]&lt;br /&gt;
[[File:QBZ95ADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:QBZ95inspect BOCW.jpg|thumb|none|600px|Inspecting the gun. Note Adler's jacket sleeve clipping through the magazine, a phenomenon also seen in ''[[Battlefield 4]]'''s depiction of the rifle.]]&lt;br /&gt;
[[File:QBZ95inspect2 BOCW.jpg|thumb|none|600px|Performing a chamber check.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;RAI K-84&amp;quot;==&lt;br /&gt;
The &amp;quot;RAI K-84&amp;quot; (standing for &amp;quot;Reactorniy Avtomat-Izluchatel Kuhlklay-84&amp;quot;, translated &amp;quot;Reactor Automatic Radiator Kuhlklay-84&amp;quot;) is a &amp;quot;Wonder Weapon&amp;quot; in the Zombies map Firebase Z released during Season 1. It is based on an [[AK-74]] with the depiction of a milled receiver; such a configuration exists on the Waffen Werks WW-74M, a US-made semi-automatic rifle, though the in-game weapon has two rivets at the rear like the stamped receiver of a standard AK-74. It is fitted with an underbarrel &amp;quot;Vortex&amp;quot; grenade launcher called the &amp;quot;GP-6K2&amp;quot; and modeled after a [[GP-25]].&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:BOCW RAI K-84 1.jpg|thumb|none|600px|The &amp;quot;RAI K-84&amp;quot; as seen in the Firebase Z trailer.]]&lt;br /&gt;
[[File:BOCWRAIKHold.jpg|thumb|none|600px|Grumbling at the fact that Primis and Ultimis were replaced by literal nobodies, of which he is one of them, the Requiem Operator in Firebase Z consoles himself by looking at his shiny space AK. The jumbled mess of parts and components welded to a traditional assault rifle base at least backs up its designation as a prototype.]]&lt;br /&gt;
[[File:BOCWRAIKInspect.jpg|thumb|none|600px|Inspecting the magazine-shaped cell holder used to power the rifle, vaguely resembling the Kalash magazines in the ''Metro'' games. It would probably not be wise to place one's fingers anywhere near the cells in the magazine, considering they are actively and visually ''sparking''.]]&lt;br /&gt;
[[File:BOCWRAIKReload.jpg|thumb|none|600px|At least reloading the weapon shows more careful finger placement. As a bit of trivia, intel in the map notes that the RAI K-84 was based off of a &amp;quot;Generator Khaosa Zavoyski-45&amp;quot; weapon that was developed in-universe in WWII. This is a reference to the otherwise completely fictional &amp;quot;GKZ-45 Mark3&amp;quot; Wonder Weapon from the ''[[Call of Duty: Black Ops III]]'' map Gorod Krovi, implying the RAI K is a successor to it. This is backed up by it operating like a more powerful version of the GKZ; a powerful laser bolt firing weapon with a secondary, grenade-type fire that explodes when shot at with the former.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1==&lt;br /&gt;
A [[Steyr AUG A1]] with the bayonet lug from the F88 Austeyr appears in the game as the &amp;quot;AUG&amp;quot; and is classified as a &amp;quot;tactical rifle&amp;quot; in multiplayer. It incorrectly fires in three-round bursts, a feature of the much later (2005) AUG A3 (as well as the similar-looking &amp;quot;ABR 223&amp;quot; from ''BO4'', which its weapon properties are likely based out of). Its foregrip is folded by default, but it can be unfolded via the &amp;quot;Field Agent foregrip&amp;quot;; it also has some rail-mounted foregrip options. Like the M16A2, the weapon boasts surprisingly high damage, able to kill enemies in a single burst at some range compared to the fully-automatic rifles.&lt;br /&gt;
&lt;br /&gt;
For some reason, Soviet troops use this weapon in the side-mission &amp;quot;Operation Red Circus,&amp;quot; which is incorrect.&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|450px|Steyr AUG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Austeyr.jpg|thumb|none|450px|F88 Austeyr - 5.56x45mm. Note bayonet lug halfway down the projecting part of the barrel and visible ALO tab at the bottom of the trigger]]&lt;br /&gt;
[[File:AUGidle BOCW.jpg|thumb|none|600px|The AUG A1 in service on an estate in the Hollywood Hills.]]&lt;br /&gt;
[[File:AUGADS BOCW.jpg|thumb|none|600px|Looking through the integral Swarovski scope. The offset backup iron sights are modelled correctly, but the reticle is incorrect.]]&lt;br /&gt;
[[File:AUGinspect1 BOCW.jpg|thumb|none|600px|Inspecting the rifle. The F88's bayonet lug is more visible here.]]&lt;br /&gt;
[[File:AUGinspect2 BOCW.jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:AUGEmpty BOCW.jpg|thumb|none|600px|The AUG is one of the few weapons in game to correctly track how many rounds are available in each mag, as can be seen with this empty magazine with follower visibly modeled. Unfortunately, ''Cold War'' does not model the last round bolt hold open mechanism that the IRL AUG A1 has.]]&lt;br /&gt;
[[File:AUGinspect3 BOCW.jpg|thumb|none|600px|Checking the ejection port.]]&lt;br /&gt;
[[File:AUGreload1 BOCW.jpg|thumb|none|600px|Removing the magazine during a reload.]]&lt;br /&gt;
[[File:AUGreload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:AUGreload3 BOCW.jpg|thumb|none|600px|Slapping the charging handle home.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A2===&lt;br /&gt;
Equipping any optical attachments turns the weapon into an anachronistic [[Steyr AUG A2|AUG A2]].&lt;br /&gt;
[[File:SteyrAUGSR.jpg|thumb|none|450px|Steyr AUG Special Receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[File:AUGA2gunsmithpreview BOCW.jpg|thumb|none|600px|The AUG A2 build.]]&lt;br /&gt;
&lt;br /&gt;
==Type 63==&lt;br /&gt;
The [[Type 63 rifle]] is available in the game, classified as a &amp;quot;tactical rifle&amp;quot;. Despite being select-fire in reality, it is restricted to semi-automatic mode in-game; the spike bayonet is also unusable. It uses what appears to be an anachronistic M14 rifle style rail mount when equipping optics. The default magazine initially held a correct 20 rounds in the closed alpha, but this was increased to an incorrect 25 in the beta and final game.&lt;br /&gt;
&lt;br /&gt;
Player character Bell and Woods use this rifle in &amp;quot;Redlight, Greenlight&amp;quot; instead of a more appropriate American M14.&lt;br /&gt;
[[File:Type63.jpg|thumb|none|450px|Type 63 - 7.62x39mm]]&lt;br /&gt;
[[File:Type63preview BOCW.jpg|thumb|none|600px|The Type 63 in Gunsmith.]]&lt;br /&gt;
[[File:Type63idle BOCW.jpg|thumb|none|600px|The Type 63 in Uzbekistan.]]&lt;br /&gt;
[[File:Type63ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Type63inspect BOCW.jpg|thumb|none|600px|Inspecting the Type 63.]]&lt;br /&gt;
[[File:Type63inspect2 BOCW.jpg|thumb|none|600px|Turning it over.]]&lt;br /&gt;
[[File:Type63inspect3 BOCW.jpg|thumb|none|600px|Brass check time.]]&lt;br /&gt;
[[File:Type63reload BOCW.jpg|thumb|none|600px|Reloading by flicking the old magazine out with a fresh one, much like the AK-47 reload.]]&lt;br /&gt;
[[File:Type63reload2 BOCW.jpg|thumb|none|600px|Then chambering the gun with a tug of the bolt handle.]]&lt;br /&gt;
&lt;br /&gt;
==VAHAN==&lt;br /&gt;
The [[VAHAN]], a somewhat obscure prototype Armenian assault rifle, was added in the 1.29 update; this makes ''BOCW'' the weapon's first known media appearance. The in-game version is somewhat stylized, and goes by the name &amp;quot;Vargo 52&amp;quot;; this presumably references the fact that design work on the project began in 1952 (with an earlier rifle called the &amp;quot;MBC-2&amp;quot;), though the VAHAN itself wasn't designed or built until 1992, making its in-game appearance anachronistic.&lt;br /&gt;
&lt;br /&gt;
[[File:VAHAN.jpg|thumb|none|450px|VAHAN with Bushnell scope - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==XM16E1==&lt;br /&gt;
The fully-automatic [[XM16E1]] appears exclusively in the campaign. It is labeled &amp;quot;M16A1&amp;quot; in the HUD and on the magwell (though the pick-up text spells it with a lowercase &amp;quot;a&amp;quot;, for some reason), but it actually has the appearance of a 'faux' XM16E1, as seen in some movies where the guns are built from M16A1s. This is firstly evidenced by the combination of an XM16E1's 3-prong flash hider with an M16A1's full fence lower. The weapon also appears to have a chrome bolt carrier, which was present on the XM16E1, but not on the M16A1. For some reason, the XM16E1 has an anachronistic A2 pistol grip, while the XM4 has a A1 pistol grip.&lt;br /&gt;
&lt;br /&gt;
In a small though somewhat confusing detail, the receiver bears a forge code mark, C H. This would indicate a rifle with an upper receiver built from Harvey Aluminum billets, but this code would have been in use from the mid 1970s to the early 1980s, well after Vietnam and never on an actual XM16E1 (though M16A1s were made with this code). Due to the nature of the game's storyline, this could be justified as intentional anachronism, however. &lt;br /&gt;
&lt;br /&gt;
It appears in the two Vietnam flashback levels, as well as a few other missions where it is available alongside the M16A2. It is incredibly powerful, as the weapon's damage was balanced for occasional bursts rather than consistent fully-auto firing, made even easier with the game's rather controllable muzzle climb. It uses the same reloading animations as the M16A2, but has a different firing sound. It is also seen in the &amp;quot;Good Enough&amp;quot; calling card.&lt;br /&gt;
[[File:XM16E1.jpg|thumb|none|450px|Mockup of an XM16E1 rifle with 20-round magazine - 5.56x45mm NATO. This can be identified as a mockup by its full magazine fence and strengthened front pivot point, neither of which appeared on the XM16E1.]]&lt;br /&gt;
[[File:XM16E1 BOCW.jpg|thumb|none|600px|Bell holds an XM16E1 in a Vietnamese village.]]&lt;br /&gt;
[[File:BOCW-M16-2.jpg|thumb|none|600px|Note the full fence lower, indicating that this is not a true XM16E1.]]&lt;br /&gt;
&lt;br /&gt;
==XM177E1==&lt;br /&gt;
The [[XM177E1]], specifically the later model with a full fence lower, appears under the name &amp;quot;XM4&amp;quot;. It is depicted with a flat top, seeming to be the result of a chopped off carry handle with a bolted rail (which was done in the 1980s by Olympic Arms and some other manufacturers). It has an anachronistic rear sight which is a hybrid between the Troy Battle Sight and Midway Industries Flip Up Sight, and the flash hider has been altered to resemble an A1. It also appears to have been based on a civilian model, as it has semi-auto only selector markings (Fire/Safe).&lt;br /&gt;
&lt;br /&gt;
The weapon is wrapped in slings with a portion tucked behind the bolt catch like the &amp;quot;Commando&amp;quot; from the first ''[[Call of Duty: Black Ops|Black Ops]]'', although the default empty reload animation in this case correctly uses the charging handle instead of trying to hit the bolt release, which couldn't possibly work with a cloth strap tucked behind it (that said, some reload animations, like the jungle mags reload animation, still involve hitting the sling-padded bolt catch). Equipping any stock customization removes the sling wrap. Mounting optics removes the front sight but keeps the gas block.&lt;br /&gt;
&lt;br /&gt;
The XM4 designation is anachronistic for the time period of 1981, as the XM177 wouldn't be designated as &amp;quot;XM4&amp;quot; until 1983, and even then would be attached to an [[:File:XM4 Carbine &amp;amp; M16A2 (1982).jpg|improved model of the XM177E2]]. However, the “11.8” Ranger” give the weapon an 11.5 inch barrel making it the XM177E2. The A1 pistol grip is inaccurately depicted as being solid instead of hollow.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Black Tide&amp;quot; blueprint replaces the regular handguard with a carbine-length [[M203]] grenade launcher heat shield; it also has a yellow tiger stripe camouflage paint similar to the [[M79 grenade launcher|M79]] used by &amp;quot;The Roach&amp;quot; in ''[[Apocalypse Now]]''. The &amp;quot;Giantsbane&amp;quot; variant uses an anachronistic [[Z-M LR 300]] handguard and front sight (the LR 300 having been introduced in 2000). It is also seen in the &amp;quot;Reaper Of The Dead&amp;quot; calling card.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Inconspicuous&amp;quot; blueprint uses the M16A2's upper receiver, while retaining the XM177E1's earlier teardrop forward assist, however. It has an [[Olympic Arms OA-93]] style handguard with vents patterned after the Advanced Armament Corporation OMNI suppressor, an Israeli style elastic handguard band, what appears to be a faux suppressor, a tactical light, a stock cheek pad and a [[Talk:Call of Duty: Black Ops Cold War#SureFire MAG5-60|SureFire MAG5-60]] magazine. The &amp;quot;Fly Trap&amp;quot; blueprint has an A2 handguard, an A2 pistol grip, and an A2 forward assist. The &amp;quot;Ultimate Hunter&amp;quot; has an anachronistic quad rail handguard, a muzzle brake with a breach face, a scope with some cosmetic similarities to a Trijicon ACOG, and a collapsible stock modelled after various offerings from the late 2000's onwards. The 13.7” Takedown, and original SOCOM will make the weapon resembles to the current M4A1 Carbine, which is anachronistic.&lt;br /&gt;
&lt;br /&gt;
[[File:Colt 609-XM1771E1 Late.jpg|thumb|none|451px|Colt Model 609 / XM177E1 - 5.56x45mm NATO. This is a late model with a full fence lower.]]&lt;br /&gt;
[[File:Muzzle A1.jpg|thumb|none|350px|A1 &amp;quot;Birdcage&amp;quot; flash hider]]&lt;br /&gt;
[[File:XM177E1preview BOCW.jpg|thumb|none|600px|The XM177E1 in Gunsmith.]]&lt;br /&gt;
[[File:XM177E1Idle BOCW.jpg|thumb|none|600px|The XM177E1 wielded by CIA agent Russel Adler. Note the MACV-SOG patch on the sling, yet another throwback to the iconic ''Black Ops 1'' &amp;quot;Commando&amp;quot;.]]&lt;br /&gt;
[[File:XM177E1ADS BOCW.jpg|thumb|none|600px|Aiming down the sights at some communist concrete.]]&lt;br /&gt;
[[File:BOCW new XM4 sights.jpg|thumb|none|600px|The updated sights, which now block less of the screen. This was changed in Season 4 for a few other weapons too, including the QBZ and the Ak 5.]]&lt;br /&gt;
[[File:XM177E1Inspect BOCW.jpg|thumb|none|600px|Inspecting involves checking the magazine.]]&lt;br /&gt;
[[File:XM177E1Inspect2 BOCW.jpg|thumb|none|600px|Then tapping it against the magwell, reinserting the magazine, and performing a chamber check. The phrase &amp;quot;This is my rifle&amp;quot; can be seen marked on the ejection port's cover, a reference to the USMC's Rifleman's Creed.]]&lt;br /&gt;
[[File:XM177E1reload BOCW.jpg|thumb|none|600px|Note the animated bolt release catch, as well as an animated magazine release tab actuating as the player character ejects and inserts magazines.]]&lt;br /&gt;
[[File:XM177reload2 BOCW.jpg|thumb|none|600px|The last step for default reloads is a firm jerk of the charging handle.]]&lt;br /&gt;
[[File:BOCW Inconspicuous.jpg|thumb|none|600px|The &amp;quot;Inconspicuous&amp;quot; variant as seen the Warzone preview.]]&lt;br /&gt;
[[File:Pseudo-M4A1.jpg|thumb|none|600px|The &amp;quot;Ultimate Hunter&amp;quot; variant with some attachments to become a psuedo-M4A1 Carbine as seen the Black Ops Cold War preview.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International PM/AW Hybrid==&lt;br /&gt;
The &amp;quot;LW3 - Tundra&amp;quot; is a hybrid of the [[Accuracy International Precision Marksman]] and the [[Accuracy International Arctic Warfare|Arctic Warfare]], along with some fictional elements. It has a Precision Marksman-style stock, and lacks a finger cutout in the magwell like this model, but has the safety of an Arctic Warfare (incorrectly set to the rear position, which would lock the bolt and the trigger), as well as an adjustable cheek pad and a flash hider like the latter. Curiously enough, it also uses Picatinny rails like the AW, but with a PM-like scope mount and backup rear sight used on it. The rifle is mildly anachronistic, as the Precision Marksman wasn't developed until 1982 and the Arctic Warfare wasn't developed until 1988, while the campaign takes place in 1981 and multiplayer takes place between 1981-1985. The name Tundra suggests it was intended to be based off of the Arctic Warfare, but they went with PM elements to keep it to the multiplayer's time period.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it is inaccurately and anachronistically used by Soviet snipers (which would likely use a SVD or a M1891 Mosin Nagant instead).&lt;br /&gt;
&lt;br /&gt;
[[File:L96A1G.jpg|thumb|none|450px|Accuracy International PM - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International AW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:AccuracyInternationalAW-PMpreview BOCW.jpg|thumb|none|600px|The hybrid Accuracy International rifle in Gunsmith.]]&lt;br /&gt;
[[File:AW-PMidle BOCW.jpg|thumb|none|600px|The hybrid Accuracy International rifle on a Miami Beach boardwalk.]]&lt;br /&gt;
[[File:AW-PMinspect BOCW.jpg|thumb|none|600px|Initiating the inspect animation.]]&lt;br /&gt;
[[File:AW-PMreload BOCW.jpg|thumb|none|600px|Good view of the other side.]]&lt;br /&gt;
[[File:AW-PMreload2 BOCW.jpg|thumb|none|600px|Taking out the magazine.]]&lt;br /&gt;
[[File:AW-PMreload3 BOCW.jpg|thumb|none|600px|Chambering new 7.62x51mm round.]]&lt;br /&gt;
[[File:AW-PMreload4 BOCW.jpg|thumb|none|600px|Ready to go.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M82A1M==&lt;br /&gt;
The [[Barrett M82A1M]] appears in the game as the &amp;quot;M82&amp;quot;. It is anachronistic to the game, since it was developed in the 1990s; the original M82 would be more accurate for some multiplayer maps. To balance out its semiautomatic firing mode, the M82A1M is comically the ''weakest'' sniper rifle in terms of per-shot damage, not even able to break the bulletproof armor scorestreak or even Soviet armored units in the campaign in one shot. Due to the lack of a Soviet sniper rifle, the Soviet forces use the Barrett as their sniper (instead of the aforementioned SVD), which is incorrect.&lt;br /&gt;
&lt;br /&gt;
[[File:Barrett M82A1M.jpg|thumb|none|450px|Barrett M82A1M - .50 BMG]]&lt;br /&gt;
[[File:M82preview BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:M82idle BOCW.jpg|thumb|none|600px|The M82A1M in Miami.]]&lt;br /&gt;
[[File:M82inspect BOCW.jpg|thumb|none|600px|Inspecting the M82A1M.]]&lt;br /&gt;
[[File:M82inspect2 BOCW.jpg|thumb|none|600px|Brass check.]]&lt;br /&gt;
[[File:M82inspect3.jpg|thumb|none|600px|Note the &amp;quot;MOD 82A1&amp;quot; stamped on the magwell.]]&lt;br /&gt;
&lt;br /&gt;
==Mechem NTW-20==&lt;br /&gt;
The [[Mechem NTW-20]] was added in the Season 2 Reloaded update as the &amp;quot;ZRG 20mm&amp;quot;. It is heavily stylized and fitted with a PSO-1 scope with incorrect reticle by default. It is also far shorter than the real weapon, making the weapon shorter then the in-game Barrett M82A1M, despite the NTW-20 being roughly twice the length of the Barrett. It is anachronistic by more than a decade (1998) and is set up for left-handed use, with the magazine and bolt handle on the right and left side respectively, opposite what it should be.&lt;br /&gt;
&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Mechem NTW-20 - 20x82mm MG151]]&lt;br /&gt;
[[File:Svu.jpg|thumb|none|450px|SVU Dragunov - 7.62x54mmR, image used to show PSO-1 scope.]]&lt;br /&gt;
[[File:NTW20gunsmithpreview BOCW.jpg|thumb|none|600px|The &amp;quot;ZRG 20mm&amp;quot; in Gunsmith preview. Note the oversized PSO-1 and short appearance.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 700PSS==&lt;br /&gt;
The [[Remington 700PSS]] appears as the &amp;quot;Pelington 703&amp;quot;, complete with a permanently attached Harris bipod (which can be deployed by equipping the &amp;quot;Front Grip&amp;quot; or &amp;quot;Bipod&amp;quot; underbarrel attachments). Like the M40 and R700 rifles in ''[[Call of Duty 4: Modern Warfare]]'', it is reloaded with individual rounds. It is anachronistic for the game as it was designed in 1986 while the 80s segments of ''Black Ops Cold War'' take place in 1981-1985; the scope also mounts on an anachronistic rail. It is also inaccurately used by Spetsnaz and Cuban snipers and also appears in Bell's Vietnam War false flashbacks, fitted with a wooden stock and is depicted as being used by the US troops, though it is likely standing in for a standard Remington 700 in this case. Its Warzone incarnation is stated to use .308 ammunition (most likely Winchester).&lt;br /&gt;
&lt;br /&gt;
[[File:RemingtonPSS700.jpg|thumb|none|450px|Remington 700PSS with Leupold Mark 4 scope and Harris bipod - .300 Win Mag]]&lt;br /&gt;
[[File:R700PSSpreview BOCW.jpg|thumb|none|600px|The Remington 700 in Gunsmith.]]&lt;br /&gt;
[[File:R700idle BOCW.jpg|thumb|none|600px|The Remington 700PSS in service in Soviet Uzbekistan.]]&lt;br /&gt;
[[File:R700inspect BOCW.jpg|thumb|none|600px|Turning the gun over to read the engraved &amp;quot;Pelington&amp;quot; manufacturer branding, which is very clearly meant to evoke the Remington trade dress on the real Remington 700.]]&lt;br /&gt;
[[File:R700inspect2 BOCW.jpg|thumb|none|600px|Inspecting the Remington 700 involves a very elaborate animation, where the player character will eject a live round...]]&lt;br /&gt;
[[File:R700inspect3 BOCW.jpg|thumb|none|600px|Catching it in their right hand...]]&lt;br /&gt;
[[File:R700inspect4 BOCW.jpg|thumb|none|600px|Then slipping it back into the chamber and sending the bolt into battery.]]&lt;br /&gt;
[[File:R700reload BOCW.jpg|thumb|none|600px|Reloading is done with individual rounds.]]&lt;br /&gt;
[[File:CODBOCWWoodsSniper1.jpeg|thumb|none|600px|Woods holding the sniper rifle in a promotional image.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==CETME Ameli==&lt;br /&gt;
The late NB model [[CETME Ameli]] was added in Season 4. It is inaccurately fitted with an early NA variant flash hider. It appears under the Spanish Army's designation &amp;quot;MG 82&amp;quot;. It is borderline anachronistic for pre-1982 maps, as it was recently unveiled and put into Spanish service at the time.&lt;br /&gt;
&lt;br /&gt;
[[File:CetmeAmeli556.jpg|thumb|none|450px|CETME Ameli (late NB model) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Amelipreview BOCW.jpg|thumb|none|600px|The CETME Ameli in the battlepass preview screen. Note the MG42 like conical muzzle from the early NA variant. Fitting this one to an NB model is dubious as the NA muzzle is part of the barrel shroud while the NB straight flash hider is part of the barrel.]]&lt;br /&gt;
[[File:AmeliIdle BOCW.jpg|thumb|none|600px|The CETME Ameli in the hands of NATO operator Baker, onboard a luxury yacht.]]&lt;br /&gt;
[[File:AmeliADS BOCW.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AmeliInspect1 BOCW.jpg|thumb|none|600px|Inspecting the Spanish LMG.]]&lt;br /&gt;
[[File:AmeliInspect2 BOCW.jpg|thumb|none|600px|The other side.]]&lt;br /&gt;
[[File:AmeliReload1 BOCW.jpg|thumb|none|600px|Reloading by racking the charging handle.]]&lt;br /&gt;
[[File:AmeliReload2 BOCW.jpg|thumb|none|600px|Opening the top cover.]]&lt;br /&gt;
[[File:AmeliReload3 BOCW.jpg|thumb|none|600px|Replacing the ammo box.]]&lt;br /&gt;
[[File:AmeliReload4 BOCW.jpg|thumb|none|600px|And inserting a fresh belt into the feed tray.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
A handheld [[M134 Minigun]] is featured in the game. It is shown with a 4-flange barrel clamp (like an original General Electric M134) combined with a Dillon Aero flash hider. It is obtainable in the campaign mission &amp;quot;The Final Countdown&amp;quot;, under the name &amp;quot;M134 Minigun&amp;quot;. It was later added to multiplayer and Zombies in Season 2 as the &amp;quot;Death Machine&amp;quot;, with a slightly altered model.&lt;br /&gt;
&lt;br /&gt;
It also appears mounted on helicopters, including the &amp;quot;Chopper Gunner&amp;quot; scorestreak in multiplayer, and as part of the &amp;quot;Sentry Turret&amp;quot; scorestreak. A helicopter-mounted version can be used by Bell during a setpiece in &amp;quot;Fracture Jaw&amp;quot;, though when the helicopter was shot down during the aforementioned mission, it somehow still manages to operate without the assistance of a power supply.&lt;br /&gt;
&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|450px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M134deathmachine BOCW.jpg|thumb|none|600px|The &amp;quot;Death Machine&amp;quot; in the scorestreak selection menu. This configuration resembles the airsoft Classic Army M134-A2 CO2/HPA.]]&lt;br /&gt;
[[File:BOCW-Minigun-1.jpg|thumb|none|600px|The M134 at the far right, in both door and subsystem mounts. Note that ''Black Ops Cold War'' continues the ''Modern Warfare'' trend of fictionalizing its vehicles, evident by the addition of backwards Pave Low style air intakes and overall stylized appearance of the faux Huey.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Death Machine&amp;quot; (Dead Ops Arcade 3)===&lt;br /&gt;
The &amp;quot;Death Machine&amp;quot; model from ''[[Call of Duty: Black Ops III]]'', a futuristic man-portable rotary gun based on the [[General Dynamics GAU-19/A]], appears exclusively as a power-up in the Zombies map Dead Ops Arcade 3: Rise of the Mamaback.&lt;br /&gt;
&lt;br /&gt;
[[File:GAU19.jpg|thumb|none|450px|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The [[M60 machine gun|M60]] is one of the machine guns in ''BOCW''; it is the original model, as opposed to the M60E3 featured in past games.&lt;br /&gt;
&lt;br /&gt;
A mounted version can also be found in &amp;quot;End of the Line&amp;quot;, which somehow ended up to the Cuban forces. It is also seen in the &amp;quot;Harvest Time&amp;quot; calling card.&lt;br /&gt;
&lt;br /&gt;
[[File:M60GPMG.jpg|thumb|none|450px|M60 gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M60preview BOCW.jpg|thumb|none|600px|The M60 in Gunsmith. The belt box only holds 75 rounds by default instead of 100, though it has a correct capacity in Warzone.]]&lt;br /&gt;
[[File:M60idle BOCW.jpg|thumb|none|600px|The M60 in the lobby of a fancy Miami Beach hotel.]]&lt;br /&gt;
[[File:M60ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:M60inspect BOCW.jpg|thumb|none|600px|Woods holds the M60 up in the inspect animation.]]&lt;br /&gt;
[[File:M60inspect2 BOCW.jpg|thumb|none|600px|Getting a good look at the ammo box, note the rounds in the belt appear to have struck primers.]]&lt;br /&gt;
[[File:M60inspect3 BOCW.jpg|thumb|none|600px|Checking out the charging handle and link ejection port.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-1-Pull.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-2-Push.jpg|thumb|none|600px|Pushing it back into position.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-3-ThrowCasings.jpg|thumb|none|600px|After the cover is opened, the remaining M13 belt link is swiped away. This is the only difference between an empty and partially-empty reload.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-4-BoxRemove.jpg|thumb|none|600px|Removing the ammo box.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-5-BoxNew.jpg|thumb|none|600px|Inserting a full ammo box into its hang slit.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-6-AlignBullets.jpg|thumb|none|600px|Aligning the belt.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-7-LidClose.jpg|thumb|none|600px|Closing the M60's cover lid. In reality, the original M60 (and not later versions depicted in previous games) requires the charging handle to be locked back in order to properly close the top-cover, as reloading with the handle forward would not allow the top-cover to be fully closed. Using fast mags produces a different reloading animation where the cover isn't flipped up, and the belt is instead pushed into the gun, which is then charged twice to put the round in place.]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
The [[RPD]] appears under its real name, with an incorrect disintegrating ammunition belt. The &amp;quot;Fast Mag&amp;quot; reload animation shows the RPD reload in a unique manner by having the new belt pulled through the closed top cover, whereas the default reload involves using the feed tray cover.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it is used by Soviet forces in 1981, at a time when it had already been phased out in favor of the [[PKM]] and the [[RPK-74]].&lt;br /&gt;
&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:RPDpreview BOCW.jpg|thumb|none|600px|The RPD in Gunsmith. It only holds 50 rounds (formerly 75) by default instead of 100 in its belt container.]]&lt;br /&gt;
[[File:RPDidle BOCW.jpg|thumb|none|600px|The RPD in use on a Nicaraguan cartel plantation.]]&lt;br /&gt;
[[File:RPDADS BOCW.jpg|thumb|none|600px|Looking through the iron sights.]]&lt;br /&gt;
[[File:RPDinspect BOCW.jpg|thumb|none|600px|Inspecting the RPD.]]&lt;br /&gt;
[[File:RPDinspect2 BOCW.jpg|thumb|none|600px|Turning the RPD over.]]&lt;br /&gt;
[[File:RPDreload BOCW.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:RPDreload2 BOCW.jpg|thumb|none|600px|Lifting the dust cover.]]&lt;br /&gt;
[[File:RPDreload3 BOCW.jpg|thumb|none|600px|Feeding the new ammo belt in.]]&lt;br /&gt;
[[File:BOCW-RPD-1.jpg|thumb|none|600px|Adler and Belikov brandish RPDs as they prepare to shoot their way out of KGB headquarters.]]&lt;br /&gt;
&lt;br /&gt;
==Stoner 63A==&lt;br /&gt;
The [[Stoner 63A]] is available in-game. Its in-game configuration primarily matches the Commando configuration, feeding from the right and featuring a bottom cocking handle. By default, it has a long barrel generally associated with the LMG configuration, though it can be modified with a Commando barrel via the “16&amp;quot; SOR Cut Down” attachment; this is a rather strange name, given that the Commando-length barrel was a factory option. A few Soviet heavies in the campaign are seen using these instead of the more faction-appropriate RPD.&lt;br /&gt;
&lt;br /&gt;
The gun can use a 100-round drum modeled after the real gun's left-feeding 100-round drum, mirrored to feed from the right instead of the left (and also featuring some cosmetic differences). The gun also has a fictional 125-round box option.&lt;br /&gt;
[[File:Stoner 63A Commando Right Feed.jpg|thumb|none|450px|Stoner 63A, Commando configuration (Mark 23 Mod 0) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Stoner 63 LMG.jpg|thumb|none|450px|Stoner 63, light machine gun configuration (XM207) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Stoner63preview BOCW.jpg|thumb|none|600px|The Stoner 63 in Gunsmith. Like the M60, it only holds 75 rounds by default instead of 100 in its belt box.]]&lt;br /&gt;
[[File:Stoner63idle BOCW.jpg|thumb|none|600px|The Stoner 63 in Nuketown.]]&lt;br /&gt;
[[File:Stoner63ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Stoner63inspect BOCW.jpg|thumb|none|600px|Initiating inspect animation.]]&lt;br /&gt;
[[File:Stoner63inspect2 BOCW.jpg|thumb|none|600px|Checking the right hand side.]]&lt;br /&gt;
[[File:Stoner63reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Stoner63reload2 BOCW.jpg|thumb|none|600px|Taking out the ammo box.]]&lt;br /&gt;
[[File:Stoner63reload3 BOCW.jpg|thumb|none|600px|Inserting a fresh ammo box.]]&lt;br /&gt;
[[File:Stoner63reload4 BOCW.jpg|thumb|none|600px|Taking the new belt of 5.56x45mm. Like the RPD and the M60, the Fast Mags reload animation shows the belt being pulled through the gun rather than put into the gun after flipping up the feed tray cover.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==FIM-43 Redeye==&lt;br /&gt;
The [[FIM-43 Redeye]] appears under the name &amp;quot;Cigma 2&amp;quot;. Despite being a dedicated MANPADS in reality, the weapon can still be fired even without a lock-on and against ground targets. It somehow appears in a secret Soviet training facility in &amp;quot;Redlight, Greenlight&amp;quot;, though it may be possible that Soviet forces somewhat stole a few Redeyes from the Afghan mujahideen during the Soviet–Afghan War or otherwise, it would likely be fired ones for research use. Cuban forces in &amp;quot;End of the Line&amp;quot; also somehow ended up with Redeye launchers, where the RPG-7 already featured in the game would be a better choice.&lt;br /&gt;
&lt;br /&gt;
[[File:FIM-43 Redeye display.jpg|thumb|none|450px|Dummy FIM-43 Redeye Block I/II with sling - 70mm]]&lt;br /&gt;
[[File:FIM43preview BOCW.jpg|thumb|none|600px|The Redeye in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
The &amp;quot;RAI K-84&amp;quot; wonder weapon in Zombies is fitted with an underbarrel &amp;quot;Vortex&amp;quot; grenade launcher, called the &amp;quot;GP-6K2&amp;quot; and taking the form of a [[GP-25]].&lt;br /&gt;
&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:BOCWGP6K2.jpg|thumb|none|600px|The Requiem Operator readies his Vortex launcher. Rather than relying on its own source of ammunition, the launcher instead takes ten shots from the magazine every time it is fired.]]&lt;br /&gt;
[[File:BOCWRAIKReload.jpg|thumb|none|600px|Wires between the launcher and the main body of the gun can be better seen while reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Hawk MM1 grenade launcher==&lt;br /&gt;
The [[Hawk MM1 grenade launcher]] appears as the &amp;quot;War Machine&amp;quot; scorestreak. Bell wields one that somehow manages to hold 36 rounds in one of the final missions of the campaign. It appropriately holds 12 in multiplayer and Zombies mode.&lt;br /&gt;
[[File:MM1.jpg|thumb|none|400px|Hawk MM1 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:HawkMM1scorestreakmenu BOCW.jpg|thumb|none|600px|The Hawk MM1 in the scorestreak selection menu.]]&lt;br /&gt;
[[File:BOCW MM-1 Beta.jpg|thumb|none|600px|The MM1 as seen in the beta. Lacking sights of any sort, the MM1's &amp;quot;aiming&amp;quot; animation consists of simply zooming in the user's view slightly.]]&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
The [[M79 grenade launcher]] is one of the launchers in the game. It appears in the missions &amp;quot;End of the Line&amp;quot; and the false Vietnam flashback mission &amp;quot;Desperate Measures,&amp;quot; as well as &amp;quot;Redlight, Greenlight&amp;quot; as part of an easter egg.&lt;br /&gt;
&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|400px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:M79preview BOCW.jpg|thumb|none|600px|The M79.]]&lt;br /&gt;
[[File:M79idle BOCW.jpg|thumb|none|600px|The M79 in Nuketown.]]&lt;br /&gt;
[[File:M79ADS BOCW.jpg|thumb|none|600px|Looking down the ladder sight.]]&lt;br /&gt;
[[File:M79inspect BOCW.jpg|thumb|none|600px|The inspect animation for the M79 is very simple, with the player character turning it over from left to right.]]&lt;br /&gt;
[[File:M79inspect2 BOCW.jpg|thumb|none|600px|The other side.]]&lt;br /&gt;
[[File:M79reload BOCW.jpg|thumb|none|600px|Ejecting the spent 40mm casing.]]&lt;br /&gt;
[[File:M79reload2 BOCW.jpg|thumb|none|600px|Reloading with another round.]]&lt;br /&gt;
[[File:M79reload3 BOCW.jpg|thumb|none|600px|Flipping the breech shut.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is one of the launchers in ''BOCW''.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RPG7preview BOCW.jpg|thumb|none|600px|The RPG-7 in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==F-1 Hand Grenade==&lt;br /&gt;
Several multiplayer character skins have unusable [[F-1 Hand Grenade]]s attached to the belt.&lt;br /&gt;
[[Image:deactivated f1.jpg|thumb|none|350px|F-1 High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[File:BOCW-ArtistF1Grenade.jpg|thumb|none|600px|The &amp;quot;[[Léon: The Professional|Artist]]&amp;quot; skin for the operator Portnova from season 2 in-game.]]&lt;br /&gt;
[[File:BOCW-F1Grenade1.jpg|thumb|none|600px|The &amp;quot;Violent Nature&amp;quot; skin in-game.]]&lt;br /&gt;
[[File:BOCW-F1Grenade2.jpg|thumb|none|600px|The &amp;quot;Meltdown&amp;quot; skin in-game.]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is carried by US soldiers in Vietnam in the campaign. M18s with inverted color scheme are also carried by Naga. On the 2021 released map &amp;quot;Apocalypse&amp;quot;, several M18s with purple smoke lying around the ruins.&lt;br /&gt;
[[File:M18yellow actual.jpg|thumb|none|150px|M18 smoke grenade, yellow]]&lt;br /&gt;
[[File:BOCW-M18-Smoke-1.jpg|thumb|none|600px|An M18 with an incorrect &amp;quot;WHITE&amp;quot; marking on a soldier.]]&lt;br /&gt;
[[File:BOCW-M18-Smoke-2.jpg|thumb|none|600px|An unusable unprimed M18 releasing endless, incorrectly-colored smoke.]]&lt;br /&gt;
[[File:AmericanSniperANM8.jpg|thumb|none|250px|Screen-used stunt AN/M8 smoke grenade (Marc Lee's; with a foam magazine) from ''[[American Sniper]]''. Image used to illustrate Naga's inverted color M18 grenades.]]&lt;br /&gt;
&lt;br /&gt;
==M26 hand grenade==&lt;br /&gt;
What appears to be an [[M26 hand grenade]] is carried by Woods in promotional media. The &amp;quot;Wrecking Ball&amp;quot; skin has an unusable M26 hanging from his belt.&lt;br /&gt;
[[File:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW-M26Grenade1.jpg|thumb|none|600px|The &amp;quot;Wrecking Ball&amp;quot; skin in-game.]]&lt;br /&gt;
&lt;br /&gt;
==M34 White Phosphorous grenade==&lt;br /&gt;
The [[M34 White Phosphorous grenade]] appears as the &amp;quot;Smoke Grenade&amp;quot;.&lt;br /&gt;
[[File:M34 2-1-.jpg|thumb|none|150px|M34 White Phosphorous grenade.]]&lt;br /&gt;
[[File:BOCW M34 WP.jpg|thumb|none|600px|The &amp;quot;Smoke Grenade&amp;quot; in the loadout.]]&lt;br /&gt;
&lt;br /&gt;
==M67 hand grenade==&lt;br /&gt;
The [[M67 hand grenade]] appears as the &amp;quot;Frag&amp;quot;. It is also depicted on the &amp;quot;Quartermaster&amp;quot; perk.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 fragmentation grenade.]]&lt;br /&gt;
[[File:BOCW M67.jpg|thumb|none|600px|A M67 frag grenade in the &amp;quot;Lethal&amp;quot; equipment section.]]&lt;br /&gt;
&lt;br /&gt;
==M83 smoke grenade==&lt;br /&gt;
An anachronistic M83 instead of the period-appropriate AN/M8 HC smoke grenades are carried by Sims and US troops in &amp;quot;Fracture Jaw&amp;quot;.&lt;br /&gt;
[[File:M87.JPG|thumb|none|200px|M83 TA smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
An [[M84 stun grenade]] is carried by Woods in the campaign and is seen in cinematics. The same fictionalized M84 from ''Modern Warfare'' is also carried by multiplayer operator Zeyna. It is anachronistic as it was used from 1995 in reality.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:BOCW M1911 trailer silencer.jpg|thumb|none|600px|M84 stun grenades seen in the arsenal of a Perseus team in the multiplayer reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 hand grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is seen in the key art for the game's beta.&lt;br /&gt;
[[file:MK2 grenade DoD.jpg|thumb|150px|none|Mk 2 hand grenade]]&lt;br /&gt;
[[File:COD CWBO Beta Key Art.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MK3A2 offensive hand grenade==&lt;br /&gt;
The [[MK3 offensive hand grenade|MK3A2]] concussion grenade appears as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
[[File:MK3A2.jpg|thumb|none|150px|MK3A2 offensive hand grenade]]&lt;br /&gt;
[[File:BOCW Mk3A2.jpg|thumb|none|600px|The MK3A2 as seen in the loadout section.]]&lt;br /&gt;
&lt;br /&gt;
==Rheinmetall MK13 Mod 0 BTV-EL flash grenade==&lt;br /&gt;
MK 13 flashbang grenades are carried by US troops in cutscenes and are seen on the default skins for multiplayer operators Adler and Song and Naga's &amp;quot;Warlord&amp;quot; skin. Most likely anachronistic.&lt;br /&gt;
[[File:MK13 Mod 0 BTV-EL.jpg|thumb|none|200px|Rheinmetall MK13 Mod 0 BTV-EL flash grenade]]&lt;br /&gt;
[[File:BOCW Adler M18.jpg|thumb|none|600px|Adler with an MK 13 flashbang on his belt.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgrante==&lt;br /&gt;
Seven unusable [[Model 24 Stielhandgranate]]s can be seen on the &amp;quot;Die Maschine&amp;quot; Zombies map, right behind the Kingtiger tank.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|350px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW-Stielhandgrante1.jpg|thumb|none|600px|Looking at &amp;quot;potato mashers&amp;quot;.]]&lt;br /&gt;
[[File:BOCW-Stielhandgrante2.jpg|thumb|none|600px|Closer view of three stick grenades, it appears that the model is reused from ''Black Ops III'' and ''Black Ops 4''.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5==&lt;br /&gt;
Unusable [[RGD-5]] grenades are visible on the harness of multiplayer operators Portnova and Garcia and on Naga's &amp;quot;Warlord&amp;quot; skin.&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|160px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW Garcia grenades.jpg|thumb|none|600px|Garcia's character model on the beta's main multiplayer screen.]]&lt;br /&gt;
&lt;br /&gt;
==RG-42==&lt;br /&gt;
Also seen hanging on Garcia's belt is an [[RG-42 hand grenade]].&lt;br /&gt;
[[File:RG-42 HG.jpg|thumb|none|160px|RG-42 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW Garcia grenades.jpg|thumb|none|600px|The RG-42 is just barely visible on Garcia's belt, by his left hip.]]&lt;br /&gt;
&lt;br /&gt;
==Simulator Hand Grenade M116A1==&lt;br /&gt;
The [[M116A1 training grenade|Simulator Hand Grenade M116A1]] appears as the &amp;quot;Flashbang&amp;quot;. In reality, this is a training grenade and not an actual combat device.&lt;br /&gt;
[[File:M116a1pullcord.jpg|thumb|none|300px|Simulator Hand Grenade M116A1 with pullcord fuse]]&lt;br /&gt;
[[File:M116A1Flashbang BOCW.jpg|thumb|none|600px|The M116A1 in the operator loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==TM-46 anti-tank mine==&lt;br /&gt;
A cosmetically modified [[TM-46 anti-tank mine]] appears as the &amp;quot;Proximity Mine&amp;quot; field upgrade.&lt;br /&gt;
[[File:Tm-46.jpg|thumb|none|450px|TM-46 anti-tank mine]]&lt;br /&gt;
[[File:BOCW Prox Mine.jpg|thumb|none|600px|The Proximity Mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Type 67 Stick Grenade==&lt;br /&gt;
Several unusable Chinese [[Type 67 stick grenade|Type 67 Grenades]] are seen on the Vietcong guerillas found in the campaign. In the multiplayer, an operator skin for Baker can be purchased with Season 2, which also has two Type 67 Stick Grenades attached to the belt.&lt;br /&gt;
[[File:Type67Grenade.jpg|thumb|none|350px|Type 67 High-Explosive Fragmentation stick grenade]]&lt;br /&gt;
[[File:BOCW-Type67grenade.jpg|thumb|none|600px|Bell looks at a dead Vietcong fighter.]]&lt;br /&gt;
[[File:BOCW-Type67grenade2.jpg|thumb|none|600px|The &amp;quot;Last One Standing&amp;quot; skin in-game.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==8.8 cm Flak 37==&lt;br /&gt;
Bell destroys several Flak 37s in &amp;quot;The Final Countdown&amp;quot;. It is inaccurately depicted as being mounted on Czechoslovakian type carriage and mount.&lt;br /&gt;
[[Image:FlaK37.jpg|thumb|none|400px|8.8 cm FlaK 37 (note the pointer dials, the rectangular boxes on the side of the gun cradle with two circles) - 88x571mm R]]&lt;br /&gt;
[[File:BOCW-Flak1.jpg|thumb|none|600px|In a truly Bond villain fashion, &amp;quot;Perseus&amp;quot; have mated the poor Flak 37 to a [http://www.frajasw.cz/gallery/lizard/pldvk_vz_53/pldvk_vz_53.html Czechoslovakian towed 30-mm anti-aircraft installation ZK.453].]]&lt;br /&gt;
[[File:BOCW-Flak2.jpg|thumb|none|600px|As evident from this image, the combination of a much larger Flak 37 with the ZK.453 carriage is dubious to work in reality as the latter is obviously designed for a smaller weapon. As for why would a rogue Soviet element use a WWII German flak, that's probably due to asset recycling from a previous game.]]&lt;br /&gt;
&lt;br /&gt;
==30mm ZK.453==&lt;br /&gt;
In &amp;quot;Red Light, Green Light&amp;quot;, some 30mm ZK.453 anti-aircraft guns can be seen.&lt;br /&gt;
[[File:BOCW-AAZK1.jpg|thumb|none|600px|The ZK.453 which unlike the aforementioned mutant flak, actually fits the carriage it was meant for.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
Five bent [[Browning M2 Aircraft]] Machine Guns in fixed and flexible mount are seen on a crashed Boeing B17 &amp;quot;Flying Fortress&amp;quot; on the Zombies map &amp;quot;Die Maschine&amp;quot;. This bomber is first seen during the &amp;quot;Nacht der Untoten&amp;quot; cutscene from ''[[Call of Duty: World at War|World at War]]''.&lt;br /&gt;
[[File:M2aircraft.jpg|thumb|none|450px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, flexible - .50 BMG]]&lt;br /&gt;
[[File:BOCW-BM2Air.jpg|thumb|none|600px|Looking at the top turret with two mounted Brownings.]]&lt;br /&gt;
[[File:BOCW-BM2Air1.jpg|thumb|none|600px|The barrel of a waist gunner position.]]&lt;br /&gt;
[[File:BOCW-BM2Air2.jpg|thumb|none|600px|A rear view of the same MG inside the bomber shows the spade grips of the flexible Browning variant. The last two MGs of the tail gunner position can be seen outside the map.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
[[Browning M2HB]]s are mounted on M1 Abrams tanks.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:M242 25mm gun.jpg|thumb|none|450px|M242 Bushmaster chaingun - 25mm]]&lt;br /&gt;
[[File:BOCW-M2HB1.jpg|thumb|none|600px|It appears that the M2HB has also been fictionalized somewhat, because &amp;quot;legal reasons&amp;quot;. Among these fictionalizations are reinforcing ribs added at the front of the receiver, an extension to the receiver that separates the receiver and the barrel shroud and also mounts the front sight, the barrel shroud only having 3 vent holes instead of 4 (none of which are actually modeled, but textured onto the gun) and also being bottlenecked similar to an [[M242 Bushmaster chaingun]], and lightening cuts added to the top cover. The Abrams tank it is mounted to is the M1A1 variant, easily identified by the different profile of the bore evacuator on the M256 120mm cannon and the lack of the M1A2's thermal viewer for the commander; the M1A1 Abrams is anachronistic to this level, set in 1983, as the M1A1 was only accepted into service some time between 1985 and 1986.]]&lt;br /&gt;
[[File:BOCW-M2HB2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==DShKM Heavy Machine Gun==&lt;br /&gt;
A [[DShK Heavy Machine Gun|DShKM Heavy Machine Gun]] appears to be mounted gunboats, tanks and bunkers in multiplayer and also on the ''Slava''-class, and inappropriately, the ''Ticonderoga''-class cruisers on the map Armada. It can be used in the campaign mission &amp;quot;Redlight, Greenlight&amp;quot;, mounted on a (anachronistic) BTR-80 APC.&lt;br /&gt;
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
==General Electric M61 Vulcan==&lt;br /&gt;
F-14A Tomcats, armed with [[M61 Vulcan]] cannons, are seen taking off from a ''Nimitz''-class carrier in the reveal trailer. The carrier also sports Vulcan cannons in CIWS installations.&lt;br /&gt;
[[File:M61vulcan.jpg|thumb|none|450px|GE M61 Vulcan Cannon - 20x102mm]]&lt;br /&gt;
[[File:Phalanx.jpg|thumb|none|400px|Phalanx Block 1 CIWS - 20x102mm]]&lt;br /&gt;
[[File:BOCW Nimitz Carrier.jpg|thumb|none|600px|A Tomcat launching into the danger zone from the supercarrier, with CIWS visible on both sides of the bow.]]&lt;br /&gt;
&lt;br /&gt;
==M40 Recoilless Rifle==&lt;br /&gt;
The [[M40 Recoilless Rifle]] is seen on jeeps inside Camp Haskins.&lt;br /&gt;
[[File:M40 Type 73 jeep mount.jpg|thumb|none|400px|M40 Recoilless Rifle (Licensed in Japan as the Type 60) mounted on Type 73 Kyu jeep - 106mm Rocket]]&lt;br /&gt;
[[File:BOCW-M40Recoilless.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The Panzerkampfwagen VI Ausf. B Tiger II &amp;quot;Königstiger&amp;quot; heavy tank on the &amp;quot;Die Maschine&amp;quot; Zombies map has a hull-mounted [[MG34]].&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BOCW-MG34Panzerlauf.jpg|thumb|none|600px|The hull-mounted MG34. It appears that the weapon plus the entire tank model are reused from ''Black Ops III''.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
An [[MG42]] with a drum magazine appears only as an emplaced weapon in the Vietnam War flashback mission &amp;quot;Fracture Jaw&amp;quot;. It is confirmed that the MG34 was used in Vietnam as military aid from the Soviet Union which had captured stockpiles from WWII thus the appearance of the MG42 in this context is also plausible.&lt;br /&gt;
[[File:mg42drummag.jpg|thumb|none|450px|MG42 with drum magazine - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BOCW-MG42-1.jpg|thumb|none|600px|An MG42 in Vietnam. It appears that the model is lifted from ''Black Ops III''.]]&lt;br /&gt;
[[File:BOCW-MG42-2.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
&lt;br /&gt;
==Yakushev-Borzov Yak-B==&lt;br /&gt;
A [[Yakushev-Borzov Yak-B]] is mounted on in-game Hind-D attack helicopters.&lt;br /&gt;
[[File:Mil Mi-24D Yak-B closeup.jpg|thumb|none|400px|Closeup of Yakushev-Borzov Yak-B mounted on Mi-24 Hind-D - 12.7x108mm]]&lt;br /&gt;
[[File:YakB Hind BOCW.jpg|thumb|none|600px|The chin-mounted Yak-B as seen in the vehicle customization menu in Cold War.]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-23==&lt;br /&gt;
The &amp;quot;VTOL Escort&amp;quot; (Modeled after the Yak-38) has two [[Gryazev-Shipunov GSh-23]] autocannons mounted in underwing UPK-23 gunpods. While the pod itself is correctly modeled, it is incorrectly depicted as a flexible aiming system (independent from the Yak's nose direction) due to gameplay reasons and controls. It is also seen mounted with an NPPU-23 helicopter turret inaccurately onto a Mi-8 helicopter piloted by Kravchenko in &amp;quot;Mauer Der Toten&amp;quot;.&lt;br /&gt;
[[File:GSh-23-2.jpg|thumb|none|400px|Grayzev-Shipunov GSh-23 with ammo belt - 23x115mm]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-2==&lt;br /&gt;
[[Gryazev-Shipunov GSh-30-2]] cannons are used by the Sukhoi Su-25 &amp;quot;Frogfoot&amp;quot; jets against ground targets when conducting the &amp;quot;Strafe Run&amp;quot; scorestreak.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==150 lb Crossbow==&lt;br /&gt;
A 150 lb crossbow similar to those by Velocity Archery and Wizard Archery appears as the &amp;quot;R1 Shadowhunter&amp;quot;. Those designs are most likely anachronistic.&lt;br /&gt;
[[File:R1crossbowpreview BOCW.jpg|thumb|none|600px|The &amp;quot;R1 Shadowhunter&amp;quot; in the gunsmith preview menu.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower (modified)==&lt;br /&gt;
A modified [[M2 Flamethrower]] was added as a scorestreak with Season 5. It consists of the gun group with added custom smaller fuel tanks, modified muzzle and a stock. Its icon shows it consisting of a normal M2 wand paired with M9 fuel tanks.&lt;br /&gt;
[[File:M9 with M2 wand.jpg|thumb|none|450px|M9 Flamethrower with M2 wand]]&lt;br /&gt;
&lt;br /&gt;
==Recurve Bow==&lt;br /&gt;
A recurve bow which appears to be based on [[Rambo]]'s bows appears in the campaign and as a scorestreak in multiplayer. It is inaccurately depicted as being usable underwater which doesn't hinder in any way the arrow's movement nor the flame of the fire arrows.&lt;br /&gt;
&lt;br /&gt;
==Beretta 92F==&lt;br /&gt;
A [[Beretta 92F]] is seen on a movie poster in the map &amp;quot;Amerika&amp;quot;.&lt;br /&gt;
[[File:Beretta92F EarlyModel.jpg|thumb|none|300px|Beretta 92F - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Beretta92Fmovieposter BOCW.jpg|thumb|none|600px|The movie &amp;quot;Hot 'Nuff&amp;quot; with the Beretta 92F.]]&lt;br /&gt;
&lt;br /&gt;
==China Lake Grenade Launcher==&lt;br /&gt;
The [[M79 grenade launcher|M79]]'s master calling card shows a [[China Lake Launcher]] instead of a proper M79.&lt;br /&gt;
[[File:China Lake.jpg|thumb|none|450px|China Lake Launcher - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
Two [[Colt SAA]] revolvers are seen in the &amp;quot;Dead Still&amp;quot; calling card.&lt;br /&gt;
[[File:ColtSAALongBarrel.jpg|thumb|none|300px|Colt Single Action Army with 7.5&amp;quot; barrel known as the &amp;quot;Cavalry&amp;quot; model - .45 Long Colt]]&lt;br /&gt;
[[File:BOCW-SAACard.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
[[Enfield L85A2]] rifles are seen in the &amp;quot;Hardcore Kill Collector&amp;quot; calling card.&lt;br /&gt;
[[File:L85A2Iron.jpg|thumb|none|450px|L85A2 with iron sights - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BOCW CC L85.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Sci-Fi Rifle==&lt;br /&gt;
A fictional sci-fi rifle inspired by the [[M41A Pulse Rifle]] from the ''Alien'' franchise is featured in posters for the fictional movie &amp;quot;Two Days On The Moon&amp;quot; in the map Express.&lt;br /&gt;
[[File:M41a02.jpg|thumb|none|450px|Opposite side view of an M41A Pulse Rifle from ''Aliens''.]]&lt;br /&gt;
[[File:BOCW alien rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Sniper Rifle==&lt;br /&gt;
A fictional sniper rifle seemingly based on the &amp;quot;Sniper Rifle&amp;quot; from ''[[Fallout 3]]'' appears in the &amp;quot;Saving PhD Ryan&amp;quot; campaign calling card.&lt;br /&gt;
[[File:FNV_Sniper_Rifle.jpg|thumb|none|450px|The &amp;quot;Sniper Rifle&amp;quot; from ''Fallout 3''.]]&lt;br /&gt;
[[File:BOCW CC F3SR.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Handflammpatrone DM34==&lt;br /&gt;
Handflammpatrone DM34 single-shot incendiary pistols are used in two executions - Woods' &amp;quot;Spare A Light&amp;quot; and Kitsune's &amp;quot;Tortured&amp;quot;.&lt;br /&gt;
[[File:Handflammpatrone.jpg|thumb|none|350px|Handflammpatrone DM34]]&lt;br /&gt;
&lt;br /&gt;
==IWI Galil ACE 21==&lt;br /&gt;
A soldier wields two [[Galil ACE 21]]s in the &amp;quot;Armed To The Teeth&amp;quot; calling card.&lt;br /&gt;
[[File:Galil ACE 21.jpg|thumb|none|450px|IWI Galil ACE 21 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
What appears to be [[M1 Garand]]s are seen on the &amp;quot;Down Range&amp;quot; bundle picture.&lt;br /&gt;
[[File:M1 Garand.jpg|thumb|none|450px|M1 Garand - .30-06.]]&lt;br /&gt;
[[File:BOCW-DownRange.jpg|thumb|none|600px|The last WWII-style American soldier on the right carries the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==M114 155 mm howitzer==&lt;br /&gt;
M114 155 mm howitzers are seen in firebase Ripcord in the mission &amp;quot;Fracture Jaw&amp;quot;. The &amp;quot;Artillery&amp;quot; scorestreak also consists of a barrage from M114 155 mm howitzers.&lt;br /&gt;
[[File:M114 155m howitzer.jpg|thumb|none|450px|M114 Howitzer - 155mm]]&lt;br /&gt;
[[File:M114Scorestreak BOCW.jpg|thumb|none|600px|The selection menu artwork for the &amp;quot;Artillery&amp;quot; scorestreak shows an M114 battery. This reflects their usage in the context of the Vietnam War through the game's Southeast Asian multiplayer maps are set in the 80s.]]&lt;br /&gt;
[[File:BOCW-M114Howitzer.jpg|thumb|none|600px|The barrels of the howitzers can be seen in the distance.]]&lt;br /&gt;
&lt;br /&gt;
==M20 &amp;quot;Super Bazooka&amp;quot;==&lt;br /&gt;
An [[M20 &amp;quot;Super Bazooka&amp;quot;]] is seen in Vietnam War archival footage in the intro of &amp;quot;Fracture Jaw&amp;quot;.&lt;br /&gt;
[[File:M20 Super Bazooka.jpg|thumb|none|450px|M20 &amp;quot;Super Bazooka&amp;quot; - 3.5&amp;quot; rocket]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Marshal 16&amp;quot;==&lt;br /&gt;
The fictional [[Talk:Call of Duty: Black Ops III#&amp;quot;Marshal 16&amp;quot;|&amp;quot;Marshal 16&amp;quot;]] from ''Black Ops III'' appears as the &amp;quot;Classic Marshal&amp;quot; charm.&lt;br /&gt;
[[File:Marshal16 BO3.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Matchlock Musket==&lt;br /&gt;
A Spanish conquistador firing a [[Matchlock Musket]] is seen in the &amp;quot;Iron Sight Assassin&amp;quot; calling card that could be earned during season 2 at level 180.&lt;br /&gt;
[[file:MatchlockMusket.jpg|thumb|none|450px|European Matchlock musket.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M91/30==&lt;br /&gt;
A scoped [[Mosin-Nagant M91/30]] is seen in the &amp;quot;Power Killer&amp;quot; calling card. A Mosin is also depicted on a huge banner showing the Tiergarten Soviet War Memorial statue in he map Moscow.&lt;br /&gt;
[[file:M9130-Sniper-PE.jpg|thumb|none|450px|Mosin Nagant M1891/30 Sniper Rifle with PE scope - 7.62x54mm R]]&lt;br /&gt;
[[File:BOCW-MosinCard.jpg|thumb|none|600px|The rifle is equipped with a PEM sniper scope instead of the better-known PU scope.]]&lt;br /&gt;
&lt;br /&gt;
==Tippman 98 Custom==&lt;br /&gt;
In Season 4 Reloaded, the map &amp;quot;Rush&amp;quot; from ''Black Ops II'' was added. As with the original map, [[Air Guns#Tippmann 98 Custom|Tippmann 98 Customs]] appear in a store display of paintball guns, despite being anachronistic for the new setting of the 1980s (as opposed to ''BO2'''s 2025 setting).&lt;br /&gt;
[[Image:Tippmann 98 Custom.jpg|thumb|none|400px|Tippmann 98 Custom Paintball Marker - .62 caliber]]&lt;br /&gt;
&lt;br /&gt;
==Tippmann X7 G36==&lt;br /&gt;
In Season 4 Reloaded, the map &amp;quot;Rush&amp;quot; from ''Black Ops II'' was added. As with the original map, Tippmann X7 G36s appear in a store display of paintball guns, despite being anachronistic for the new setting of the 1980s (as opposed to ''BO2'''s 2025 setting).&lt;br /&gt;
[[File:Tippmann X7 G36.jpg|thumb|450px|none|A Tippmann X7 G36 paintball gun.]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified Repeating Rifle==&lt;br /&gt;
A scoped repeating rifle (possibly a [[Marlin Firearms|Marlin]]) is seen briefly in archival footage during the intro of &amp;quot;Brick in the Wall&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Valmet M76F==&lt;br /&gt;
A [[Valmet M76F]] is seen in the City Ripper bundle picture.&lt;br /&gt;
[[File:ValmetM76F.jpg|thumb|none|450px|Valmet M76F with side folding tubular stock - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK==&lt;br /&gt;
A suppressed [[Walther PPK]] is seen held by Adler in the &amp;quot;Action Packed&amp;quot; calling card.&lt;br /&gt;
[[File:WaltherPPkSilenced.jpg|thumb|none|350px|Walther PPK with a sound suppressor - .380 ACP (Brown factory grips).]]&lt;br /&gt;
[[File:BOCW-PPK1Card.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873==&lt;br /&gt;
What appears to be a [[Winchester Model 1873]] is seen in the &amp;quot;One Shot Kill&amp;quot; calling card.&lt;br /&gt;
[[File:Winchester1873.jpg‎|thumb|none|450px|Winchester Model 1873 carbine - 1st generation rifle - 44-40 Winchester]]&lt;br /&gt;
[[File:BOCW CC repeater.jpg‎|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified Selfloading Rifle==&lt;br /&gt;
An unknown self loading rifle of Soviet type is seen on a soldier statue in the multiplayer map Moscow. The statue is based on the Tiergarten Soviet War Memorial in Berlin which actually depicts a Mosin. Curiously, a proper depiction of the soldier complete with the Mosin can be seen on a huge banner in the same map.&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
Three unusable [[Glock 18C]] pistols can be seen hanging on a wall on the multiplayer map &amp;quot;Checkmate&amp;quot;. Their appearance is anachronistic as the map takes place in January 1985, while the Glock 18 was produced in 1986 - the 3rd Generation variants were introduced after 1998. A Glock pistol is also seen in the &amp;quot;Grizzled Veteran Master&amp;quot; calling card.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|300px|Glock 18C (3rd Generation) - 9x19mm. This model has compensator cuts on the slide and barrel to reduce muzzle climb while firing.]]&lt;br /&gt;
[[File:BOCW-Glock.jpg|thumb|none|600px|The pistol in a highly unlikely place to be found, an East German training facility. Despite having the 18C's compensator cuts, the slide markings label it as a standard Glock 18.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Two [[Makarov PM]]s appear on Helen Park's &amp;quot;Scorched&amp;quot;, &amp;quot;Bad Blood&amp;quot;, &amp;quot;Hellion&amp;quot;, and &amp;quot;Commando&amp;quot; outfits, as well as on Samantha Maxis' &amp;quot;Dark Aether&amp;quot; outfit and Portnova's &amp;quot;Handler&amp;quot; outfit. Aleksandra Valentina also carries a holstered one in the Zombies mode cutscenes.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|300px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:BOCW Park Makarovs.jpg|thumb|none|600px|The grips of both Makarovs can be seen in weird waist holsters on her vest.]]&lt;br /&gt;
&lt;br /&gt;
==Sedgley Fist Gun==&lt;br /&gt;
Scattered throughout the CIA Safehouse used as the in-game mission hub are various unusable [[Sedgley Fist Gun|Sedgley Fist Guns]].&lt;br /&gt;
[[File:OPG Glove device.jpg|thumb|none|325px|Sedgley Fist Gun - .38]]&lt;br /&gt;
[[File:SedgleyFistGun BOCW.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:SedgleyFistGun2 BOCW.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Strife&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;Strife&amp;quot; pistol from ''[[Call of Duty: Black Ops 4|Black Ops 4]]'' can be seen on a table in the side mission &amp;quot;Operation Red Circus&amp;quot;. Unusable and completely anachronistic to the game's setting, the gun was likely originally used as a placeholder during the mapping process that went overlooked and wasn't removed.&lt;br /&gt;
[[File:S&amp;amp;WSigma9F.jpg|thumb|none|300px|Smith &amp;amp; Wesson Sigma SW9F - 9x19mm Parabellum]]&lt;br /&gt;
[[File:S&amp;amp;W SD40.jpg‎|thumb|none|300px|Smith &amp;amp; Wesson Sigma SD40 - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:S&amp;amp;W M&amp;amp;P 2.0.jpg|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P 2.0 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BOCWStrife.jpg|thumb|none|600px|Mason takes the time out of chasing a known enemy of the state to admire a time-traveling literal space pistol. While one could chalk it up to THE NUMBERS making him hallucinate guns that wouldn't exist for at least five (and at most seven) decades more, its appearance in the multiplayer map based off of this mission (Crossroads, taking place in 1983) marks it as a placeholder that never got removed.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33==&lt;br /&gt;
The [[Tokarev TT-33]] is used by some Red Army soldiers in the intro cutscene of the Zombies map Die Maschine.&lt;br /&gt;
[[File:TT-33-Wartime.jpg|thumb|none|300px|Tokarev TT-33 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:BOCWMaschine-TT1.jpg|thumb|none|600px|One soldier points his Tokarev at a suspicious German.]]&lt;br /&gt;
[[File:BOCWMaschine-TT2.jpg|thumb|none|600px|The cameraman defends himself with a TT-33.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
Unusable [[AKM]] rifles can be seen next to the Glock 18 pistols in the multiplayer map &amp;quot;Checkmate&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
The [[SVT-40]] is used by some Red Army soldiers in the intro cinematic of the Zombies map Die Maschine.&lt;br /&gt;
[[File:SVT-40.jpg|thumb|none|450px|Tokarev SVT-40 - 7.62x54mmR]]&lt;br /&gt;
[[File:BOCWMaschine-PPShSVT.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BOCWMaschine-SVT.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1572872</id>
		<title>Call of Duty: Black Ops Cold War</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1572872"/>
		<updated>2023-04-21T04:19:27Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: /* Ak 5 */ https://i.redd.it/an-fn-cal-in-service-with-thai-force-during-the-second-v0-vfoh5ohenmf81.png?s=f53515c7fadf4fee13a4fa4e9976062e5bc85d86&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: Black Ops Cold War&lt;br /&gt;
|picture=CODBOCWCover1.jpeg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=November 13, 2020&lt;br /&gt;
|developer=Treyarch, Raven Software&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: Black Ops Cold War''''' is a first-person shooter developed by Treyarch and Raven Software and published by Activision. It is the sixth game in the ''Black Ops'' series and the seventeenth in the ''Call of Duty'' series. It is also a direct sequel to ''[[Call of Duty: Black Ops]]''. Like previous games in the series, it is composed of three main modes of play, a single-player campaign, a player-vs-player multiplayer mode, and a 1-4 player cooperative zombies mode. &lt;br /&gt;
&lt;br /&gt;
The campaign's setting takes place primarily in 1981 with several flashbacks dating to 1968 during the Vietnam War, and the zombies and multiplayer mode take place simultaneously in 1984, hence, certain weapons are available in these modes that aren't present in the campaign because of the time difference. The player character is a new, customizable operative codenamed &amp;quot;Bell&amp;quot;, who is part of a CIA task force, including Alex Mason, Frank Woods, and Jason Hudson, out to stop a Soviet agent codenamed &amp;quot;Perseus&amp;quot; (based on the real-life conspiracy) from carrying out a decades-long plan that could radically alter the balance of power of the Cold War.&lt;br /&gt;
&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;
=Overview=&lt;br /&gt;
''Black Ops Cold War'' maintains several weapon features from the 2019 ''Modern Warfare'', including Gunsmith and the ability to reload while aiming down sights.&lt;br /&gt;
&lt;br /&gt;
The game features an extensive swimming and underwater mechanic which inaccurately depicts weapons as being able to be fired underwater, something which would lead to malfunctions and possible complete weapon failures (i.e. exploded barrels) in reality, not to mention projectiles can't travel more than a few feet in such environment. Also, bullet velocities for most of the weapon are much slower in-game than in real life, and some weapons unrealistically share the same velocities despite their different calibers and designs.&lt;br /&gt;
&lt;br /&gt;
While Gunsmith offers a wide variety of attachments to equip, it lacks several features from ''Modern Warfare''. It also features some ''staggeringly'' poor attachment descriptions filled with inaccuracies and misused terms. For example, STANAG is used as a catch-all term for extended magazines, despite the real usage being almost the exact opposite of such an idea.&lt;br /&gt;
&lt;br /&gt;
Many of the cosmetic blueprints feature cerakoted designs which is anachronistic for the 80s as cerakoted weapons started appearing at some point in the 2000s or 2010s. In addition to this, heavily altered &amp;quot;Mastercraft&amp;quot; variants feature altered inspection animations.&lt;br /&gt;
&lt;br /&gt;
Weapons from ''Black Ops Cold War'' also make appearances in ''Call of Duty: Warzone'', a standalone battle royale game mode originally released for (and developed on) ''[[Call of Duty: Modern Warfare (2019)]]''. While most weapons are identical between BOCW and ''Warzone'', a number of weapons, especially the ones added post-release, have more detailed animations in ''Warzone''. More rarely, some BOCW weapons have different weapon models when implemented in ''Warzone''.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] appears under the name &amp;quot;Diamatti&amp;quot;. It holds 15 rounds by default, despite having a visibly extended magazine. It also has a slightly shorter barrel by default; the “7.2&amp;quot; Reinforced Heavy” barrel attachment gives it a more correct barrel length, though this one is shown as fluted. Soviet forces use it in the campaign (which is incorrect, as they would use the [[Stechkin APS]] or the APB instead, though it fires in automatic mode), along with Alex Mason in &amp;quot;Echoes of a Cold War&amp;quot;; nevertheless, its scarce appearance would not be suitable for any sort of military during the game's time period.&lt;br /&gt;
&lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm]]&lt;br /&gt;
[[File:M93Rpreview BOCW.jpg|thumb|none|600px|The Beretta 93R in Gunsmith.]]&lt;br /&gt;
[[File:Beretta93rIdle BOCW.jpg|thumb|none|600px|Sims wielding a &amp;quot;Diamatti&amp;quot; in Angola.]]&lt;br /&gt;
[[File:Beretta93rADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:Beretta93rInspect BOCW.jpg|thumb|none|600px|Sims admires what is possibly the most accurate Beretta 93R weapon model in a Call of Duty game to date.]]&lt;br /&gt;
[[File:Beretta93rInspect2 BOCW.jpg|thumb|none|600px|Pulling back the slide for a brass check.]]&lt;br /&gt;
[[File:Beretta93rReload BOCW.jpg|thumb|none|600px|Swapping magazines during a reload.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] is featured in the game, simply referred to as &amp;quot;1911&amp;quot; and featuring a nickel finish similar to the multiplayer 1911 weapon model from ''[[Call of Duty: Black Ops|Black Ops]]''. In the campaign, it is the main sidearm of almost everyone, including the Soviet and North Vietnamese forces, who would much more likely use the [[Makarov PM]] or [[Tokarev TT-33]] as their sidearms. It incorrectly holds 8 rounds in a standard 7-round magazine. Performing takedowns in loud combat also involve the use of the M1911A1 regardless of faction.&lt;br /&gt;
&lt;br /&gt;
In alpha, beta, and pre-release materials, the M1911 appears with a parkerized finish and brown grips. The &amp;quot;Wingman&amp;quot; skin from the &amp;quot;Air Sea Land Pack&amp;quot; for the Ultimate Edition is also an M1911A1, featuring a paint-job similar to that of the P-51 Mustang fighters during WWII. The M1911A1 is also used in the Overpower finishing move.&lt;br /&gt;
&lt;br /&gt;
[[File:NickelPlatedM1911A1.jpg|thumb|none|300px|Nickel Plated Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:1911preview BOCW.jpg|thumb|none|600px|The M1911A1 in Gunsmith.]]&lt;br /&gt;
[[File:1911Idle BOCW.jpg|thumb|none|600px|The M1911A1 in Angola.]]&lt;br /&gt;
[[File:1911ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:1911Inspect BOCW.jpg|thumb|none|600px|Inspecting the M1911.]]&lt;br /&gt;
[[File:1911Inspect2 BOCW.jpg|thumb|none|600px|Inspecting its other side.]]&lt;br /&gt;
[[File:1911reload BOCW.jpg|thumb|none|600px|Much like the 1911 in [[Call of Duty: Modern Warfare (2019)]], the 1911 in Black Ops Cold War features a nice detail in the slide stop engaging the slide after the last round is fired from a magazine.]]&lt;br /&gt;
[[File:1911reload2 BOCW.jpg|thumb|none|600px|The standard reload involves power slinging the slide, there are magazine options that change that to an animation where the player character hits the slide stop.]]&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:BOCW-M1911-2.jpeg|thumb|none|600px|The M1911A1 with a parkerized finish in the alpha multiplayer loadout menu.]]&lt;br /&gt;
[[File:BOCW-1911-1.jpg|thumb|none|600px|The M1911 tucked in Adler's pants in a pre-release trailer. In the final game, the player grabs the pistol to take down a guard - even though they have their own suppressed 1911 at this point with no way to replace it.]]&lt;br /&gt;
[[File:BOCW M1911 trailer silencer.jpg|thumb|none|600px|A suppressed M1911A1 is racked in the multiplayer reveal trailer. Note the Ak 5 with what appears to be Advanced Armament Corporation OMNI 5.56mm suppressor which doesn't appear in actual multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle==&lt;br /&gt;
An anachronistic and visually altered [[Desert Eagle]] fitted with a Laser Products Corporation LPC Model 7 laser sight and an enormous muzzle brake appears as the &amp;quot;Hand Cannon&amp;quot; in the campaign mission &amp;quot;Desperate Measures&amp;quot;. Inspiration for the weapon appears to come from the laser sighted [[AMT Hardballer]] from ''[[The Terminator]]''. Perhaps taking its moniker a little too literally, it fires explosive rounds. The campaign version feeds from an 8-round magazine (which could or could not be correct, its caliber never being stated) and cannot be reloaded; once all eight rounds have been fired, it is discarded. While still inappropriate because of its extreme rarity, the [[AMC Auto Mag Pistol]] (1969) could've been a better fit for the game's time period.&lt;br /&gt;
&lt;br /&gt;
It was added as the &amp;quot;Hand Cannon&amp;quot; streak in Season 4 (with an updated model and animations, which was retroactively applied to the campaign version), with 10 extremely powerful explosive rounds that can take out any streak you can shoot in one to four shots. It is the primary weapon of choice for the &amp;quot;One in the Chamber&amp;quot; gamemode. Its scorestreak icon shows a more accurate rendition of a Desert Eagle, though this one is an even more anachronistic picatinny railed Mark XIX than the Mark VII on which the actual weapon is based. The laser is now green, and aiming uses ironsights mounted on top of the laser. Its role is similar to the &amp;quot;Annihilator&amp;quot; revolver from ''[[Call of Duty: Black Ops III|BO3]]'' and ''[[Call of Duty: Black Ops 4|BO4]]'', even reusing the sounds of that gun from those games.&lt;br /&gt;
&lt;br /&gt;
[[File:DesertEagleMarkVIInickel.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark VII with nickel finish - .44 Magnum]]&lt;br /&gt;
[[Image:Longslide2.jpg|thumb|none|600px|The AMT Hardballer Longslide/LPC Model 7 laser sight combo from ''The Terminator'' which appears to have been the inspiration for the &amp;quot;Hand Cannon&amp;quot;. The in-game laser is incorrectly depicted as being switched on by pressing a fictional button at the rear, while the real thing has a separate switch connected via cables.]]&lt;br /&gt;
[[File:Desert eagle picatinny.JPG|thumb|none|350px|Magnum Research Desert Eagle Mark XIX, current production model with Picatinny railed barrel - .44 Magnum]]&lt;br /&gt;
[[File:COD CW Deagle Menu.jpg|thumb|none|600px|The &amp;quot;Hand Cannon&amp;quot; in the multiplayer menu. The description incorrectly calling it a &amp;quot;revolver&amp;quot; was reused from Black Ops 3/4, though the word has been changed to &amp;quot;handgun&amp;quot; after an update. A round can be seen in the spare magazine.]]&lt;br /&gt;
[[File:BOCWDeagle3rd.jpg|thumb|none|600px|Bell stops admiring his nice shoes to look upon the mutant Deagle in the middle of the KGB headquarters, of all places. This is the only place in the campaign it can be found.]]&lt;br /&gt;
[[File:BOCWDeagle.jpg|thumb|none|600px|Bell holds the Hand Cannon as he awaits enemy forces about to barge into the room. Here the laser sight can be seen more clearly.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Magnum&amp;quot;==&lt;br /&gt;
The &amp;quot;Magnum&amp;quot; is a fictional hybrid revolver that appears to have some influence from a variety of revolvers such as [[Smith &amp;amp; Wesson#Revolvers|Smith &amp;amp; Wesson]], [[Ruger#Revolvers|Ruger]], [[Arminius HW Revolver Series|Arminius]], Alfa, [[Astra#Revolvers|Astra]] and the [[Colt Trooper]]. The rear of the frame and the angle of the grip give it a strong resemblance to the G&amp;amp;G G733 airsoft revolver. The names of some of its muzzle attachments suggest that it is chambered in .45 ACP (misnamed &amp;quot;.45 APC&amp;quot;); this would contradict both the &amp;quot;Magnum&amp;quot; name, and its Warzone incarnation's stated chambering (.357 Magnum). Like other revolvers in previous ''Black Ops'' games, it is reloaded with single rounds by default, and still has the reload logic errors of the player character reloading only the rounds needed to refill the cylinder in gameplay despite the reload animation showing the entire cylinder being ejected.&lt;br /&gt;
&lt;br /&gt;
The Magnum can also accept a suppressor, even though it almost certainly wouldn't work on the revolver in reality due to the gap between the cylinder, which would leak enough propellant gases to render the suppressor useless. The Magnum also has nonsensical 9-round and 12-round cylinders as attachment options; these cylinders are completely identical to the base cylinder dimensionally, with the amount of rounds held in them ''visibly'' remaining 6 rounds. They're only different in their shapes, being an unfluted cylinder and a [[Mateba]]-like hexagonal cylinder respectively. These cylinder options are also very incorrectly referred to as magazines in their attachment names. It was referred to as the “S&amp;amp;W 27” in the game files.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Minted&amp;quot; blueprint gives the revolver a barrel that appears similar to the anachronistic [[Smith &amp;amp; Wesson Model 986]], while others give it a [[Dan Wesson]]-style heavy barrel.&lt;br /&gt;
[[File:G&amp;amp;G G733.jpg|thumb|none|350px|'''Airsoft''' G&amp;amp;G G733 airsoft revolver]]&lt;br /&gt;
[[File:ColtPython6In.jpg|thumb|none|350px|Colt Python with 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:TrooperMKV.jpg|thumb|none|350px|Colt Trooper MK V with straight wood grips and a 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:S&amp;amp;WModel17A.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 17-6 - .22LR]]&lt;br /&gt;
[[File:Ruger Speed 6.jpg|thumb|none|350px|Ruger Speed Six with blued finish and 2.75-inch barrel - .357 Magnum]]&lt;br /&gt;
[[File:Astra357-01.jpg|thumb|none|350px|Astra 357, 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:Revolverpreview BOCW.jpg|thumb|none|600px|A close up look of the &amp;quot;Magnum&amp;quot; in Gunsmith, showing its many design inspirations - the sights come from Smith &amp;amp; Wesson revolvers, the cylinder, hammer, trigger &amp;amp; trigger guard from a Colt Python, the barrel seems to be a mix between that of a Python and a Colt Trooper (complete with a partial underlug rather awkwardly merged into a full one), and a Ruger-style recoil shield; the latter is supposed to have the cylinder release mounted on it, but the designer instead decided to put a conventional Astra-esque cylinder release behind it, forcing them to rather awkwardly stretch the frame forward to fit both.]]&lt;br /&gt;
[[File:Revolveridle BOCW.jpg|thumb|none|600px|The mutant &amp;quot;Magnum&amp;quot;, an amalgamation of the leading revolver brands.]]&lt;br /&gt;
[[File:RevolverADS BOCW.jpg|thumb|none|600px|Aiming down the Smith &amp;amp; Wesson sights.]]&lt;br /&gt;
[[File:Revolverinspect BOCW.jpg|thumb|none|600px|Inspecting the revolver involves flipping the Colt cylinder out.]]&lt;br /&gt;
[[File:Revolverinspect2 BOCW.jpg|thumb|none|600px|Inspecting the Colt-esque barrel.]]&lt;br /&gt;
[[File:Revolverreload BOCW.jpg|thumb|none|600px|Reloading by dumping all rounds in the cylinder.]]&lt;br /&gt;
[[File:Revolverreload2 BOCW.jpg|thumb|none|600px|The default reload animation has the player character individually insert rounds off screen; depending on the cylinder you choose in Gunsmith, a speed loader may be used instead (though dual-wielding will always reload both at once). The animation finishes with a wince-inducing flick of the wrist to shut the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Tranquilizer Gun&amp;quot;==&lt;br /&gt;
A hybrid of a [[Ruger Mk II]] and a [[Welrod]] mocked up to be a tranquilizer pistol is used by Bell in the campaign. The detachable magazine holds 8 rounds, and the animations are reused from the M1911 listed above. The bolt from the Welrod is used as a slide when it locks back on an empty magazine, however, the weapon does not eject casings of any kind, which begs the question of what the slide actually does. Some sort of air canister is seen under the barrel, and the weapon makes noises comparable to compressed air being released, which makes sense.&lt;br /&gt;
[[File:Ruger Mark II MK512.jpg|thumb|none|300px|Ruger Mark II - .22 LR]]&lt;br /&gt;
[[File:HPIM0965.jpg|thumb|none|300px|Welrod Mark II - .32 ACP.]]&lt;br /&gt;
[[File:TranqPistolEvidence BOCW.jpg|thumb|none|600px|From this angle, the grip is very clearly inspired by the Ruger Mk II.]]&lt;br /&gt;
[[File:TranqPistol BOCW.jpg|thumb|none|600px|But the ejection port and large knurled breech charging handle is very much Welrod-like.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
A [[Heckler &amp;amp; Koch MP5K]] with a collapsible stock and a threaded barrel is available as the &amp;quot;MP5&amp;quot;. It has an aftermarket and anachronistic Vector Arms MP5K style handstop handguard with perforations instead of a vertical foregrip by default. It uses an HK claw mount with an anachronistic rail when equipping optics. It can be customized into a number of MP5 variants as seen below, having a wide latitude of barrel and stock configurations akin to ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''.&lt;br /&gt;
&lt;br /&gt;
While not anachronistic for the 80s segments, the MP5K is used by US troops in Bell's Vietnam War flashbacks, which is both inaccurate and anachronistic (the MP5K was developed in 1976, and while the standard MP5 was first developed in 1966, it didn't see any form of service in Vietnam until 1975 as the MP5SD with the Green Berets). In this case (along with certain other weapons in the Vietnam missions), it can somewhat be excused by the fact that these are false flashbacks mixed with hallucinations. It is inaccurate for the East German police to be wielding MP5Ks during &amp;quot;Brick in the Wall&amp;quot;, where they would be using Soviet-manufactured rifles, carbines or submachine guns; the same goes with the Spetsnaz forces in other missions as well as the Cuban Revolutionary Armed Forces in &amp;quot;End of the Line&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
All blueprint variants of the MP5 have the same lower receiver as those of ''Modern Warfare'' (being based on the receiver of a [[PTR 9KT]], which is incredibly anachronistic to ''Cold War''), with the triangular parts still facing the opposite direction compared to real S-E-F lowers.&lt;br /&gt;
[[File:Heckler &amp;amp; Koch MP5K fitted with a A3 stock.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K &amp;quot;Reverse Stretch&amp;quot; with A3 stock - 9x19mm]]&lt;br /&gt;
[[File:MP5Kpreview BOCW.jpg|thumb|none|600px|The MP5K in Gunsmith. Note the gripless handguard resembling modern [https://hkparts.net/product/hk-mp5k-sp89-sp5k-forearm-with-handstop-usa-p16466.htm American examples] with added vent holes for creativity points.]]&lt;br /&gt;
[[File:MP5KIdle BOCW.jpg|thumb|none|600px|The MP5K used on board a Soviet salvage ship.]]&lt;br /&gt;
[[File:MP5KInspect BOCW.jpg|thumb|none|600px|Inspecting the default 30 round magazine of the MP5K.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A3===&lt;br /&gt;
The weapon has some barrel attachments that turn it into a full-sized [[MP5A3]]. The “9.5&amp;quot; Extended” barrel has an original slimline handguard, while the “9.5&amp;quot; Ranger” has a &amp;quot;tropical&amp;quot; wide handguard.&lt;br /&gt;
[[File:H&amp;amp;KMP5A3slimforearm.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; handguard - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5A3.jpg|thumb|none|600px|The MP5A3 with a &amp;quot;[[Talk:Call_of_Duty:_Black_Ops_Cold_War#X-Products_9mm_50_round_drum|STANAG 50 Rnd Drum]]&amp;quot; and &amp;quot;Collapsed Stock&amp;quot;.]]&lt;br /&gt;
[[File:MP5A3Idle BOCW.jpg|thumb|none|600px|An MP5A3 in Moscow.]]&lt;br /&gt;
[[File:MP5A3Inspect BOCW.jpg|thumb|none|600px|Turning it over to look at the ejection port and the &amp;quot;40 Rnd Speed Mag&amp;quot;, which is a slightly longer version of the early straight &amp;quot;waffle&amp;quot;-style magazine.]]&lt;br /&gt;
[[File:MP5A3Inspect2 BOCW.jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:MP5A3ADS BOCW.jpg|thumb|none|600px|Looking through the iron sights.]]&lt;br /&gt;
[[File:MP5A3.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with &amp;quot;tropical&amp;quot; wide handguard - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2===&lt;br /&gt;
The combination of the aforementioned barrel with the &amp;quot;Tactical Stock&amp;quot; turns the gun into an [[MP5A2]].&lt;br /&gt;
[[File:HK MP-5 A3.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with original &amp;quot;slimline&amp;quot; handguard and straight &amp;quot;waffle&amp;quot;-style magazine - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5A2.jpg|thumb|none|600px|The MP5A2 from the public beta with a &amp;quot;40 Rnd Speed Mag&amp;quot;. The &amp;quot;Salvo 50 Rnd Fast Mag&amp;quot; uses the same magazine model for some reason, albeit with a different tape and pull loop.]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A2WideForearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with &amp;quot;tropical&amp;quot; wide handguard - 9x19mm]]&lt;br /&gt;
[[File:MP5A2gunsmith BOCW.jpg|thumb|none|600px|The post launch MP5A2, with the &amp;quot;tropical&amp;quot; handguard.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
Combining either of the sound suppressors with the “9.5&amp;quot; Ranger” barrel configurations produces a [[Heckler &amp;amp; Koch MP5SD]] configuration. The “9.5&amp;quot; Extended” and “9.5&amp;quot; Reinforced Heavy” barrels also create an MP5SD with the handguard missing.&lt;br /&gt;
[[File:MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 with S-E-F trigger group - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5SD2.jpg|thumb|none|600px|An MP5SD2 configuration from the public beta with the &amp;quot;Agency Suppressor&amp;quot;.]]&lt;br /&gt;
[[File:MP5SD2gunsmith BOCW.jpg|thumb|none|600px|The post launch MP5SD2 in gunsmith preview.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
Ditto to the above configuration but with the default or one of the collapsible stock variants produces an MP5SD3.&lt;br /&gt;
[[File:MP5SD3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5SD3.jpg|thumb|none|600px|The MP5SD3 with the &amp;quot;Sound Suppressor&amp;quot; and &amp;quot;Jungle-Style Mag&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9 Hybrid==&lt;br /&gt;
A mildly fictionalized [[Intratec TEC-9]] was added with season five. It is depicted with the bolt assembly and charging handle of an [[Interdynamic KG-9]], although it is shown firing from a closed bolt like an actual TEC-9. It also has the front sight of a [[PPSh-41]] and the stock of an Interdynamic MP-9, though the latter can be removed with the &amp;quot;No Stock&amp;quot; attachment. When equipping grip attachments, it uses the base of the factory grip with the actual grip chopped off and replaced with the grip attachment of choice.&lt;br /&gt;
&lt;br /&gt;
It fires in semi-auto by default, but there are attachments that convert it into full-auto (the fire rate of which appears to be slower than in real life) and an inaccurate burst fire mode. It incorrectly holds 21 and 24 rounds (in multiplayer and Warzone respectively) in the actual 32-round magazine, presumably to prevent a burst from having less than 3 rounds.&lt;br /&gt;
&lt;br /&gt;
In terms of chronology, while the earlier MP-9/KG-9 was produced from 1981 (thus being borderline period appropriate for the 1981-1985 multiplayer maps), the TEC-9 has the post-1987 rear sight, rendering it anachronistic for the game.&lt;br /&gt;
&lt;br /&gt;
Dual TEC-9s are used by Perseus operative Kitsune in the season five cinematic trailer. The weapon is also seen in the &amp;quot;Harbinger Of Doom&amp;quot; calling card.&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 (post-1987 version) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:InterDynamicKG99.jpg|thumb|none|300px|Interdynamic KG-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Interdynamic MP-9.jpg|thumb|none|450px|Interdynamic MP-9 with foregrip and telescoping stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Tec9preview BOCW.jpg|thumb|none|600px|The mutant TEC-9 in the preview screen for the season 5 battlepass.]]&lt;br /&gt;
[[File:Tec9idle BOCW.jpg|thumb|none|600px|The TEC-9 in action in the slums of Panama City.]]&lt;br /&gt;
[[File:Tec9ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Tec9inspect BOCW.jpg|thumb|none|600px|Inspecting the gun. Note how, in addition to having the KG-9's bolt and charging handle, it also has its safety notch; the TEC-9 instead used the charging handle itself as a safety, pushing it into the bolt instead of using it to lock the bolt back.]]&lt;br /&gt;
[[File:Tec9inspect2 BOCW.jpg|thumb|none|600px|Checking out the closed bolt on a stock TEC-9]]&lt;br /&gt;
[[File:Tec9reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Tec9reload2 BOCW.jpg|thumb|none|600px|Note the various markings and warnings stamped into the polymer lower.]]&lt;br /&gt;
[[File:Tec9reload3 BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Tec9reload4 BOCW.jpg|thumb|none|600px|Charging the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;KSP 45&amp;quot;==&lt;br /&gt;
The &amp;quot;KSP 45&amp;quot; is a fictional 3-round burst submachine gun, only appearing in multiplayer. The overall shape is similar to the 9mm version of the [[T2 MK5|Australian Automatic Arms 9mm SAC]], but takes other cues from submachine guns such as the [[Heckler &amp;amp; Koch UMP45]] (which does refer to as the “UMP” in the game files”) with its boxy design, selector switch style, and charging handle with lock open feature (though it is depicted on the right side rather than the left). It has an AR-like bolt release and an AK trigger guard with paddle magazine release. Notably, it also resembles the &amp;quot;MACHT 37&amp;quot; frankengun from ''[[Metal Gear Solid V: The Phantom Pain]]''. Its buttstock seems to combine the socket of a solid MP5 stock, the shape of one from the the AAA SAC or the Wieger StG-940, H&amp;amp;K G3 style sling attachment point and the foldability of the UMP stock; the &amp;quot;Tactical Stock&amp;quot; and &amp;quot;SAS Combat Stock&amp;quot; attachments swap this out for a [[PSG-1]]-style stock (without or with a cheek rest, respectively), while the &amp;quot;Wire Stock&amp;quot; attachment gives it a shortened Romanian AK wire stock and the &amp;quot;Duster Stock&amp;quot; gives it a UMP-style stock. Curiously, the &amp;quot;42 Rnd&amp;quot; and &amp;quot;48 Rnd STANAG&amp;quot; magazine attachments, while referred to as drums, are actually shrunken-down HK21 machine gun belt boxes with feed towers instead of belt feed openings; the &amp;quot;42 Rnd Speed Mag&amp;quot; and &amp;quot;SALVO 48 Rnd Fast Mag&amp;quot; are [[Spectre M4]]-esque quad stack mags (of the exact same size, with the only difference being the latter's cloth shroud). &lt;br /&gt;
&lt;br /&gt;
Although it isn't normally written in all caps, &amp;quot;Ksp&amp;quot; is the Swedish abbreviation for &amp;quot;machine gun&amp;quot; (short for ''Kulspruta''); however, the trademarks on the right side of the &amp;quot;KSP 45&amp;quot; identify it as a &amp;quot;Kühn &amp;amp; Schmidt MP-U&amp;quot; and state that it is of West German origin. There is also a &amp;quot;WARNING REFER TO OWNER'S MANUAL&amp;quot; stamp above the fire selector, which is similar to the markings on nonmilitary UMPs and USCs.&lt;br /&gt;
&lt;br /&gt;
It is also depicted as being used by a Vietcong guerilla in the &amp;quot;Brap Brap&amp;quot; calling card implying that it was used in Vietnam in the ''Black Ops'' universe.&lt;br /&gt;
[[File:AAA SAC 9mm.jpg|thumb|none|450px|Australian Automatic Arms 9mm SAC - 9x19mm]]&lt;br /&gt;
[[File:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:HKMP2000Prototype.jpg|thumb|none|450px|Experimental H&amp;amp;K MP2000 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:KSP45preview BOCW.jpg|thumb|none|600px|The &amp;quot;KSP 45&amp;quot; up close. At full size, the fire selector's 3 positions - &amp;quot;SAFE&amp;quot;, &amp;quot;BURST&amp;quot;, and &amp;quot;AUTO&amp;quot; - can be seen; ignoring the rather obvious fact that the weapon can't be set to full-auto in-game, the lack of a semi-auto position on a select-fire weapon is rather bizarre. Somewhat amusingly, the former is accompanied by a single large white block, while the latter features three small ones, and the three-round-burst position only features two.]]&lt;br /&gt;
[[File:KSP45Idle BOCW.jpg|thumb|none|600px|Holding the KSP 45.]]&lt;br /&gt;
[[File:KSP45ADS BOCW.jpg|thumb|none|600px|Aiming down the sights - here, the folding stock hinge is easily visible.]]&lt;br /&gt;
[[File:KSP45Inspect BOCW.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:KSP45Inspect2 BOCW.jpg|thumb|none|600px|Inspecting the right side. Note the UMP charging handle present over the ejection port and the small AR like brass deflector.]]&lt;br /&gt;
[[File:KSP45reload BOCW.jpg|thumb|none|600px|Reloading the KSP. Note the UMP like handguard covered with checkered texture like the early MP5 slimline forearm.]]&lt;br /&gt;
&lt;br /&gt;
==LAPA SM Modelo 3==&lt;br /&gt;
The [[LAPA SM Modelo 3]] was added during Season 6, under the name &amp;quot;LAPA&amp;quot; (an odd name, as LAPA is the manufacturer of the weapon). The SM Modelo 3 was a prototype weapon with only one example ever made rendering it virtually impossible to be used in any meaningful combat capacity. Appropriate submachine guns of Brazilian origin would either be the INA Model 953 (1950), a modification of the [[Madsen M50]] chambered in .45 ACP or the extremely simple-to-manufacture Mekanika Uru (1977).&lt;br /&gt;
[[File:LAPA SM MOD 3.jpg|thumb|none|450px|LAPA SM Modelo 3 - 9x19mm]]&lt;br /&gt;
[[File:LAPABPpreview BOCW.jpg|thumb|none|600px|The &amp;quot;LAPA&amp;quot; in the preview menu screen.]]&lt;br /&gt;
[[File:LAPAidle BOCW.jpg|thumb|none|600px|The &amp;quot;LAPA&amp;quot; and its owner checking out a parking garage in Miami Beach.]]&lt;br /&gt;
[[File:LAPAADS BOCW.jpg|thumb|none|600px|Aiming down the sights at a shifty looking garage door.]]&lt;br /&gt;
[[File:LAPAinspect1 BOCW.jpg|thumb|none|600px|Inspecting the firearm.]]&lt;br /&gt;
[[File:LAPAinspect2 BOCW.jpg|thumb|none|600px|Checking out the other side.]]&lt;br /&gt;
[[File:LAPAreload1 BOCW.jpg|thumb|none|600px|Reloading after dumping an entire magazine of 9mm into said garage door.]]&lt;br /&gt;
[[File:LAPAreload2 BOCW.jpg|thumb|none|600px|Giving the charging handle a good pull, cocking the gun.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;LC10&amp;quot;==&lt;br /&gt;
The &amp;quot;LC10&amp;quot; is a fictional submachine gun that was added in Season 2. It appears to be based on the [[Walther MPK]], with stylistic elements from (of all things) an [[Accuracy International Arctic Warfare]] sniper rifle ([https://youtu.be/0krEGBnWEag?t=903%20 the developers having stated that in-universe it was made by the same manufacturer as the game's Accuracy International-inspired &amp;quot;LW3 Tundra&amp;quot;]). Its Warzone incarnation was previously stated to be chambered in .45 ACP, but this was later changed to 9mm Parabellum. The muzzle brake and flash guard attachments still have the .45 caliber shown as part of their names (in which case it is mislabeled &amp;quot;.45 APC&amp;quot;). An actual MPK or MPL would be appropriate choices.&lt;br /&gt;
&lt;br /&gt;
[[File:Walther mpk unfolded.jpg|thumb|none|450px|Walther MPK with stock unfolded - 9x19mm]]&lt;br /&gt;
[[File:Arctic Warfare Folding Stock.jpg|thumb|none|450px|Accuracy International AW-F - 7.62x51mm NATO]]&lt;br /&gt;
[[File:LC10loadoutpreview BOCW.jpg|thumb|none|600px|The &amp;quot;LC10&amp;quot; in the loadout menu weapon preview screen. Peculiarly, the wire stock features a cheek pad.]]&lt;br /&gt;
[[File:LC10idle BOCW.jpg|thumb|none|600px|The &amp;quot;LC10&amp;quot; in the rather anachronistic Los Angeles high speed bullet train station ported from ''Black Ops 2''.]]&lt;br /&gt;
[[File:LC10ads BOCW.jpg|thumb|none|600px|Looking through the adjustable rear sight.]]&lt;br /&gt;
[[File:LC10reload1 BOCW.jpg|thumb|none|600px|Reloading from empty involves taking the fresh magazine and flicking the empty mag out by hitting the release paddle with the feed lip.]]&lt;br /&gt;
[[File:LC10reload2 BOCW.jpg|thumb|none|600px|Inserting the new magazine, then charging the bolt.]]&lt;br /&gt;
[[File:LC10inspect1 BOCW.jpg|thumb|none|600px|Much like the AUG, the LC10's transparent polymer magazine models the proper amount of ammunition in each magazine. Despite being depicted as a closed bolt gun, there is no round visible in the breech during the brass check section of the inspect animation.]]&lt;br /&gt;
[[File:LC10inspect2 BOCW.jpg|thumb|none|600px|Note the empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
The [[MAC-10]] was added in Season 1. It is depicted with a custom side cocking charging handle similar to low profile Uzi cocking levers and uses anachronistic front grip adapter and top rail when attaching grip and sight attachments respectively. The side is marked with &amp;quot;Cal .45 Auto&amp;quot;, which is contradicted by the use of a 32-round default magazine, the number &amp;quot;9&amp;quot; as part of some muzzle attachments names, and the use of 9mm Parabellum ammunition in Warzone. The weapon fires correctly from an open bolt in ''Cold War'', but incorrectly from a closed bolt in ''Warzone''.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Quick Judgement&amp;quot; blueprint is based on the Lawgiver MK II pistol from the ''Judge Dredd'' franchise.&lt;br /&gt;
[[File:IngramMAC10.jpg|thumb|none|300px|Ingram MAC-10 - 9x19mm]]&lt;br /&gt;
[[File:MAC10preview BOCW.jpg|thumb|none|600px|The MAC-10 in the battlepass preview screen.]]&lt;br /&gt;
[[File:MAC10idle BOCW.jpg|thumb|none|600px|The MAC-10 being used in a [[Back to the Future|New Jersey mall]].]]&lt;br /&gt;
[[File:MAC10ADS BOCW.jpg|thumb|none|600px|Looking through the basic notch sights. Note the misaligned front and rear sights.]]&lt;br /&gt;
[[File:MAC10inspect1 BOCW.jpg|thumb|none|600px|Inspecting the MAC-10.]]&lt;br /&gt;
[[File:MAC10inspect2 BOCW.jpg|thumb|none|600px|Checking the ejection port.]]&lt;br /&gt;
[[File:MAC10inspect3 BOCW.jpg|thumb|none|600px|Tugging on the charging handle.]]&lt;br /&gt;
[[File:MAC10reload BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:MAC10reload2 BOCW.jpg|thumb|none|600px|And then racking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-02 Kiparis==&lt;br /&gt;
The [[OTs-02 Kiparis]] was added in in the mid-season update for Season 4, under the name &amp;quot;OTs 9&amp;quot;. It is technically anachronistic to the 80s time period of the game, as while it was designed in the seventies, it was first serially produced in 1991. The Sa vz. 82 Skorpion, the aforementioned APS, or the TKB-486 would be better choices for the time period. the It uses 20-round magazines by default, though 25, 30, 32 and 40 round magazines are available as attachments, with the 30 rounder being the only real option. The 30 and 40 rounders are regular magazine extensions, while the 25 and 32 rounders are curved &amp;quot;speed mags&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Kiparis is one of the few weapons to have a distinctly different set of animations in ''Warzone'' compared to ''Cold War''.&lt;br /&gt;
[[File:Kiparis.jpg|thumb|none|450px|KBP OTs-02 &amp;quot;Kiparis&amp;quot; - 9x18mm Makarov]]&lt;br /&gt;
[[File:KiparisPreview BOCW.jpg|thumb|none|600px|The Kiparis in the gunsmith preview screen.]]&lt;br /&gt;
[[File:CW OTs9 idle.jpg|thumb|none|600px|Cpt. Price holds the OTs-02 Kiparis in the middle of a paintball arena.]]&lt;br /&gt;
[[File:CW OTs9 inspectleft.jpg|thumb|none|600px|Inspecting the Russian SMG; note that the selector is incorrectly pointing towards &amp;quot;ОД&amp;quot;, which is for semi-auto.]]&lt;br /&gt;
[[File:CW OTs9 inspectright.jpg|thumb|none|600px|Checking the SMG for any stray flecks of paint, here the bolt handle is clearly visible. It apparently moves independently of the rest of the gun during this animation; at the end (and after firing a shot), the bolt visibly drops down a couple of millimeters, suggesting that the animation doesn't quite loop like it's supposed to.]]&lt;br /&gt;
[[File:CW OTs9 irons.jpg|thumb|none|600px|Aiming down the clear ironsights.]]&lt;br /&gt;
[[File:CW OTs9 tacreload1.jpg|thumb|none|600px|Quickly using the magazine release before an employee notices the time-travelling SAS soldier in the middle of the arena.]]&lt;br /&gt;
[[File:CW OTs9 tacreload2.jpg|thumb|none|600px|Inserting a fresh magazine of 9x18mm Makarov.]]&lt;br /&gt;
[[File:CW OTs9 emptyreload beginflick.jpg|thumb|none|600px|The empty reload procedure involves flicking the magazine out, AK style...]]&lt;br /&gt;
[[File:CW OTs9 emptyreload flick.jpg|thumb|none|600px|...which results in the old magazine being knocked to the floor.]]&lt;br /&gt;
[[File:CW OTs9 emptyreload insert.jpg|thumb|none|600px|The penultimate step - loading a new stick mag.]]&lt;br /&gt;
[[File:CW OTs9 emptyreload bolt.jpg|thumb|none|600px|With an overarm tug on the bolt handle, Price is now free to travel back to [[Call of Duty: Modern Warfare (2019)|his own timeline]], taking his anachronistic SMG with him.]]&lt;br /&gt;
[[File:CW OTs9 melee.jpg|thumb|none|600px|But not before he waves the Kiparis around in the air, showing off the future of Russian SMG design to the bewildered paintball arena employees.]]&lt;br /&gt;
&lt;br /&gt;
==PM-63 RAK==&lt;br /&gt;
The [[PM-63 RAK]] was added during Season 3 as the &amp;quot;AMP63&amp;quot;; unlike its incarnation in ''[[Call of Duty: Black Ops|BO1]]'', it is classified as a pistol. Also unlike that incarnation, it has a correct 15-round capacity by default (with 20-, 22-, and 25-round optional magazines available, the latter being the only real one), as well as a more correct rate of fire. Its foregrip and stock are now permanently folded, and it fires from a closed bolt like the PM-63C variant from the Polish firm &amp;quot;Pioneer Arms Corp&amp;quot;. Additionally, its Warzone incarnation is incorrectly chambered in 9mm Parabellum (a feature of the PM-70 prototype) rather than 9x18mm Makarov.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lawgiver&amp;quot; blueprint is based on the Lawgiver MK II pistol from the ''Judge Dredd'' franchise.&lt;br /&gt;
[[File:PM63.JPG|thumb|none|350px|PM-63 RAK - 9x18mm Makarov]]&lt;br /&gt;
[[File:PM63preview BOCW.jpg|thumb|none|600px|The PM-63 in a loadout menu.]]&lt;br /&gt;
[[File:PM63idle BOCW.jpg|thumb|none|600px|The PM-63 wielded by MI6 operative Park in New Mexico.]]&lt;br /&gt;
[[File:PM63ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:PM63inspect1 BOCW.jpg|thumb|none|600px|Inspecting the Polish submachine gun.]]&lt;br /&gt;
[[File:PM63inspect2 BOCW.jpg|thumb|none|600px|Checking the other side.]]&lt;br /&gt;
[[File:PM63reload1 BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:PM63reload2 BOCW.jpg|thumb|none|600px|Sliding in a new magazine.]]&lt;br /&gt;
[[File:PM63reload3 BOCW.jpg|thumb|none|600px|Racking the slide.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
An anachronistic and heavily stylized [[PP-19 Bizon-2]] (developed in the 1990s) appears under the name &amp;quot;Bullfrog&amp;quot;. It is depicted with a ribbed dust cover resembling that of an [[AS Val]], and the rear sight relocated to the rear of the receiver, along many other cosmetic changes. The default helical magazine only holds 50 rounds instead of 64 or 53 like its real-world counterpart (in 9x18mm Makarov and 9x19mm Parabellum, respectively), and its front attachment point is below the front sight (like the earlier Bizon-1). It has a top-folding stock by default, but can be fitted with a side-folding stock similar to that of other Bizon variants, via the &amp;quot;Duster Stock&amp;quot; or the &amp;quot;KGB Skeletal Stock&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:PP-19 Bizon top-folding stock.jpg|thumb|none|450px|PP-19 Bizon-2-01 with top-folding stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Bizonpreview BOCW.jpg|thumb|none|600px|The &amp;quot;Bullfrog&amp;quot; in Gunsmith. The stock is similar to the Dragunov MA prototype (a trials competitor to the AKS-74U) and the grip is shaped similar to the PP-71, another one of Dragunov's prototypes.]]&lt;br /&gt;
[[File:BizonIdle BOCW.jpg|thumb|none|600px|The &amp;quot;Bullfrog&amp;quot; in-game.]]&lt;br /&gt;
[[File:BizonADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:BizonInspect BOCW.jpg|thumb|none|600px|Inspecting involves popping out the helical magazine for a quick glance.]]&lt;br /&gt;
[[File:BizonInspect2 BOCW.jpg|thumb|none|600px|Then turning it over to look at the ejection port.]]&lt;br /&gt;
[[File:BizonReload BOCW.jpg|thumb|none|600px|Dropping an empty magazine.]]&lt;br /&gt;
[[File:BizonReload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine. Note the conspicuous lack of ammunition, made all the more conspicuous by its presence in the inspection animation.]]&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:BOCW Bizon stock.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] was added in Season 3. It is carried by some Red Army soldiers in the intro cutscene of the Zombies map Die Maschine and inaccurately by Soviet troops in the Season 3 cutscene, which is set in 1984. It is also seen in the &amp;quot;Combat Hardened&amp;quot; achievement icon which is based on the &amp;quot;Stand to Death&amp;quot; statue in Volgograd.&lt;br /&gt;
&lt;br /&gt;
By default, it holds 32 rounds; this is a characteristic of the MP41(r), a German 9x19mm conversion of the PPSh-41 from WWII, even though the in-game weapon is modeled with a standard PPSh-41's 35-round magazine. Interestingly, the &amp;quot;VDV 50 Round Fast Mag&amp;quot; attachment gives the weapon a straight magazine looking similar to that of the MP41(r). To confuse matters further, its muzzle attachments imply that it's chambered in .45 ACP (or rather, .45 &amp;quot;APC&amp;quot;), a feature of absolutely no version of the PPSh.&lt;br /&gt;
&lt;br /&gt;
The weapon has a variety of rather strange barrel options - the &amp;quot;15.7&amp;quot; Task Force&amp;quot; barrel, as well as the &amp;quot;Loud Pipe&amp;quot; variant, have a front forend and heat shield styled after the [[SVT-40]] (a setup extremely similar to the &amp;quot;Thrive&amp;quot; and &amp;quot;Snake&amp;quot; variations from ''[[Call of Duty: WWII]]''); the &amp;quot;14.9&amp;quot; Rifled&amp;quot; barrel gives it an [[Erma EMP-35]]'s barrel shroud and the small wooden forend of a [[PPD-40]]; the &amp;quot;14.9&amp;quot; Ranger&amp;quot; barrel has what appears to be a [[Browning M1919]] barrel shroud with a [[Karabiner 98k]] front sight; the &amp;quot;14.9&amp;quot; Reinforced Heavy&amp;quot; barrel is taken from the [[K-50M]] (albeit also fitted with a Kar98k's front sight); the &amp;quot;12.7&amp;quot; Cavalry Lancer&amp;quot; barrel is seemingly inspired by the PPD-40's (albeit shorter, with larger vents and no handguard); and the &amp;quot;14.3&amp;quot; Extended&amp;quot; barrel is taken from the [[PPS-43]]. Stock options include the &amp;quot;Tactical Stock&amp;quot; (an [[MP28]]-style stock with a leather cheekrest), the &amp;quot;Spetznaz Stock&amp;quot; (a regular-looking stock with a cheekrest and two seemingly-random bolts driven directly through the receiver), and the &amp;quot;Marathon&amp;quot;, &amp;quot;Duster&amp;quot;, and &amp;quot;CQB&amp;quot; stocks (all sawn off, with the former having the original wooden side panels, the latter having K-50M-esque metal side panels, and the Duster having the metal side panels of the experimental folding-stocked PPSh-45; these panels are also used by the &amp;quot;Raider Stock&amp;quot;, seemingly a grafted-on rifle stock).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Night Raid&amp;quot; blueprint (a promotional pre-order reward in ''BOCW'' for ''[[Call of Duty: Vanguard]]'') is stylized after WWII planes like the P-40 Warhawk with the addition of a red dot sight stylized after WWII aircraft reflector gunsights like the Mk 20 Mod 4 sight.&lt;br /&gt;
[[File:Ppsh41.jpg‎|thumb|none|450px|PPSh-41 with 35-round box magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:PPSH41battlepasspreview BOCW.jpg|thumb|none|600px|The PPSh-41 in the battlepass preview. Note the 35-round box magazine inaccurately holding only 32 rounds.]]&lt;br /&gt;
[[File:PPSH41idle BOCW.jpg|thumb|none|600px|NATO operator Hunter wields a PPSh-41.]]&lt;br /&gt;
[[File:PPSH41ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:PPSH41inspect1 BOCW.jpg|thumb|none|600px|Inspecting the submachine gun.]]&lt;br /&gt;
[[File:PPSH41inspect2 BOCW.jpg|thumb|none|600px|Flipping it over.]]&lt;br /&gt;
[[File:PPSH41reload1 BOCW.jpg|thumb|none|600px|Taking out an empty magazine.]]&lt;br /&gt;
[[File:PPSH41reload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PPSH41reload3 BOCW.jpg|thumb|none|600px|Cocking the gun.]]&lt;br /&gt;
[[File:PPSH-01-SMG.jpg‎|thumb|none|450px|PPSh-41 with 71 round drum - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:BOCW PPSh drum.jpg|thumb|none|600px|The weapon loaded with a drum magazine, which only holds 55 rounds. A version of this drum with some canvas wrapped around the bottom holds 85, somehow.]]&lt;br /&gt;
[[File:BOCW PPSh SVT barrel.jpg|thumb|none|600px|The &amp;quot;Task Force&amp;quot; barrel makes the front end of the PPSh resemble the [[SVT-40]].]]&lt;br /&gt;
[[File:BOCWMaschine-PPShSVT.jpg|thumb|none|600px|Soviet soldiers with PPSh-41s in the &amp;quot;Die Maschine&amp;quot; intro.]]&lt;br /&gt;
[[File:PPSH 9MM.JPG|thumb|none|450px|PPSh-41 with 9mm conversion - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BOCW PPSh 9m.jpg|thumb|none|600px|The &amp;quot;VDV 50 round fast mag&amp;quot; resembles a 9x19mm converted PPSh.]]&lt;br /&gt;
&lt;br /&gt;
==SOCIMI Type 821==&lt;br /&gt;
The [[SOCIMI Type 821]] appears in-game. It was referred to as the &amp;quot;Type 821&amp;quot; during the alpha, but the name was changed to &amp;quot;Milano 821&amp;quot; in the Beta (with Milano being Italian for Milan, the city where this gun was made) and kept through the final game. It has an anachronistic Masterpiece Arms side cocking charging handle instead of the proper top mounted one like the [[Uzi]] it was based on. It is anachronistic to the campaign's 1981 time period, as it was designed in 1983 and produced in 1984 (the earlier Uzi for American forces and the PPS-42/43 or the later-added PPSh-41 for Communist-state forces would have been a better choice).&lt;br /&gt;
&lt;br /&gt;
[[File:Socimi821.jpg|thumb|none|450px|Socimi Type 821 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Mpa10sst.jpg|thumb|none|300px|MasterPiece Arms MPA10SST - .45 ACP]]&lt;br /&gt;
[[File:Type821preview BOCW.jpg|thumb|none|600px|The Type 821 in Gunsmith. It lacks a stock by default.]]&lt;br /&gt;
[[File:Type821idle BOCW.jpg|thumb|none|600px|The Type 821 in a Nicaraguan cartel plantation, now fitted with a folding stock. Note that the weapon has been modified with a side cocking charging handle from modern Masterpiece Arms MAC 10/11 clones.]]&lt;br /&gt;
[[File:Type821ADS BOCW.jpg|thumb|none|600px|Looking down the notch sights.]]&lt;br /&gt;
[[File:Type821inspect BOCW.jpg|thumb|none|600px|Inspecting the Type 821.]]&lt;br /&gt;
[[File:Type821inspect2 BOCW.jpg|thumb|none|600px|Inspecting the other side. Unfortunately, like the Uzi from the previous [[Call of Duty: Modern Warfare (2019)|Call of Duty]], the open bolt design of the Type 821 is not reflected in the third person model.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] appears as the &amp;quot;Gallo SA12&amp;quot; (''gallo'' means &amp;quot;rooster&amp;quot; or &amp;quot;cock&amp;quot; in Italian). It is used in semi-automatic mode, and the stock is folded by default, but it can be modified with some unfolded stock options, as well as a fixed stock or no stock at all. Attaching optics will automatically unfold the stock as well. It is weirdly used by Soviet forces in the campaign, and also appears anachronistically in the false flashbacks to the Vietnam War. While the [[KS-23]] from ''BO1'' would be a preferable option as it was adopted by Soviet forces (though it is being serial produced at 1981, the year of most of the campaign's events), semi-automatic designs such as the [[MTs 21-12|MTs 21]] or the [[Baikal Semi Auto Shotgun Series|IZh-20]] would be more suitable to a semi-automatic role.&lt;br /&gt;
&lt;br /&gt;
In a rare bit of realism, the carrier latch button is depressed during reloads to allow the user to load shells (unless an optical attachment is used, in which case the player character will grasp the shotgun from the heat shield instead). When not aiming, the weapon will be upended during reloads (as previously seen in ''[[Call of Duty: Modern Warfare 2|Modern Warfare 2 Campaign Remastered]]''), while the weapon will be held right-side up if reloading while aiming. However, the gun is never rechambered after an empty reload. It holds 7 shells, which is possible with 6 round tubes and a 7th shell in the chamber (or with an underloaded 8-round tube), but as this is never depicted, the tube length is fictional. The magazine tube itself looks more like a 5 or 6 shell tube rather than the 7 shells the weapon actually holds.&lt;br /&gt;
&lt;br /&gt;
The extended 9 and 12 round tubes are modeled incorrectly; while the tube does get longer, it only grows by about 0.5 shells length each time to avoid a comically large magazine tube sticking out of the front of the shotgun.&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 with stock folded - 12 gauge]]&lt;br /&gt;
[[File:SPAS12preview BOCW.jpg|thumb|none|600px|The SPAS-12 in Gunsmith.]]&lt;br /&gt;
[[File:SPAS12Idle BOCW.jpg|thumb|none|600px|The SPAS-12 in use on a CIA raid of an East German aircraft hangar.]]&lt;br /&gt;
[[File:SPAS12ADS BOCW.jpg|thumb|none|600px|Aiming down the sights with the stock folded up. This is inaccurate to the real SPAS-12; the end of the stock is solid and you cannot aim down the sights with the stock folded.]]&lt;br /&gt;
[[File:SPAS12Inspect BOCW.jpg|thumb|none|600px|Inspecting the SPAS-12.]]&lt;br /&gt;
[[File:SPAS12Inspect2 BOCW.jpg|thumb|none|600px|Checking the other side.]]&lt;br /&gt;
[[File:SPAS12Reload BOCW.jpg|thumb|none|600px|Loading up the magazine tube.]]&lt;br /&gt;
[[File:ADS SPAS-12 BLOPS CW.jpg|thumb|none|600px|When reloading while aiming, the shotgun is held right-side up with the support hand holding down the carrier latch button.]]&lt;br /&gt;
&lt;br /&gt;
==Henry .410 Lever Action Shotgun==&lt;br /&gt;
A stylized [[Henry USA rifle series#Henry .410 Lever Action Shotgun|Henry .410 Lever Action Shotgun]] was added with Season 6 as the &amp;quot;.410 Ironhide&amp;quot;. It is extremely anachronistic; not only were Henry lever action shotguns not produced until 2017, but the side loading gate version featured in-game was introduced in 2019. It is fitted with a Williams sight. Compared to the game's other shotguns, it is more precision-oriented, with the tightest spread, lowest fire rate, and worst hipfire spread (the weapon's barrel somehow spreading pellets differently based on how the user looks at it); somewhat bafflingly, it also does the most damage out of all the game's shotguns, despite firing the smallest shells by a substantial margin. The only other lever-action shotgun that is appropriate to the game's setting would be a reproduction version of the fullsize [[Winchester Model 1887]]. It is not in .410 gauge, however, but it is at least appropriate for the damage it deals (though it isn't of the same capacity). Another exotic manually-operated shotgun would be the TOZ [[MTs 20 shotgun series]] in 32 gauge and with an extended magazine.&lt;br /&gt;
&lt;br /&gt;
In a reverse of the SPAS-12's errors, the Henry .410 is ''always'' cocked after every reload in ''Cold War''’s multiplayer. However, this is corrected in Warzone, where it is only cocked when empty.&lt;br /&gt;
[[File:H018G-410R.jpg|thumb|none|450px|Henry H018G-410R - .410 bore]]&lt;br /&gt;
[[File:Henry410BPpreview BOCW.jpg|thumb|none|600px|The Henry Lever Action Shotgun in the battlepass preview menu.]]&lt;br /&gt;
[[File:Henry410idle BOCW.jpg|thumb|none|600px|The Henry .410 wielded by NATO operator Park, in a Soviet live fire training compound,]]&lt;br /&gt;
[[File:Henry410ADS BOCW.jpg|thumb|none|600px|Aiming down Main Street, USA.]]&lt;br /&gt;
[[File:Henry410inspect1 BOCW.jpg|thumb|none|600px|Inspecting the time travelling lever action shotgun. Note the top of the receiver is drilled and tapped for an optic mount.]]&lt;br /&gt;
[[File:Henry410inspect2 BOCW.jpg|thumb|none|600px|Flipping the shotgun over and examining the loading gate and ejection port.]]&lt;br /&gt;
[[File:Henry410reload BOCW.jpg|thumb|none|600px|Inserting fresh shells into the loading gate.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
The [[Ithaca 37]] appears in-game as the &amp;quot;Hauer 77&amp;quot;, likely a reference to [[Rutger Hauer]], the late star of the film ''[[Hobo with a Shotgun]]''. The weapon is pumped after every single reload (in both Cold War and Warzone). A unique variant of the shotgun, known as the &amp;quot;Firestarter&amp;quot;, appears in &amp;quot;End of the Line&amp;quot;, firing incendiary shells exclusive to this mission.&lt;br /&gt;
&lt;br /&gt;
A shortened version called the &amp;quot;Sucker Punch&amp;quot; is available as a skin via the &amp;quot;Air Sea Land&amp;quot; pack for the Ultimate Edition. The base weapon can also be shortened by equipping the “19.3&amp;quot; Hammer Forged” barrel and the &amp;quot;No Stock&amp;quot; attachment.&lt;br /&gt;
[[File:IthacaBayo.jpg|thumb|none|450px|Ithaca 37 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:Ithaca37preview BOCW.jpg|thumb|none|600px|The Ithaca 37 in Gunsmith. It is fitted with a heat shield by default, the bayonet lug is removed and the sling loop is attached to the magazine tube.]]&lt;br /&gt;
[[File:Ithaca37idle BOCW.jpg|thumb|none|600px|The Ithaca 37 used on board a Soviet salvage ship.]]&lt;br /&gt;
[[File:Ithaca37ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Ithaca37Inspect BOCW.jpg|thumb|none|600px|Inspecting the Ithaca 37.]]&lt;br /&gt;
[[File:Ithaca37Inspect2 BOCW.jpg|thumb|none|600px|Every weapon inspect for the Ithaca 37 involves the player character working the pump.]]&lt;br /&gt;
[[File:Ithaca37Reload BOCW.jpg|thumb|none|600px|Loading the magazine tube up.]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The [[Penn Arms Striker-12]] was added to the game during Season 1. It has the auto-ejection mechanism (and therefore the shell deflector) of late models, but lacks a rear drum advance lever like early models. The design is anachronistic, as the auto-ejection feature on Striker shotguns (developed in 1989) wasn't yet in existence during game's time period (when the company was called Sentinel Arms), and the original model wouldn't fit in the pre-1983 multiplayer maps either.&lt;br /&gt;
&lt;br /&gt;
It is referred to as the &amp;quot;Streetsweeper&amp;quot;, and incorrectly fires in fully-automatic mode. Unlike its counterpart from previous games, the winding key is correctly used to rotate the cylinder while reloading, although there is a missing step in which the player character is supposed to manually eject the last shell with the ejector rod.&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|400px|Penn Arms Striker-12 - 12 gauge]]&lt;br /&gt;
[[File:Striker12FullLength.jpg|thumb|none|400px|Sentinel Arms Striker-12 with civilian-legal 18&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:Striker12preview BOCW.jpg|thumb|none|600px|The Striker-12.]]&lt;br /&gt;
[[File:Striker12Idle BOCW.jpg|thumb|none|600px|The Striker-12 in service inside a West German US Army base.]]&lt;br /&gt;
[[File:Striker12ADS BOCW.jpg|thumb|none|600px|The Striker-12's iron sights.]]&lt;br /&gt;
[[File:Striker12Inspect BOCW.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:Striker12Inspect2 BOCW.jpg|thumb|none|600px|Carefully reading the warning label on the side of the receiver.]]&lt;br /&gt;
[[File:Striker12Reload BOCW.jpg|thumb|none|600px|Reloading by twisting the winding key for each new shell.]]&lt;br /&gt;
[[File:Striker12Reload2 BOCW.jpg|thumb|none|600px|Inserting a new shell.]]&lt;br /&gt;
&lt;br /&gt;
==TP-82==&lt;br /&gt;
A stylized [[TP-82]] was added in season five as the &amp;quot;Marshal&amp;quot;, an in-universe predecessor to ''BO3''’s [[Talk:Call of Duty: Black Ops III#&amp;quot;Marshal 16&amp;quot;|&amp;quot;Marshal 16&amp;quot;]]. It is used by Woods as a backup sidearm in the season five cinematic trailer. It is classed as a pistol instead of a shotgun.&lt;br /&gt;
&lt;br /&gt;
The weapon lacks the 5.45mm barrel that the actual weapon has, meaning it functions as a regular double-barrel shotgun. Furthermore, it has been rechambered for 12 gauge instead of the 12.5x70mm shells it actually uses. Owing to its pistol classification, it can be dual-wielded. The weapon only has 6 attachments, which include two optics (mounted on an anachronistic Picatinny rail), a cut-down barrel, a longer barrel and dual-wield. The final attachment is &amp;quot;Dragon's Breath&amp;quot; shells, which do not set enemies on fire, instead they just have a flat damage increase and a cosmetic fire effect, but they are still countered by Flak Jacket.&lt;br /&gt;
&lt;br /&gt;
The two hammers on the gun are not dynamically animated in BOCW, but are in ''Warzone''. In BOCW, the right hammer doesn't drop after firing the first shot (from the right barrel), and both hammers will only drop (simultaneously) after firing both shots; the ''Warzone'' animation correctly shows the right hammer dropping after the first shot. This also extends to the reload animations: the BOCW animation only shows the operator cocking both hammers when reloading both both barrels, while the ''Warzone'' animation has an additional animation showing the operator cocking the one dropped hammer when reloading a single barrel.&lt;br /&gt;
&lt;br /&gt;
Markings on the weapon read &amp;quot;Manufactured in the USA&amp;quot; and &amp;quot;Marshal 82&amp;quot;. In a nice bit of attention-to-detail, struck primers can be seen on the fired shells when reloading. &lt;br /&gt;
[[File:TP-82.jpg|thumb|none|400px|TP-82 - 5.45x39mm &amp;amp; 12.5x70mm (roughly 40 gauge)]]&lt;br /&gt;
[[File:TP82preview BOCW.jpg|thumb|none|600px|Gunsmith preview.]]&lt;br /&gt;
[[File:TP82idle BOCW.jpg|thumb|none|600px|The &amp;quot;Marshal&amp;quot; on the map &amp;quot;Diesel&amp;quot;.]]&lt;br /&gt;
[[File:TP82empty BOCW.jpg|thumb|none|600px|After depleting your ammo pool, the hammers will be correctly shown as uncocked.]]&lt;br /&gt;
[[File:TP82ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:TP82inspect1 BOCW.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:TP82inspect2 BOCW.jpg|thumb|none|600px|Flipping it over.]]&lt;br /&gt;
[[File:TP82inspect3 BOCW.jpg|thumb|none|600px|Checking the breech, note the unstruck primers on the shotgun shells.]]&lt;br /&gt;
[[File:TP82reload BOCW.jpg|thumb|none|600px|Reloading the &amp;quot;Marshal&amp;quot;, note the now struck primer on the right.]]&lt;br /&gt;
[[File:TP82reload2 BOCW.jpg|thumb|none|600px|Spent hulls ejected.]]&lt;br /&gt;
[[File:TP82reload3 BOCW.jpg|thumb|none|600px|Fresh shells inserted.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles / Carbines=&lt;br /&gt;
==Ak 5==&lt;br /&gt;
A stylized [[Ak 5]] is featured in the game as the &amp;quot;Krig 6&amp;quot; (''krig'' means &amp;quot;war&amp;quot; in Swedish). It anachronistically appears in the campaign's 1981 period and in the false flashbacks to Vietnam, as it was first produced in 1986 (the [[FN FNC]], from which the Ak 5 was derived, would have been a more appropriate choice for the 80s segments, and it’s predecessor, the [[FN CAL]], was developed in 1966, and it was used by Thai Forces during the Vietnam War). It also uses an anachronistic upper rail when equipping optics. It is used inaccurately by the East German police and Soviet as well as American troops in the campaign, who would much more likely use the [[AKS-74|MPi-AKS-74N]] and [[M16]] respectively. While it may be possible that the Iranian terrorists in &amp;quot;Nowhere Left to Run&amp;quot; stole a few AK 5 rifles, it is highly unlikely, considering it is exclusively used by the Swedish Armed Forces and the Norwegian Police Service.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tactical Stock&amp;quot; gives it a synthetic fixed [[FN FAL]] stock (similar to some FNC configurations), and the &amp;quot;Commando Assembly&amp;quot; stock is taken from a [[SIG SG 550]] series rifle.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|450px|Bofors Ak 5 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Ak5preview BOCW.jpg|thumb|none|600px|The Ak 5 in Gunsmith. Note the stylistically fictionalized handguard, the early FN FNC-style trigger guard, the lack of reinforcement on the wire stock, as well as the addition of a bolt release paddle, something that the actual Ak 5 (lacking a bolt hold open device) does not have. In reality, the bolt hold open device and automatic nature of the feature would not be added to the weapon system until the Ak 5C became finalized and adopted in the mid-2000s.]]&lt;br /&gt;
[[File:Ak5idle BOCW.jpg|thumb|none|600px|The Ak 5 enjoying a snow map, as its heritage demands.]]&lt;br /&gt;
[[File:Ak5ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Ak5inspect BOCW.jpg|thumb|none|600px|Holding up the gun for an inspect.]]&lt;br /&gt;
[[File:Ak5inspect2 BOCW.jpg|thumb|none|600px|Checking the other side. Note how the weapon also has an FNC-style charging handle.]]&lt;br /&gt;
[[File:Ak5reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Ak5reload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:Ak5reload3 BOCW.jpg|thumb|none|600px|Racking the charging handle to chamber a round. The fictional bolt release paddle is slapped instead in the reloads of some of the magazine options.]]&lt;br /&gt;
[[File:BOCW-Ak5-1.jpg|thumb|none|600px|Woods wields an Ak 5 with an upper rail in a trailer. Note the picatinny rail which is of the anachronistic modern style.]]&lt;br /&gt;
[[File:BOCW-Ak5-2.jpg|thumb|none|600px|The Ak 5 going down in a Michael Bay style sequence. For some reason, the flash hider is missing in this sequence, and the stock is clipping through the ground.]]&lt;br /&gt;
[[File:BOCW AK5 Trailer.jpeg|thumb|none|600px|Sims with an Ak 5 in the multiplayer reveal trailer.]]&lt;br /&gt;
[[File:FNC REM Sporter.jpg|thumb|450px|none|FN FNC - 5.56x45mm]]&lt;br /&gt;
[[File:BOCW Ak5-FNC.jpg|thumb|none|600px|The Ak 5 can be configured with an FNC-like or Daewoo K2-like handguard with the “19.7&amp;quot; Ranger” barrel configuration.]]&lt;br /&gt;
&lt;br /&gt;
==AK-47/AKM Hybrid==&lt;br /&gt;
An &amp;quot;[[AK-47]]&amp;quot; is featured in the game. During the alpha and beta stages, it was mostly modeled correctly after an AK-47, albeit with an [[AKM]]-style pistol grip and slant compensator. However, the model of the base gun was changed in the final game: now it also has an AKM's stamped receiver and ribbed top cover, while retaining the AK-47's gas block, gas tube, front sight block, handguard, and stock. &lt;br /&gt;
&lt;br /&gt;
It can be fitted with an [[RPK]]-style barrel and stock via the “20&amp;quot; Liberator” barrel and the &amp;quot;Tactical Stock&amp;quot; respectively. Other notable Eastern Bloc customizations include a Romanian/East German style coat-hanger stock with the added cheek strut piece as the &amp;quot;Wire Stock&amp;quot;. The &amp;quot;Foregrip&amp;quot; is a Romanian type wooden foregrip and the &amp;quot;Patrol Grip&amp;quot; is a Hungarian FEG-style foregrip. It uses a fictionalized Dragunov optics mount modified into a rail mount when equipping optics.&lt;br /&gt;
&lt;br /&gt;
The AK can also take an extended 40-round steel magazine or a 50-round orange Bakelite resin mag.&lt;br /&gt;
&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:AKpreview BOCW.jpg|thumb|none|600px|The launch version model of the &amp;quot;AK-47&amp;quot;, featuring the ribbed dust cover and stamped receiver.]]&lt;br /&gt;
[[File:AK47idle BOCW.jpg|thumb|none|600px|The AK hybrid in an East German training facility.]]&lt;br /&gt;
[[File:AK47ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:AK47inspect BOCW.jpg|thumb|none|600px|Adler removes the magazine during the weapon inspect.]]&lt;br /&gt;
[[File:AK47inspect2 BOCW.jpg|thumb|none|600px|Then does a chamber check. There will always be a round in the chamber, regardless of whether you have ammunition or not.]]&lt;br /&gt;
[[File:AK47reload BOCW.jpg|thumb|none|600px|Reloading from empty involves flinging the old magazine out by hitting the mag release with the feed lip of a new magazine.]]&lt;br /&gt;
[[File:AK47reload2 BOCW.jpg|thumb|none|600px|Then after rocking in the fresh magazine, racking the bolt with an anachronistic underhand charge. The underhand charge is a modern technique that appears to have developed after the 2000s. Interestingly, a more conventional reload was used in the beta but was changed to the underhand method in the final game presumably due to the community's dissatisfaction with the game's reload animations compared to ''Modern Warfare''.]]&lt;br /&gt;
&lt;br /&gt;
===AK-47===&lt;br /&gt;
Many blueprints, such as the &amp;quot;Iron Curtain&amp;quot; and &amp;quot;Soviet Standard&amp;quot;, retain the AK-47's appearance seen in earlier builds of the game. Additionally, some unusable AK-47s can be seen in the CIA Safehouse.&lt;br /&gt;
&lt;br /&gt;
The Season 1 &amp;quot;Prototype&amp;quot; blueprint gives the weapon a green M16-style stock and a modern barrel, and the &amp;quot;Lethal Damage&amp;quot; blueprint has a sporterized stock.&lt;br /&gt;
&lt;br /&gt;
[[File:PolyTechLegendAK47.jpg|thumb|none|450px|Poly Technologies Legend AK with original Russian style front sight, AKM muzzle brake, and bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:BOCW-AK-2.jpeg|thumb|none|600px|The older AK-47 model during the alpha. Note the presence of an AKM-type pistol grip, the opposite of the AKS-74U as seen below.]]&lt;br /&gt;
[[File:BOCW RPK.jpg|thumb|none|600px|A pseudo-RPK build on the loadout wall in the beta.]]&lt;br /&gt;
[[File:BOCW AK Proto.jpg|thumb|none|600px|The odd-looking &amp;quot;Prototype&amp;quot; blueprint.]]&lt;br /&gt;
[[Image:Radom Hunter.jpg|thumb|450px|none|Radom Hunter - 7.62x39mm. Image used to show the sporterized stock.]]&lt;br /&gt;
[[File:BOCW AK sport.jpg|thumb|none|600px|The sporterized stock on the &amp;quot;Lethal Damage&amp;quot; blueprint.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-47===&lt;br /&gt;
Equipping the &amp;quot;Duster Stock&amp;quot; on some blueprints turns the gun into an [[AKS-47]].&lt;br /&gt;
&lt;br /&gt;
[[File:DeactivatedAKS(1954-59).jpg|thumb|none|450px|AKS-47 - 7.62x39mm]]&lt;br /&gt;
[[File:BOCW AKS-47.jpg|thumb|none|600px|An AKS-47 build in the beta. The &amp;quot;Taped Mags&amp;quot; change the reload animations to be all done with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===Type 56===&lt;br /&gt;
The &amp;quot;AK-47&amp;quot; wielded by NVA and VC soldiers in the Vietnam flashback missions is modeled after the Chinese [[Type 56 assault rifle#Type 56 (7.62x39mm)|Type 56]].&lt;br /&gt;
&lt;br /&gt;
[[File:Early type 56.jpg|thumb|none|450px|Type 56, early milled receiver model with bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:Type56-2.jpg|thumb|none|450px|Type 56-2 - 7.62x39mm]]&lt;br /&gt;
[[File:Type56 BOCW.jpg|thumb|none|600px|Bell admiring her newly acquired Type 56.]]&lt;br /&gt;
[[File:Type56 BOCWsights.jpg|thumb|none|600px|Looking down the fully enclosed hood of the front sight post, also note the milled dust cover.]]&lt;br /&gt;
[[File:Type56 BOCWreload.jpg|thumb|none|600px|Reloading shows the early slab sided AK-47 magazine unique to the Type 56 weapon model in game, as well as the folded (and sadly unusable) spike bayonet.]]&lt;br /&gt;
[[File:Type56 BOCWreload2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Type56wm BOCW.jpg|thumb|none|600px|The world model of the Type 56 shows the Type 56-2 style folding stock, which is anachronistic to those (false) flashback missions, because the Type 56-2 was released after the war in 1980. Note how it also has an Type 56/AK-47 style pistol grip rather than the AKM one used on the base AK.]]&lt;br /&gt;
&lt;br /&gt;
===AMD-65===&lt;br /&gt;
The ''[[Rambo III]]'' inspired &amp;quot;Bloodstained&amp;quot; blueprint gives the gun a similar appearance to the [[AMD-65]], except that it retains the AK-47's front sight and gas system.&lt;br /&gt;
&lt;br /&gt;
[[File:AMD65Short.jpg‎|thumb|none|450px|Hungarian AMD-65 as seen in the film - 7.62x39mm. This one has an American copy of an Israeli blank fire adapter (which is slightly longer and thinner than most commonly seen external BFAs. This is the version seen in the movie.)]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is one of the weapons in ''Black Ops Cold War''. In classic ''Call of Duty'' tradition, it is incorrectly classified as a submachine gun and referred to as the &amp;quot;AK-74u&amp;quot;. While not anachronistic for the 80s segments, it's quite overrepresented even with Woods having one in his trunk at a time when the Soviets were just introducing it to service in Afghanistan. It also appears anachronistically in Bell's false flashbacks to the Vietnam War, where it's inaccurately used by the Vietcong.&lt;br /&gt;
&lt;br /&gt;
It has attachment configurations that approximate members of the [[AS Val]] family. The &amp;quot;Duster Stock&amp;quot; is similar the Val stock, the &amp;quot;Commando Assembly&amp;quot; stock is from the [[VSS Vintorez]], and the “10.3&amp;quot; Ranger” barrel configuration uses the SR-3M's handguard. The &amp;quot;40 Rd Speed Mag&amp;quot; is also a 20-round 6L25 9x39mm magazine.&lt;br /&gt;
&lt;br /&gt;
In addition, the drum magazine attachments are straighter-style 7.62x39mm drum magazines.&lt;br /&gt;
[[File:AKS74U.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:AKS-74upreview BOCW.jpg|thumb|none|600px|While this AKS-74U is more accurately modeled than in most previous ''Call of Duty'' titles, it is shown with an AK-47 style pistol grip, apparently having traded grips with the Beta AK-47.]]&lt;br /&gt;
[[File:AKS-74uIdle BOCW.jpg|thumb|none|600px|Sims holds an AKS-74U while looking at some sand dunes.]]&lt;br /&gt;
[[File:AKS-74uADS BOCW.jpg|thumb|none|600px|Aiming down the distinctive rear notch of the AKS-74U.]]&lt;br /&gt;
[[File:AKS-74uInspect BOCW.jpg|thumb|none|600px|Inspecting the AKS-74U.]]&lt;br /&gt;
[[File:AKS-74uInspect2 BOCW.jpg|thumb|none|600px|Checking out the ejection port and correctly positioned safety lever.]]&lt;br /&gt;
[[File:AKS-74uReload BOCW.jpg|thumb|none|600px|Swapping magazines during a reload.]]&lt;br /&gt;
[[File:BOCW AKS-74U 9x39.jpg|thumb|none|600px|The AKS-74U with various 9x39mm components. Either of the suppressor attachments convert into a Val/VSS style suppressor with the &amp;quot;Ranger&amp;quot; and two of the other barrel mods.]]&lt;br /&gt;
[[File:Aks74uEscapeplanblackopscw.jpg|thumb|none|600px|The &amp;quot;Escape Plan&amp;quot; blueprint of the AKS-74U - as with the &amp;quot;Battleworn&amp;quot; AKM from ''Modern Warfare Remastered'', the dust cover is gone and reveals fully modeled internals. Note that the &amp;quot;Spetsnaz PKM Stock&amp;quot; attachment is just a regular AK-type stock in this blueprint. Also note that this game does not contain a PKM, which is odd, as many Warsaw Pact weapons feature stocks with &amp;quot;Spetsnaz PKM stock&amp;quot; as their name.]]&lt;br /&gt;
&lt;br /&gt;
==APS Underwater Rifle==&lt;br /&gt;
The [[APS Underwater Assault Rifle]] was added in an update on May 6, 2022. It is referred to as the &amp;quot;UGR&amp;quot;, and is incorrectly classified as a submachine gun (a fact even its own description seems to acknowledge, given that it is described as an &amp;quot;underwater rifle modified for improved land performance&amp;quot;; these &amp;quot;improvements&amp;quot; are presumably what stops the weapon from physically destroying itself within 180 rounds fired above water).&lt;br /&gt;
&lt;br /&gt;
Like many of the game's weapons, it features several visual alterations compared to its real-world counterpart; most notably, it feeds from a flat-bottomed magazine reminiscent of the QBS-06 (a Chinese derivative of the APS). This holds an incorrect 27 rounds (compared to the QBS's 25 and the APS's 26), presumably to prevent an incomplete burst at the end of a magazine when the unique &amp;quot;Burst Fire Repeater&amp;quot; muzzle device (which somehow makes the weapon fire in three-round bursts, despite being little more than an [[MG81]]-style flash hider) is used. A more appropriate staggered-bottomed magazine (albeit with an even more incorrect 30-round capacity) is the weapon's only alternate ammo option; this is full of explosive-tipped darts, presumably to help drive home the idea of this weapon as an in-universe predecessor to ''[[Call of Duty: Black Ops 4|BO4]]'''s &amp;quot;S6 Stingray&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Interestingly, this is the only weapon that is actually appropriate for the game's otherwise implausible underwater ballistic physics.&lt;br /&gt;
[[File:APS underwater rifle.jpg|thumb|none|450px|APS underwater assault rifle - 5.66x39mm MPS]]&lt;br /&gt;
[[File:QBS-06.jpg|thumb|none|450px|QBS-06 - 5.8x42mm DBS-06]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;CARV.2&amp;quot;==&lt;br /&gt;
The &amp;quot;CARV.2&amp;quot; added during Season 3 is a fictional burst-firing bullpup &amp;quot;tactical rifle&amp;quot; manufactured by the same (in-universe) company that manufactures the &amp;quot;KSP 45&amp;quot;. It appears to be based on the [[Heckler &amp;amp; Koch G11|Heckler &amp;amp; Koch G11 K2]], even using the latter's 4.73mm caseless ammunition in Warzone. It is anachronistic either way, though firing prototypes do exist during the game's time period.&lt;br /&gt;
&lt;br /&gt;
Compared to the real G11, the &amp;quot;CARV.2&amp;quot; is a bullpup rifle with a a conventional bullpup configuration, with the magazine placed in the stock instead of above the barrel. It also features a typical charging handle, instead of the wind-up handle on the real G11, with the whole thing mimicking the [[Desert Tech Micro Dynamic Rifle]] in ergonomics. It appears shorter and slightly taller than the G11, with a carrying handle instead of the G11's integrated optic, and a rail where the real G11's magazine resides. The handguard is moulded, and the barrel is vented, presumably a way of alleviating the problems the G11 had with its barrel heating up during operation, as there are no brass shells to take the heat out of the rifle. The fire selector is further forward than the real G11, but still features semi-auto, 3-round burst and full-auto, although the rifle is not able to fire in semi-auto or full-auto in gameplay. A more true to the real thing handguard is available as the ''22.5&amp;quot; Task Force'' barrel attachment. &lt;br /&gt;
&lt;br /&gt;
The magazine holds 45 rounds by default, and bizarrely has &amp;quot;.437mm×33&amp;quot; written on it. Oddly, the magazine is also curved, despite the caseless 4.73mm round not being tapered (which is the reason for curved magazines, to allow for the round to feed properly); the in-game weapon apparently uses [https://www.artstation.com/artwork/zO2Qb6 a different, fictional type] of 4.73mm ammo with rounded (though still not tapered) propellant charges and exposed bullets, seemingly based on [https://militarycartridges.com/2018/04/12/5-56mm-x-24mm-caseless/ Frankford Arsenal's experimental 5.56x24mm caseless rounds.] Caseless 4.73mm ammunition would be anachronistic in the 80s maps, as it was not developed at the time.&lt;br /&gt;
&lt;br /&gt;
[[File:G11K2 left.jpg|thumb|none|450px|Heckler &amp;amp; Koch G11 K2 - 4.73x33mm]]&lt;br /&gt;
[[File:CARV2preview BOCW.jpg|thumb|none|600px|The &amp;quot;CARV.2&amp;quot; in the weapon model preview screen. Another fictional rifle inspired by the G11 but using the same feed layout is the [[Metal Gear Solid V: The Phantom Pain#&amp;quot;G44&amp;quot;|G44]] from ''[[Metal Gear Solid V: The Phantom Pain]]''.]]&lt;br /&gt;
[[File:CARV2idle BOCW.jpg|thumb|none|600px|The &amp;quot;CARV.2&amp;quot; in New Mexico.]]&lt;br /&gt;
[[File:CARV2ADS BOCW.jpg|thumb|none|600px|Aiming down the sights at a suspicious step van.]]&lt;br /&gt;
[[File:CARV2inspect1 BOCW.jpg|thumb|none|600px|Inspecting the pseudo-G11.]]&lt;br /&gt;
[[File:CARV2inspect2 BOCW.jpg|thumb|none|600px|Note the absence of an ejection port due to the caseless nature of 4.73mm; the real G11 actually does feature an ejection port, to allow removal of a live round from the chamber (either to get rid of a dud, or simply to clear the weapon).]]&lt;br /&gt;
[[File:CARV2reload1 BOCW.jpg|thumb|none|600px|Swapping out magazines...]]&lt;br /&gt;
[[File:CARV2reload2 BOCW.jpg|thumb|none|600px|...and pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==CETME Model C==&lt;br /&gt;
The [[CETME Model C]] was added in Season 4 as the &amp;quot;C58&amp;quot;, noted due to its slightly curved magazine.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;SASR Jungle Grip&amp;quot; gives it a similar pistol grip to the [[Heckler &amp;amp; Koch PSG-1]], and the &amp;quot;Raider Stock&amp;quot; also resembles a PSG-1 stock. The &amp;quot;CQB Stock&amp;quot; is a sliding design similar to the [[G3A4]].&lt;br /&gt;
&lt;br /&gt;
Interestingly, one of the magazine options is a caliber conversion (the first such attachment in the game), using 5.56x45mm NATO ammunition in a fictional 60-round drum; oddly, the only thing this does is decrease the damage in exchange for a larger-than-normal magazine, with no impact on fire rate, recoil, muzzle velocity, etc. This is not the case for the Warzone counterpart, as that one instead has a 55-round drum option that retains the base 7.62x51mm ammunition.&lt;br /&gt;
&lt;br /&gt;
The curved &amp;quot;25 Rnd Speed&amp;quot; and &amp;quot;Salvo 30 Rnd Fast Mag&amp;quot; resemble HK32 style magazines. The &amp;quot;18.7&amp;quot; Reinforced Heavy Barrel&amp;quot; will give it a handguard resembling that of an [[IMI Romat]]'s while the &amp;quot;18.2&amp;quot; Takedown&amp;quot; to its predecessor the Model B. &amp;quot;15.6&amp;quot; Ultralight&amp;quot; and &amp;quot;18.7&amp;quot; Ranger&amp;quot; will give it a handguard resembling that of a Model E.&lt;br /&gt;
&lt;br /&gt;
[[File:Cetme.jpg|thumb|none|450px|CETME Model C - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CETMEmodelCpreview BOCW.jpg|thumb|none|600px|The CETME Model C in the battlepass preview screen.]]&lt;br /&gt;
[[File:CETMEmodelCidle BOCW.jpg|thumb|none|600px|The CETME Model C in service in Algeria.]]&lt;br /&gt;
[[File:CETMEmodelCADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CETMEmodelCinspect1 BOCW.jpg|thumb|none|600px|Inspecting the Model C.]]&lt;br /&gt;
[[File:CETMEmodelCinspect2 BOCW.jpg|thumb|none|600px|Checking out the other side.]]&lt;br /&gt;
[[File:CETMEmodelCinspect3 BOCW.jpg|thumb|none|600px|Performing a chamber check.]]&lt;br /&gt;
[[File:CETMEmodelCreload1 BOCW.jpg|thumb|none|600px|Locking the bolt back on the reload. Note that it is not completely locked upwards into the locking recess in the cocking tube.]]&lt;br /&gt;
[[File:CETMEmodelCreload2 BOCW.jpg|thumb|none|600px|The empty magazine is removed.]]&lt;br /&gt;
[[File:CETMEmodelCreload3 BOCW.jpg|thumb|none|600px|A fresh magazine is inserted.]]&lt;br /&gt;
[[File:CETMEmodelCreload4 BOCW.jpg|thumb|none|600px|The operator then performs an aggressive &amp;quot;HK Slap&amp;quot; on the charging handle, sending the bolt into battery.]]&lt;br /&gt;
[[File:H&amp;amp;KPSG01LongMag.jpg|thumb|none|450px|Heckler &amp;amp; Koch PSG-1 with 20-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Cetme modelo E.jpg|thumb|none|450px|CETME Model E with Non-genuine translucent magazine. - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-CETME-PSGParts.jpg|thumb|none|600px|The &amp;quot;C58&amp;quot; combined with the &amp;quot;Raider Stock&amp;quot; and &amp;quot;SASR Jungle Grip&amp;quot;.]]&lt;br /&gt;
[[File:Fal13-1-.jpg|thumb|none|450px|IMI Romat - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-CETME-187HeavyBarrel.jpg|thumb|none|600px|The &amp;quot;18.7&amp;quot; Reinforced Heavy Barrel&amp;quot; attached to the &amp;quot;C58&amp;quot;.]]&lt;br /&gt;
[[File:Cetme b30.jpg|thumb|none|450px|CETME Model B - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-CETME-182TakedownBarrel.jpg|thumb|none|600px|The &amp;quot;18.2&amp;quot; Takedown&amp;quot; attached to the &amp;quot;C58&amp;quot; alongside the more curved 25-round speed mag which makes it almost identical to the reference image of the Model B.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield EM-2==&lt;br /&gt;
A stylised arctic model [[Enfield EM-2]] was added in season five. It features its built in scope by default. When equipped for the first time, the character properly presses the fire selector button to switch the weapon to full-auto mode. It is correctly referred as firing .280 British in Warzone and in the names of some of the muzzle attachments. While not anachronistic, its usage by anyone in the 80s is extremely unlikely due to only 59 examples being ever produced.&lt;br /&gt;
&lt;br /&gt;
[[File:EM-2.jpg|thumb|none|450px|Enfield EM-2 - .280 British]]&lt;br /&gt;
[[File:EM-2 arctic model.jpg|thumb|none|450px|Enfield EM-2 arctic model with enlarged trigger guard for use with heavy cold weather gloves - .280 British]]&lt;br /&gt;
[[File:EM2preview BOCW.jpg|thumb|none|600px|The EM-2 in the preview menu for the season 5 battlepass; note the AR-style long birdcage flash hider, fictional checkered pistol grip, and curious setup of a trigger guard within another trigger guard. According to the markings above the magazine well, its full name in the Black Ops universe is &amp;quot;NIGHTFIELD EM280&amp;quot;, referencing the .280 British round the weapon fires.]]&lt;br /&gt;
[[File:EM2idle BOCW.jpg|thumb|none|600px|The EM-2 being used to defend an NSA facility in West Germany.]]&lt;br /&gt;
[[File:EM2ADS BOCW.jpg|thumb|none|600px|The EM-2's integral scope. Note the reticle which is essentially a turned upside down version of the original thing with the addition of a central dot.]]&lt;br /&gt;
[[File:EM2inspect1 BOCW.jpg|thumb|none|600px|Inspecting the EM-2. Note the stylized carry handle reminiscent of the AR pattern. The fire selector above the thumb is properly set to &amp;quot;full-auto&amp;quot; mode.]]&lt;br /&gt;
[[File:EM2inspect2 BOCW.jpg|thumb|none|600px|Admiring the tasteful woodgrain.]]&lt;br /&gt;
[[File:EM2reload1 BOCW.jpg|thumb|none|600px|Reloading from empty; empty reloads are done with the right hand, while non-empty ones are done with the left.]]&lt;br /&gt;
[[File:EM2reload2 BOCW.jpg|thumb|none|600px|As NATO operator Hunter inserts the fresh magazine, the bolt drops and chambers a new round.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Hybrid==&lt;br /&gt;
The &amp;quot;FFAR 1&amp;quot; is a weapon based on the [[FAMAS Valorisé]] combined with a trigger guard and magazine well from FAMAS G2 (both of which would be anachronistic to the game), with some visual features similar to the &amp;quot;FFAR&amp;quot; from ''[[Call of Duty: Black Ops III]]''. The default magazine correctly holds 25 rounds instead of 30 like in past ''Call of Duty'' games.&lt;br /&gt;
&lt;br /&gt;
In the game's lore it appears that this weapon is the successor of the FAMAS from the first ''Black Ops'' game and predecessor to the &amp;quot;FFAR&amp;quot; from ''Black Ops III''.&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|450px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Famas g2.jpg|thumb|none|450px|FAMAS G2 with proprietary bipod deployed - 5.56x45mm]]&lt;br /&gt;
[[File:FFARpreview BOCW.jpg|thumb|none|600px|The &amp;quot;FFAR 1&amp;quot; in Gunsmith. Note the front sight similar to the FAMAS Valorisé but the overall shape reminiscent of the prototype and the G2 trigger guard imposed over the now redundant standard one. Also note the return of the adjustable gas piston block, something that does not exist on the actual FAMAS.]]&lt;br /&gt;
[[File:FFARidle BOCW.jpg|thumb|none|600px|The heavily stylised FAMAS in East Germany.]]&lt;br /&gt;
[[File:FFARADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:FFARinspect BOCW.jpg|thumb|none|600px|Inspecting the bullpup rifle.]]&lt;br /&gt;
[[File:FFARinspect2 BOCW.jpg|thumb|none|600px|The player character giving it a loving caress.]]&lt;br /&gt;
[[File:FFARreload BOCW.jpg|thumb|none|600px|Removing the old magazine.]]&lt;br /&gt;
[[File:FFARreload2 BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FARA 83==&lt;br /&gt;
The [[FARA 83]] was added in Season 2 with the metal stock, marking its first appearance in a video game. The flash hider is of a different design to the real weapon and some sort of gas block is mounted underneath the front sight, which is absent on the real weapon. It is anachronistic for pre-1984 multiplayer maps.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tactical Stock&amp;quot; uses the real fixed stock of the FARA. Oddly, the weapon features some AK stock, with the East German coat hangar AK stock as the &amp;quot;Wire Stock&amp;quot; and a [[Type 56-2]] stock as the &amp;quot;Duster Stock&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:FARA83 2.jpg|thumb|none|450px|FARA 83 with metal stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FARA83loadoutpreview BOCW.jpg|thumb|none|600px|The FARA 83 in base form.]]&lt;br /&gt;
[[File:FARA83idle BOCW.jpg|thumb|none|600px|NATO operator Hunter wields a FARA 83 in a Laotian village.]]&lt;br /&gt;
[[File:FARA83ADS BOCW.jpg|thumb|none|600px|Aiming down the sights of the Argentinian rifle.]]&lt;br /&gt;
[[File:FARA83inspect1 BOCW.jpg|thumb|none|600px|Inspecting the rifle. The weapon features accurate marking and bears a serial number of [[Call of Duty: Modern Warfare 2|00141]]. The fire selector is also set to auto.]]&lt;br /&gt;
[[File:FARA83inspect2 BOCW.jpg|thumb|none|600px|Checking out the other side.]]&lt;br /&gt;
[[File:FARA83reload1 BOCW.jpg|thumb|none|600px|Ejecting the empty mag.]]&lt;br /&gt;
[[File:FARA83reload2 BOCW.jpg|thumb|none|600px|Rocking in a new mag.]]&lt;br /&gt;
[[File:FARA83reload3 BOCW.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:Fara 83.jpg|thumb|none|450px|FARA 83 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[IMI Galil ARM]] was added in Season 6, and is called the &amp;quot;Grav&amp;quot; like in ''[[Call of Duty: Black Ops 4|BO4]]''. It has an [[AS Val]] stock and a slightly shorter barrel by default, but can be fitted with a longer barrel in Gunsmith.&lt;br /&gt;
&lt;br /&gt;
[[File:GalilARM-2.jpg|thumb|none|450px|IMI Galil ARM - 5.56x45mm NATO]]&lt;br /&gt;
[[File:GalilBPpreview BOCW.jpg|thumb|none|600px|The Galil ARM in the battlepass preview menu.]]&lt;br /&gt;
[[File:GalilIdle BOCW.jpg|thumb|none|600px|The Galil ARM used on a field trip to the Moscow Zoo.]]&lt;br /&gt;
[[File:GalilADS BOCW.jpg|thumb|none|600px|The iron sights of the Galil. For some reason, the Galil doesn't have its rear sights in ''Warzone''.]]&lt;br /&gt;
[[File:GalilInspect BOCW.jpg|thumb|none|600px|Inspecting the Galil; note the wooden handguard lacking the grooves and screws of the real deal. Also note the &amp;quot;F-S&amp;quot; selector markings, indicating that it is based on a civilian model.]]&lt;br /&gt;
[[File:GalilInspect2 BOCW.jpg|thumb|none|600px|Checking to see if the safety is disengaged.]]&lt;br /&gt;
[[File:GalilReload BOCW.jpg|thumb|none|600px|Reloading from an empty magazine.]]&lt;br /&gt;
[[File:GalilReload2 BOCW.jpg|thumb|none|600px|Rocking in the new magazine.]]&lt;br /&gt;
[[File:GalilReload3 BOCW.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:Galilarm-05.jpg|thumb|none|450px|IMI Galil ARM chambered in 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==K31==&lt;br /&gt;
The [[K31 Rifle]] was added to the sniper rifles category in Season 3, under the name &amp;quot;Swiss K31&amp;quot;. It has a shortened barrel by default, though the “24.9&amp;quot; Extended” barrel attachment gives it the correct barrel length.&lt;br /&gt;
&lt;br /&gt;
The Warzone incarnation of the K31 is correctly chambered in 7.5x55mm. Despite this, some barrel attachment make it seem like the weapon fires .308 Winchester/7.62x51mm NATO, which would be incorrect.&lt;br /&gt;
&lt;br /&gt;
[[File:SchmidtRubinK31.jpg|thumb|none|450px|Karabiner K31 Rifle - 7.5x55mm Schmidt Rubin GP-11]]&lt;br /&gt;
[[File:K31battlepasspreview BOCW.jpg|thumb|none|600px|The K31 in the battlepass preview.]]&lt;br /&gt;
[[File:K31idle BOCW.jpg|thumb|none|600px|The K31 on Mount Yamantau, equipped with the aforementioned &amp;quot;24.9 Extended&amp;quot; barrel, along with its original iron sights.]]&lt;br /&gt;
[[File:K31ADS BOCW.jpg|thumb|none|600px|The K31's iron sights.]]&lt;br /&gt;
[[File:K31inspect1 BOCW.jpg|thumb|none|600px|Inspecting the K31.]]&lt;br /&gt;
[[File:K31inspect2 BOCW.jpg|thumb|none|600px|Hunter pulling the bolt back for a chamber check.]]&lt;br /&gt;
[[File:K31reload1 BOCW.jpg|thumb|none|600px|Reloading the K31 involves opening the action and removing the magazine.]]&lt;br /&gt;
[[File:K31reload2 BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:K31reload3 BOCW.jpg|thumb|none|600px|And closing the bolt, chambering a new round.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] appears in the game as the &amp;quot;DMR 14&amp;quot;. It is modeled after an airsoft G&amp;amp;G Armament GR14 and as such it sports a synthetic stock (though equipping the Duster Pad stock gives it a chequered wooden stock), fires semi-automatically, and is classified as a &amp;quot;tactical rifle&amp;quot; in multiplayer.&lt;br /&gt;
&lt;br /&gt;
[[File:M14 rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Springfield Armory M1A Black.jpg|thumb|none|450px|Springfield Armory M1A with synthetic stock, for comparison - 7.62x51mm]]&lt;br /&gt;
[[File:M14preview BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:M14Idle BOCW.jpg|thumb|none|601px|The M14 on a bright Miami day.]]&lt;br /&gt;
[[File:M14ADS BOCW.jpg|thumb|none|601px|Looking down the iron sights.]]&lt;br /&gt;
[[File:M14ChamberCheck BOCW.jpg|thumb|none|601px|NATO operator Hunter holds the rifle up to inspect.]]&lt;br /&gt;
[[File:M14Inspect2 BOCW.jpg|thumb|none|600px|Checking the other side of the rifle. Note the circular cutout with two holes and the presence of selector switch complete with a cutout in the stock for it, confirming it as an airsoft G&amp;amp;G Armament GR14.]]&lt;br /&gt;
[[File:M14Inspect3 BOCW.jpg|thumb|none|600px|Performing a chamber check.]]&lt;br /&gt;
[[File:M14Reload BOCW.jpg|thumb|none|601px|Swapping out magazines.]]&lt;br /&gt;
[[File:M14Reload2 BOCW.jpg|thumb|none|601px|Hunter inserting a fresh magazine.]]&lt;br /&gt;
[[File:M14Reload3 BOCW.jpg|thumb|none|600px|Tugging on the charging handle to chamber a round.]]&lt;br /&gt;
[[File:BOCWM14Wood.jpg|thumb|none|600px|The wooden M14 stock when equipping the Duster Pad. It seems to be inspired by [https://salem-poor-squadron-75.tumblr.com/post/179129731667/springfield-armory-m1a-socom-16-the-shorter-and/amp this] particular M1A SOCOM 16 custom stock made by LAW483 Enterprises and an ATI Fiberforce Recoil Pad. It should be noted that such custom made or synthetic stocks are most likely anachronistic for the 80s and a basic wooden one would have sufficed instead.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] appears under the &amp;quot;tactical rifles&amp;quot; class. It is simply referred to as the &amp;quot;M16&amp;quot; in the HUD, but actually has &amp;quot;M16.A2&amp;quot; markings on the magwell. It incorrectly holds 30 rounds in a 20-round magazine, and the pin for the auto sear on the lower receiver is absent, which in reality would prevent the rifle from firing in bursts. It is anachronistic to the campaign's 1981 time period, as the M16A2 was not adopted for service yet, first being adopted in 1983 by the USMC and in 1986 by the Army. Rather than removing the carry handle as in previous Black Ops games, it uses an anachronistic carry handle rail when equipping optics. Said carry handle rail appears to be a modern 1913 rail attached using a clamp and screw system from a Colt 3x or 4x AR-15 scope somehow mated together. The weapon boasts surprisingly high damage, able to kill enemies in a single burst at some range compared to the fully-automatic rifles.&lt;br /&gt;
&lt;br /&gt;
The M16's alternate barrel options include “16.3&amp;quot; Rapid Fire”, “20.5&amp;quot; Cavalry Lancer”, “16.3&amp;quot; Titanium”, “20.2&amp;quot; Takedown”, and “15.9&amp;quot; Strike Team”; of these, the 20.5&amp;quot; barrel options are visually just the default barrel but fluted (&amp;quot;Cavalry Lancer&amp;quot;) or dimpled (&amp;quot;Takedown&amp;quot;). For the short barrel options, the &amp;quot;Rapid Fire&amp;quot; and &amp;quot;Strike Team&amp;quot; both give the gun a short triangular handguard (the difference is that &amp;quot;Rapid Fire&amp;quot; has a smooth barrel while &amp;quot;Strike Team&amp;quot;'s is fluted), while &amp;quot;Titanium&amp;quot; gives the gun a short round handguard, the end result somewhat resembling a Colt Model 723 14.5&amp;quot; A1 barrel.&lt;br /&gt;
&lt;br /&gt;
The M16's stock options include &amp;quot;Tactical Stock&amp;quot;, the normal M16A2 stock with a cheek pad, &amp;quot;Wire Stock&amp;quot;, an M231 FPW-like wire stock, &amp;quot;Duster Stock&amp;quot;, a Doublestar Ace skeleton stock (which might be anachronistic), &amp;quot;Commando Assembly&amp;quot;, a 2nd generation collapsible stock, and &amp;quot;Buffer Tube&amp;quot;, an exposed buffer tube with a rubber pad.&lt;br /&gt;
&lt;br /&gt;
Magazine options include the classic ''Black Ops'' jungle-style fast mags made with either duct tape or clamps, a 30-round STANAG magazine depicted as a 45-rounder, a 20-round STANAG magazine with an improvised duct tape magazine assists somehow also depicted as a 45-rounder, and a severely underloaded MAG5-100 100-round magazine holding 54 rounds (which also appears on the in-game &amp;quot;XM4&amp;quot;, where it holds 50 rounds).&lt;br /&gt;
[[File:M16A2.jpg|thumb|none|450px|Colt M16A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A2preview BOCW.jpg|thumb|none|600px|The M16A2 in Gunsmith.]]&lt;br /&gt;
[[File:M16A2Idle BOCW.jpg|thumb|none|600px|The M16A2 in service inside a Nevadan nuclear weapons test site.]]&lt;br /&gt;
[[File:M16A2ADS BOCW.jpg|thumb|none|600px|Aiming down the carry handle sights.]]&lt;br /&gt;
[[File:M16A2inspect BOCW.jpg|thumb|none|600px|Inspecting the rifle. Note that the in-universe stand in for Colt appears to be the fictional &amp;quot;Arrow Armory&amp;quot; (the same manufacturer stamped on the ''BOCW'' M1911A1) based in Hartford, Connecticut, standing in for Colt, the real life manufacturer of both weapons, which is also based in Hartford, CT.]]&lt;br /&gt;
[[File:M16A2inspect2 BOCW.jpg|thumb|none|600px|Performing a rather enthusiastic chamber check; pulling the bolt this far back would likely eject the currently-chambered round.]]&lt;br /&gt;
[[File:M16A2Reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:M16A2Reload2 BOCW.jpg|thumb|none|600px|Inserting a fresh 20 round steel GI mag.]]&lt;br /&gt;
[[File:BOCW M16A2 Constable.jpg|thumb|none|600px|The &amp;quot;Constable&amp;quot; blueprint, which has an anachronistic Aim Sports AR free float rifle length quad rail/V3 or Monstrum Tactical 12 inch free float quad rail.]]&lt;br /&gt;
&lt;br /&gt;
===Colt XM4 Carbine===&lt;br /&gt;
The combination of the “16.3&amp;quot; Titanium” barrel attachment with the &amp;quot;Commando Assembly&amp;quot; stock attachment approximates the [[M4 Carbine|XM4 Carbine]], sans the proper stepped barrel. The exact same configuration can be made by removing all attachments from the &amp;quot;Fly Trap&amp;quot;, &amp;quot;Inconspicuous&amp;quot;, or &amp;quot;SOG Commando&amp;quot; blueprints for the gun referred to as the &amp;quot;XM4&amp;quot; in game and then reattaching the longest barrel option.&lt;br /&gt;
[[File:XM4 1986 model.jpg|thumb|none|450px|XM4 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BOCW M16-XM4.jpg|thumb|none|600px|The psuedo-XM4 on the loadout workbench.]]&lt;br /&gt;
[[File:XM4Idle BOCW.jpg|thumb|none|600px|The pseudo-XM4 being used in Moscow.]]&lt;br /&gt;
[[File:XM4ADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:XM4Inspect BOCW.jpg|thumb|none|600px|Inspecting the XM4 build.]]&lt;br /&gt;
[[File:XM4Inspect2 BOCW.jpg|thumb|none|600px|Looking at the other side of the gun.]]&lt;br /&gt;
[[File:XM4Inspect3 BOCW.jpg|thumb|none|600px|The final part of the inspect animation involves tugging back on the charging handle for a chamber check.]]&lt;br /&gt;
[[File:XM4Reload BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:COD CWBO Beta Key Art.jpg|thumb|none|600px|A nearly identical build is seen in the key art for the beta, which is horizontally flipped. Some parts are missing from the gun's model, including the case deflector, the magazine release button, and a portion of the fence around it.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14 Groza==&lt;br /&gt;
A stylized [[OTs-14 Groza]] with a shortened receiver was added to the game in Season 1. It is anachronistic, as the real weapon was produced in 1992. It feeds from 5.45x39mm style magazines, something which is not confirmed to have existed on a real Groza, but is actually used on a Groza-inspired bullpup AK pistol developed in the late 2010s by US-based Bad Element Co. In contrast, its Warzone incarnation is stated to be chambered in &amp;quot;7.62 Soviet&amp;quot; (i.e. 7.62x39mm), and some of its muzzle attachments have &amp;quot;7.62&amp;quot; as part of their name.&lt;br /&gt;
&lt;br /&gt;
[[File:OTS-14.jpg|thumb|none|450px|OTs-14-4A-01 Groza - 9x39mm]]&lt;br /&gt;
[[File:Grozapreview BOCW.jpg|thumb|none|600px|The Groza in the battlepass preview screen. It isn't entirely clear why the weapon has been so heavily stylized, especially considering that one of the perks of adding a Groza to a game with other AKs is that you can re-use parts of their models (including more or less the entire receiver sans optic rail).]]&lt;br /&gt;
[[File:GrozaIdle BOCW.jpg|thumb|none|600px|The Groza in the hands of NATO operator Baker.]]&lt;br /&gt;
[[File:GrozaADS BOCW.jpg|thumb|none|600px|Looking through the Groza's iron sights. The rear sight notch is missing and the sights are misaligned.]]&lt;br /&gt;
[[File:GrozaInspect BOCW.jpg|thumb|none|600px|Inspecting the stylized Groza.]]&lt;br /&gt;
[[File:GrozaInspect2 BOCW.jpg|thumb|none|600px|Performing a chamber check, note the piston rod.]]&lt;br /&gt;
[[File:GrozaReload BOCW.jpg|thumb|none|600px|Removing the entirely fictional magazine.]]&lt;br /&gt;
[[File:GrozaReload2 BOCW.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:GrozaReload3 BOCW.jpg|thumb|none|600px|Performing an underhand charge. This would be impractical in reality, given the location of the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-95-1==&lt;br /&gt;
An anachronistic [[QBZ-95-1]] rifle appears in the game, featuring several retro-styled cosmetic alterations. It was briefly seen in the Gunsmith trailer, labeled the &amp;quot;Type 15&amp;quot;, but the name was changed to &amp;quot;QBZ-83&amp;quot; in the Beta and retained in the current version of the game. The Type 95's development began in 1989, with the first prototypes being made in 1990. The in-game weapon bears some cosmetic resemblances to [http://www.163.com/dy/article/EK33QH8D05355H7O.html some of the Type 95's early prototypes], but is still clearly based on the QBZ-95-1, which began its development in 2004 and was adopted in 2010. The Type 86S (a Chinese AK-platform weapon in the bullpup form) would be more appropriate, but it would be anachronistic on early maps.&lt;br /&gt;
&lt;br /&gt;
The weapon's trigger and trigger guard shape come from the [[HS Produkt VHS|HS Produkt VHS-2]], with the latter being made from stamped metal rather like the FAMAS. Its magazines appear to be loosely based on Chinese steel AK magazines. It also has three vents on the upper handguard and a birdcage-like muzzle device, both elements of the QBZ-97. The fire selector also only has safe/fire positions like a civilian model.&lt;br /&gt;
&lt;br /&gt;
The side of the gun is marked with &amp;quot;T97NSR-PWC-CAL 5.56 mm&amp;quot;; T97NSR refers to a semi-auto only civilian variant of the 5.56mm QBZ-97A sold in Canada named Type 97 NSR. This likely suggests that Treyarch modeled the gun after a Type 97 NSR then modified it to make it resemble a Chinese QBZ-95 (with its distinct magazine shape and paddle magazine release) and &amp;quot;retro-ified&amp;quot; it. Some of its muzzle attachments also have &amp;quot;5.56&amp;quot; as part of their names, though it is unclear if this is an intentional reference to the QBZ-97 connections or a result of the generally confused state of attachment name/descriptions in ''BOCW''; its Warzone incarnation is also supposedly chambered in 5.56 NATO.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;QBZ-83&amp;quot; name would suggest that it was adopted in 1983 in the ''Black Ops'' universe which would still be anachronistic to the pre-83 maps.&lt;br /&gt;
[[File:Norinco QBZ95-1.jpg|thumb|none|450px|QBZ-95-1 - 5.8x42mm]]&lt;br /&gt;
[[File:Norinco QBZ-97.jpg|thumb|none|450px|QBZ-97 - 5.56x45mm]]&lt;br /&gt;
[[file:BOCW QBZ-83.jpg|thumb|none|600px|The QBZ on the Beta loadout wall. The indent behind the pistol grip is marked with a bizarre and grammatically broken string of Chinese text: &amp;quot;名字叫常 梦想&amp;quot; (Pinyin: míng zì jiào cháng / mèng xiǎng; more clearly seen [[:File:BOCW_QBZ-83_Beta.jpg|here]]); literally, it means &amp;quot;name is called Chang / Dream&amp;quot;. Considering that the QBZ-83 is modelled by Treyarch weapon artist [https://www.artstation.com/artwork/bKQ34r Pawin Changkiendee], it is possible that the broken Chinese was an attempt at inserting an oblique dev signature on the gun model. The artist's ArtStation images also show that the same text is marked on the bolt carrier on the release model.]]&lt;br /&gt;
[[File:QBZ95-1preview BOCW.jpg|thumb|none|600px|The QBZ in Gunsmith the released game, showing the Type 97 NSR markings more clearly. Note that the receiver marking has been changed to &amp;quot;83式自动步枪&amp;quot; (Pinyin: 83 shì zì dòng bù qiāng), meaning &amp;quot;Type 83 automatic rifle&amp;quot;. The word &amp;quot;中国&amp;quot; (Pinyin: zhōng guó), meaning &amp;quot;China&amp;quot;, is also faintly marked on the magazine well, and the rear of the stock is ''very'' faintly marked with &amp;quot;梦想&amp;quot; (Pinyin: mèng xiǎng), or &amp;quot;dream&amp;quot;.]]&lt;br /&gt;
[[File:QBZ95idle BOCW.jpg|thumb|none|600px|The &amp;quot;QBZ-83&amp;quot; in Nuketown.]]&lt;br /&gt;
[[File:QBZ95ADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:QBZ95inspect BOCW.jpg|thumb|none|600px|Inspecting the gun. Note Adler's jacket sleeve clipping through the magazine, a phenomenon also seen in ''[[Battlefield 4]]'''s depiction of the rifle.]]&lt;br /&gt;
[[File:QBZ95inspect2 BOCW.jpg|thumb|none|600px|Performing a chamber check.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;RAI K-84&amp;quot;==&lt;br /&gt;
The &amp;quot;RAI K-84&amp;quot; (standing for &amp;quot;Reactorniy Avtomat-Izluchatel Kuhlklay-84&amp;quot;, translated &amp;quot;Reactor Automatic Radiator Kuhlklay-84&amp;quot;) is a &amp;quot;Wonder Weapon&amp;quot; in the Zombies map Firebase Z released during Season 1. It is based on an [[AK-74]] with the depiction of a milled receiver; such a configuration exists on the Waffen Werks WW-74M, a US-made semi-automatic rifle, though the in-game weapon has two rivets at the rear like the stamped receiver of a standard AK-74. It is fitted with an underbarrel &amp;quot;Vortex&amp;quot; grenade launcher called the &amp;quot;GP-6K2&amp;quot; and modeled after a [[GP-25]].&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:BOCW RAI K-84 1.jpg|thumb|none|600px|The &amp;quot;RAI K-84&amp;quot; as seen in the Firebase Z trailer.]]&lt;br /&gt;
[[File:BOCWRAIKHold.jpg|thumb|none|600px|Grumbling at the fact that Primis and Ultimis were replaced by literal nobodies, of which he is one of them, the Requiem Operator in Firebase Z consoles himself by looking at his shiny space AK. The jumbled mess of parts and components welded to a traditional assault rifle base at least backs up its designation as a prototype.]]&lt;br /&gt;
[[File:BOCWRAIKInspect.jpg|thumb|none|600px|Inspecting the magazine-shaped cell holder used to power the rifle, vaguely resembling the Kalash magazines in the ''Metro'' games. It would probably not be wise to place one's fingers anywhere near the cells in the magazine, considering they are actively and visually ''sparking''.]]&lt;br /&gt;
[[File:BOCWRAIKReload.jpg|thumb|none|600px|At least reloading the weapon shows more careful finger placement. As a bit of trivia, intel in the map notes that the RAI K-84 was based off of a &amp;quot;Generator Khaosa Zavoyski-45&amp;quot; weapon that was developed in-universe in WWII. This is a reference to the otherwise completely fictional &amp;quot;GKZ-45 Mark3&amp;quot; Wonder Weapon from the ''[[Call of Duty: Black Ops III]]'' map Gorod Krovi, implying the RAI K is a successor to it. This is backed up by it operating like a more powerful version of the GKZ; a powerful laser bolt firing weapon with a secondary, grenade-type fire that explodes when shot at with the former.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1==&lt;br /&gt;
A [[Steyr AUG A1]] with the bayonet lug from the F88 Austeyr appears in the game as the &amp;quot;AUG&amp;quot; and is classified as a &amp;quot;tactical rifle&amp;quot; in multiplayer. It incorrectly fires in three-round bursts, a feature of the much later (2005) AUG A3 (as well as the similar-looking &amp;quot;ABR 223&amp;quot; from ''BO4'', which its weapon properties are likely based out of). Its foregrip is folded by default, but it can be unfolded via the &amp;quot;Field Agent foregrip&amp;quot;; it also has some rail-mounted foregrip options. Like the M16A2, the weapon boasts surprisingly high damage, able to kill enemies in a single burst at some range compared to the fully-automatic rifles.&lt;br /&gt;
&lt;br /&gt;
For some reason, Soviet troops use this weapon in the side-mission &amp;quot;Operation Red Circus,&amp;quot; which is incorrect.&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|450px|Steyr AUG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Austeyr.jpg|thumb|none|450px|F88 Austeyr - 5.56x45mm. Note bayonet lug halfway down the projecting part of the barrel and visible ALO tab at the bottom of the trigger]]&lt;br /&gt;
[[File:AUGidle BOCW.jpg|thumb|none|600px|The AUG A1 in service on an estate in the Hollywood Hills.]]&lt;br /&gt;
[[File:AUGADS BOCW.jpg|thumb|none|600px|Looking through the integral Swarovski scope. The offset backup iron sights are modelled correctly, but the reticle is incorrect.]]&lt;br /&gt;
[[File:AUGinspect1 BOCW.jpg|thumb|none|600px|Inspecting the rifle. The F88's bayonet lug is more visible here.]]&lt;br /&gt;
[[File:AUGinspect2 BOCW.jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:AUGEmpty BOCW.jpg|thumb|none|600px|The AUG is one of the few weapons in game to correctly track how many rounds are available in each mag, as can be seen with this empty magazine with follower visibly modeled. Unfortunately, ''Cold War'' does not model the last round bolt hold open mechanism that the IRL AUG A1 has.]]&lt;br /&gt;
[[File:AUGinspect3 BOCW.jpg|thumb|none|600px|Checking the ejection port.]]&lt;br /&gt;
[[File:AUGreload1 BOCW.jpg|thumb|none|600px|Removing the magazine during a reload.]]&lt;br /&gt;
[[File:AUGreload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:AUGreload3 BOCW.jpg|thumb|none|600px|Slapping the charging handle home.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A2===&lt;br /&gt;
Equipping any optical attachments turns the weapon into an anachronistic [[Steyr AUG A2|AUG A2]].&lt;br /&gt;
[[File:SteyrAUGSR.jpg|thumb|none|450px|Steyr AUG Special Receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[File:AUGA2gunsmithpreview BOCW.jpg|thumb|none|600px|The AUG A2 build.]]&lt;br /&gt;
&lt;br /&gt;
==Type 63==&lt;br /&gt;
The [[Type 63 rifle]] is available in the game, classified as a &amp;quot;tactical rifle&amp;quot;. Despite being select-fire in reality, it is restricted to semi-automatic mode in-game; the spike bayonet is also unusable. It uses what appears to be an anachronistic M14 rifle style rail mount when equipping optics. The default magazine initially held a correct 20 rounds in the closed alpha, but this was increased to an incorrect 25 in the beta and final game.&lt;br /&gt;
&lt;br /&gt;
Player character Bell and Woods use this rifle in &amp;quot;Redlight, Greenlight&amp;quot; instead of a more appropriate American M14.&lt;br /&gt;
[[File:Type63.jpg|thumb|none|450px|Type 63 - 7.62x39mm]]&lt;br /&gt;
[[File:Type63preview BOCW.jpg|thumb|none|600px|The Type 63 in Gunsmith.]]&lt;br /&gt;
[[File:Type63idle BOCW.jpg|thumb|none|600px|The Type 63 in Uzbekistan.]]&lt;br /&gt;
[[File:Type63ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Type63inspect BOCW.jpg|thumb|none|600px|Inspecting the Type 63.]]&lt;br /&gt;
[[File:Type63inspect2 BOCW.jpg|thumb|none|600px|Turning it over.]]&lt;br /&gt;
[[File:Type63inspect3 BOCW.jpg|thumb|none|600px|Brass check time.]]&lt;br /&gt;
[[File:Type63reload BOCW.jpg|thumb|none|600px|Reloading by flicking the old magazine out with a fresh one, much like the AK-47 reload.]]&lt;br /&gt;
[[File:Type63reload2 BOCW.jpg|thumb|none|600px|Then chambering the gun with a tug of the bolt handle.]]&lt;br /&gt;
&lt;br /&gt;
==VAHAN==&lt;br /&gt;
The [[VAHAN]], a somewhat obscure prototype Armenian assault rifle, was added in the 1.29 update; this makes ''BOCW'' the weapon's first known media appearance. The in-game version is somewhat stylized, and goes by the name &amp;quot;Vargo 52&amp;quot;; this presumably references the fact that design work on the project began in 1952 (with an earlier rifle called the &amp;quot;MBC-2&amp;quot;), though the VAHAN itself wasn't designed or built until 1992, making its in-game appearance anachronistic.&lt;br /&gt;
&lt;br /&gt;
[[File:VAHAN.jpg|thumb|none|450px|VAHAN with Bushnell scope - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==XM16E1==&lt;br /&gt;
The fully-automatic [[XM16E1]] appears exclusively in the campaign. It is labeled &amp;quot;M16A1&amp;quot; in the HUD and on the magwell (though the pick-up text spells it with a lowercase &amp;quot;a&amp;quot;, for some reason), but it actually has the appearance of a 'faux' XM16E1, as seen in some movies where the guns are built from M16A1s. This is firstly evidenced by the combination of an XM16E1's 3-prong flash hider with an M16A1's full fence lower. The weapon also appears to have a chrome bolt carrier, which was present on the XM16E1, but not on the M16A1. For some reason, the XM16E1 has an anachronistic A2 pistol grip, while the XM4 has a A1 pistol grip.&lt;br /&gt;
&lt;br /&gt;
In a small though somewhat confusing detail, the receiver bears a forge code mark, C H. This would indicate a rifle with an upper receiver built from Harvey Aluminum billets, but this code would have been in use from the mid 1970s to the early 1980s, well after Vietnam and never on an actual XM16E1 (though M16A1s were made with this code). Due to the nature of the game's storyline, this could be justified as intentional anachronism, however. &lt;br /&gt;
&lt;br /&gt;
It appears in the two Vietnam flashback levels, as well as a few other missions where it is available alongside the M16A2. It is incredibly powerful, as the weapon's damage was balanced for occasional bursts rather than consistent fully-auto firing, made even easier with the game's rather controllable muzzle climb. It uses the same reloading animations as the M16A2, but has a different firing sound. It is also seen in the &amp;quot;Good Enough&amp;quot; calling card.&lt;br /&gt;
[[File:XM16E1.jpg|thumb|none|450px|Mockup of an XM16E1 rifle with 20-round magazine - 5.56x45mm NATO. This can be identified as a mockup by its full magazine fence and strengthened front pivot point, neither of which appeared on the XM16E1.]]&lt;br /&gt;
[[File:XM16E1 BOCW.jpg|thumb|none|600px|Bell holds an XM16E1 in a Vietnamese village.]]&lt;br /&gt;
[[File:BOCW-M16-2.jpg|thumb|none|600px|Note the full fence lower, indicating that this is not a true XM16E1.]]&lt;br /&gt;
&lt;br /&gt;
==XM177E1==&lt;br /&gt;
The [[XM177E1]], specifically the later model with a full fence lower, appears under the name &amp;quot;XM4&amp;quot;. It is depicted with a flat top, seeming to be the result of a chopped off carry handle with a bolted rail (which was done in the 1980s by Olympic Arms and some other manufacturers). It has an anachronistic rear sight which is a hybrid between the Troy Battle Sight and Midway Industries Flip Up Sight, and the flash hider has been altered to resemble an A1. It also appears to have been based on a civilian model, as it has semi-auto only selector markings (Fire/Safe).&lt;br /&gt;
&lt;br /&gt;
The weapon is wrapped in slings with a portion tucked behind the bolt catch like the &amp;quot;Commando&amp;quot; from the first ''[[Call of Duty: Black Ops|Black Ops]]'', although the default empty reload animation in this case correctly uses the charging handle instead of trying to hit the bolt release, which couldn't possibly work with a cloth strap tucked behind it (that said, some reload animations, like the jungle mags reload animation, still involve hitting the sling-padded bolt catch). Equipping any stock customization removes the sling wrap. Mounting optics removes the front sight but keeps the gas block.&lt;br /&gt;
&lt;br /&gt;
The XM4 designation is anachronistic for the time period of 1981, as the XM177 wouldn't be designated as &amp;quot;XM4&amp;quot; until 1983, and even then would be attached to an [[:File:XM4 Carbine &amp;amp; M16A2 (1982).jpg|improved model of the XM177E2]]. However, the “11.8” Ranger” give the weapon an 11.5 inch barrel making it the XM177E2. The A1 pistol grip is inaccurately depicted as being solid instead of hollow.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Black Tide&amp;quot; blueprint replaces the regular handguard with a carbine-length [[M203]] grenade launcher heat shield; it also has a yellow tiger stripe camouflage paint similar to the [[M79 grenade launcher|M79]] used by &amp;quot;The Roach&amp;quot; in ''[[Apocalypse Now]]''. The &amp;quot;Giantsbane&amp;quot; variant uses an anachronistic [[Z-M LR 300]] handguard and front sight (the LR 300 having been introduced in 2000). It is also seen in the &amp;quot;Reaper Of The Dead&amp;quot; calling card.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Inconspicuous&amp;quot; blueprint uses the M16A2's upper receiver, while retaining the XM177E1's earlier teardrop forward assist, however. It has an [[Olympic Arms OA-93]] style handguard with vents patterned after the Advanced Armament Corporation OMNI suppressor, an Israeli style elastic handguard band, what appears to be a faux suppressor, a tactical light, a stock cheek pad and a [[Talk:Call of Duty: Black Ops Cold War#SureFire MAG5-60|SureFire MAG5-60]] magazine. The &amp;quot;Fly Trap&amp;quot; blueprint has an A2 handguard, an A2 pistol grip, and an A2 forward assist. The &amp;quot;Ultimate Hunter&amp;quot; has an anachronistic quad rail handguard, a muzzle brake with a breach face, a scope with some cosmetic similarities to a Trijicon ACOG, and a collapsible stock modelled after various offerings from the late 2000's onwards. The 13.7” Takedown, and original SOCOM will make the weapon resembles to the current M4A1 Carbine, which is anachronistic.&lt;br /&gt;
&lt;br /&gt;
[[File:Colt 609-XM1771E1 Late.jpg|thumb|none|451px|Colt Model 609 / XM177E1 - 5.56x45mm NATO. This is a late model with a full fence lower.]]&lt;br /&gt;
[[File:Muzzle A1.jpg|thumb|none|350px|A1 &amp;quot;Birdcage&amp;quot; flash hider]]&lt;br /&gt;
[[File:XM177E1preview BOCW.jpg|thumb|none|600px|The XM177E1 in Gunsmith.]]&lt;br /&gt;
[[File:XM177E1Idle BOCW.jpg|thumb|none|600px|The XM177E1 wielded by CIA agent Russel Adler. Note the MACV-SOG patch on the sling, yet another throwback to the iconic ''Black Ops 1'' &amp;quot;Commando&amp;quot;.]]&lt;br /&gt;
[[File:XM177E1ADS BOCW.jpg|thumb|none|600px|Aiming down the sights at some communist concrete.]]&lt;br /&gt;
[[File:BOCW new XM4 sights.jpg|thumb|none|600px|The updated sights, which now block less of the screen. This was changed in Season 4 for a few other weapons too, including the QBZ and the Ak 5.]]&lt;br /&gt;
[[File:XM177E1Inspect BOCW.jpg|thumb|none|600px|Inspecting involves checking the magazine.]]&lt;br /&gt;
[[File:XM177E1Inspect2 BOCW.jpg|thumb|none|600px|Then tapping it against the magwell, reinserting the magazine, and performing a chamber check. The phrase &amp;quot;This is my rifle&amp;quot; can be seen marked on the ejection port's cover, a reference to the USMC's Rifleman's Creed.]]&lt;br /&gt;
[[File:XM177E1reload BOCW.jpg|thumb|none|600px|Note the animated bolt release catch, as well as an animated magazine release tab actuating as the player character ejects and inserts magazines.]]&lt;br /&gt;
[[File:XM177reload2 BOCW.jpg|thumb|none|600px|The last step for default reloads is a firm jerk of the charging handle.]]&lt;br /&gt;
[[File:BOCW Inconspicuous.jpg|thumb|none|600px|The &amp;quot;Inconspicuous&amp;quot; variant as seen the Warzone preview.]]&lt;br /&gt;
[[File:Pseudo-M4A1.jpg|thumb|none|600px|The &amp;quot;Ultimate Hunter&amp;quot; variant with some attachments to become a psuedo-M4A1 Carbine as seen the Black Ops Cold War preview.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International PM/AW Hybrid==&lt;br /&gt;
The &amp;quot;LW3 - Tundra&amp;quot; is a hybrid of the [[Accuracy International Precision Marksman]] and the [[Accuracy International Arctic Warfare|Arctic Warfare]], along with some fictional elements. It has a Precision Marksman-style stock, and lacks a finger cutout in the magwell like this model, but has the safety of an Arctic Warfare (incorrectly set to the rear position, which would lock the bolt and the trigger), as well as an adjustable cheek pad and a flash hider like the latter. Curiously enough, it also uses Picatinny rails like the AW, but with a PM-like scope mount and backup rear sight used on it. The rifle is mildly anachronistic, as the Precision Marksman wasn't developed until 1982 and the Arctic Warfare wasn't developed until 1988, while the campaign takes place in 1981 and multiplayer takes place between 1981-1985. The name Tundra suggests it was intended to be based off of the Arctic Warfare, but they went with PM elements to keep it to the multiplayer's time period.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it is inaccurately and anachronistically used by Soviet snipers (which would likely use a SVD or a M1891 Mosin Nagant instead).&lt;br /&gt;
&lt;br /&gt;
[[File:L96A1G.jpg|thumb|none|450px|Accuracy International PM - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International AW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:AccuracyInternationalAW-PMpreview BOCW.jpg|thumb|none|600px|The hybrid Accuracy International rifle in Gunsmith.]]&lt;br /&gt;
[[File:AW-PMidle BOCW.jpg|thumb|none|600px|The hybrid Accuracy International rifle on a Miami Beach boardwalk.]]&lt;br /&gt;
[[File:AW-PMinspect BOCW.jpg|thumb|none|600px|Initiating the inspect animation.]]&lt;br /&gt;
[[File:AW-PMreload BOCW.jpg|thumb|none|600px|Good view of the other side.]]&lt;br /&gt;
[[File:AW-PMreload2 BOCW.jpg|thumb|none|600px|Taking out the magazine.]]&lt;br /&gt;
[[File:AW-PMreload3 BOCW.jpg|thumb|none|600px|Chambering new 7.62x51mm round.]]&lt;br /&gt;
[[File:AW-PMreload4 BOCW.jpg|thumb|none|600px|Ready to go.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M82A1M==&lt;br /&gt;
The [[Barrett M82A1M]] appears in the game as the &amp;quot;M82&amp;quot;. It is anachronistic to the game, since it was developed in the 1990s; the original M82 would be more accurate for some multiplayer maps. To balance out its semiautomatic firing mode, the M82A1M is comically the ''weakest'' sniper rifle in terms of per-shot damage, not even able to break the bulletproof armor scorestreak or even Soviet armored units in the campaign in one shot. Due to the lack of a Soviet sniper rifle, the Soviet forces use the Barrett as their sniper (instead of the aforementioned SVD), which is incorrect.&lt;br /&gt;
&lt;br /&gt;
[[File:Barrett M82A1M.jpg|thumb|none|450px|Barrett M82A1M - .50 BMG]]&lt;br /&gt;
[[File:M82preview BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:M82idle BOCW.jpg|thumb|none|600px|The M82A1M in Miami.]]&lt;br /&gt;
[[File:M82inspect BOCW.jpg|thumb|none|600px|Inspecting the M82A1M.]]&lt;br /&gt;
[[File:M82inspect2 BOCW.jpg|thumb|none|600px|Brass check.]]&lt;br /&gt;
[[File:M82inspect3.jpg|thumb|none|600px|Note the &amp;quot;MOD 82A1&amp;quot; stamped on the magwell.]]&lt;br /&gt;
&lt;br /&gt;
==Mechem NTW-20==&lt;br /&gt;
The [[Mechem NTW-20]] was added in the Season 2 Reloaded update as the &amp;quot;ZRG 20mm&amp;quot;. It is heavily stylized and fitted with a PSO-1 scope with incorrect reticle by default. It is also far shorter than the real weapon, making the weapon shorter then the in-game Barrett M82A1M, despite the NTW-20 being roughly twice the length of the Barrett. It is anachronistic by more than a decade (1998) and is set up for left-handed use, with the magazine and bolt handle on the right and left side respectively, opposite what it should be.&lt;br /&gt;
&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Mechem NTW-20 - 20x82mm MG151]]&lt;br /&gt;
[[File:Svu.jpg|thumb|none|450px|SVU Dragunov - 7.62x54mmR, image used to show PSO-1 scope.]]&lt;br /&gt;
[[File:NTW20gunsmithpreview BOCW.jpg|thumb|none|600px|The &amp;quot;ZRG 20mm&amp;quot; in Gunsmith preview. Note the oversized PSO-1 and short appearance.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 700PSS==&lt;br /&gt;
The [[Remington 700PSS]] appears as the &amp;quot;Pelington 703&amp;quot;, complete with a permanently attached Harris bipod (which can be deployed by equipping the &amp;quot;Front Grip&amp;quot; or &amp;quot;Bipod&amp;quot; underbarrel attachments). Like the M40 and R700 rifles in ''[[Call of Duty 4: Modern Warfare]]'', it is reloaded with individual rounds. It is anachronistic for the game as it was designed in 1986 while the 80s segments of ''Black Ops Cold War'' take place in 1981-1985; the scope also mounts on an anachronistic rail. It is also inaccurately used by Spetsnaz and Cuban snipers and also appears in Bell's Vietnam War false flashbacks, fitted with a wooden stock and is depicted as being used by the US troops, though it is likely standing in for a standard Remington 700 in this case. Its Warzone incarnation is stated to use .308 ammunition (most likely Winchester).&lt;br /&gt;
&lt;br /&gt;
[[File:RemingtonPSS700.jpg|thumb|none|450px|Remington 700PSS with Leupold Mark 4 scope and Harris bipod - .300 Win Mag]]&lt;br /&gt;
[[File:R700PSSpreview BOCW.jpg|thumb|none|600px|The Remington 700 in Gunsmith.]]&lt;br /&gt;
[[File:R700idle BOCW.jpg|thumb|none|600px|The Remington 700PSS in service in Soviet Uzbekistan.]]&lt;br /&gt;
[[File:R700inspect BOCW.jpg|thumb|none|600px|Turning the gun over to read the engraved &amp;quot;Pelington&amp;quot; manufacturer branding, which is very clearly meant to evoke the Remington trade dress on the real Remington 700.]]&lt;br /&gt;
[[File:R700inspect2 BOCW.jpg|thumb|none|600px|Inspecting the Remington 700 involves a very elaborate animation, where the player character will eject a live round...]]&lt;br /&gt;
[[File:R700inspect3 BOCW.jpg|thumb|none|600px|Catching it in their right hand...]]&lt;br /&gt;
[[File:R700inspect4 BOCW.jpg|thumb|none|600px|Then slipping it back into the chamber and sending the bolt into battery.]]&lt;br /&gt;
[[File:R700reload BOCW.jpg|thumb|none|600px|Reloading is done with individual rounds.]]&lt;br /&gt;
[[File:CODBOCWWoodsSniper1.jpeg|thumb|none|600px|Woods holding the sniper rifle in a promotional image.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==CETME Ameli==&lt;br /&gt;
The late NB model [[CETME Ameli]] was added in Season 4. It is inaccurately fitted with an early NA variant flash hider. It appears under the Spanish Army's designation &amp;quot;MG 82&amp;quot;. It is borderline anachronistic for pre-1982 maps, as it was recently unveiled and put into Spanish service at the time.&lt;br /&gt;
&lt;br /&gt;
[[File:CetmeAmeli556.jpg|thumb|none|450px|CETME Ameli (late NB model) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Amelipreview BOCW.jpg|thumb|none|600px|The CETME Ameli in the battlepass preview screen. Note the MG42 like conical muzzle from the early NA variant. Fitting this one to an NB model is dubious as the NA muzzle is part of the barrel shroud while the NB straight flash hider is part of the barrel.]]&lt;br /&gt;
[[File:AmeliIdle BOCW.jpg|thumb|none|600px|The CETME Ameli in the hands of NATO operator Baker, onboard a luxury yacht.]]&lt;br /&gt;
[[File:AmeliADS BOCW.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AmeliInspect1 BOCW.jpg|thumb|none|600px|Inspecting the Spanish LMG.]]&lt;br /&gt;
[[File:AmeliInspect2 BOCW.jpg|thumb|none|600px|The other side.]]&lt;br /&gt;
[[File:AmeliReload1 BOCW.jpg|thumb|none|600px|Reloading by racking the charging handle.]]&lt;br /&gt;
[[File:AmeliReload2 BOCW.jpg|thumb|none|600px|Opening the top cover.]]&lt;br /&gt;
[[File:AmeliReload3 BOCW.jpg|thumb|none|600px|Replacing the ammo box.]]&lt;br /&gt;
[[File:AmeliReload4 BOCW.jpg|thumb|none|600px|And inserting a fresh belt into the feed tray.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
A handheld [[M134 Minigun]] is featured in the game. It is shown with a 4-flange barrel clamp (like an original General Electric M134) combined with a Dillon Aero flash hider. It is obtainable in the campaign mission &amp;quot;The Final Countdown&amp;quot;, under the name &amp;quot;M134 Minigun&amp;quot;. It was later added to multiplayer and Zombies in Season 2 as the &amp;quot;Death Machine&amp;quot;, with a slightly altered model.&lt;br /&gt;
&lt;br /&gt;
It also appears mounted on helicopters, including the &amp;quot;Chopper Gunner&amp;quot; scorestreak in multiplayer, and as part of the &amp;quot;Sentry Turret&amp;quot; scorestreak. A helicopter-mounted version can be used by Bell during a setpiece in &amp;quot;Fracture Jaw&amp;quot;, though when the helicopter was shot down during the aforementioned mission, it somehow still manages to operate without the assistance of a power supply.&lt;br /&gt;
&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|450px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M134deathmachine BOCW.jpg|thumb|none|600px|The &amp;quot;Death Machine&amp;quot; in the scorestreak selection menu. This configuration resembles the airsoft Classic Army M134-A2 CO2/HPA.]]&lt;br /&gt;
[[File:BOCW-Minigun-1.jpg|thumb|none|600px|The M134 at the far right, in both door and subsystem mounts. Note that ''Black Ops Cold War'' continues the ''Modern Warfare'' trend of fictionalizing its vehicles, evident by the addition of backwards Pave Low style air intakes and overall stylized appearance of the faux Huey.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Death Machine&amp;quot; (Dead Ops Arcade 3)===&lt;br /&gt;
The &amp;quot;Death Machine&amp;quot; model from ''[[Call of Duty: Black Ops III]]'', a futuristic man-portable rotary gun based on the [[General Dynamics GAU-19/A]], appears exclusively as a power-up in the Zombies map Dead Ops Arcade 3: Rise of the Mamaback.&lt;br /&gt;
&lt;br /&gt;
[[File:GAU19.jpg|thumb|none|450px|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The [[M60 machine gun|M60]] is one of the machine guns in ''BOCW''; it is the original model, as opposed to the M60E3 featured in past games.&lt;br /&gt;
&lt;br /&gt;
A mounted version can also be found in &amp;quot;End of the Line&amp;quot;, which somehow ended up to the Cuban forces. It is also seen in the &amp;quot;Harvest Time&amp;quot; calling card.&lt;br /&gt;
&lt;br /&gt;
[[File:M60GPMG.jpg|thumb|none|450px|M60 gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M60preview BOCW.jpg|thumb|none|600px|The M60 in Gunsmith. The belt box only holds 75 rounds by default instead of 100, though it has a correct capacity in Warzone.]]&lt;br /&gt;
[[File:M60idle BOCW.jpg|thumb|none|600px|The M60 in the lobby of a fancy Miami Beach hotel.]]&lt;br /&gt;
[[File:M60ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:M60inspect BOCW.jpg|thumb|none|600px|Woods holds the M60 up in the inspect animation.]]&lt;br /&gt;
[[File:M60inspect2 BOCW.jpg|thumb|none|600px|Getting a good look at the ammo box, note the rounds in the belt appear to have struck primers.]]&lt;br /&gt;
[[File:M60inspect3 BOCW.jpg|thumb|none|600px|Checking out the charging handle and link ejection port.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-1-Pull.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-2-Push.jpg|thumb|none|600px|Pushing it back into position.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-3-ThrowCasings.jpg|thumb|none|600px|After the cover is opened, the remaining M13 belt link is swiped away. This is the only difference between an empty and partially-empty reload.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-4-BoxRemove.jpg|thumb|none|600px|Removing the ammo box.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-5-BoxNew.jpg|thumb|none|600px|Inserting a full ammo box into its hang slit.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-6-AlignBullets.jpg|thumb|none|600px|Aligning the belt.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-7-LidClose.jpg|thumb|none|600px|Closing the M60's cover lid. In reality, the original M60 (and not later versions depicted in previous games) requires the charging handle to be locked back in order to properly close the top-cover, as reloading with the handle forward would not allow the top-cover to be fully closed. Using fast mags produces a different reloading animation where the cover isn't flipped up, and the belt is instead pushed into the gun, which is then charged twice to put the round in place.]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
The [[RPD]] appears under its real name, with an incorrect disintegrating ammunition belt. The &amp;quot;Fast Mag&amp;quot; reload animation shows the RPD reload in a unique manner by having the new belt pulled through the closed top cover, whereas the default reload involves using the feed tray cover.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it is used by Soviet forces in 1981, at a time when it had already been phased out in favor of the [[PKM]] and the [[RPK-74]].&lt;br /&gt;
&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:RPDpreview BOCW.jpg|thumb|none|600px|The RPD in Gunsmith. It only holds 50 rounds (formerly 75) by default instead of 100 in its belt container.]]&lt;br /&gt;
[[File:RPDidle BOCW.jpg|thumb|none|600px|The RPD in use on a Nicaraguan cartel plantation.]]&lt;br /&gt;
[[File:RPDADS BOCW.jpg|thumb|none|600px|Looking through the iron sights.]]&lt;br /&gt;
[[File:RPDinspect BOCW.jpg|thumb|none|600px|Inspecting the RPD.]]&lt;br /&gt;
[[File:RPDinspect2 BOCW.jpg|thumb|none|600px|Turning the RPD over.]]&lt;br /&gt;
[[File:RPDreload BOCW.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:RPDreload2 BOCW.jpg|thumb|none|600px|Lifting the dust cover.]]&lt;br /&gt;
[[File:RPDreload3 BOCW.jpg|thumb|none|600px|Feeding the new ammo belt in.]]&lt;br /&gt;
[[File:BOCW-RPD-1.jpg|thumb|none|600px|Adler and Belikov brandish RPDs as they prepare to shoot their way out of KGB headquarters.]]&lt;br /&gt;
&lt;br /&gt;
==Stoner 63A==&lt;br /&gt;
The [[Stoner 63A]] is available in-game. Its in-game configuration primarily matches the Commando configuration, feeding from the right and featuring a bottom cocking handle. By default, it has a long barrel generally associated with the LMG configuration, though it can be modified with a Commando barrel via the “16&amp;quot; SOR Cut Down” attachment; this is a rather strange name, given that the Commando-length barrel was a factory option. A few Soviet heavies in the campaign are seen using these instead of the more faction-appropriate RPD.&lt;br /&gt;
&lt;br /&gt;
The gun can use a 100-round drum modeled after the real gun's left-feeding 100-round drum, mirrored to feed from the right instead of the left (and also featuring some cosmetic differences). The gun also has a fictional 125-round box option.&lt;br /&gt;
[[File:Stoner 63A Commando Right Feed.jpg|thumb|none|450px|Stoner 63A, Commando configuration (Mark 23 Mod 0) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Stoner 63 LMG.jpg|thumb|none|450px|Stoner 63, light machine gun configuration (XM207) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Stoner63preview BOCW.jpg|thumb|none|600px|The Stoner 63 in Gunsmith. Like the M60, it only holds 75 rounds by default instead of 100 in its belt box.]]&lt;br /&gt;
[[File:Stoner63idle BOCW.jpg|thumb|none|600px|The Stoner 63 in Nuketown.]]&lt;br /&gt;
[[File:Stoner63ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Stoner63inspect BOCW.jpg|thumb|none|600px|Initiating inspect animation.]]&lt;br /&gt;
[[File:Stoner63inspect2 BOCW.jpg|thumb|none|600px|Checking the right hand side.]]&lt;br /&gt;
[[File:Stoner63reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Stoner63reload2 BOCW.jpg|thumb|none|600px|Taking out the ammo box.]]&lt;br /&gt;
[[File:Stoner63reload3 BOCW.jpg|thumb|none|600px|Inserting a fresh ammo box.]]&lt;br /&gt;
[[File:Stoner63reload4 BOCW.jpg|thumb|none|600px|Taking the new belt of 5.56x45mm. Like the RPD and the M60, the Fast Mags reload animation shows the belt being pulled through the gun rather than put into the gun after flipping up the feed tray cover.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==FIM-43 Redeye==&lt;br /&gt;
The [[FIM-43 Redeye]] appears under the name &amp;quot;Cigma 2&amp;quot;. Despite being a dedicated MANPADS in reality, the weapon can still be fired even without a lock-on and against ground targets. It somehow appears in a secret Soviet training facility in &amp;quot;Redlight, Greenlight&amp;quot;, though it may be possible that Soviet forces somewhat stole a few Redeyes from the Afghan mujahideen during the Soviet–Afghan War or otherwise, it would likely be fired ones for research use. Cuban forces in &amp;quot;End of the Line&amp;quot; also somehow ended up with Redeye launchers, where the RPG-7 already featured in the game would be a better choice.&lt;br /&gt;
&lt;br /&gt;
[[File:FIM-43 Redeye display.jpg|thumb|none|450px|Dummy FIM-43 Redeye Block I/II with sling - 70mm]]&lt;br /&gt;
[[File:FIM43preview BOCW.jpg|thumb|none|600px|The Redeye in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
The &amp;quot;RAI K-84&amp;quot; wonder weapon in Zombies is fitted with an underbarrel &amp;quot;Vortex&amp;quot; grenade launcher, called the &amp;quot;GP-6K2&amp;quot; and taking the form of a [[GP-25]].&lt;br /&gt;
&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:BOCWGP6K2.jpg|thumb|none|600px|The Requiem Operator readies his Vortex launcher. Rather than relying on its own source of ammunition, the launcher instead takes ten shots from the magazine every time it is fired.]]&lt;br /&gt;
[[File:BOCWRAIKReload.jpg|thumb|none|600px|Wires between the launcher and the main body of the gun can be better seen while reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Hawk MM1 grenade launcher==&lt;br /&gt;
The [[Hawk MM1 grenade launcher]] appears as the &amp;quot;War Machine&amp;quot; scorestreak. Bell wields one that somehow manages to hold 36 rounds in one of the final missions of the campaign. It appropriately holds 12 in multiplayer and Zombies mode.&lt;br /&gt;
[[File:MM1.jpg|thumb|none|400px|Hawk MM1 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:HawkMM1scorestreakmenu BOCW.jpg|thumb|none|600px|The Hawk MM1 in the scorestreak selection menu.]]&lt;br /&gt;
[[File:BOCW MM-1 Beta.jpg|thumb|none|600px|The MM1 as seen in the beta. Lacking sights of any sort, the MM1's &amp;quot;aiming&amp;quot; animation consists of simply zooming in the user's view slightly.]]&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
The [[M79 grenade launcher]] is one of the launchers in the game. It appears in the missions &amp;quot;End of the Line&amp;quot; and the false Vietnam flashback mission &amp;quot;Desperate Measures,&amp;quot; as well as &amp;quot;Redlight, Greenlight&amp;quot; as part of an easter egg.&lt;br /&gt;
&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|400px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:M79preview BOCW.jpg|thumb|none|600px|The M79.]]&lt;br /&gt;
[[File:M79idle BOCW.jpg|thumb|none|600px|The M79 in Nuketown.]]&lt;br /&gt;
[[File:M79ADS BOCW.jpg|thumb|none|600px|Looking down the ladder sight.]]&lt;br /&gt;
[[File:M79inspect BOCW.jpg|thumb|none|600px|The inspect animation for the M79 is very simple, with the player character turning it over from left to right.]]&lt;br /&gt;
[[File:M79inspect2 BOCW.jpg|thumb|none|600px|The other side.]]&lt;br /&gt;
[[File:M79reload BOCW.jpg|thumb|none|600px|Ejecting the spent 40mm casing.]]&lt;br /&gt;
[[File:M79reload2 BOCW.jpg|thumb|none|600px|Reloading with another round.]]&lt;br /&gt;
[[File:M79reload3 BOCW.jpg|thumb|none|600px|Flipping the breech shut.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is one of the launchers in ''BOCW''.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RPG7preview BOCW.jpg|thumb|none|600px|The RPG-7 in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==F-1 Hand Grenade==&lt;br /&gt;
Several multiplayer character skins have unusable [[F-1 Hand Grenade]]s attached to the belt.&lt;br /&gt;
[[Image:deactivated f1.jpg|thumb|none|350px|F-1 High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[File:BOCW-ArtistF1Grenade.jpg|thumb|none|600px|The &amp;quot;[[Léon: The Professional|Artist]]&amp;quot; skin for the operator Portnova from season 2 in-game.]]&lt;br /&gt;
[[File:BOCW-F1Grenade1.jpg|thumb|none|600px|The &amp;quot;Violent Nature&amp;quot; skin in-game.]]&lt;br /&gt;
[[File:BOCW-F1Grenade2.jpg|thumb|none|600px|The &amp;quot;Meltdown&amp;quot; skin in-game.]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is carried by US soldiers in Vietnam in the campaign. M18s with inverted color scheme are also carried by Naga. On the 2021 released map &amp;quot;Apocalypse&amp;quot;, several M18s with purple smoke lying around the ruins.&lt;br /&gt;
[[File:M18yellow actual.jpg|thumb|none|150px|M18 smoke grenade, yellow]]&lt;br /&gt;
[[File:BOCW-M18-Smoke-1.jpg|thumb|none|600px|An M18 with an incorrect &amp;quot;WHITE&amp;quot; marking on a soldier.]]&lt;br /&gt;
[[File:BOCW-M18-Smoke-2.jpg|thumb|none|600px|An unusable unprimed M18 releasing endless, incorrectly-colored smoke.]]&lt;br /&gt;
[[File:AmericanSniperANM8.jpg|thumb|none|250px|Screen-used stunt AN/M8 smoke grenade (Marc Lee's; with a foam magazine) from ''[[American Sniper]]''. Image used to illustrate Naga's inverted color M18 grenades.]]&lt;br /&gt;
&lt;br /&gt;
==M26 hand grenade==&lt;br /&gt;
What appears to be an [[M26 hand grenade]] is carried by Woods in promotional media. The &amp;quot;Wrecking Ball&amp;quot; skin has an unusable M26 hanging from his belt.&lt;br /&gt;
[[File:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW-M26Grenade1.jpg|thumb|none|600px|The &amp;quot;Wrecking Ball&amp;quot; skin in-game.]]&lt;br /&gt;
&lt;br /&gt;
==M34 White Phosphorous grenade==&lt;br /&gt;
The [[M34 White Phosphorous grenade]] appears as the &amp;quot;Smoke Grenade&amp;quot;.&lt;br /&gt;
[[File:M34 2-1-.jpg|thumb|none|150px|M34 White Phosphorous grenade.]]&lt;br /&gt;
[[File:BOCW M34 WP.jpg|thumb|none|600px|The &amp;quot;Smoke Grenade&amp;quot; in the loadout.]]&lt;br /&gt;
&lt;br /&gt;
==M67 hand grenade==&lt;br /&gt;
The [[M67 hand grenade]] appears as the &amp;quot;Frag&amp;quot;. It is also depicted on the &amp;quot;Quartermaster&amp;quot; perk.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 fragmentation grenade.]]&lt;br /&gt;
[[File:BOCW M67.jpg|thumb|none|600px|A M67 frag grenade in the &amp;quot;Lethal&amp;quot; equipment section.]]&lt;br /&gt;
&lt;br /&gt;
==M83 smoke grenade==&lt;br /&gt;
An anachronistic M83 instead of the period-appropriate AN/M8 HC smoke grenades are carried by Sims and US troops in &amp;quot;Fracture Jaw&amp;quot;.&lt;br /&gt;
[[File:M87.JPG|thumb|none|200px|M83 TA smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
An [[M84 stun grenade]] is carried by Woods in the campaign and is seen in cinematics. The same fictionalized M84 from ''Modern Warfare'' is also carried by multiplayer operator Zeyna. It is anachronistic as it was used from 1995 in reality.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:BOCW M1911 trailer silencer.jpg|thumb|none|600px|M84 stun grenades seen in the arsenal of a Perseus team in the multiplayer reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 hand grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is seen in the key art for the game's beta.&lt;br /&gt;
[[file:MK2 grenade DoD.jpg|thumb|150px|none|Mk 2 hand grenade]]&lt;br /&gt;
[[File:COD CWBO Beta Key Art.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MK3A2 offensive hand grenade==&lt;br /&gt;
The [[MK3 offensive hand grenade|MK3A2]] concussion grenade appears as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
[[File:MK3A2.jpg|thumb|none|150px|MK3A2 offensive hand grenade]]&lt;br /&gt;
[[File:BOCW Mk3A2.jpg|thumb|none|600px|The MK3A2 as seen in the loadout section.]]&lt;br /&gt;
&lt;br /&gt;
==Rheinmetall MK13 Mod 0 BTV-EL flash grenade==&lt;br /&gt;
MK 13 flashbang grenades are carried by US troops in cutscenes and are seen on the default skins for multiplayer operators Adler and Song and Naga's &amp;quot;Warlord&amp;quot; skin. Most likely anachronistic.&lt;br /&gt;
[[File:MK13 Mod 0 BTV-EL.jpg|thumb|none|200px|Rheinmetall MK13 Mod 0 BTV-EL flash grenade]]&lt;br /&gt;
[[File:BOCW Adler M18.jpg|thumb|none|600px|Adler with an MK 13 flashbang on his belt.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgrante==&lt;br /&gt;
Seven unusable [[Model 24 Stielhandgranate]]s can be seen on the &amp;quot;Die Maschine&amp;quot; Zombies map, right behind the Kingtiger tank.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|350px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW-Stielhandgrante1.jpg|thumb|none|600px|Looking at &amp;quot;potato mashers&amp;quot;.]]&lt;br /&gt;
[[File:BOCW-Stielhandgrante2.jpg|thumb|none|600px|Closer view of three stick grenades, it appears that the model is reused from ''Black Ops III'' and ''Black Ops 4''.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5==&lt;br /&gt;
Unusable [[RGD-5]] grenades are visible on the harness of multiplayer operators Portnova and Garcia and on Naga's &amp;quot;Warlord&amp;quot; skin.&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|160px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW Garcia grenades.jpg|thumb|none|600px|Garcia's character model on the beta's main multiplayer screen.]]&lt;br /&gt;
&lt;br /&gt;
==RG-42==&lt;br /&gt;
Also seen hanging on Garcia's belt is an [[RG-42 hand grenade]].&lt;br /&gt;
[[File:RG-42 HG.jpg|thumb|none|160px|RG-42 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW Garcia grenades.jpg|thumb|none|600px|The RG-42 is just barely visible on Garcia's belt, by his left hip.]]&lt;br /&gt;
&lt;br /&gt;
==Simulator Hand Grenade M116A1==&lt;br /&gt;
The [[M116A1 training grenade|Simulator Hand Grenade M116A1]] appears as the &amp;quot;Flashbang&amp;quot;. In reality, this is a training grenade and not an actual combat device.&lt;br /&gt;
[[File:M116a1pullcord.jpg|thumb|none|300px|Simulator Hand Grenade M116A1 with pullcord fuse]]&lt;br /&gt;
[[File:M116A1Flashbang BOCW.jpg|thumb|none|600px|The M116A1 in the operator loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==TM-46 anti-tank mine==&lt;br /&gt;
A cosmetically modified [[TM-46 anti-tank mine]] appears as the &amp;quot;Proximity Mine&amp;quot; field upgrade.&lt;br /&gt;
[[File:Tm-46.jpg|thumb|none|450px|TM-46 anti-tank mine]]&lt;br /&gt;
[[File:BOCW Prox Mine.jpg|thumb|none|600px|The Proximity Mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Type 67 Stick Grenade==&lt;br /&gt;
Several unusable Chinese [[Type 67 stick grenade|Type 67 Grenades]] are seen on the Vietcong guerillas found in the campaign. In the multiplayer, an operator skin for Baker can be purchased with Season 2, which also has two Type 67 Stick Grenades attached to the belt.&lt;br /&gt;
[[File:Type67Grenade.jpg|thumb|none|350px|Type 67 High-Explosive Fragmentation stick grenade]]&lt;br /&gt;
[[File:BOCW-Type67grenade.jpg|thumb|none|600px|Bell looks at a dead Vietcong fighter.]]&lt;br /&gt;
[[File:BOCW-Type67grenade2.jpg|thumb|none|600px|The &amp;quot;Last One Standing&amp;quot; skin in-game.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==8.8 cm Flak 37==&lt;br /&gt;
Bell destroys several Flak 37s in &amp;quot;The Final Countdown&amp;quot;. It is inaccurately depicted as being mounted on Czechoslovakian type carriage and mount.&lt;br /&gt;
[[Image:FlaK37.jpg|thumb|none|400px|8.8 cm FlaK 37 (note the pointer dials, the rectangular boxes on the side of the gun cradle with two circles) - 88x571mm R]]&lt;br /&gt;
[[File:BOCW-Flak1.jpg|thumb|none|600px|In a truly Bond villain fashion, &amp;quot;Perseus&amp;quot; have mated the poor Flak 37 to a [http://www.frajasw.cz/gallery/lizard/pldvk_vz_53/pldvk_vz_53.html Czechoslovakian towed 30-mm anti-aircraft installation ZK.453].]]&lt;br /&gt;
[[File:BOCW-Flak2.jpg|thumb|none|600px|As evident from this image, the combination of a much larger Flak 37 with the ZK.453 carriage is dubious to work in reality as the latter is obviously designed for a smaller weapon. As for why would a rogue Soviet element use a WWII German flak, that's probably due to asset recycling from a previous game.]]&lt;br /&gt;
&lt;br /&gt;
==30mm ZK.453==&lt;br /&gt;
In &amp;quot;Red Light, Green Light&amp;quot;, some 30mm ZK.453 anti-aircraft guns can be seen.&lt;br /&gt;
[[File:BOCW-AAZK1.jpg|thumb|none|600px|The ZK.453 which unlike the aforementioned mutant flak, actually fits the carriage it was meant for.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
Five bent [[Browning M2 Aircraft]] Machine Guns in fixed and flexible mount are seen on a crashed Boeing B17 &amp;quot;Flying Fortress&amp;quot; on the Zombies map &amp;quot;Die Maschine&amp;quot;. This bomber is first seen during the &amp;quot;Nacht der Untoten&amp;quot; cutscene from ''[[Call of Duty: World at War|World at War]]''.&lt;br /&gt;
[[File:M2aircraft.jpg|thumb|none|450px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, flexible - .50 BMG]]&lt;br /&gt;
[[File:BOCW-BM2Air.jpg|thumb|none|600px|Looking at the top turret with two mounted Brownings.]]&lt;br /&gt;
[[File:BOCW-BM2Air1.jpg|thumb|none|600px|The barrel of a waist gunner position.]]&lt;br /&gt;
[[File:BOCW-BM2Air2.jpg|thumb|none|600px|A rear view of the same MG inside the bomber shows the spade grips of the flexible Browning variant. The last two MGs of the tail gunner position can be seen outside the map.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
[[Browning M2HB]]s are mounted on M1 Abrams tanks.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:M242 25mm gun.jpg|thumb|none|450px|M242 Bushmaster chaingun - 25mm]]&lt;br /&gt;
[[File:BOCW-M2HB1.jpg|thumb|none|600px|It appears that the M2HB has also been fictionalized somewhat, because &amp;quot;legal reasons&amp;quot;. Among these fictionalizations are reinforcing ribs added at the front of the receiver, an extension to the receiver that separates the receiver and the barrel shroud and also mounts the front sight, the barrel shroud only having 3 vent holes instead of 4 (none of which are actually modeled, but textured onto the gun) and also being bottlenecked similar to an [[M242 Bushmaster chaingun]], and lightening cuts added to the top cover. The Abrams tank it is mounted to is the M1A1 variant, easily identified by the different profile of the bore evacuator on the M256 120mm cannon and the lack of the M1A2's thermal viewer for the commander; the M1A1 Abrams is anachronistic to this level, set in 1983, as the M1A1 was only accepted into service some time between 1985 and 1986.]]&lt;br /&gt;
[[File:BOCW-M2HB2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==DShKM Heavy Machine Gun==&lt;br /&gt;
A [[DShK Heavy Machine Gun|DShKM Heavy Machine Gun]] appears to be mounted gunboats, tanks and bunkers in multiplayer and also on the ''Slava''-class, and inappropriately, the ''Ticonderoga''-class cruisers on the map Armada. It can be used in the campaign mission &amp;quot;Redlight, Greenlight&amp;quot;, mounted on a (anachronistic) BTR-80 APC.&lt;br /&gt;
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
==General Electric M61 Vulcan==&lt;br /&gt;
F-14A Tomcats, armed with [[M61 Vulcan]] cannons, are seen taking off from a ''Nimitz''-class carrier in the reveal trailer. The carrier also sports Vulcan cannons in CIWS installations.&lt;br /&gt;
[[File:M61vulcan.jpg|thumb|none|450px|GE M61 Vulcan Cannon - 20x102mm]]&lt;br /&gt;
[[File:Phalanx.jpg|thumb|none|400px|Phalanx Block 1 CIWS - 20x102mm]]&lt;br /&gt;
[[File:BOCW Nimitz Carrier.jpg|thumb|none|600px|A Tomcat launching into the danger zone from the supercarrier, with CIWS visible on both sides of the bow.]]&lt;br /&gt;
&lt;br /&gt;
==M40 Recoilless Rifle==&lt;br /&gt;
The [[M40 Recoilless Rifle]] is seen on jeeps inside Camp Haskins.&lt;br /&gt;
[[File:M40 Type 73 jeep mount.jpg|thumb|none|400px|M40 Recoilless Rifle (Licensed in Japan as the Type 60) mounted on Type 73 Kyu jeep - 106mm Rocket]]&lt;br /&gt;
[[File:BOCW-M40Recoilless.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The Panzerkampfwagen VI Ausf. B Tiger II &amp;quot;Königstiger&amp;quot; heavy tank on the &amp;quot;Die Maschine&amp;quot; Zombies map has a hull-mounted [[MG34]].&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BOCW-MG34Panzerlauf.jpg|thumb|none|600px|The hull-mounted MG34. It appears that the weapon plus the entire tank model are reused from ''Black Ops III''.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
An [[MG42]] with a drum magazine appears only as an emplaced weapon in the Vietnam War flashback mission &amp;quot;Fracture Jaw&amp;quot;. It is confirmed that the MG34 was used in Vietnam as military aid from the Soviet Union which had captured stockpiles from WWII thus the appearance of the MG42 in this context is also plausible.&lt;br /&gt;
[[File:mg42drummag.jpg|thumb|none|450px|MG42 with drum magazine - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BOCW-MG42-1.jpg|thumb|none|600px|An MG42 in Vietnam. It appears that the model is lifted from ''Black Ops III''.]]&lt;br /&gt;
[[File:BOCW-MG42-2.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
&lt;br /&gt;
==Yakushev-Borzov Yak-B==&lt;br /&gt;
A [[Yakushev-Borzov Yak-B]] is mounted on in-game Hind-D attack helicopters.&lt;br /&gt;
[[File:Mil Mi-24D Yak-B closeup.jpg|thumb|none|400px|Closeup of Yakushev-Borzov Yak-B mounted on Mi-24 Hind-D - 12.7x108mm]]&lt;br /&gt;
[[File:YakB Hind BOCW.jpg|thumb|none|600px|The chin-mounted Yak-B as seen in the vehicle customization menu in Cold War.]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-23==&lt;br /&gt;
The &amp;quot;VTOL Escort&amp;quot; (Modeled after the Yak-38) has two [[Gryazev-Shipunov GSh-23]] autocannons mounted in underwing UPK-23 gunpods. While the pod itself is correctly modeled, it is incorrectly depicted as a flexible aiming system (independent from the Yak's nose direction) due to gameplay reasons and controls. It is also seen mounted with an NPPU-23 helicopter turret inaccurately onto a Mi-8 helicopter piloted by Kravchenko in &amp;quot;Mauer Der Toten&amp;quot;.&lt;br /&gt;
[[File:GSh-23-2.jpg|thumb|none|400px|Grayzev-Shipunov GSh-23 with ammo belt - 23x115mm]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-2==&lt;br /&gt;
[[Gryazev-Shipunov GSh-30-2]] cannons are used by the Sukhoi Su-25 &amp;quot;Frogfoot&amp;quot; jets against ground targets when conducting the &amp;quot;Strafe Run&amp;quot; scorestreak.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==150 lb Crossbow==&lt;br /&gt;
A 150 lb crossbow similar to those by Velocity Archery and Wizard Archery appears as the &amp;quot;R1 Shadowhunter&amp;quot;. Those designs are most likely anachronistic.&lt;br /&gt;
[[File:R1crossbowpreview BOCW.jpg|thumb|none|600px|The &amp;quot;R1 Shadowhunter&amp;quot; in the gunsmith preview menu.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower (modified)==&lt;br /&gt;
A modified [[M2 Flamethrower]] was added as a scorestreak with Season 5. It consists of the gun group with added custom smaller fuel tanks, modified muzzle and a stock. Its icon shows it consisting of a normal M2 wand paired with M9 fuel tanks.&lt;br /&gt;
[[File:M9 with M2 wand.jpg|thumb|none|450px|M9 Flamethrower with M2 wand]]&lt;br /&gt;
&lt;br /&gt;
==Recurve Bow==&lt;br /&gt;
A recurve bow which appears to be based on [[Rambo]]'s bows appears in the campaign and as a scorestreak in multiplayer. It is inaccurately depicted as being usable underwater which doesn't hinder in any way the arrow's movement nor the flame of the fire arrows.&lt;br /&gt;
&lt;br /&gt;
==Beretta 92F==&lt;br /&gt;
A [[Beretta 92F]] is seen on a movie poster in the map &amp;quot;Amerika&amp;quot;.&lt;br /&gt;
[[File:Beretta92F EarlyModel.jpg|thumb|none|300px|Beretta 92F - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Beretta92Fmovieposter BOCW.jpg|thumb|none|600px|The movie &amp;quot;Hot 'Nuff&amp;quot; with the Beretta 92F.]]&lt;br /&gt;
&lt;br /&gt;
==China Lake Grenade Launcher==&lt;br /&gt;
The [[M79 grenade launcher|M79]]'s master calling card shows a [[China Lake Launcher]] instead of a proper M79.&lt;br /&gt;
[[File:China Lake.jpg|thumb|none|450px|China Lake Launcher - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
Two [[Colt SAA]] revolvers are seen in the &amp;quot;Dead Still&amp;quot; calling card.&lt;br /&gt;
[[File:ColtSAALongBarrel.jpg|thumb|none|300px|Colt Single Action Army with 7.5&amp;quot; barrel known as the &amp;quot;Cavalry&amp;quot; model - .45 Long Colt]]&lt;br /&gt;
[[File:BOCW-SAACard.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
[[Enfield L85A2]] rifles are seen in the &amp;quot;Hardcore Kill Collector&amp;quot; calling card.&lt;br /&gt;
[[File:L85A2Iron.jpg|thumb|none|450px|L85A2 with iron sights - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BOCW CC L85.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Sci-Fi Rifle==&lt;br /&gt;
A fictional sci-fi rifle inspired by the [[M41A Pulse Rifle]] from the ''Alien'' franchise is featured in posters for the fictional movie &amp;quot;Two Days On The Moon&amp;quot; in the map Express.&lt;br /&gt;
[[File:M41a02.jpg|thumb|none|450px|Opposite side view of an M41A Pulse Rifle from ''Aliens''.]]&lt;br /&gt;
[[File:BOCW alien rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Sniper Rifle==&lt;br /&gt;
A fictional sniper rifle seemingly based on the &amp;quot;Sniper Rifle&amp;quot; from ''[[Fallout 3]]'' appears in the &amp;quot;Saving PhD Ryan&amp;quot; campaign calling card.&lt;br /&gt;
[[File:FNV_Sniper_Rifle.jpg|thumb|none|450px|The &amp;quot;Sniper Rifle&amp;quot; from ''Fallout 3''.]]&lt;br /&gt;
[[File:BOCW CC F3SR.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Handflammpatrone DM34==&lt;br /&gt;
Handflammpatrone DM34 single-shot incendiary pistols are used in two executions - Woods' &amp;quot;Spare A Light&amp;quot; and Kitsune's &amp;quot;Tortured&amp;quot;.&lt;br /&gt;
[[File:Handflammpatrone.jpg|thumb|none|350px|Handflammpatrone DM34]]&lt;br /&gt;
&lt;br /&gt;
==IWI Galil ACE 21==&lt;br /&gt;
A soldier wields two [[Galil ACE 21]]s in the &amp;quot;Armed To The Teeth&amp;quot; calling card.&lt;br /&gt;
[[File:Galil ACE 21.jpg|thumb|none|450px|IWI Galil ACE 21 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
What appears to be [[M1 Garand]]s are seen on the &amp;quot;Down Range&amp;quot; bundle picture.&lt;br /&gt;
[[File:M1 Garand.jpg|thumb|none|450px|M1 Garand - .30-06.]]&lt;br /&gt;
[[File:BOCW-DownRange.jpg|thumb|none|600px|The last WWII-style American soldier on the right carries the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==M114 155 mm howitzer==&lt;br /&gt;
M114 155 mm howitzers are seen in firebase Ripcord in the mission &amp;quot;Fracture Jaw&amp;quot;. The &amp;quot;Artillery&amp;quot; scorestreak also consists of a barrage from M114 155 mm howitzers.&lt;br /&gt;
[[File:M114 155m howitzer.jpg|thumb|none|450px|M114 Howitzer - 155mm]]&lt;br /&gt;
[[File:M114Scorestreak BOCW.jpg|thumb|none|600px|The selection menu artwork for the &amp;quot;Artillery&amp;quot; scorestreak shows an M114 battery. This reflects their usage in the context of the Vietnam War through the game's Southeast Asian multiplayer maps are set in the 80s.]]&lt;br /&gt;
[[File:BOCW-M114Howitzer.jpg|thumb|none|600px|The barrels of the howitzers can be seen in the distance.]]&lt;br /&gt;
&lt;br /&gt;
==M20 &amp;quot;Super Bazooka&amp;quot;==&lt;br /&gt;
An [[M20 &amp;quot;Super Bazooka&amp;quot;]] is seen in Vietnam War archival footage in the intro of &amp;quot;Fracture Jaw&amp;quot;.&lt;br /&gt;
[[File:M20 Super Bazooka.jpg|thumb|none|450px|M20 &amp;quot;Super Bazooka&amp;quot; - 3.5&amp;quot; rocket]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Marshal 16&amp;quot;==&lt;br /&gt;
The fictional [[Talk:Call of Duty: Black Ops III#&amp;quot;Marshal 16&amp;quot;|&amp;quot;Marshal 16&amp;quot;]] from ''Black Ops III'' appears as the &amp;quot;Classic Marshal&amp;quot; charm.&lt;br /&gt;
[[File:Marshal16 BO3.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Matchlock Musket==&lt;br /&gt;
A Spanish conquistador firing a [[Matchlock Musket]] is seen in the &amp;quot;Iron Sight Assassin&amp;quot; calling card that could be earned during season 2 at level 180.&lt;br /&gt;
[[file:MatchlockMusket.jpg|thumb|none|450px|European Matchlock musket.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M91/30==&lt;br /&gt;
A scoped [[Mosin-Nagant M91/30]] is seen in the &amp;quot;Power Killer&amp;quot; calling card. A Mosin is also depicted on a huge banner showing the Tiergarten Soviet War Memorial statue in he map Moscow.&lt;br /&gt;
[[file:M9130-Sniper-PE.jpg|thumb|none|450px|Mosin Nagant M1891/30 Sniper Rifle with PE scope - 7.62x54mm R]]&lt;br /&gt;
[[File:BOCW-MosinCard.jpg|thumb|none|600px|The rifle is equipped with a PEM sniper scope instead of the better-known PU scope.]]&lt;br /&gt;
&lt;br /&gt;
==Tippman 98 Custom==&lt;br /&gt;
In Season 4 Reloaded, the map &amp;quot;Rush&amp;quot; from ''Black Ops II'' was added. As with the original map, [[Air Guns#Tippmann 98 Custom|Tippmann 98 Customs]] appear in a store display of paintball guns, despite being anachronistic for the new setting of the 1980s (as opposed to ''BO2'''s 2025 setting).&lt;br /&gt;
[[Image:Tippmann 98 Custom.jpg|thumb|none|400px|Tippmann 98 Custom Paintball Marker - .62 caliber]]&lt;br /&gt;
&lt;br /&gt;
==Tippmann X7 G36==&lt;br /&gt;
In Season 4 Reloaded, the map &amp;quot;Rush&amp;quot; from ''Black Ops II'' was added. As with the original map, Tippmann X7 G36s appear in a store display of paintball guns, despite being anachronistic for the new setting of the 1980s (as opposed to ''BO2'''s 2025 setting).&lt;br /&gt;
[[File:Tippmann X7 G36.jpg|thumb|450px|none|A Tippmann X7 G36 paintball gun.]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified Repeating Rifle==&lt;br /&gt;
A scoped repeating rifle (possibly a [[Marlin Firearms|Marlin]]) is seen briefly in archival footage during the intro of &amp;quot;Brick in the Wall&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Valmet M76F==&lt;br /&gt;
A [[Valmet M76F]] is seen in the City Ripper bundle picture.&lt;br /&gt;
[[File:ValmetM76F.jpg|thumb|none|450px|Valmet M76F with side folding tubular stock - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK==&lt;br /&gt;
A suppressed [[Walther PPK]] is seen held by Adler in the &amp;quot;Action Packed&amp;quot; calling card.&lt;br /&gt;
[[File:WaltherPPkSilenced.jpg|thumb|none|350px|Walther PPK with a sound suppressor - .380 ACP (Brown factory grips).]]&lt;br /&gt;
[[File:BOCW-PPK1Card.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873==&lt;br /&gt;
What appears to be a [[Winchester Model 1873]] is seen in the &amp;quot;One Shot Kill&amp;quot; calling card.&lt;br /&gt;
[[File:Winchester1873.jpg‎|thumb|none|450px|Winchester Model 1873 carbine - 1st generation rifle - 44-40 Winchester]]&lt;br /&gt;
[[File:BOCW CC repeater.jpg‎|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified Selfloading Rifle==&lt;br /&gt;
An unknown self loading rifle of Soviet type is seen on a soldier statue in the multiplayer map Moscow. The statue is based on the Tiergarten Soviet War Memorial in Berlin which actually depicts a Mosin. Curiously, a proper depiction of the soldier complete with the Mosin can be seen on a huge banner in the same map.&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
Three unusable [[Glock 18C]] pistols can be seen hanging on a wall on the multiplayer map &amp;quot;Checkmate&amp;quot;. Their appearance is anachronistic as the map takes place in January 1985, while the Glock 18 was produced in 1986 - the 3rd Generation variants were introduced after 1998. A Glock pistol is also seen in the &amp;quot;Grizzled Veteran Master&amp;quot; calling card.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|300px|Glock 18C (3rd Generation) - 9x19mm. This model has compensator cuts on the slide and barrel to reduce muzzle climb while firing.]]&lt;br /&gt;
[[File:BOCW-Glock.jpg|thumb|none|600px|The pistol in a highly unlikely place to be found, an East German training facility. Despite having the 18C's compensator cuts, the slide markings label it as a standard Glock 18.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Two [[Makarov PM]]s appear on Helen Park's &amp;quot;Scorched&amp;quot;, &amp;quot;Bad Blood&amp;quot;, &amp;quot;Hellion&amp;quot;, and &amp;quot;Commando&amp;quot; outfits, as well as on Samantha Maxis' &amp;quot;Dark Aether&amp;quot; outfit and Portnova's &amp;quot;Handler&amp;quot; outfit. Aleksandra Valentina also carries a holstered one in the Zombies mode cutscenes.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|300px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:BOCW Park Makarovs.jpg|thumb|none|600px|The grips of both Makarovs can be seen in weird waist holsters on her vest.]]&lt;br /&gt;
&lt;br /&gt;
==Sedgley Fist Gun==&lt;br /&gt;
Scattered throughout the CIA Safehouse used as the in-game mission hub are various unusable [[Sedgley Fist Gun|Sedgley Fist Guns]].&lt;br /&gt;
[[File:OPG Glove device.jpg|thumb|none|325px|Sedgley Fist Gun - .38]]&lt;br /&gt;
[[File:SedgleyFistGun BOCW.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:SedgleyFistGun2 BOCW.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Strife&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;Strife&amp;quot; pistol from ''[[Call of Duty: Black Ops 4|Black Ops 4]]'' can be seen on a table in the side mission &amp;quot;Operation Red Circus&amp;quot;. Unusable and completely anachronistic to the game's setting, the gun was likely originally used as a placeholder during the mapping process that went overlooked and wasn't removed.&lt;br /&gt;
[[File:S&amp;amp;WSigma9F.jpg|thumb|none|300px|Smith &amp;amp; Wesson Sigma SW9F - 9x19mm Parabellum]]&lt;br /&gt;
[[File:S&amp;amp;W SD40.jpg‎|thumb|none|300px|Smith &amp;amp; Wesson Sigma SD40 - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:S&amp;amp;W M&amp;amp;P 2.0.jpg|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P 2.0 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BOCWStrife.jpg|thumb|none|600px|Mason takes the time out of chasing a known enemy of the state to admire a time-traveling literal space pistol. While one could chalk it up to THE NUMBERS making him hallucinate guns that wouldn't exist for at least five (and at most seven) decades more, its appearance in the multiplayer map based off of this mission (Crossroads, taking place in 1983) marks it as a placeholder that never got removed.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33==&lt;br /&gt;
The [[Tokarev TT-33]] is used by some Red Army soldiers in the intro cutscene of the Zombies map Die Maschine.&lt;br /&gt;
[[File:TT-33-Wartime.jpg|thumb|none|300px|Tokarev TT-33 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:BOCWMaschine-TT1.jpg|thumb|none|600px|One soldier points his Tokarev at a suspicious German.]]&lt;br /&gt;
[[File:BOCWMaschine-TT2.jpg|thumb|none|600px|The cameraman defends himself with a TT-33.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
Unusable [[AKM]] rifles can be seen next to the Glock 18 pistols in the multiplayer map &amp;quot;Checkmate&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
The [[SVT-40]] is used by some Red Army soldiers in the intro cinematic of the Zombies map Die Maschine.&lt;br /&gt;
[[File:SVT-40.jpg|thumb|none|450px|Tokarev SVT-40 - 7.62x54mmR]]&lt;br /&gt;
[[File:BOCWMaschine-PPShSVT.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BOCWMaschine-SVT.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1552894</id>
		<title>Talk:Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1552894"/>
		<updated>2023-02-04T05:31:13Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: /* Slimeline Pro is possibly a SM26013 */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Miscellaneous=&lt;br /&gt;
==CBU-97 Sensor Fuzed Weapon==&lt;br /&gt;
The CBU-97 Sensor Fuzed Weapon is delivered by the B-2 Spirit as part of the &amp;quot;Stealth Bomber&amp;quot; killstreak.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Snapshot Grenade&amp;quot;==&lt;br /&gt;
The fictional self flying disco ball inspired &amp;quot;Snapshot Grenade&amp;quot; returns from ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Drill Charge&amp;quot;==&lt;br /&gt;
The &amp;quot;Drill Charge&amp;quot; is a fictional device loosely resembling the Hafthohlladung magnet mine.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Combat Knife&amp;quot;==&lt;br /&gt;
The &amp;quot;Combat Knife&amp;quot; seems to be based on SOG knives, particularly SOG Pillar.&lt;br /&gt;
&lt;br /&gt;
==Container-Launched Missile System==&lt;br /&gt;
A fictional American container-launched ballistic missile system serves as the central catalyst for the campaign storyline. The appearance of the missile itself resembles a US Tomahawk or Russian Kalibr. In the opening mission, it is utilized by Shadow Company PMCs to eliminate the fictional Iranian general Ghorbrani; the real life event that inspired this scene, the assassination of Qasem Soleimani, was instead executed via an MQ-9 Reaper drone.&lt;br /&gt;
&lt;br /&gt;
The missile system is a container-launched missile system, able to be transported and launched from a standard shipping container. In real life, such container-launched missile systems have been (as of 2022) developed and/or produced by Russia (in the Club-K), China (in the YJ-18C), and Israel (in the LORA) since 2010, and there are no known American container-launched missile systems. The in-game missile system appears to be primarily based on the Club-K in its structural configuration, though the in-game system features only one launch tube instead of four.&lt;br /&gt;
&lt;br /&gt;
==MK-12A==&lt;br /&gt;
The same ''[[True_Lies#MK-12A|True Lies]]'' inspired MK-12A nuclear warhead returns from ''Modern Warfare''. It is seen in the &amp;quot;Low Profile&amp;quot; spec ops mission.&lt;br /&gt;
&lt;br /&gt;
==MIM-23 Hawk==&lt;br /&gt;
The MIM-23 Hawk surface-to-air missile system is featured in the &amp;quot;Denied Area&amp;quot; spec ops mission. It is misattributed as &amp;quot;Russian-made&amp;quot; when in reality it is of US origin.&lt;br /&gt;
&lt;br /&gt;
==Storm Shadow/AGM-154 JSOW hybrid==&lt;br /&gt;
The same SCALP-EG/AGM-154 JSOW hybrid cruise missile from ''Modern Warfare'' returns along with all its fictionalizations as the Cruise Missile killstreak.&lt;br /&gt;
&lt;br /&gt;
=Attachments=&lt;br /&gt;
==Optics==&lt;br /&gt;
===Aimpoint CompM2===&lt;br /&gt;
A stylized Aimpoint CompM2 is featured as the &amp;quot;SZ Sro-7&amp;quot; (&amp;quot;SZ Reflex&amp;quot; in the beta).&lt;br /&gt;
&lt;br /&gt;
===Aimpoint Micro T-1===&lt;br /&gt;
The Aimpoint Micro T-1 based &amp;quot;Aim-Op&amp;quot; from ''Modern Warfare'' was added with Season 1 as the &amp;quot;Aim Op-V4&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Colt Scope===&lt;br /&gt;
The &amp;quot;Forge-Tac Delta 4&amp;quot; is based on the Colt Scope. &lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corvus Downrange-00&amp;quot;===&lt;br /&gt;
A slightly altered DI OPtical EG1.&lt;br /&gt;
&lt;br /&gt;
===Hensoldt ZF 6×42 PSG1===&lt;br /&gt;
The &amp;quot;Lachmann Impact 9&amp;quot; is based on the ZF 6×42 PSG1, the PSG1's proprietary scope; its stylization also makes it resemble the very similar ZF 6×42 BL scope from the SG 550. The ZF 6×42 PSG1 is fittingly unlocked by using the PSG1's sister rifle, the SR9 (&amp;quot;LM-S&amp;quot;), and as that rifle lacks the PSG1's built-in scope mounts it instead attaches using a G3 claw mount. Interestingly, while its reticle is incorrect for the real ZF 6×42 PSG1 (that being a completely basic, simple crosshair), its in-game reticle is a very close match to a reticle from a ''different'' Hensoldt scope that comes up prominently when performing an internet image search for &amp;quot;ZF 6×42 PSG1&amp;quot;, which while incorrect, does speak to developer intent.&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer ROMEO 3 MAX===&lt;br /&gt;
The SIG-Sauer ROMEO 3 MAX based &amp;quot;Cronen LP945 Mini Reflex&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Cronen Mini Red Dot&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Lonewolf Optic&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ Lonewolf Optic&amp;quot; is the EOtech style holographic sight stand in for MWII.&lt;br /&gt;
&lt;br /&gt;
===Leupold LCO===&lt;br /&gt;
A slightly altered Leupold LCO red dot sight was added with Season 1 as the &amp;quot;SZ Battle Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Schlager 4X&amp;quot;===&lt;br /&gt;
The &amp;quot;Schlager 4X&amp;quot; is based on the Hensoldt ZO 4x30i scope.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Thermo-Optic X9&amp;quot;===&lt;br /&gt;
The &amp;quot;Thermo-Optic X9&amp;quot; appears to be a stylized Steiner Optics CQT with some kind of magnifier.&lt;br /&gt;
&lt;br /&gt;
===Leupold HAMR===&lt;br /&gt;
The Leupold HAMR based &amp;quot;Integral Hybrid&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Hybrid Firepoint&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===ELCAN SpectreDR===&lt;br /&gt;
Appears as the &amp;quot;Cronen Zero-P Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Vortex Venom Red Dot===&lt;br /&gt;
The Vortex Venom Red Dot based &amp;quot;Solozero Optics Mini Reflex&amp;quot; from ''Modern Warfare'' returns as &amp;quot;SZ Mini&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Cronen Mini Pro&amp;quot;===&lt;br /&gt;
The &amp;quot;Cronen Mini Pro&amp;quot; is a reincarnation of the same Docter based red dot from the original ''Modern Warfare 2''.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Sigma-IV Optic&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ Sigma-IV Optic&amp;quot; seems to be loosely inspired by the Trijicon RMR.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Recharge-DX&amp;quot;===&lt;br /&gt;
A slightly altered Trijicon SRS.&lt;br /&gt;
&lt;br /&gt;
===HoloSun HS510C===&lt;br /&gt;
The HoloSun HS510C based &amp;quot;Operator Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;XRK On-Point Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Kobra Red Dot===&lt;br /&gt;
The Kobra Red Dot based &amp;quot;Viper Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;DF105 Reflex Sight&amp;quot;. Its description correctly states that it is of Russian make.&lt;br /&gt;
&lt;br /&gt;
===Aimpoint ACRO P-1===&lt;br /&gt;
A stylized Aimpoint ACRO P-1 is featured as the &amp;quot;SZ Minitac-40&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===OKP-7===&lt;br /&gt;
The OKP-7 based &amp;quot;Monocle Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Monocle CT90&amp;quot;. Its description correctly states that it is of Russian origin.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corio RE-X Pro&amp;quot;===&lt;br /&gt;
The &amp;quot;Corio RE-X Pro&amp;quot; resembles Meprolight M21 with control buttons from HoloSun HS510C.&lt;br /&gt;
&lt;br /&gt;
===BelOMO PK-AS-W===&lt;br /&gt;
The BelOMO PK-AS-W based &amp;quot;APX5 Holographic Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Kazan-Holo&amp;quot;. Its description states that it is of Russian origin rather than Belarussian.&lt;br /&gt;
&lt;br /&gt;
===1P29 Scope===&lt;br /&gt;
The 1P29 Scope based &amp;quot;VLK 3.0x Optic&amp;quot; from ''Modern Warfare'' returns as &amp;quot;VLK 4.0 Optic&amp;quot;. Its description correctly states that it is of Russian origin and has 4x magnification.&lt;br /&gt;
&lt;br /&gt;
===Trijicon ACOG===&lt;br /&gt;
A stylized Trijicon ACOG is featured as the &amp;quot;SZ Bullseye Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Zeiss Z-Point===&lt;br /&gt;
A stylized Zeiss Z-Point/Hensoldt RSA red dot is featured as the &amp;quot;Corvus SOL-76&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Muzzle devices==&lt;br /&gt;
===Dead Air Odessa-9===&lt;br /&gt;
The &amp;quot;Forge DX90-F&amp;quot; is a slightly visually altered Dead Air Silencers Odessa-9.&lt;br /&gt;
&lt;br /&gt;
===OSS HELIX HX 762 Suppressor===&lt;br /&gt;
The &amp;quot;Forge-Tac Dreadnaught Suppressor&amp;quot; appears to be an OSS HELIX HX 762 Suppressor.&lt;br /&gt;
&lt;br /&gt;
===Rugged Suppressors Obsidian===&lt;br /&gt;
The &amp;quot;CN30 Suppressor&amp;quot; is a Rugged Suppressors Obsidian pistol silencer.&lt;br /&gt;
&lt;br /&gt;
===SOCOM556 MINI2 Suppressor===&lt;br /&gt;
The &amp;quot;Echoline GS-X Suppressor&amp;quot; is a stylized Surefire SOCOM556 MINI2 Suppressor.&lt;br /&gt;
&lt;br /&gt;
===Silencerco Osprey 45===&lt;br /&gt;
The &amp;quot;FT Steelfire&amp;quot; is based on the Silencerco Osprey.&lt;br /&gt;
&lt;br /&gt;
===Surefire Warden===&lt;br /&gt;
Appears as the &amp;quot;Corvus Slash Gen. 2&amp;quot; flash hider.&lt;br /&gt;
&lt;br /&gt;
===Surefire Warcomp===&lt;br /&gt;
The &amp;quot;TZL-90 V3&amp;quot; is a Surefire Warcomp three prong flash hider.&lt;br /&gt;
&lt;br /&gt;
==Grips==&lt;br /&gt;
===&amp;quot;D15 Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;D15 Grip&amp;quot; is loosely based on Stark Equipment grips.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Sakin ZX Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Sakin ZX Grip&amp;quot; appears to be a combination of Hera Arms and Magpul grips.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Phantom Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Phantom Grip&amp;quot; is a stylized Valkyrie Dynamics AR Cobra Skeleton Grip.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Support CP90 Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Support CP90 Grip&amp;quot; is a stylized Ergo Tactical Deluxe Grip with Palm Shelf.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ivanov ST-70 Grip&amp;quot;===&lt;br /&gt;
Loosely based on the ZenitCo RK-3 AK pistol grip.&lt;br /&gt;
&lt;br /&gt;
==Magazines &amp;amp; Ammunition==&lt;br /&gt;
===MG15 Saddle Drum (modified)===&lt;br /&gt;
A [https://www.1919a4.com/threads/m-14-50-rd-drum.62713/ modified MG15 Saddle Drum] is available for the G3 as the &amp;quot;50-Round Drum&amp;quot;. Such modifications exist in reality, but it is incorrectly depicted as a 50rd single drum while the real ones consist of both 75rd drums. [http://www.rdts.com/HK_Upgrades.html Additional info].&lt;br /&gt;
===Surefire MAG5-60===&lt;br /&gt;
The 60 round magazines for the M4 and SCAR-L are based on the Surefire MAG5-60.&lt;br /&gt;
===Magpul PMAG-40===&lt;br /&gt;
The 40 round magazine for the SCAR-L is a stylized PMAG-40.&lt;br /&gt;
===45 round STANAG===&lt;br /&gt;
The 45 round magazine for the M4 and M16 (and the 15 rounder for the FTac Recon) is based on many generic 40-round metal magazines made by different companies. 45-rounders in this format exist, but they are longer and more curved than the one in game.&lt;br /&gt;
===G2 Research R.I.P. 9mm===&lt;br /&gt;
G2 Research Radically Invasive Projectile 9mm ammunition is available for submachine guns and pistols as the &amp;quot;9mm Frangible&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Lasers==&lt;br /&gt;
===&amp;quot;Corvus PEQ Beam-5&amp;quot;===&lt;br /&gt;
The &amp;quot;Corvus PEQ Beam-5&amp;quot; appears to be a stylized Wilcox Raid X.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FSS Ole-V Laser&amp;quot;===&lt;br /&gt;
The &amp;quot;FSS Ole-V Laser&amp;quot; appears to be a stylized AN/PEQ-5 CVL Carbine Visible Laser.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corio Laz-44 V3&amp;quot;===&lt;br /&gt;
The &amp;quot;Corio Laz-44 V3&amp;quot; appears to be a stylized B.E.Meyers MAWL.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ 1MW PEQ&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ 1MW PEQ&amp;quot; appears to be a stylized AN/PEQ-15.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;STOVL DR Laser Box&amp;quot;===&lt;br /&gt;
The &amp;quot;STOVL DR Laser Box&amp;quot; appears to be a stylized ZenitCo Perst-3.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DXS Flash 90&amp;quot;===&lt;br /&gt;
The &amp;quot;DXS Flash 90&amp;quot; appears to combine a Tactical Modlite ModButton combined with some kind of Surefire-like flashlight.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Schlager PEQ Box IV&amp;quot;===&lt;br /&gt;
The &amp;quot;Schlager PEQ Box IV&amp;quot; is a stylized Steiner DBAL with elements from Steiner Offset Tactical Aiming Laser.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DZM-1000 L&amp;quot;===&lt;br /&gt;
The &amp;quot;DZM-1000 L&amp;quot; is a stylized SureFire X400 Ultra WeaponLight.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FTAC Grimline Laser&amp;quot;===&lt;br /&gt;
The &amp;quot;FTAC Grimline Laser&amp;quot; is a stylized B.E.Meyers DIAL 100G.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Xten Sidearm-L400&amp;quot;===&lt;br /&gt;
The Steiner DBAL-PL based &amp;quot;5mw Laser&amp;quot; from Modern Warfare returns as &amp;quot;Xten Sidearm-L400&amp;quot; albeit with some alterations.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
==P220==&lt;br /&gt;
[https://www.youtube.com/watch?v=HPjVKjWEivU Found a video of it,] it's accessible in the Beta build through a trick involving Overkill. The inspect animation makes use of the decocker, which is super cool. Having the &amp;quot;weapon family&amp;quot; system in this game seems to be giving us a lot of guns that otherwise would have been a lot less likely to appear on their own. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:02, 17 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==PK and AK on Farm 18==&lt;br /&gt;
There are a bunch of PKs and AKs in a little shed near the firing range on one side of Farm, and the AKs seem to be standard wood furniture AK-47/AKM types, but I didn't have a scope handy to look closer. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 02:09, 26 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The Benelli==&lt;br /&gt;
Since I figure this'll be a point of discussion later on: I think the &amp;quot;Expedite 12&amp;quot; (weird name, BTW) is mostly based on the M2 Super 90 (given the rounded receiver with the beveling around the trigger group, the trigger guard's shape, et cetera), with a magazine tube/front end that's closer to the M4. We might want to see the release build's attachments to be sure, though - if all the alternate barrels/mag tubes (not sure if they'll be doing those separately, but I sure hope so) have the gas block, then we could say it's an M4 with M2-based bits; if it can be re-built without a gas block, we'll say it's just an M2 with a barrel/mag tube linkage that looks like a gas block. Thoughts? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 00:27, 28 September 2022 (UTC)&lt;br /&gt;
:I don't know each of them well enough to weigh in on which it is (or is a combo of), but for a related bit of interesting info, one of the animators commented explaining how the inspect animation is actually correct (won't feed from the tube when cycling manually, unless first pressing the button to load a shell from the tube to the lifter) and that the animator who did this gun actually has their own real one which they used for reference. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:07, 28 September 2022 (UTC)&lt;br /&gt;
::Just based on the gas system (the in-game description also states it is gas operated) I'd say it's safely meant to be an M4, just with the stylizations giving the rear end of the receiver some M2 resemblance.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 01:18, 28 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Identifying the &amp;quot;FTac Recon&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
So... any idea regarding this? As far as I can tell, the left side is reminiscent of the &amp;quot;XRK M4&amp;quot; blueprint from MW19, while on the right side, the shape of the upper receiver is kinda similar to some rifles such as the Wilson Combat .458 SOCOM Recon Tactical or the CMMG MkW-15. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 20:44, 1 October 2022 (UTC)&lt;br /&gt;
:Bit of info: the internal name of this weapon is &amp;quot;br_msecho&amp;quot;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:04, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Referring to the G3 family as civilian versions ==&lt;br /&gt;
&lt;br /&gt;
I feel that &amp;quot;no paddle release means civilian&amp;quot; is a rule of thumb that's being taken a bit too literally and in a vacuum, in the context of a video game with deliberately stylized weapons, as opposed to an actual live action setting where we're ID'ing &amp;quot;real&amp;quot; props. The SR9 is a fair ID as it features ironsights (which the PSG1 lacks), but the G3/HK33/MP5 trio should be getting a more detailed look to determine ID than just &amp;quot;no paddle&amp;quot;. The civilian rifles differ in more than just that feature (especially since we're apparently ignoring the select-fire fire control groups, including the MP5 having burst) but it's become the &amp;quot;standard&amp;quot; way of ID'ing them in live action simply because it's easily visible; this doesn't necessarily carry over to other mediums. I don't mean any of this as a criticism or an argument, I just wanted to open a discussion on properly ID'ing them. Considering how stylized they are, I would definitely lean towards being the proper military versions, but with a note like ''&amp;quot;Among the stylized elements of the rifle, it lacks a paddle magazine release, a trait more commonly associated with the civilian pattern&amp;quot;'' or similar. It's also worth noting that the Slight of Hand reloads actually use the (not visible) paddle release, with the AK-style knocking out the old mag with the new one. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:09, 16 October 2022 (UTC)&lt;br /&gt;
:The mentioned civilian HK rifles can actually have visible full-auto fire control groups when converted in reality, so it's not like the IDs are incorrect (this includes the HK94, which can be fitted with a burst/full-auto trigger group). By the way, regarding the SR9, it's not just the presence of sights, but also the fact it lacks the PSG-1's silent bolt closing device and stiffening bars. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:31, 16 October 2022 (UTC)&lt;br /&gt;
::I would go ahead and identify them as their military variants, as should be expected with a military shooter. The paddle release is the only thing that's making people ID them as civilian models, ignoring things like barrel lenght, the muzzle devices on the MP5 and the trigger groups. I'm gonna work on adding info and caps to these guns, and call them by their military name. If you guys want to edit them and ID them as civilian rifles go ahead. --[[User:AndreaPortapizze|AndreaPortapizze]] ([[User talk:AndreaPortapizze|talk]])&lt;br /&gt;
:::We previously made notes of civilian models in military shooters (such as the HK91A3 in CoD4, the Uzi in Black Ops/BO2 and the FN SCAR in MW3/BO2); I don't see why we should be doing things differently here. And like I said above, those civilian HK rifles can be fitted with full-auto trigger groups (as you can see [https://www.youtube.com/watch?v=QAoyOdsIJPs&amp;amp;t=8s here] and [https://www.rockislandauction.com/detail/72/3704/class-iiinfa-converted-hk93-mg here]). The HK94 can also be modified with an MP5's muzzle device, as seen [https://www.youtube.com/watch?v=baNj58RnfrU here]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:50, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Launch weapon count ==&lt;br /&gt;
[https://www.callofduty.com/blog/2022/10/call-of-duty-modern-warfare-II-campaign-early-access-launch-overview#Weapons Per this absolutely enormous blog,] which also has some noteworthy images, we now have the amount of each weapon class at launch. Fifty-one weapons split across thirty-three platforms: Ten Assault Rifles, four Battle Rifles, seven Submachine Guns, six Light Machine Guns, four Shotguns, six Marksman Rifles, three Sniper Rifles, one Riot Shield, five Sidearms, four Launchers, and one Melee secondary weapon. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:28, 18 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Boney Hadger ==&lt;br /&gt;
&lt;br /&gt;
I'm not too invested in this, but I think it might make sense to ID it as both. The model is just probably stylized outright and I think the right side has some resemblance to the Q variant. We've had some people in the discord ask why it has been remarked as the AAC version.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:05, 21 October 2022 (UTC)&lt;br /&gt;
:If there is some Q influence in it, feel free to add it (we need some proper footage of the gun's right side regarding this). But the weapon overall seems to be mainly based on the AAC version, as noted by the magwell on the left side and the bulge between the bolt catch and the trigger guard. Plus, the line between the pistol grip and the fire selector is completely horizontal on the AAC version (the in-game rendition kinda looks like this), which is not the case for the Q version. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:43, 21 October 2022 (UTC)&lt;br /&gt;
:: https://cdn.discordapp.com/attachments/801926953292398685/1033044694508245043/unknown.png This was shared - noticed it has a MCX charging handle, since the game is putting them in the same family.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:56, 21 October 2022 (UTC)&lt;br /&gt;
:::Ah yeah, on the right side the upper is based on the Q model. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 23:08, 21 October 2022 (UTC)&lt;br /&gt;
The weapon appears to have been cut from the final release.  I'm looking through the gunsmith after the MP version has gone live and I'm not seeing it.  The MPX and MCX also cannot be found in the gunsmith, though the MPX is in the campaign. [[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 17:12, 30 October 2022 (UTC)&lt;br /&gt;
:The AW50 is missing as well. Given the Honey Badger is being considered part of the MCX family, that this group wasn't quite as polished as most of the other guns in the early build where they were seen, and the obviously-missing MCX Spear, the general consensus is that the MCX family is likely to be added alongside Season 1 in a few weeks. Hopefully the AW50 returns soon too. There were/are a few attachments and camos that were seen that are either now also missing (flat black camo) or don't seem to have any unlock requirements (one of the red dots), so they're likely tied to these unreleased weapons. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:01, 30 October 2022 (UTC)&lt;br /&gt;
::The Honey Badger is also currently exclusive to the campaign; a non-suppressed one is the starting weapon in the first mission. The MCX VIRTUS doesn't seem to be available in the campaign, though Kyle Garrick carries one while he is an NPC. If the MCX will be added in Season 1, it would be cool if it ends up being replaced by the new SPEAR LT (which is unlikely, but hey, a man can dream). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:17, 3 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==COD 2024 leaked weapon list==&lt;br /&gt;
&lt;br /&gt;
Posting this here because I doubt the admins would allow the creation of a page for a game that will be released in 2 years that has not be officially announced yet.&lt;br /&gt;
&lt;br /&gt;
So in July/2022 someone datamined the .apk for the Warzone Mobile Alpha build and found loads of strings relating to Treyarch's 2024 Cold War sequel including maps names/images, new game modes, the story setting and more importantly to us a partial list of the guns that will be in the game. This was possible because MWII, WZ2.0, WZM and COD 2024 will all run on the same Infinity Ward updated engine, WZM that releases in 2023 is already using the same weapon models/animations from MWII/WZ2.0 for example. Here are screenshots of all the COD 2024 weapon strings so far(same can be found in MWII's code now): https://i.imgur.com/DkRtTep.jpg https://i.imgur.com/7ZdP0UC.jpg https://i.imgur.com/jeeKKe0.jpg&lt;br /&gt;
&lt;br /&gt;
Explaining the rationale of identifying the guns by the strings: t10(Treyarch's 10th lead developer game)_ar(assault rifle)_p01(weapon platform number 01)_coslo723('''Co'''lt 723, initials using their own phonetic alphabet plus numbers)_variant_0(the base model of the gun, the special blueprints start from variant_1)&lt;br /&gt;
&lt;br /&gt;
The game's story is set in the early to mid 90's(at least) since there are map images of one of Saddam's palaces being raided, an American base housing a Lockheed F-117 Nighthawk being bombarded and there are references in strings to the Mogadishu battle.&lt;br /&gt;
&lt;br /&gt;
But only now people were able to accurately name every weapon from the strings bar a single one. The game will use the same weapon platform system from MWII for different receivers that include either a different caliber, a different shooting mode(full or semi) or a different combat role(battle rifle or dmr) on the same platform. From the list below you can see they really took care not to overlap with the guns that are already in MWII and to keep them accurate to the game's time period. Here's the list with my commentaries:&lt;br /&gt;
&lt;br /&gt;
AR = Assault Rifle&lt;br /&gt;
BR = Battle Rifle&lt;br /&gt;
DM = Marksman Rifle&lt;br /&gt;
LM = Light Machine Gun&lt;br /&gt;
PI = Pistol&lt;br /&gt;
SH = Shotgun&lt;br /&gt;
SM = Submachine Gun&lt;br /&gt;
SN = Sniper Rifle&lt;br /&gt;
ME = Melee&lt;br /&gt;
LA = Launcher&lt;br /&gt;
&lt;br /&gt;
ArmaLite platform:&lt;br /&gt;
&lt;br /&gt;
AR: Colt Model 723&lt;br /&gt;
&lt;br /&gt;
DM: M16&lt;br /&gt;
&lt;br /&gt;
LM: AR-10 LMG(obscure prototype, belt or magazine-fed)&lt;br /&gt;
&lt;br /&gt;
SN: SR-25&lt;br /&gt;
&lt;br /&gt;
*The 723 was the obvious stand-in for the M4. They have a hard on to always make the M16 a DMR like it was in CW, but if they really wanted to do so they could have used the period accurate Colt Sporter Rifle Delta HBAR. The 7,62×51mm AR-10 LMG prototype was a really obscure choice, they could have gone with a C7A1 LSW with a Beta C-Mag instead. The SR-25 is finally in a COD game, but there is another string that has it as a DMR which is more accurate on how the sniper rifles in MWII all have larger calibers while the dmrs use calibers around the 7,62×51mm size. They could have easily had a Colt 9mm SMG too since it's period accurate.&lt;br /&gt;
&lt;br /&gt;
AK-74 platform:&lt;br /&gt;
&lt;br /&gt;
AR: AK-74&lt;br /&gt;
&lt;br /&gt;
SM: Gepard PDW(obscure prototype)&lt;br /&gt;
&lt;br /&gt;
LM: PU-21(obscure prototype, belt or magazine-fed)&lt;br /&gt;
&lt;br /&gt;
BR: AEK-973(however 7.62x39mm isn't a battle rifle caliber, just like the .458 SOCOM Ftac Recon in MWII)&lt;br /&gt;
&lt;br /&gt;
*The base AK-74 is finally in a COD game. The Gepard is very obscure and its main gimmick is being able to use various calibers with minor modification, it may use one of the armor piercing rounds it could use instead of being vanilla 9mm. The PU-21 is on the same level of obscurity, but we will be able to make the RPK-74 anyway. An AEK series is finally in COD, but they made the same mistake of putting it into the battle rifle category while using an intermediate cartridge (A Galil in 7.62x51mm NATO would be more accurate for the category but not in the same weapon family). A Saiga-12 could easily be part of this platform, maybe even converted to full-auto.&lt;br /&gt;
&lt;br /&gt;
SIG platform:&lt;br /&gt;
&lt;br /&gt;
AR: SIG SG 550&lt;br /&gt;
&lt;br /&gt;
BR: SIG SG 542&lt;br /&gt;
&lt;br /&gt;
SM: FAMAE SAF&lt;br /&gt;
&lt;br /&gt;
*FAMAE debuts in COD. A 550-1/550 SR will appear as an attachment variation.&lt;br /&gt;
&lt;br /&gt;
CETME&amp;amp;HK platform:&lt;br /&gt;
&lt;br /&gt;
AR: CETME Model L&lt;br /&gt;
&lt;br /&gt;
BR: CETME Model C&lt;br /&gt;
&lt;br /&gt;
SM: MP5&lt;br /&gt;
&lt;br /&gt;
*Model L is new to COD. Funny how you can make a H&amp;amp;K MP5 from a CETME Model C, so making a 5.56x45mm HK23 or GR9 would not be that far fetched for this platform(the HK21 is already in MWII).&lt;br /&gt;
&lt;br /&gt;
FAL platform:&lt;br /&gt;
&lt;br /&gt;
BR: FN FAL&lt;br /&gt;
&lt;br /&gt;
DM: either the IMI Rovat, the Belgian M2 sniper variant(obscure and just a FAL with a sniper scope) or something else way more obscure&lt;br /&gt;
&lt;br /&gt;
SM: IMBEL MD1(obscure prototype)&lt;br /&gt;
&lt;br /&gt;
*The MD1 was a cool choice, they really did their homework and it even has some attachment variations despite being a prototype. The DMR of the this platform is the only weapon that couldn't be positively identified(an accurized FAL? lol)&lt;br /&gt;
&lt;br /&gt;
AS Val platform:&lt;br /&gt;
&lt;br /&gt;
AR: AS Val&lt;br /&gt;
&lt;br /&gt;
SM: SR-3 Vikhr&lt;br /&gt;
&lt;br /&gt;
*Vintorez will be just an attachment variant, it seems.&lt;br /&gt;
&lt;br /&gt;
Kulspruta platform:&lt;br /&gt;
&lt;br /&gt;
LM: Ksp 58(6.5x55 mm)&lt;br /&gt;
&lt;br /&gt;
LM: Ksp 58D(shorter modernized variant in 7.62x51mm NATO)&lt;br /&gt;
&lt;br /&gt;
*Weird choice, but at least the calibers are different. Guess they didn't want to use the obvious M240.&lt;br /&gt;
&lt;br /&gt;
PGM platform:&lt;br /&gt;
&lt;br /&gt;
SN: PGM Ultima Ratio&lt;br /&gt;
&lt;br /&gt;
SN: PGM Hécate II&lt;br /&gt;
&lt;br /&gt;
*Cool choice. The .338 Mini Hecate could easily be here, unless the Ultima is using something larger than 7.62x51mm NATO.&lt;br /&gt;
&lt;br /&gt;
Dragunov platform:&lt;br /&gt;
&lt;br /&gt;
SN: SVD Dragunov&lt;br /&gt;
&lt;br /&gt;
DM: SVU Dragunov&lt;br /&gt;
&lt;br /&gt;
*First time both guns will be playable in MP in the same COD game(BO2 had the SVD as campaign only). &lt;br /&gt;
&lt;br /&gt;
Mossberg platform:&lt;br /&gt;
&lt;br /&gt;
SH: Mossberg 500&lt;br /&gt;
&lt;br /&gt;
SH: Bullpup Mossberg 500&lt;br /&gt;
&lt;br /&gt;
*Bullpup will debut in a COD game.&lt;br /&gt;
&lt;br /&gt;
Break-Action Shotgun platform:&lt;br /&gt;
&lt;br /&gt;
SH: CBC Model SB(single barrel)&lt;br /&gt;
&lt;br /&gt;
SH: Rottweil Skeet Olympia 72(over-under double barrel)&lt;br /&gt;
&lt;br /&gt;
*Finally the actual Olympia will be in a COD game.&lt;br /&gt;
&lt;br /&gt;
Grendel platform:&lt;br /&gt;
&lt;br /&gt;
PI: Grendel P30(.22 Winchester Magnum Rimfire)&lt;br /&gt;
&lt;br /&gt;
SM: Grendel R31(converted to full-auto)&lt;br /&gt;
&lt;br /&gt;
*Cool choice and caliber.&lt;br /&gt;
&lt;br /&gt;
USP platform:&lt;br /&gt;
&lt;br /&gt;
PI: H&amp;amp;K USP(9x19mm)&lt;br /&gt;
&lt;br /&gt;
PI: H&amp;amp;K USP(.40 S&amp;amp;W)&lt;br /&gt;
&lt;br /&gt;
*Mk 23/SOCOM could easily fill the .45 ACP pistol spot here.&lt;br /&gt;
&lt;br /&gt;
Makarov platform:&lt;br /&gt;
&lt;br /&gt;
PI: Makarov PM&lt;br /&gt;
&lt;br /&gt;
PI: Stechkin APS&lt;br /&gt;
&lt;br /&gt;
*Russian forces will finally have their time period adequate loadout with the AK-74, RPK-74(attachment variation only), Makarov and Dragunov.&lt;br /&gt;
&lt;br /&gt;
Melee platform:&lt;br /&gt;
&lt;br /&gt;
ME: Knife&lt;br /&gt;
&lt;br /&gt;
Panzerfaust platform:&lt;br /&gt;
&lt;br /&gt;
LA: Panzerfaust 3&lt;br /&gt;
&lt;br /&gt;
*Cool choice but since it's semi reloadable I wonder how they're gonna do its reloading animation. Could they finally give us the RPG-29 Vampir instead of the RPG-7 that's already in MWII?&lt;br /&gt;
&lt;br /&gt;
So, for now we have:&lt;br /&gt;
-16 platforms. 5 ARs, 3 DMs, 4 BRs, 4 LMs, 6 SMs, 4 SHs, 4 SNs, 5 PIs, 1 ME, 1 LA=37 weapons in total&lt;br /&gt;
&lt;br /&gt;
Reminder that this leak doesn't have any solitary weapon that doesn't have any receiver variation(besides the knife and Panzerfaust 3), but single weapon platforms will surely be in the game(as they are in MWII) and around that time period we had some crazy prototypes like the G11 and flechette rifles.&lt;br /&gt;
&lt;br /&gt;
So leave your corrections, additions(like what other guns could be part of these platforms) or thoughts below since we have 2 years until it releases. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:32, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That's a really cool list, I would have loved to see quite a few of these (SG 550, Model L, FAL, Hécate II, USP) in MWII. :( [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:59, 25 October 2022 (UTC)&lt;br /&gt;
:For the sake of those less technically inclined, I emphasize this is data publicly released by the publisher (albeit by accident), not something that falls under the &amp;quot;No bootleg&amp;quot; policy. [[User:VladVladson|VladVladson]] ([[User talk:VladVladson|talk]]) 07:10, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I am really concerned that they would &amp;quot;stylize&amp;quot; some if not all of these weapons. Otherwise, the weapon choice seems interesting. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 12:55, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I can already see Saddam's troops wielding rare and obscure prototype guns, Black Ops gonna Black Ops :D On the suggestions side, I can propose the [[Steyr ACR]], it fits all the Black Ops requirements, namely rare and never used prototype! --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 00:41, 26 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Only now realized that the Ksp 58D is the only really anachronistic gun in the roster, from what I can gather it had a DF test version before being adopted in the mid to late 2000s.--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:04, 26 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magfed Mossberg ==&lt;br /&gt;
Is it just me or its magwell and magazine are straight up copied or at least very heavily inspired by the Vepr-12 relevant parts? [https://molot.biz/goods/vpo-205-00.html Pics that are currently on IMFDB don't seem to reflect the version that I had in mind so I am linking to the Molot-Oruzhie web page instead]. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 01:40, 29 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Indeed, even the magazine capacities match with 8, 10 and 12. Guess they wanted to make the Vepr-12 part of the AK platform but backed down. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 18:16, 29 October 2022 (UTC)&lt;br /&gt;
::Right down to the magazine manufacturer being VLK, an in-universe Russian company.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 07:08, 31 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::To further confirm, the Bryson 890's internal name is &amp;quot;'''mv'''iktor&amp;quot; which stands for '''M'''olot '''V'''epr. So it was supposed to be part of the AK platform probably by leveling the RPK, as they are related in real life. Guess they didn't want the AK platform to have 7 guns...--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 00:00, 3 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Viewing weapons in gunsmith==&lt;br /&gt;
Just a heads up for those who don't know, the MW19-style ability to rotate the gun (and zoom this time!) is actually in the game, just quite hidden, as it seems to be not quite finished yet. Not sure of the Keyboard equivalents, but on controller you go into the charm/decal/sticker selection menu and click left stick to go into it. From there you can press Y to hide the UI and click LS again to get the MW19-style preview animation. Zooming in is the right trigger, you can move the camera vertically with the right stick, and you can move the gun left/right with the left stick. And as always, you can go into a private match to have access to all the weapons and attachments. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 00:39, 1 November 2022 (UTC)&lt;br /&gt;
:A follow up to this, it seems that if you go into a private match set to one of the CDL modes (and wait a moment so you can start the match, when the little lock icons go away) you can access all the weapon/operator skins (and charms/stickers) that are in the current build of the game. Or rather, all of the weapons that aren't restricted from use by these supposedly &amp;quot;pro&amp;quot; players lol. You may have to scroll away from something then back to it to get it to load, and these are all VERY work in progress. For a few maybe interesting things I found, the camo/ghillie MRAD and M4 from the campaign are present, as are the gold AK and Desert Eagle from the same mission, there's a really nice MP5 called The Bureau which features a black SEF trigger group attachment (would be super handy for builds, with the default being tan and not matching anything), a gorgeous Equinox style version of the P220, some of the small red dots are sometimes on risers and sometimes not depending on different skins, the fictional Matuzek company is from the Czech Republic (per one of the alternate P220 slide markings), and as these are again very work in progress [https://i.imgur.com/ADODNTJ.png there's an amazingly hilarious P90 with a optic rail on its optic rail.] [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:26, 5 November 2022 (UTC)&lt;br /&gt;
::At least there arent any goofy masterclass blueprints with animated levitating skulls or dragons.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:16, 7 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The &amp;quot;AK-74M&amp;quot; railed handguard dissected==&lt;br /&gt;
Gonna put this here due to being too much for the &amp;quot;summary&amp;quot; section. [https://www.m4carbine.net/showthread.php?98722-New-Izhmash-AK-railed-handguard&amp;amp;p=1760686#post1760686 This] and [https://www.russiansurplus.net/product_p/ak9-black-railed-hg.htm this] confirm the origin of this &amp;quot;AK-74M&amp;quot;-ish railed handguard as being from AK-9. According to English wiki it was made at some vague 2000s, but the Russian wiki narrows it down to being introduced in 2005. Anyway, it appears this was the first model that the handguard was developed for and then subsequently it was used with newer 100 series AKs, therefore I suggest we call it the AK-9 handguard. Also just for reference, LCT AK-9 is the airsoft copy. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 01:42, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== MRAD named &amp;quot;Victus XMR&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
I don't have the game, so I want to ask, ''where'' is the name &amp;quot;Victus XMR&amp;quot; used on the MRAD? The loadout screenshot clearly shows it being named MCPR-300, and not Victus XMR. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:37, 18 November 2022 (UTC)&lt;br /&gt;
:It shows up in-game, as the display name above the gun's HUD icon and also above the pick-up icon. --[[User:MonocledTarantula432|MonocledTarantula432]] ([[User talk:MonocledTarantula432|talk]]) 04:16, 18 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Can confirm, booted up the game as of Nov 24, 2022 and started the mission &amp;quot;Recon By Fire&amp;quot;. The rifle still shows as &amp;quot;Victus XMR&amp;quot; instead of &amp;quot;MCPR-300&amp;quot; so I added that it's incorrect back onto the MRAD entry, doesn't appear to have been fixed in the latest patches. [[User:Antediluvial|Antediluvial]] ([[User talk:Antediluvial|talk]]) 05:34, 25 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==M16 ID==&lt;br /&gt;
The supposed &amp;quot;M16A3&amp;quot; ID is rather flimsy. The gun is intended to be an A4 (and features its flattop upper), while the lower is marked both &amp;quot;M16A2&amp;quot; ''and'' &amp;quot;Auto&amp;quot; at the same time, which is obviously a goof no matter how you spin it. The M16A3 is a full-auto A2 anyway, not an A4; it doesn't have a flattop. The only two IDs that actually make sense are either &amp;quot;M16A4 with incorrect and inconsistent markings&amp;quot; (the better option), or if we want to be exceptionally pedantic &amp;quot;M16A2 with A4 upper and incorrect M16/A1/A3 Auto marking&amp;quot;. But the current ID just doesn't work, both because it's a flattop and because we're apparently prioritizing the &amp;quot;Auto&amp;quot; text above the &amp;quot;M16A2&amp;quot; text, above the flattop upper, ''and'' above the burst functionality in gameplay, all of which should really be higher priority than the selector marking. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:46, 23 November 2022 (UTC)&lt;br /&gt;
:[https://www.sturmgewehr.com/forums/index.php?/topic/19067-wts-transferable-factory-colt-m16a2a4-model-r0901-serial-80300xx-safe-semi-auto-new-in-box-7500000/ Here] and [https://www.davidspiwak.com/gun/rare-colt-m16a4-model-r0901/ here]; the markings and flattop match the in-game rifle. What you have to keep in mind is that the page currently mentions specifically the Colt R0901, which ''does'' have a flattop upper (though I'm not sure if this version was officially designated &amp;quot;M16A3&amp;quot; or was colloquially marketed as such). Plus, it isn't a goof to see &amp;quot;M16A2&amp;quot; and &amp;quot;Auto&amp;quot; markings simultaneously, since M16A3s manufactured by Colt have been marked &amp;quot;M16A2&amp;quot; on the receiver (while other manufacturers like FN did use &amp;quot;M16A3&amp;quot; markings). Now, if the devs later decide to fix the &amp;quot;Auto&amp;quot; marking, we will make the changes accordingly. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:39, 26 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== HK Machinegun variants ==&lt;br /&gt;
&lt;br /&gt;
Not sure if these really count as they are more of a mockup, but I realized that it's possible to build HK11/HK13 esque weapons from the LM-762 and LM-556. Also a pseudo HK51-B with the RAPP's shortest barrel, though the sliding stock can't be equipped unfortunately.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 04:13, 7 December 2022 (UTC)&lt;br /&gt;
[[File:MWII HK11 (0).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:MWII HK13 (0).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:MWII HK51 (0).jpg|thumb|none|600px|]]&lt;br /&gt;
:Yeah, I'd agree with adding these to the page. As for the HK51-B style build, you could use a fixed stock, since there are [https://www.youtube.com/watch?v=QMEc54MHnhQ some] [https://www.icollector.com/Fully-Automatic-Portuguese-FMP-HK51B-Custom-Belt-Fed-Rifle-with-Fleming-Automatic-Sear_i9752626 builds] in this configuration, though I'd recommend replacing the PTR 9KT style trigger group by another attachment. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:22, 8 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Slimeline Pro is possibly a SM26013 ==&lt;br /&gt;
&lt;br /&gt;
This is possibly the closest thing I can find&lt;br /&gt;
&lt;br /&gt;
https://www.midwayusa.com/product/1020040977&lt;br /&gt;
&lt;br /&gt;
I don’t know if I’m right--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 05:31, 4 February 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1549231</id>
		<title>Talk:Call of Duty: Black Ops Cold War</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1549231"/>
		<updated>2023-01-21T14:45:35Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: /* Understanding the Black Ops series */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Miscellaneous =&lt;br /&gt;
== US Air Force Pilot Survival Knife ==&lt;br /&gt;
A US Air Force Pilot Survival Knife issued to US Air Force jet pilots flying over Vietnam is carried by Sims and Adler during their time in Vietnam and Sims' knife is even featured as evidence for the campaign mission &amp;quot;Fracture Jaw&amp;quot;. Woods and Adler also carry such knives, presumably their own knives from Vietnam, in the 1981 segments of the campaign.&lt;br /&gt;
&lt;br /&gt;
== Vietnam War Period US Military Tomahawk ==&lt;br /&gt;
A tomahawk based on those used by US forces during the Vietnam War is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
== Hybrid AK Bayonet ==&lt;br /&gt;
What appears to be a hybrid between the basic AK-47 bayonet and the AKM Type II Bayonet is tossed by operators in the multiplayer lobby. A proper AKM Type II Bayonet also appears as the &amp;quot;Anime Assassin&amp;quot; blueprint for the knife and the same model is also used by Kravchenko in the zombie mode cutscenes.&lt;br /&gt;
[[Image:AKM type 2 bayonet.jpg|thumb|none|400px|An AKM type 2 bayonet with scabbard.]]&lt;br /&gt;
&lt;br /&gt;
== Shtrafbat Knife ==&lt;br /&gt;
What appears to be a Russian Shtrafbat knife is used by Spetsnaz operatives to dispatch the walkman using US soldier in the multiplayer reveal trailer and is carried by multiplayer operator Stone inaccurately in a [http://monkeyedgeblog.com/cool-guy-kit-the-raf-aircrew-knife-as-used-by-the-sas/ RAF aircrew knife sleeve sewn sheath]. It is most likely anachronistic.&lt;br /&gt;
&lt;br /&gt;
== Vietnam War Period MACV-SOG Knife ==&lt;br /&gt;
A Vietnam War period MACV-SOG knife is carried by multiplayer operatives Sims and Stone.&lt;br /&gt;
&lt;br /&gt;
== Ontario SP1 Marine Combat Knife ==&lt;br /&gt;
The same Ontario SP1 Marine Combat Knife from ''Modern Warfare Remastered'' is reused in the campaign. Mason takes one from a dead enemy operative at the beginning of &amp;quot;Nowhere Left to Run&amp;quot; and can use it throughout the mission. Adler can potentially also use one on Bell in &amp;quot;Ashes to Ashes&amp;quot;. It's appearance in the 1980s is anachronistic.&lt;br /&gt;
[[Image:Ontario SP1 Marine Combat Knife.jpg|thumb|none|400px|An Ontario SP1 Spec Plus Marine Combat Knife.]]&lt;br /&gt;
&lt;br /&gt;
== Unidentified Knife ==&lt;br /&gt;
The basic knife of the game is of unknown model but appears to be based on vintage [https://www.ebay.com/itm/293732635691 Swimaster diving knives].&lt;br /&gt;
&lt;br /&gt;
== Tru-Bal Throwing Knife ==&lt;br /&gt;
A Tru-Bal throwing knife is used by Bell to eliminate Vietcong fighters in the Vietnam War flashbacks.&lt;br /&gt;
&lt;br /&gt;
== Rambo II Survival Knife ==&lt;br /&gt;
Rambo's survival knife from ''[[Rambo: First Blood Part II]]'' was added as part of the '80s Action Heroes event.&lt;br /&gt;
[[Image:Rambo_knife_2.JPG‎|thumb|none|400px|Rambo II Survival Knife]]&lt;br /&gt;
&lt;br /&gt;
== Tessina Camera ==&lt;br /&gt;
A 35mm Tessina L camera is used in the campaign to take photos of various objects of interest. The Tessina was introduced in 1957 and was [https://petapixel.com/2011/03/11/actual-spy-cameras-used-by-the-cia/ actually used by the CIA].&lt;br /&gt;
&lt;br /&gt;
== R-77PD Missile ==&lt;br /&gt;
Fictionalized R-77PD missiles are delivered by MiG-23 jet fighters as the &amp;quot;Cruise Missile&amp;quot; scorestreak. Their markings incorrectly label them as &amp;quot;AN/DSQ-28&amp;quot; which is actually an active radar homing head used on US missiles such as the Harpoon. Also the markings incorrectly depict them as US ARMY missiles instead of Soviet.&lt;br /&gt;
&lt;br /&gt;
== M1942 Machete ==&lt;br /&gt;
An M1942 Machete is carried by Adler in &amp;quot;Fracture Jaw&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Kravchenko's Knife&amp;quot; ==&lt;br /&gt;
Kravchenko's knife is a hybrid consisting of an AKM Type II Bayonet blade combined with a MACV-SOG knife's handle.&lt;br /&gt;
&lt;br /&gt;
== Buck 120 ==&lt;br /&gt;
The long Buck 120 hunting knife is Ghostface's signature knife like in the ''Scream'' franchise.&lt;br /&gt;
&lt;br /&gt;
==Robbins of Dudley Push Dagger==&lt;br /&gt;
The [https://collections.royalarmouries.org/first-world-war/type/rac-narrative-140.html Robbins of Dudley Push Dagger] is carried on some of Park's outfit.&lt;br /&gt;
&lt;br /&gt;
==W30 TADM/Mk-54 SADM Hybrid==&lt;br /&gt;
A hybrid between the W30 Tactical Atomic Demolition Munition and the Mk-54 Special Atomic Demolition Munition is used to depict the nuclear weapons central to operation Fracture Jaw. However, this is most likely inaccurate since the W30 was in service until [https://www.flickr.com/photos/rocbolt/8656438510 1966] when it was [https://twitter.com/atomicanalyst/status/1281975711700529152 replaced] by the W45 Medium Atomic Demolition Munition. Also, the in game bomb is depicted as being smaller and apparently much lighter than the real thing since two soldiers can carry it when in reality it weighs 840 pounds (381kg).&lt;br /&gt;
&lt;br /&gt;
==Titan II ICBM==&lt;br /&gt;
The Titan II ICBM is featured in the multiplayer map ICBM. The map is set in an ICBM silo.&lt;br /&gt;
&lt;br /&gt;
==Trident C4==&lt;br /&gt;
The launch of a Trident C4 SLBM is seen in archival footage in the Season 1 cinematic.&lt;br /&gt;
&lt;br /&gt;
==Gerber Knife==&lt;br /&gt;
A Vietnam War Gerber Knife is seen on some multiplayer skins.&lt;br /&gt;
&lt;br /&gt;
= Attachments =&lt;br /&gt;
== Optics ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Microflex LED&amp;quot; ===&lt;br /&gt;
The &amp;quot;Microflex LED&amp;quot; is loosely based on the Docter or Noblex quicksight red dot for shotguns with the lens having a more conventional shape similar to the traditional Sightmark Sureshot Reflex Sight/Adco SOLO Sight. All of these red dot models are heavily anachronistic.&lt;br /&gt;
&lt;br /&gt;
=== C79 Optical Sight ===&lt;br /&gt;
The C79 Optical Sight appears as the &amp;quot;Visiontech 2x&amp;quot;. It is slightly anachronistic even though it was introduced in 1982 with the adoption of the Colt ACR, it was enter in service towards the end of the Cold War, in 1989.&lt;br /&gt;
&lt;br /&gt;
=== Colt Scope ===&lt;br /&gt;
The Colt scope appears as &amp;quot;Axial Arms 3x&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Elbit Falcon ===&lt;br /&gt;
The Israeli Elbit Falcon sight appears as the &amp;quot;Millstop Reflex&amp;quot;, and its description describes that it is produced in the USA instead of Israel. Unlike in the first Black Ops, however, this time its appearance might not be anachronistic since this game has 1980s segments.&lt;br /&gt;
&lt;br /&gt;
=== Kobra Red Dot Sight ===&lt;br /&gt;
The anachronistic Russian Kobra red dot sight appears as the &amp;quot;Kobra Red Dot&amp;quot; and its description mentions inaccurately that it is of Soviet origin; the real Kobra was introduced in 1996 after the collapse of the Soviet Union. This time it is depicted with its proper circular tube unlike the earlier ''Black Ops'' iteration which had a fictional squareish shape.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Sillix Holoscout&amp;quot; ===&lt;br /&gt;
The &amp;quot;Sillix Holoscout&amp;quot; appears to be inspired by a mixture of NcStar Urban Dot Sight and the Aimpoint Electronic. However, the NcStar Urban Dot Sight is anachronistic as it was introduced around 2015 and the overall design is too modern for the Cold War era.&lt;br /&gt;
&lt;br /&gt;
=== SUIT Sight ===&lt;br /&gt;
The SUIT sight appears as the &amp;quot;Royal &amp;amp; Kross 4x&amp;quot;. The real scope's right side is depicted being on the left in game.&lt;br /&gt;
&lt;br /&gt;
=== Tasco Red Dot Scope ===&lt;br /&gt;
On handguns, the &amp;quot;Millstop Reflex&amp;quot; sight takes the form of a Tasco Red Dot Scope. It's anachronistic considering the fact that it was first released in 1994.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Quickdot LED&amp;quot; ===&lt;br /&gt;
The &amp;quot;Quickdot LED&amp;quot; appears to be inspired by the C-More red dot sight. This is anachronistic as the C-More was introduced in 1993.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Hawksmoor&amp;quot; ===&lt;br /&gt;
The &amp;quot;Hawksmoor&amp;quot; appears to be a fictional and generic machinegun red dot sight combining elements from DCL110AD-3X and Trijicon MGRS Machine Gun Reflex Sight and a battery compartment resembling Meprolight Mepro M5 red dot sight. Even though it is based mainly on MG red dot sights, which are typically larger, the in game sight is depicted as being significantly smaller as to pass for a regular red dot sight. All of the referenced models and the concept of an MG red dot sight itself are heavily anachronistic.&lt;br /&gt;
&lt;br /&gt;
=== Rusak Red Dot Sight ===&lt;br /&gt;
The &amp;quot;Diamondback Reflex&amp;quot; is loosely based on the Russian Rusak red dot sight which appears to be anachronistic as these were produced in the early 90s. It is also depicted with an English on/off switch, suggesting that it is a Western bloc equipment rather than an Eastern bloc equipment in-fiction. It is incorrectly depicted with a generic red dot instead of its proper chevron style reticle. It is available only to SMGs.&lt;br /&gt;
&lt;br /&gt;
=== OKP-7 ===&lt;br /&gt;
A stylized Russian OKP-7 red dot appears as the &amp;quot;Fastpoint Reflex&amp;quot;. It's appearance is most likely anachronistic.&lt;br /&gt;
&lt;br /&gt;
=== SUSAT Scope ===&lt;br /&gt;
The SUSAT scope appears as the &amp;quot;SUSAT Multizoom&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== AN/PVS-4 ===&lt;br /&gt;
The AN/PVS-4 appears as the &amp;quot;AN/PVS-4 Thermal&amp;quot;. In reality, the AN/PVS-4 is a night vision device that doesn't have thermal capabilities and as such can't work during day time. It is depicted with a non standard reticle while its proper one is inaccurately used on the game's depiction of the 1PN58 scope. The colors used with its fictional thermal mode appear to be based on the thermal mode of the biomasks from the ''Predator'' franchise.&lt;br /&gt;
&lt;br /&gt;
=== 1PN58 ===&lt;br /&gt;
The 1PN58 scope appears as the &amp;quot;Noch Sova Thermal&amp;quot;. In reality, the 1PN58 is a night vision device that doesn't have thermal capabilities and as such can't work during day time. It is depicted with the fine crosshair reticle of the AN/PVS-4 instead of its proper one and the colors used with its fictional thermal mode appear to be based on the thermal mode of the biomasks from the ''Predator'' franchise.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;SnapPoint&amp;quot; ===&lt;br /&gt;
The &amp;quot;SnapPoint&amp;quot; is loosely based on the Russian PK-122 holographic sight. Most likely anachronistic.&lt;br /&gt;
&lt;br /&gt;
== Muzzle devices ==&lt;br /&gt;
=== &amp;quot;Agency Choke&amp;quot; ===&lt;br /&gt;
The &amp;quot;Agency Choke&amp;quot; (&amp;quot;Agency Whisper Choke&amp;quot; previously) is based on the SilencerCo Salvo 12 shotgun suppressor. Its depiction in the 1980s is anachronistic as it was introduced in 2014.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Sound Suppressor&amp;quot; ===&lt;br /&gt;
The &amp;quot;Sound Suppressor&amp;quot; is based on the A-Tec A12 shotgun suppressor. It is anachronistic as the aforementioned SilencerCo Salvo 12 introduced in 2014 is the first dedicated shotgun suppressor and the A12 was likely introduced after that.&lt;br /&gt;
&lt;br /&gt;
=== Sionics Two-Stage Sound Suppressor ===&lt;br /&gt;
The Sionics Two-Stage Sound Suppressor appears as the &amp;quot;Agency Suppressor&amp;quot;. Strangely, it can't be attached to the MAC 10 but is attachable to rifles which is dubious to work in reality. The &amp;quot;Swindler&amp;quot; blueprint however, allows the MAC 10 mount the Sionics suppressor model by default.&lt;br /&gt;
&lt;br /&gt;
=== PBS-4 ===&lt;br /&gt;
The PBS-4 appears as the &amp;quot;GRU Suppressor&amp;quot; (&amp;quot;Agency Silencer&amp;quot; previously) for Eastern bloc weapons and the FARA 83.&lt;br /&gt;
[[Image:AKS-74UB with PBS-4 suppressor.jpg|thumb|none|400px|AKS-74UB with PBS-4 suppressor - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
=== PBS-1 ===&lt;br /&gt;
The PBS-1 appears as the &amp;quot;Suppressor&amp;quot; (&amp;quot;Silencer&amp;quot; previously) for Eastern bloc weapons and the FARA 83.&lt;br /&gt;
&lt;br /&gt;
=== .45 ACP Knight's Armament Suppressor ===&lt;br /&gt;
The .45 ACP Knight's Armament Suppressor appears as the &amp;quot;Agency Suppressor&amp;quot; for handguns.&lt;br /&gt;
&lt;br /&gt;
=== Wilson Combat Multi-Comp Bushing Compensator ===&lt;br /&gt;
The Wilson Combat Multi-Comp Bushing Compensator appears as the &amp;quot;Muzzle Brake .45 APC&amp;quot; for the M1911. It is anachronistic as it was introduced at some point in the late 2000s.&lt;br /&gt;
&lt;br /&gt;
=== Surefire 4-Prong Flash Hider ===&lt;br /&gt;
The Surefire 4-Prong Flash Hider appears as a muzzle attachment. It's most likely anachronistic.&lt;br /&gt;
&lt;br /&gt;
=== MG3 muzzle ===&lt;br /&gt;
An MG3 muzzle brake is used incorrectly on the PPSH-41.&lt;br /&gt;
&lt;br /&gt;
== Foregrips ==&lt;br /&gt;
=== A1 Pistol Grip ===&lt;br /&gt;
A slightly modified A1 pistol grip is featured as the &amp;quot;SFOD Speedgrip&amp;quot; (&amp;quot;MI6 Ergonomic Grip&amp;quot; in the alpha) for Western weapons and the &amp;quot;Spetsnaz Speedgrip&amp;quot; for the FARA 83. Using A1 grips as foregrips was actually something done by the MACV-SOG during the Vietnam War so this can be considered the only foregrip that is period appropriate in the whole game.&lt;br /&gt;
&lt;br /&gt;
=== XM148 grenade launcher grip ===&lt;br /&gt;
An [[XM148 grenade launcher]] grip appears as the &amp;quot;Infiltrator Grip&amp;quot; (known as &amp;quot;Marshal Foregrip&amp;quot; in the alpha) and &amp;quot;Red Cell Foregrip&amp;quot; for western weaponry.&lt;br /&gt;
&lt;br /&gt;
=== BS-1 grenade launcher grip ===&lt;br /&gt;
A [[BS-1 grenade launcher]] grip appears as the &amp;quot;Infiltrator Grip&amp;quot; (known as &amp;quot;Marshal Foregrip&amp;quot; in the alpha) and &amp;quot;Red Cell Foregrip&amp;quot; for eastern bloc weaponry.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Front Grip&amp;quot; ===&lt;br /&gt;
The &amp;quot;Front Grip&amp;quot; is essentially a chopped AIM grip.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Patrol Grip&amp;quot; ===&lt;br /&gt;
The &amp;quot;Patrol Grip&amp;quot; used on western weapons is a modified FN Minimi style grip.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Patrol Grip&amp;quot; used on eastern bloc weapons is an AKM-63 foregrip.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Foregrip&amp;quot; ===&lt;br /&gt;
The &amp;quot;Foregrip&amp;quot; appears to be inspired by the aluminum Kley Zion or LMT grip.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Field Agent Grip&amp;quot; ===&lt;br /&gt;
The &amp;quot;Field Agent Grip&amp;quot; used on western weapons is an FN FAL grip.&lt;br /&gt;
&lt;br /&gt;
=== Knight's Armament Vertical Grip ===&lt;br /&gt;
A stylized Knight's Armament vertical grip appears as the &amp;quot;Field Agent Grip&amp;quot; and &amp;quot;Foregrip&amp;quot; for the QBZ.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Bruiser Grip&amp;quot; ===&lt;br /&gt;
The &amp;quot;Bruiser Grip&amp;quot; resembles Delrin Vertical Grip but depicted smaller as a stubby style grip.&lt;br /&gt;
&lt;br /&gt;
== Magazines ==&lt;br /&gt;
=== SureFire MAG5-60 ===&lt;br /&gt;
The SureFire MAG5-60 appears as the &amp;quot;STANAG 50 Rnd&amp;quot; and &amp;quot;STANAG 54 Rnd&amp;quot; magazines for the western assault rifles and the M16A2 respectively. Presumably due to gameplay balancing, instead of the proper 60 rounds they hold only 50 and 54 respectively. The SureFire MAG5-60 is anachronistic for the 1980s as it was introduced in 2010 and the concept of a quad stack STANAG magazine didn't exist back then.&lt;br /&gt;
&lt;br /&gt;
=== Airsoft 850 round FAT magazine ===&lt;br /&gt;
A fictional magazine which is essentially a standard STANAG modified into airsoft 850 round FAT magazine appears as the &amp;quot;40 Rnd&amp;quot; magazine for western assault rifles. This is technically anachronistic as the concept of a quad stack STANAG magazine didn't exist back then.&lt;br /&gt;
&lt;br /&gt;
=== 7.62x39mm steel 40 round magazine ===&lt;br /&gt;
A 7.62x39mm steel 40 round magazine appears as the &amp;quot;40 Rnd&amp;quot; magazine for the AK-47. It is notably one of the few extended magazine attachments in the game to hold correct amount of rounds.&lt;br /&gt;
&lt;br /&gt;
=== 7.62x39mm Drum (converted) ===&lt;br /&gt;
A Chinese style [http://forum.militaryparitet.com/viewtopic.php?id=27940 7.62x39mm drum magazine converted to accept 5.45x39mm] ammunition is used as the &amp;quot;40 Rd Drum&amp;quot; and &amp;quot;STANAG 50 Rd Drum&amp;quot; magazine attachments for the AKS-74U. In reality these drums typically hold 75 rounds while the game's attachments incorrectly have only 40 and 50 rounds respectively, presumably for gameplay balance. The conversion of 7.62x39mm drums to 5.45x39mm can be considered to be anachronistic as this appears to be a modern practice done by civilian vendors and gunsmiths.&lt;br /&gt;
&lt;br /&gt;
=== Gurttrommel 34 ===&lt;br /&gt;
A stylized, backwards facing ''Gurttrommel 34'' is used as the &amp;quot;40 Rd Drum&amp;quot; magazine attachment for the QBZ rifle, including a magazine column and a feed system as the actual drum is just a belt container. It still has the latch for locking into German MG belt feed trays.&lt;br /&gt;
&lt;br /&gt;
[[File:BOCW QBZ drum.jpg|thumb|none|600px|The attachment's description further implies it is a ''helical'' magazine...]]&lt;br /&gt;
&lt;br /&gt;
=== RPD Drum (modified) ===&lt;br /&gt;
The QBZ's &amp;quot;STANAG 50 Rd Drum&amp;quot; appears to be a fictionalized and shrunken RPD drum magazine.&lt;br /&gt;
&lt;br /&gt;
=== MPA22-T Magazine ===&lt;br /&gt;
The MAC 10's &amp;quot;43 Rnd Speed Mag&amp;quot; and &amp;quot;Salvo 53 Rnd Fast Mag&amp;quot; appear to be based on the Masterpiece Arms MPA22T pistol. This is anachronistic as the MPA22T was only prototyped in January 2010.&lt;br /&gt;
&lt;br /&gt;
=== Suomi Magazine (converted) ===&lt;br /&gt;
A 9x19mm 72-round Suomi drum magazine converted to be used with Uzi appears as the drum magazine attachments for the Socimi and MAC-10. Presumably due to gameplay balancing, instead of the proper 72 rounds they hold 45 or 55 for the Socimi and 43 or 53 for the MAC-10. In reality, these conversions are made by Vector Arms and C&amp;amp;S Metall Werkes using preban (1994) Suomi drums which means that they are most likely anachronistic for the game.&lt;br /&gt;
&lt;br /&gt;
=== Magpul 7.62/.308 10 round Gen 3 PMAG ===&lt;br /&gt;
A Magpul .308 Gen 3 PMAG is available as the &amp;quot;STANAG 9&amp;quot; magazine for the LW3 &amp;quot;Tundra&amp;quot;. The &amp;quot;Salvo 9 Rnd Fast Mag&amp;quot; is also the same model but somewhat shortened. It is heavily anachronistic.&lt;br /&gt;
&lt;br /&gt;
=== X-Products 9mm 50 round drum ===&lt;br /&gt;
An [https://www.tactical-life.com/gear/x-products-mp5-drum-mag/ X-Products 9mm 50 round drum] is available as the &amp;quot;STANAG 50 Rnd Drum&amp;quot; magazine for the MP5. The &amp;quot;40 Rnd Drum&amp;quot; is also the same model but with its front part being hybridized with a Beta-C magazine. It is heavily anachronistic as it was introduced in 2014.&lt;br /&gt;
&lt;br /&gt;
== Barrels ==&lt;br /&gt;
=== TEC-9 barrel &amp;amp; shroud ===&lt;br /&gt;
A TEC-9 style barrel and shroud are used as the &amp;quot;Cavalry Lancer&amp;quot; and &amp;quot;Paratrooper&amp;quot; barrel attachments for western SMGs.&lt;br /&gt;
&lt;br /&gt;
=== Fluted AR barrel ===&lt;br /&gt;
Custom AR pattern fluted barrels appear as the &amp;quot;Cavalry Lancer&amp;quot; and &amp;quot;Strike Team&amp;quot; barrel attachments for western rifles. This is most likely anachronistic as fluted AR barrels appear to be a modern thing.&lt;br /&gt;
&lt;br /&gt;
=== AK &amp;quot;Swiss Grater&amp;quot; Upper Handguard ===&lt;br /&gt;
What is known as the &amp;quot;Swiss Grater&amp;quot; Upper Handguard for AK weapons appears as the &amp;quot;Cavalry Lancer&amp;quot; and &amp;quot;Paratrooper&amp;quot; barrel attachments for the AKS-74U and the &amp;quot;Ultralight&amp;quot;, &amp;quot;Cavalry Lancer&amp;quot;, &amp;quot;VDV Reinforced&amp;quot; and the &amp;quot;Spetsnaz RPK Barrel&amp;quot; for the AK-47. Similar devices can also be installed on the Remington and Arctic Warfare as the &amp;quot;Ultralight&amp;quot;, &amp;quot;Tiger Team&amp;quot; and &amp;quot;Hammer Forged&amp;quot; barrel attachments.&lt;br /&gt;
&lt;br /&gt;
=== MAC-10 barrel extension ===&lt;br /&gt;
A MAC-10 barrel extension is used as the &amp;quot;Takedown&amp;quot; barrel attachment for western SMGs.&lt;br /&gt;
&lt;br /&gt;
=== M249 heat shield ===&lt;br /&gt;
An M249 machine gun heat shield can be installed on the Remington and Arctic Warfare as the &amp;quot;Cavalry Lancer&amp;quot;, &amp;quot;Reinforced Heavy&amp;quot; and &amp;quot;Rapid Fire&amp;quot; barrel attachments. It is depicted with incorrect number of vent holes when used on the Remington but it is correct when used on the Arctic Warfare. It's appearance is slightly anachronistic as it was introduced after 1985.&lt;br /&gt;
&lt;br /&gt;
== Laser Sights &amp;amp; Flashlights==&lt;br /&gt;
=== Generic Laser Sight ===&lt;br /&gt;
The &amp;quot;Steady Aim Laser&amp;quot; and &amp;quot;SWAT 5mw Laser Sight&amp;quot; used on eastern bloc weapons appear to be a fictional and generic design loosely based on modern laser pointers with adjustment knobs. Such a compact and practical laser design is anachronistic for the setting, as the earliest laser sights of this kind were 90s laser sights such as the SureFire L70 or L75, which were introduced in 1990 and 1991 respectively.&lt;br /&gt;
&lt;br /&gt;
=== AN/PAQ 4C Laser Sight ===&lt;br /&gt;
The &amp;quot;Steady Aim Laser&amp;quot; used on western weapons is loosely based on the Insight Technology AN/PAQ 4C laser sight. It is anachronistic as it was produced in 1993-1999.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;SWAT 5mw Laser Sight&amp;quot; ===&lt;br /&gt;
The &amp;quot;SWAT 5mw Laser Sight&amp;quot; used on western weapons is loosely based on the Steiner DBAL and the Steiner Offset Tactical Aiming Laser, which is heavily anachronistic.&lt;br /&gt;
&lt;br /&gt;
=== Maglite Flashlight ===&lt;br /&gt;
A small Maglite C-cell flashlight appears as the &amp;quot;Mounted Flashlight&amp;quot;. The C-cell Maglite itself is period appropriate as it was introduced in 1981, however, it is mounted via a SureFire barrel clamp. A SureFire flashlight being mounted to the barrel was a configuration which was actually utilized in the 90s for example by Delta operators during the Battle of Mogadishu in 1993.&lt;br /&gt;
&lt;br /&gt;
=== Revolver laser sights ===&lt;br /&gt;
The various laser sights for the &amp;quot;Magnum&amp;quot; revolver appear to be inspired by the LaserLyte and LaserMax side mounted lasers for revolvers. This is anachronistic as neither the technology nor the concept for such compact side mounted revolver lasers existed back in the 80s.&lt;br /&gt;
&lt;br /&gt;
=== Imatronic LS45 laser sight ===&lt;br /&gt;
The &amp;quot;Ember Sighting Point&amp;quot; is based on the Imatronic LS45 laser sight but is depicted as being somewhat smaller than in reality. It is anachronistic by a few years as it was introduced in January 1987.&lt;br /&gt;
&lt;br /&gt;
== Stocks ==&lt;br /&gt;
=== &amp;quot;SAS Combat Stock&amp;quot; ===&lt;br /&gt;
The &amp;quot;SAS Combat Stock&amp;quot; for the MAC-10 is based on the stocks of Masterpiece Arms MAC-10 style carbines and Leinad Cobray CM-11/TM-11.&lt;br /&gt;
&lt;br /&gt;
=== ACE Skeleton Entry Stock ===&lt;br /&gt;
The ACE Skeleton Entry Stock appears as the &amp;quot;Duster Stock&amp;quot; for the XM177E1 and M16A2. Most likely anachronistic.&lt;br /&gt;
[[Image:AF02-F-OT-ARFXE-ARULE-5.jpg|thumb|none|400px|Ace Skeleton Stock.]]&lt;br /&gt;
&lt;br /&gt;
=== AR-15 Wire Stock ===&lt;br /&gt;
The M231 firing port weapon wire collapsible stock appears as the &amp;quot;Wire Stock&amp;quot; for the XM177E1 and M16A2. It is depicted as being non-collapsible in game.&lt;br /&gt;
[[Image:Stock M231.jpg|thumb|none|400px|An M231 firing port weapon wire collapsible stock.]]&lt;br /&gt;
&lt;br /&gt;
=== AR-15 1st Generation Collapsible ===&lt;br /&gt;
The 1st Generation Collapsible stock appears as the &amp;quot;Tactical Stock&amp;quot; for the Tec 9. It is depicted as being made of wood instead of plastic.&lt;br /&gt;
[[Image:Stock collapsible 1.jpg|thumb|none|400px|]]&lt;br /&gt;
&lt;br /&gt;
=== AK Wire Stock ===&lt;br /&gt;
A Romanian push button style AK wire stock appears as the &amp;quot;Wire Stock&amp;quot; for the AK-47, Ak 5, AKS-74U and the &amp;quot;KSP 45&amp;quot;. It has a cheek riser when used on the three weapons besides the AKS-74U.&lt;br /&gt;
&lt;br /&gt;
=== Custom M60 Wood Stock ===&lt;br /&gt;
A wood stock based on the [https://www.reddit.com/r/airsoft/comments/4p98l8/wanted_wood_furniture_for_my_m60_so_i_made_it/ custom M60 oak wood stock made by reddit user Automobilie] appears as the &amp;quot;Tactical Stock&amp;quot; and &amp;quot;SAS Combat Stock&amp;quot; for the M60.&lt;br /&gt;
&lt;br /&gt;
= Live Action Trailers =&lt;br /&gt;
== &amp;quot;Teaser&amp;quot; Trailer ==&lt;br /&gt;
===Thompson SMG===&lt;br /&gt;
Carried by a US soldier deploying from a chopper in Vietnam.&lt;br /&gt;
===M1 Garand===&lt;br /&gt;
===M1 Carbine???===&lt;br /&gt;
===M14===&lt;br /&gt;
===Unidentified US Rifle===&lt;br /&gt;
An unknown rifle carried by US troops during anti Vietnam War protests. Possibly Springfield M1903?&lt;br /&gt;
===Unidentified Russian Rifle===&lt;br /&gt;
Unknown rifles are being paraded by Soviet troops. Possibly Mosin Nagants or some of the Soviet semi auto rifles?&lt;br /&gt;
===M1 flamethrower===&lt;br /&gt;
Used by a US soldier probably in Vietnam.&lt;br /&gt;
&lt;br /&gt;
= Discussion =&lt;br /&gt;
&lt;br /&gt;
== Weapons I Saw ==&lt;br /&gt;
&lt;br /&gt;
I saw the AK47, or I not so sure if it's an AKM or Type 56. Then I saw an RPD LMG, a FN FNC battle rifle, XM177E2 with a flattop, although to be fair, flattop was around in the 80's. Then I saw a Colt 1911A1, a Remington 700 sniper rifle, and a AKS-74U Carbine. I'm not sure if the M16 appears to be a M16A1 or XM16E1. This &amp;quot;Commando&amp;quot; however does have a forward assist, but it has a A1 pistol grip, making this gun not the Colt 733.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 15:13, 26 August 2020 (EDT)&lt;br /&gt;
:The AK looks like an AKM, I think. The XM177 appears to be based on the Commando from the first Black Ops, but we'll see. Also, nice work getting on this page so quick! I was ready to start it later tonight, you beat me to it. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 15:29, 26 August 2020 (EDT)&lt;br /&gt;
::For clarification, I'm the one who started the page, not the guy above :P Anyway, the AK is actually an AK-47 (but with an AKM's slant compensator); note the gas block and the front sight, and the milled receiver is also seen in the trailer, though the specific shot is flipped. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:41, 26 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:As for the &amp;quot;SOCIMI Type 821&amp;quot;, that looks like MW's Uzi without the stock. I think a lot of the guns are supposed to be shared between these two games, judging by the Warzone integration and other cross-era guns like the AK-47, M1911, SKS ect.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:11, 26 August 2020 (EDT)&lt;br /&gt;
::Naw, the rear sight's position and the folding stock mechanism below it indicate that it's a SOCIMI. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:33, 26 August 2020 (EDT)&lt;br /&gt;
:::I see now, though it still looks a bit Uzi-like. Maybe it is new attachments/furniture; I guess time will tell. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:32, 26 August 2020 (EDT)&lt;br /&gt;
::::I'm replacing the screencaps by 4K ones; the relevant image now shows more details about the SOCIMI. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:43, 27 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
A couple leaked images I found from the game's Reddit page (may not reflect content in final version or even open beta/pre-alpha/etc.):&lt;br /&gt;
&lt;br /&gt;
Multiplayer screen showing a customized LMG: https://preview.redd.it/yap84l0silj51.jpg?width=2208&amp;amp;format=pjpg&amp;amp;auto=webp&amp;amp;s=08e974eb33d15ceec5988ed578cd913930ee053f&lt;br /&gt;
&lt;br /&gt;
Campaign screen showing an M16 (called M16A1): https://preview.redd.it/a8gvpo0silj51.jpg?width=2208&amp;amp;format=pjpg&amp;amp;auto=webp&amp;amp;s=09a14d017bef3e5e54ba18c69e13a90ec22e076e&lt;br /&gt;
&lt;br /&gt;
In addition, from what I've heard from a few content creators on YouTube who managed to see some campaign gameplay footage, other appearing weapons include an MP5, G3 (known as Krieg-6), Type 63 assault rifle, SPAS-12, the China Lake grenade launcher, and a recurve bow or crossbow. As said earlier, these may not necessarily be in the final game, so take them with a grain of salt.&lt;br /&gt;
--[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 09:08, 28 August 2020 (EDT)&lt;br /&gt;
: A type Type 63 would be an interesting addition. Was it mentioned specifically as a Type 63 or could it be someone confusing it with an SKS with a 30 round detachable magazine? --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 09:22, 28 August 2020 (EDT)&lt;br /&gt;
: I can't exactly tell; it said &amp;quot;Type 63&amp;quot; in a list of leaked stuff somewhere, but there's nothing visual to confirm this yet. It's all speculation. --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 09:34, 28 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Finally ==&lt;br /&gt;
&lt;br /&gt;
Well, took them long enough. After all the super secret projector puzzles and Warzone scavenger hunts. Look pretty cool, though. I love the 1980s Cold War, it was a pretty aesthetic time for weapons and military hardware. &lt;br /&gt;
&lt;br /&gt;
So, what's on everyone's wishlists? Because I'm weird, I went and [https://docs.google.com/document/d/10Pq9qxz1gL8aJj5ckvSpUClZ3lbruD4e53HjJziTQ8M/edit?usp=sharing made my dream weapons list] shortly after speculation about this game's existence started. I'm just hoping for period-appropriate weapons that actually make sense for the setting; I thought ''Modern Warfare'' was pretty good with that. Like, can we finally have a standard AK-74? Please? --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 16:04, 26 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Wouldn't mind seeing the Czech Vz. 58, that rifle is really underrepresented in games and would fit in well in this setting. I did notice the shorty AK that is shown being suppressed in the trailer has a correct AKS-74U rear sight, which hopefully is retroactively made a usable variant in ''MW''.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:47, 26 August 2020 (EDT)&lt;br /&gt;
::Looks like a properly sized AKS-74u barrel instead of the weirdo short barrel from MW2019 too, which is nice. I'm disappointed they went and made a faux Huey though, and the Tomcat also has some issues like vertical stabilizers having too much cant and intake scoops not being slanted forward enough. Also, the infamous backwards Troy BUIS from BLOPS1 makes a return, albeit actually facing the correct direction.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:24, 27 August 2020 (EDT)&lt;br /&gt;
:::I would expect such guns as vz. 61 and vz. 23, and perhaps Stechkin APB. And may be could see the MTs 21-12 autoloader as an Easter egg. But wait, we have the &amp;quot;first results in google pictures&amp;quot; guys, so what am I talking about. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 19:45, 29 August 2020 (EDT)&lt;br /&gt;
That's too realistic and accurate selection. If it is a true Black Ops game, then it should contain exotic, anachronistic and unheard of weapons. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:56, 26 August 2020 (EDT)&lt;br /&gt;
[[File:M4 Carbine First Model (1984).jpg|thumb|none|450px|January 1984 - XM4 Carbine]]&lt;br /&gt;
My wish list to have the XM4 Carbine (Colt 720), but it should be more like a gunsmith attachment for the XM177E1. The gun was first made in 1983 by the US Army as a customize XM177E2 with a A1 flash hider and fires M16A2 rounds. Later in January 1984, the 14.5 inch barrel and a A2 pistol grip was add it to the gun referring to as the XM4 Carbine.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 18:21, 27 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
Inb4 they bring back hyper-anachronistic guns like the L96A1 and the infamous FELIN version of the FAMAS again just to troll us. Anyways, I hope they brought back the &amp;quot;Death Machine&amp;quot; handheld minigun, &amp;quot;Grim Reaper&amp;quot; M202 rocket launcher and the underbarrel &amp;quot;Masterkey&amp;quot; shotgun and flamethrower attachments from the original Blops. --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 09:08, 28 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hope, they learned the lesson and did the research this time. Maybe this was the original Black Ops plot before was scapped? (Which explained guns anhachronism). Hope that will be possible to fight both NVAs, the Vietnam one and the German one. The perfect weapons for them would be FB PM63 and SKS. For the Ossies, hope for a MPi-K74 configuration (which already used by Farah in MW2019). The hype and expectation after huge after MW...--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:26, 8 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Steiner CQT ==&lt;br /&gt;
I don't think the reflex sight on the Stoner is a Steiner CQT, the housing for the lens goes all the forward, there's an elevation knob on the left side and a windage knob at the rear.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 02:04, 27 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:This is the closest match I found. Also I believe they are going the same &amp;quot;modern warfare stylization&amp;quot; route and therefore changing some of the details. Another thing that makes me pretty convinced that they used the Steiner CQT as reference is the fact that I simply googled &amp;quot;Cold War holographic sight&amp;quot; and it popped up. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 10:35, 27 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==XM177 promotional image==&lt;br /&gt;
Just linking this high quality image, for reference's sake: [http://www.gamereactor.eu/media/51/callduty_3245163b.png]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 11:24, 27 August 2020 (EDT)&lt;br /&gt;
:Rick Zeng told me the real reason why they add a flat top and a combination of an XM177 hider and an A1 flash hider is because of legal reasons. You also have to keep in mind that flattop was actually done in the 80s by Olympic Arms, even though back in E3 for Black Ops I, the Commando appears to have a MIL-STD-1913 Picatinny rail, that was introduced in 1993 when Colt developed the M4A1.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 14:05, 27 August 2020 (EDT)&lt;br /&gt;
::I think they should definitely drop this whole &amp;quot;change it so they don't sue us&amp;quot; attitude considering they won the humvee lawsuit. As for the chopping of the carry handle, unlike in BO1, this time it is not so anachronistic, however, considering that the campaign is set in 1981 and the practice of using chopped ARs by the actual military, as far as I have read, became a thing in the early 2000s most likely during the invasion of Iraq, then it might be considered anachronistic. As for the rail, it appears that both in the OG BO1 and this new one, it is based on something like the [[Predator_2#Magnum_Research_Inc._Mark_VII_Desert_Eagle|rail seen on the Predator 2 Deagle]], which I cannot find any info about after many hours of research, I'd wager it is some kind of 80s proto picatinny/weaver rail? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 14:20, 27 August 2020 (EDT)&lt;br /&gt;
:Isn't this rifle closer to a 933 [http://www.imfdb.org/wiki/File:Colt_m4_commando_03.jpg] than an XM177? [[User:Temp89|Temp89]] ([[User talk:Temp89|talk]])&lt;br /&gt;
::No, it isn't. The in-game gun has a shorter 10&amp;quot; barrel, an earlier A1 forward assist, and no case deflector. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:22, 28 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
Is it so hard for them to make period accurate weapons? They are so fixated in giving the players the capability to add optics that it doesn't even make sense. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 01:18, 29 August 2020 (EDT)&lt;br /&gt;
:Even then, it's not like you can't mount optics to a carry-handled AR or anything; hell, I'd wager that it even looks cooler that way. I'm just holding out hope that the XM16E1 can mount optics without hacksawing the carry handle, but that hope isn't high. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 08:16, 29 August 2020 (EDT)&lt;br /&gt;
::The carrying handles were designed to mount optics. Special Forces were the first to do it. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 21:22, 29 August 2020 (EDT)&lt;br /&gt;
:To be fair, optics attached directly onto the carry handle kinda take a lot of space on the screen and thus it is not quite practical from gameplay perspective. Also, it is clear that after MW2 they adopted kind of a &amp;quot;let's insert modernism and tacticoolism into everything&amp;quot; attitude which is clearly evident in all the anachronistic and tacticool stuff added to BO1 and now this one. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 09:58, 31 August 2020 (EDT)&lt;br /&gt;
::Eh, I don't think they take up enough space to really cause problems (not to mention that that'd be a neat balancing feature). But more to the point, it's not like they haven't had optics on carrying handles before (e.g. the FAMAS, the QBZ and USAS in ''MW3'', etc.). I just hope that they've learned from their mistakes. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 15:35, 31 August 2020 (EDT)&lt;br /&gt;
:::The basic FAMAS in ''MW''2019 is held lower when scopes are equipped. This thing's upper would also be neat to see as well, rather than a modern-looking flat top.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:04, 31 August 2020 (EDT)[[File:model 656.jpg|thumb|none|500px|Colt Model 656 M16A1 Special Low Profile fitted with scope and 20-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
== Military ARs or civilian? ==&lt;br /&gt;
&lt;br /&gt;
Does the semi-auto only selector markings on the &amp;quot;XM177E1&amp;quot; mean that it was actually modeled after some civilian version? Also I think the faux XM16E1 might be based on the same M16A1 &amp;quot;Retro Reissue&amp;quot; from BO3/4. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 09:52, 31 August 2020 (EDT)&lt;br /&gt;
:We'll see about that. Maybe they will make some changes in final game, you never know. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:13, 1 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== More Weapons! ==&lt;br /&gt;
[[File:BOCW Weapons Wall.jpg|thumb|none|600px]]&lt;br /&gt;
--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 13:51, 1 September 2020 (EDT)&lt;br /&gt;
I see the M16A2, finally!!! The AK47, a shotgun which I believe is either the Stevens Model 77E or the Winchester Model 1200 (I hope).--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 14:05, 1 September 2020 (EDT)&lt;br /&gt;
:I'm blind, I look closely and it looks like a bolt-action rifle. Possibly the Remington 700.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 14:26, 1 September 2020 (EDT)&lt;br /&gt;
::There's also a Beretta 93R on the gun wall. Also nice to see that the M16A2 gets a nice carry handle optic mount instead of lazily slapping a flat top upper on it like the Commando--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 14:41, 1 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== CAR-15 Variants ==&lt;br /&gt;
&lt;br /&gt;
Now the only reason why I'm doing this is because I have have a feeling that they are going to add some stuffs for the Commando, and possibly the M16A2 soon as gunsmith attachments, so I want to make sure you guys got the whole CAR-15 variants right.&lt;br /&gt;
&lt;br /&gt;
M16A1 Carbine - They are 4 types of M16A1. The first two models are the Colt 651 and 652. These guns have an M16 fix stock rather then a XM177 stock, and it has a 16.5 inch barrel. It was mad in 1971, and later around the early 70s, Colt made the 653 and 654, which have a XM177 stock. Now remember, these guns could have a 14.5 inch barrel, and they have an A1 pistol grip.&lt;br /&gt;
[[File:ColtM653Carbine.jpg|thumb|none|450px|Colt 653]]&lt;br /&gt;
&lt;br /&gt;
XM4 Carbine - Now, if you know me, you know that I love the M4 sense I first know about guns, but I'm not going to be like back then and name every single AR-15 carbine the M4. The XM4 was first made in 1983 from the US Army as a XM177E2 with an A1 flash hider and it fires M16A2 rounds. In January 1984, the gun have a 14.5 inch barrel and a A2 pistol grip. Later in 1985, the USMC tested the XM4, and in 1986, they add the M16A2 receiver to keep it as a modern designed, consider that they are a huge fan of the M16A2 rifle. In May 1986, Colt made a new M4 barrel and a new M4 handguard, and test results were not really good at the time. Colt ignore the XM4 until 1990, when Bushmaster joined the XM4 Program. In 1991, the gun was renamed the M4 Carbine, and in 1993, the gun have a flattop and it fires full-auto making it the M4A1. So basically the M4 is a modern version of the XM177E2. There are a lot of mythical stories about the XM4.&lt;br /&gt;
[[File:M4 Carbine First Model (1984).jpg|thumb|none|450px|January 1984 - XM4 Carbine]]&lt;br /&gt;
&lt;br /&gt;
M16A2 Carbine - Also known as the Colt 723, this weapon was made around 1985, but it didn't appear in service until 1987. Here's some myths that people are saying. The Colt 723 came from the XM177E2, which is not true. It actually came from the M16A1 Carbine. This weapon was very popular of the Delta forces, and it was used in the Invasion of Panama. A short version called the Colt 733 also consider to be a M16A2 carbine.&lt;br /&gt;
[[File:Colt-M-16-A-2-m723.jpg|thumb|none|450px|Colt 723]]&lt;br /&gt;
&lt;br /&gt;
M16A2 Government Carbine - Also known as the Colt 727. Okay, first of, the Colt 727 is not the father of the M4 or M4A1. The XM4 is even older than the Colt 727, because this gun was made in 1988, 4 years after the XM4 was made. I don't get why people are saying the Colt 727 is the father of the XM4! It's not! it's a improve variant of the Colt 723. Now then, mini rant out of the way, it does looks similar to the XM4, but here's the different. It fires full-automatic. The XM4 fires three-round burst. This could be not historically accurate, consider that the game take place in the early 80s.&lt;br /&gt;
[[File:Coltm727ima.jpg|thumb|none|450px|Colt 727]]&lt;br /&gt;
&lt;br /&gt;
So there you go, the CAR-15 variants. Now you know about these weapons, and now you know how can we describe these guns. Like I said, I'm only doing this because of gunsmith attachments refence, so I hope you guys get all of these and understand what we going to see for this year's Call of Duty.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 13:58, 2 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:For more AR variants we also have the [[Colt AR-15 Identification Guide]]. As for why people talk about the 727 leading to the M4, I think this is sort of true as I believe that the first AR variant that introduced the &amp;quot;M4&amp;quot; profile barrel was actually the 727. Before that the XM4 prototypes had either a straight barrel, or a stepped barrel that was thicker at the front but still narrow in front of the front sight. Also, part of this lore about the 727 probably comes from the fact that at its inception the XM4 was intended as a rear echelon weapon not intended for front line combat troops, but a lot of special forces used the 723 and 727 and got a lot of utility from it so when the M4 was finalised it was as a front line combat weapon.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:55, 10 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Leaked Multiplayer Alpha Footage==&lt;br /&gt;
From the official Reddit: https://www.reddit.com/r/blackopscoldwar/comments/imaxuo/full_6_minute_gameplay_of_cold_war/&lt;br /&gt;
&lt;br /&gt;
From the given footage shown there’s the AKS-74U (as “AK-74U”), the M16A2 (as “M16”), the MP5A2 (as “MP5”), the CAR-15 (as the “XM4” with flat-top receiver wrapped in slings like the Commando from BO1), the Stoner 63 and the SPAS-12 (as “Gallo 12”). In-game names aren’t necessarily final and may change in the final game like in COD:WWII and MW (2019). --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 01:28, 5 September 2020 (EDT)&lt;br /&gt;
:I'm actually pretty excited, proper AKS-74u barrel/handguard/sight, jungle mags, the gun audio seems nice and punchy, and the animations don't seem too bad either. Foregrip on that CAR-15 looks like a BCM Gunfighter vertical grip though, which is about 30 years too early, lol.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 04:22, 5 September 2020 (EDT)&lt;br /&gt;
::It looks alright for an early leak, though I have little doubt that it'll be getting more polish before it gets released. Also, for those who actually have social media, would you mind spamming IW to please put an &amp;quot;S&amp;quot; in &amp;quot;AKS-74U&amp;quot;? I know it's a minor thing and all, but still... gives me conniptions. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 11:41, 5 September 2020 (EDT)&lt;br /&gt;
:::In this case it's Treyarch, although IW were the first ones guilty of that with their weird airsoft shorty AK. But no matter how many times people tell them such things, I doubt the devs will care. It would also be appreciated if they learn to properly capitalize the &amp;quot;U&amp;quot;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:19, 9 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== One thing that I’m considering about ==&lt;br /&gt;
&lt;br /&gt;
There’s a attachment for the M16A2, and it showcases a 14.5 inch barrel with an Colt 607 handguard. It is that an AR-15 type variant or maybe an weird bizarre XM4 (1986 model) with an Colt 607 handguard, or it a some type of Colt Government AR-15 weapon, but considering that it has a 14.5 inch barrel, it’s not right.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 09:51, 10 September 2020 (EDT)&lt;br /&gt;
:If it has a 607 handguard but is not a 607 or 607A it is made up, pretty sure that handguard is unique to those models. Do you have a link to a picture of it? --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:51, 10 September 2020 (EDT)&lt;br /&gt;
::[[File:BOCW M16.jpeg|thumb|none|600px]]&lt;br /&gt;
That’s all I have, but I do have a screenshot on my phone, but it’s not jpg.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 14:47, 10 September 2020 (EDT)&lt;br /&gt;
:That isn't a &amp;quot;real&amp;quot; 607 handguard, to me it looks like they just cut the front half off of an M16A1 model to make something carbine-ish. Firstly, this has 5 vent holes whereas a 607 has 6. Secondly, a real 607 handguard has a new collar piece at the rear as they were made from cut down A1 handguards so they needed to give them a new back end, but the pictured handguard just looks like the rear of a factory A1 handguard.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:43, 11 September 2020 (EDT)&lt;br /&gt;
:: I had to say for now that this is a XM4 with a A1 handguard, but then we need to see the full game or at least the beta to see if the gun is going to equip with an attachment that is a CAR-15 telescopic but stock, or else this gun will be a bizarre XM4 Carbine. The gun have a 14.5 inch barrel and it’s a three round burst.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 17:06, 11 September 2020 (EDT)&lt;br /&gt;
:::[https://youtu.be/imhvfSylDQ8?t=189 Here] you can get a better look at the pseudo carbine handguard. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 22:02, 11 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
It's like the developers for these games don't understand the time period. I want to use something that looks like Larry Vicker's Delta Carbine, not this bullshit [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 12:32, 12 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;would've been a better choice&amp;quot;==&lt;br /&gt;
I'm just gonna say this out loud right here: I don't think these &amp;quot;better alternatives&amp;quot; information are necessary. The page should document why a gun is inapprorpiate within the game' setting, but it has no need to try to offer &amp;quot;possible solutions&amp;quot; to &amp;quot;rectify&amp;quot; these errors. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 08:57, 18 September 2020 (EDT)&lt;br /&gt;
:I concur with this sentiment. As much as it is &amp;quot;neat&amp;quot; to see what could've been used instead of what they did, it's clear they don't know nor care. More than likely this game is going to go Modern Warfare's route of using Franken-guns to make sure they DO NOT get sued. Even though they won that court case, I doubt Activision is in the mood to repeat history on something like that again. Just bite the bullet and deal with the anachronisms and Franken-guns and move on. [[User:PaperCake|PaperCake]] 10:38, 18 September 2020 (EST)&lt;br /&gt;
::Eh, I always thought that it was neat as information/trivia, but if the court of public opinion says no, then I won't start a fight over it. Better to keep the peace in situations like this. (Even if I still firmly believe that the M2 Carbine is an assault rifle...) [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 15:03, 18 September 2020 (EDT)&lt;br /&gt;
:::Well, if the M2 Carbine thing hasn't been settled yet, I suggest that you directly message an admin (such as commando552) and ask their opinion about it :P --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:13, 18 September 2020 (EDT)&lt;br /&gt;
::::I have moved the discussion about the M2 being an assault rifle to the [[Talk:M1_Carbine#Is_the_M2_Carbine_an_assault_rifle.3F|M1 carbine discussion page]] as it is no longer relevant to this page and can be continued over there.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 07:04, 20 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Black ops get advanced weapons excuse ==&lt;br /&gt;
&lt;br /&gt;
I've seen too many commons overestimating or believing in the myth that military technology is always 10 years ahead of what they adopt or because these guys are some for of ultra secret black ops, they'd get advanced weapons not available at the time. It annoys me [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 20:10, 26 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:We all know that this is just an excuse to add fancy weaponry and stuff to the games. It is obvious that even the most tacticoolest spec ops units cannot get ''weapons that haven't been created yet''. It's just that the &amp;quot;vintage&amp;quot; Black Ops games always come after some COD game that introduced something groundbreaking in terms of weapon customization, so naturally the BO game has to follow suit. Think about it, BO1 came after MW2 which introduced a great variety of attachments, this essentially made it impossible for them to shy away from the red dots and fancy weapons and in turn effectively turning the rather bland 60s setting into a modern and tacticoolized reimagining of the 60s. Now after MW19, BO Cold War is going through the same process of tacticoolizing the 80s in order to be able to compete with the gunsmith of the previous game. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:31, 26 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
::They really haven't clarified how Warzone is going to work between the two games in a non-confusing way, but given apparently it's supposed to be staying on the MW19 engine with its mechanics/etc (Yay!), I'm ''hoping'' this means we'll be getting MW19 versions of CW guns, as in with IW's drastically superior modelling/animation/sounds/etc. I ''reaaaaally'' want the FNC / Ak 5 and Arctic Warfare in MW19. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:40, 26 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==KSP-45 = Carl Gustav M/45?==&lt;br /&gt;
The name are similar, they are both Swedish, and the appearance is similar... maybe the M/45 is inspiration but is modified as per CoD habit. Or maybe is hybrid between a UMP and a CG M/45...--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 08:41, 11 October 2020 (EDT)&lt;br /&gt;
:I mean, the names are similar, sure, but they look absolutely nothing alike. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 10:58, 11 October 2020 (EDT)&lt;br /&gt;
::That's basically what I noted on the page, although &amp;quot;Kpist&amp;quot; is the more accurate designation for a submachinegun. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:35, 11 October 2020 (EDT)&lt;br /&gt;
:::Personally, I think it fits more along the lines of a modified Chiléan FAMAE SAF. When you look at the fixed stock version that’s being exported to Canada, the fact that does have a three round burst fire setting, and it lacking the H&amp;amp;K-style of charging handle like that on the UMP makes me think that it fits more along those lines then that of the UMP. It also fits more in line with the timeframe as well. Upon closer inspection, I think they just switched out the handguard and added different features to it like on the SOCIMI 821 (they modelled the gun with a side mounted charging handle akin to the Uzi Pros).--[[User:Bosoxboy521|Bosoxboy521]] ([[User talk:Bosoxboy521|talk]]) 11:16, 16 October 2020 (EDT)&lt;br /&gt;
:The pistol grip reminds of Jatimatic SMG and the stock looks very familiar though I can't recall it right now. Also the handguard and bolt release look like Taurus SMG. BTW here is [https://youtu.be/Ra3-KfmTy58?t=492 some gameplay of the thing]. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 17:58, 17 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
Isn't it is modified MP5/40? --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 10:22, 30 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, saw the pic... definite UMP!--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 10:41, 9 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== SWAT 5mw = Steiner DBAL ??? ==&lt;br /&gt;
&lt;br /&gt;
Here is my dissection on why the SWAT 5mw is inspired/based on the Steiner DBAL. As we already know, since MW19 and the whole Humvee thing Activision is trying its best to base its items on real things but modify them so it can make their depiction in the games lawsuit proof. I presume that's why we don't have exact 1:1 depictions in the games. Anyway, here are the clues. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:44, 12 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:BO CW DBAL.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
It appears to me to be based mostly on the Offset Tactical Aiming Laser.[https://sep.yimg.com/ay/alternateforce/steiner-otal-a-green-50mw-15.gif] [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:21, 1 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
:It appears to be a hybrid between the two, it is added now. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 22:00, 4 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Marking on the side of QBZ-83 ==&lt;br /&gt;
&lt;br /&gt;
I've read from a comment that the side of the QBZ-83 is marked with &amp;quot;T97NSR-PWC-5.56cal&amp;quot;. Is this true? I can't check this myself because I don't have the game, and most of the videos and screenshots I can find are too low quality. The Type 97 NSR is the canadian semi-auto export version of the QBZ-95; if this is true then this most likely means that Treyarch based the whole thing on a Canadian Type 97 NSR. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 07:26, 17 October 2020 (EDT)&lt;br /&gt;
: Yes. Note: the handle selection screen is the only one with most zoomed in picture. --[[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 16:20, 17 October 2020 (EDT) [[File:BOCW QBZ-83 Beta.jpg|thumb|none|600px]]&lt;br /&gt;
:: Hmm. The slot behind the selector switch is also marked with some Chinese characters; from what I can discern, they seem to say &amp;quot;名字叫宫 梦想&amp;quot;, which is complete gibberish meaning something like &amp;quot;name is called Gong / dream&amp;quot;. Not sure what's happening here. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:05, 18 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Attachment descriptions==&lt;br /&gt;
These are probably worth a laugh, or cry: https://imgur.com/gallery/lVJPVUt&lt;br /&gt;
--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:46, 22 October 2020 (EDT)&lt;br /&gt;
:I... I have no words. This is so many levels of embarrassing. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:07, 22 October 2020 (EDT)&lt;br /&gt;
::Did they try to use an AI to make these damn things? I mean, seriously, it seems like they just played Mad Libs with a bunch of random gun-related terms. I think my personal favorite has to be the &amp;quot;27.2&amp;quot; Recon&amp;quot; barrel for the M700 - aside from clearly not being that long, it somehow both is and is not rifled. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:06, 22 October 2020 (EDT) P.S.: Oh, and let's not forget the revolver cylinder that somehow holds 12 rounds despite still having 6 chambers.&lt;br /&gt;
:::Yeah, it really, really reads they like had a neural network compose descriptions off of Wikipedia's firearms articles. My favorite is the 1911 Cavalry Lancer, &amp;quot;Anti-''infantry'' barrel increases damage against enemy ''vehicles''.&amp;quot;--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:04, 23 October 2020 (EDT)&lt;br /&gt;
::::I do love the sniper rifle barrel that's smoothbore ''and'' rifled? Must be one of those .366 TKM rifles popular in Russia. The &amp;quot;STANAG 55 Rd Drum&amp;quot; for the Type 821 is pretty interesting, too. It describes having its ammo arranged side-by-side and being a single-stack. Wouldn't the ammo being side-by-side make it double-stack? Oh, but my favorite has to be the &amp;quot;13.7&amp;quot; Ranger&amp;quot; barrel for the XM4. The description states that it somehow cools off bullets and this also somehow makes them go faster.--[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 15:23, 23 October 2020 (EDT)&lt;br /&gt;
:::::Heck, even CoD Mobile bothered to model an actual 8-round cylinder for the relevant attachment on the &amp;quot;J358&amp;quot; revolver (not properly lined up with the barrel, but still). Also, &amp;quot;''Anti-infantry barrel increases damage against enemy vehicles''&amp;quot;... WHAT? Did I read that correctly? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:39, 26 October 2020 (EDT)&lt;br /&gt;
This makes me almost wanna buy the game just to read those descriptions. Anybody knows of a youtube video or something showing off all attachments?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:46, 19 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== RC-XD is fast enough to catch a plane? ==&lt;br /&gt;
&lt;br /&gt;
Not really a firearm-related question at all, but having rewatched the gameplay footage from the campaign trailer, I can't help ask out of curiosity: is it possible for a tiny remote-controlled car to catch up with a plane during a high-speed chase? I reckon the plane has much greater acceleration even when it's still on the ground, so do the cars. Otherwise, that must be a really powerful tiny engine powering the thing.--[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 09:25, 30 October 2020 (EDT)&lt;br /&gt;
:That whole sequence calls to mind the Fast &amp;amp; Furious movie where they had a cargo plane attempting to takeoff down an endless runway while being chased (I think Uncharted 3 has the same phenomenon). Honestly the campaign is not looking good, it seems to be a return to the over-the-top action movie hijinks and explosions when the best-received parts of MW2019 were the slow-paced nightvision room clearing segments.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:57, 30 October 2020 (EDT)&lt;br /&gt;
::Most likely it's not fast enough. I also think that one won't be able to go on unscathed after being rolled over by a vehicle in the manner shown in that same scene but hey that's COD after all. Also if you don't make over the top and cringy scenes in a game set in the 80s then I don't know when you will :D --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:03, 30 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Zombies trailer WWII weapons ==&lt;br /&gt;
&lt;br /&gt;
Are these available to use in the Zombies mode? If not then I think they should be added to a &amp;quot;Misc&amp;quot; section or to this page.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 19:58, 13 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
==Anachronistic weapons broke my immersion ==&lt;br /&gt;
&lt;br /&gt;
Just started the Vietnam mission and 2 things literally distracted me. The first was the M16 has a 20 round mag but the ammo count is 30 and I picked up an AKS74U...This game is stupid [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 01:51, 15 November 2020 (EST)&lt;br /&gt;
:Outside of the (disappointing yet expected) anachronistic weapons and attachments, I thoroughly enjoyed the campaign, thought it was far more ambitious with its gameplay and narrative than MW2019. Only real complaint is the lack of missions, short campaign in general, like MW2019.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 02:16, 15 November 2020 (EST)&lt;br /&gt;
:::East German Stasi using MP5s and the AK5s is annoying. They should be using whatever East German SMGs and MPi-KMS. How hard is that? [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 12:18, 15 November 2020 (EST)&lt;br /&gt;
::::What about the M1911 everywhere? They could recicle the Makarov. Seriously they should add more sidearm options given the fact that they have a Last Stand mechanic.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 04:35, 9 December 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mountain Dew ads ==&lt;br /&gt;
&lt;br /&gt;
Should we have a section here for the [https://www.youtube.com/watch?v=V1Xt9aetdFQ Mountain Dew ads] as they feature guns or just mention them on the main page? This might be cringe but we mentioned things like this for example with BO2's &amp;quot;LG Cinema Trailer&amp;quot;. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:21, 20 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Bullfrog's grip ==&lt;br /&gt;
Now here is the Bullfrog grip analysis. Obviously the thing is not a literal 1 to 1 depiction of anything real and is essentially a fictional grip but they had some inspiration when making it and that's why I say &amp;quot;inspired by... based on... influenced by... etc.&amp;quot; --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:27, 20 December 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
[[File:BOCW bullfrog grip.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
:The grip pattern does look a lot like the Skorpion's so I guess that's worth mentioning, although the overall shape doesn't match the Kiparis enough IMO. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 12:23, 2 January 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
== A rare photo of the M16A2 and XM4 ==&lt;br /&gt;
&lt;br /&gt;
So I found something from Rock Island Arsenal Museum, and what do I found is a rare photo of the XM4 Carbine and the M16A2 Rifle.&lt;br /&gt;
[[File:XM4 Carbine &amp;amp; M16A2 (1982).jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
Now this photo was made in 1982, before the M16A1E2 was presented by Colt to the US military. The name &amp;quot;M16A2&amp;quot; was from the USMC dates back to the late 70s when they ask Colt to developed a new rifle after their experience in Vietnam. The M16A1E1 was made in December 1981, but it would still be anachronistic as the game takes place before December 1981, let alone the game's M16A2 is the M16A1E2. So the M16A1E2 was made in November 1982, and it introduces the three round burst on this rifle (not the first burst firing M16 as the Colt 605B is the first one made in 1964). The XM4 on the other hand was start to developed as early as 1982, and it start off as the XM177E2 that fires M855 NATO rounds. The XM4 start to developed since 1983. So why I put this in Black Ops Cold War? Because there an attachment that give the &amp;quot;XM4&amp;quot; a 11.5 inch barrel, and the facts about the M16A2 to know that the game takes place in 1981 and the gun was developed in early as December 1981, even though is slightly anachronistic.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 13:36, 24 December 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== IMFDB Opinions on BOCW's gameplay and assets realism ==&lt;br /&gt;
&lt;br /&gt;
I just can't help but be disgusted by the lame step back in authenticity of BOCW from MW19. Weaponry, Ordnance and Vehicles really feels, looks, sounds trash to me.(exception for the Harrier's MGs which sounds impressively scary)&lt;br /&gt;
&lt;br /&gt;
== The worst thing about Cold War ==&lt;br /&gt;
&lt;br /&gt;
...isn't the extremely anachronistic weapons and attachments, its the fact that I can't access the DLC weapons and all their unlocks in offline custom matches anymore like MW2019! Now I actually have to grind the battlepass to screencap each new gun every season. Total pain in the ass considering how unfun core 6v6 is this year.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 22:19, 24 January 2021 (EST)&lt;br /&gt;
:[https://www.joblo.com/newsimages1/wiw-saving-private-ryan-salute.jpg] - you can still progress the battlepasses in MW, although I realize that having both games installed may be pushing hard drive limits.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 09:50, 25 January 2021 (EST)&lt;br /&gt;
::Play Plunder and just go for recons or scavenger contracts to level up your weapons. As for the game, the more free play days we have, the less I actually want to buy the game. I know the game was rushed, so I understand why it lacks the polish and details of MW2019, but it's just not as fun. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 11:12, 25 January 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
Honestly, capping the weapons in Warzone won't do it, and it's actually wrong since they are in the MW19 engine and not BOCW one.I have the Groza and MAC-10 by the way&lt;br /&gt;
--[[User:Solarriors|Solarriors]] 04:42 28 January 2021 (GMT+1)&lt;br /&gt;
:Warzone weapons XP will carry over to CW. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 14:08, 28 January 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
You can actually access all DLC and attachments in online private/custom matches ---[[User:Solarriors|Solarriors]]&lt;br /&gt;
:Doesnt seem to work on my end, tried setting up a custom private match and they're still locked--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 03:47, 25 February 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
== Firebase-Z AK &amp;quot;Wonder Weapon&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
[https://youtu.be/INmAzI7C9M8?t=78 So this is a thing.] I tried to save an image but for some reason it wouldn't upload, so that'll do.&lt;br /&gt;
&lt;br /&gt;
SO, apart from looking like something Vladof would make, what we have here is...to my best understandng an AK mated with the DG-2. Weird to have a Wonder Weapon we could actually put on the page, if it's eligable. It's got a GP launcher and everything. According to offical sources it's called the RAI K-84, or the Reactorniy Avtomat-Izluchatel Kuhlklay-84 in full.&lt;br /&gt;
&lt;br /&gt;
'''UPDATE:''' Never mind, it's already on the page. My bad.--[[User:Gunmaster2011|Pez-Dispenser]] ([[User talk:Gunmaster2011|talk]]) 10:18, 1 February 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
==Reload timer adjustmnent in patch notes==&lt;br /&gt;
Just wanted to pass this on, [https://www.treyarch.com/game-intel/2021/02/Warzone_Season_One_Midseason_Patch_Notes today's patch notes] give the absolute most vague, unspecific note possible about this: &amp;quot;Adjusted the timing of ammo replenishment during empty reloads for BOCW weapons&amp;quot;. No idea if this is a good or bad change. :P [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:58, 5 February 2021 (EST)&lt;br /&gt;
:I'd assume that they're changing the point during the reload animation when the game decides that the gun is finished reloading (since these have had a habit of being rather off in CoD games - the gun often counts as reloaded before your character has finished reloading it). Hopefully, they're making the timing match the animations better. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:19, 5 February 2021 (EST)&lt;br /&gt;
::That's what I assume too, but I don't have any hands-on experience with the CW weapons, so I have no idea how well they matched (or didn't) before or after the patch. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 14:56, 6 February 2021 (EST)&lt;br /&gt;
:::[https://www.youtube.com/watch?v=hSjfSkw5hJM Tested by TheXclusiveAce]. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 04:06, 17 February 2021 (EST)&lt;br /&gt;
::::Holy hell, I can't believe Treyarch managed to make the guns EVEN WORSE than they already were. The changes make it so you can skip the rechamber part of the animation on empty reloads now. :| This dev team really needs be kept far away from any future games, this is just embarrassing. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:17, 17 February 2021 (EST)&lt;br /&gt;
:::::All changes in Warzone are made by Raven Software ([https://www.reddit.com/r/blackopscoldwar/comments/l876an/applying_the_3x_scope_to_the_m82_causes_the/glbfz4y?utm_source=share&amp;amp;utm_medium=web2x&amp;amp;context=3 referenced by u/FoxhoundFPS]). Weapon balancing (including changing reload add time) was probably done by Raven themselves to address CW weapons' long after-reload pauses specific only to Warzone. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 02:13, 18 February 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
== Season 2 Trailer ==&lt;br /&gt;
&lt;br /&gt;
It just dropped, and showed off a few new guns - I spotted what looks like a screwed-up [[Walther MPK]], a probably-fictional crossbow, and (of all things) a [[FARA 83]]. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 19:54, 16 February 2021 (EST)&lt;br /&gt;
:Yay more ''Upotte!!'' guns! :D In all seriousness, that would be a neat addition, I love when more obscure things show up in games. Though at this point I'm also sad all these guns aren't getting MW's much better treatment (and that we can't use them there). [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 21:57, 16 February 2021 (EST)&lt;br /&gt;
:Nice ID work. Sadly people gonna call it &amp;quot;Galil&amp;quot; anyway. As for speculation about that sawed-off gun in the holster - I think it's just a China Lake blueprint. I mean M79. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 02:50, 17 February 2021 (EST)&lt;br /&gt;
::Huh. I thought that thing was a Galil. Maybe it'll end up being a Galil ARM with elements of the FARA 83 thrown in? Because as we've seen so far, this game isn't too big on having guns that are what they say they are. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 16:42, 17 February 2021 (EST)&lt;br /&gt;
:::It looks like [http://2.bp.blogspot.com/-KdnsXcQb_Tk/VnaJyrrI1rI/AAAAAAAB3CE/YGD2AfZC4V8/s1600/CampoHerrajecombatejunio1934.jpg this] variant, which has a bipod and FAL Para/Galil type stock, basically a discount ARM. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:56, 17 February 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
==Questionable captions==&lt;br /&gt;
Those two edits ([http://www.imfdb.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;amp;diff=1400455&amp;amp;oldid=prev 1] - DE and Strife captions, [http://www.imfdb.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;amp;diff=1400456&amp;amp;oldid=prev 2] - RAI K-84 caption) need to be toned down. [[IMFDB Style Guide#Media titles]] and [[Rules, Standards and Principles#No sarcastic or insulting Commentary]]. --[[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 18:00, 21 February 2021 (EST).&lt;br /&gt;
:Those seem perfectly acceptable to me. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:02, 21 February 2021 (EST)&lt;br /&gt;
::I'm fine with captions describing the contents of images and weapon details. But there's no real need for comments about developers and writers choices for ZM characters. Including such commentary in the main game's wiki page doesn't make this wiki any more &amp;quot;informative&amp;quot; about firearms and sounds more like a point for discussion on talk page or other resources. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 20:29, 21 February 2021 (EST)&lt;br /&gt;
:::Comments like those are pretty much par for the course when it comes to VG pages. People've been doing it for a while, so I think it's safe to call it a ''de facto'' acceptable thing to do. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:34, 21 February 2021 (EST)&lt;br /&gt;
::::I know. Still it can be done more tastefully even for IMFDB with less projecting. Or we could just comment on every frustration and missed opportunity of developers, like saying which weapon would be more era-appropriate on every weapon. I'm not all &amp;quot;anti-sarcasm caption&amp;quot; since there are really good comments people come up with on pages, but they at least assume that not all visitors are in &amp;quot;the know&amp;quot; or familiar with behind-the-scenes of the development. I've come around at the Strife commentary I should say. Operators being absolutely non-characters or related to ZM story is something that I dislike about CW too, but I'm not sure if there's need to over-explain who is holding the weapon in that picture on the gun wiki. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 21:04, 21 February 2021 (EST)&lt;br /&gt;
:::::Just to point out, the rule about sarcastic comments doesn't really apply to video games. It was mainly implemented for movie pages, to avoid insulting real actors and filmmakers. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:14, 22 February 2021 (EST)&lt;br /&gt;
::::::Point is acknowledged, even though those rules could be improved to include VG. Insulting real developers or writers is an issue too, it doesn't need to be downplayed because of different artform or media. As for my gripes about initial edits, I'm no longer pursuing to change that. Just to summarize, I got the clear message from this thread - captions can be used for everything related not only to weapon present in the image, but to include information about who is holding the weapon even if gloves are the only thing we can see from first person and this can be used to include all in-game or out-of-game facts including developer's choice for characters in one mode. In a gun wiki. I can understand the frustration about era-appropriate weapons on gun wiki, but I'm still questioning if not including Richtofen should be used as a starting point of caption for what is essentially &amp;quot;RAI K-84 in idle&amp;quot; image with nothing happening on it. After inspecting it again it seem like that remark was made to pad the caption's word count to be consistent with adjacent images. There's really nothing to call for it in that image too, so that's why it seems very strange among other comments. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 08:41, 22 February 2021 (EST)&amp;lt;br /&amp;gt;'''Edit:''' added to be less vague about a point. I'm okay with DE and Strife captions and they seem to follow IMFDB style of captions. &amp;quot;Grumbling at the fact that Primis and Ultimis were replaced by literal nobodies, of which he is one of them, the Requiem Operator in Firebase Z consoles himself by looking at his shiny space AK&amp;quot; is a good comment about BOCW. But I'm not sure if it is a good point to make in a gun wiki for &amp;quot;wonder weapon held by a pair of unique gloves&amp;quot; screenshot without any other information on it and inspecting it with all other weapon captions in the BOCW page seems uncalled for. Or it means it's OK to use any criticism valid for a game no matter the contents of image. As I wrote this, I found this [https://i.redd.it/pqrgt528tpg61.jpg image] (but used with mil-sim operators and equipped with RAI K-84s) would be an ideal fit for that caption and even justified in my opinion. That would be peak IMFDB and not de so detached from the commentary like a current one. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 09:12, 22 February 2021 (EST)&lt;br /&gt;
Wait wait wait, let's be clear : What are your complains about exactly?&lt;br /&gt;
[[User:Solarriors|Solarriors]] ([[User talk:Solarriors|talk]])&lt;br /&gt;
&lt;br /&gt;
:If your issue is the comments, then you're at least a few years late to that whole discussion on the rules. As stated prior, the rule about sarcastic comments is kept for movies to keep people from throwing their personal opinions at whatever actor they don't like. Games normally don't follow that same rule, and if anything it's mostly done to give the page a form of flow. Reading the same &amp;quot;RAI K-84 in idle&amp;quot;, &amp;quot;RAI K-84 firing&amp;quot;, &amp;quot;RAI K-84 reloading 1&amp;quot; and so on is brain melting, and allowing an editor to jazz it up a bit with some sarcasm and dry humor is not a bad thing by any metric. The comments fit tonally with almost every other video game page on this site, bar the ones that are so old and forgotten that no one's bothered to edit them in the same style. --[[User:PaperCake|PaperCake]] 18:58, 22 February 2021 (EST)&lt;br /&gt;
::Agreed, especially due to the visual repetitiveness inherent to video game pages. For example, the [[Far Cry 2]] page is absolutely hilarious and witty, and very amusing to read even if you've never played the game. I ''do'' think there's a thin, but very important line between &amp;quot;witty&amp;quot; and &amp;quot;snarky&amp;quot; though, and it's definitely best if we all don't cross that and end up with pages that actually sound insulting/harassing, in a demeaning sort of way. But back on the flip side again, the more glaring and facepalm-inducing goofs/oversights are, the more calling those out with a bit of flair feels justified. So yeah, it's all a bit subjective and case-by-case, I guess. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:53, 22 February 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
==Official ZRG 20mm footage and LC10's lore==&lt;br /&gt;
Treyarch's YouTube channel uploaded [https://www.youtube.com/watch?v=0krEGBnWEag Season Two Studio Broadcast] detailing all S2 features. Includes gameplay footage of upcoming ZRG 20mm with developer's commentary (at 17:12). Interesting note about LC10: at 15:10 it is stated that &amp;quot;fictionally this is a weapon that was designed by the same manufacturers as the LW3 - Tundra … submachine gun version of that weapon.&amp;quot; --[[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 19:14, 26 February 2021 (EST)&lt;br /&gt;
:Well, that would explain why it used to be called the &amp;quot;AI LC10&amp;quot; (and why it looks like that) - it's supposed to be made by Accuracy International. I can't help but feel like making a high-quality, precision-oriented SMG during the 1980s would be a rather stupid thing for a company to do (since the Cold War was the heyday of simple, cheap, stamped/tube-receiver subguns), but at least there's reasoning behind it, even if it's not particularly sound. Hell, it's also closer to an AW than the game's actual AW, given the one-piece handguard, stock and trigger guard shapes, and now-totally-redundant magazine well cutout.&lt;br /&gt;
&lt;br /&gt;
:Oh, and they've mirrored the NTW-20. Because... reasons, I guess. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:40, 26 February 2021 (EST)&lt;br /&gt;
::Funkier weapon designs could probably be their unique way of avoiding licensing and also doing &amp;quot;Cold War is prequel to Black Ops 2 and 3&amp;quot; thing. Like FFAR 1 being an earliest prototype of FFAR from BO3. But, as you point out, it is still interesting how LC10 was modelled with more accurate parts from a gun... which is already available in the game. I was ready for ZRG to be Kraber-AP with side-loading magazine in first-person view at all times as a unique trait, but they subverted that by mirroring the whole model for some reason. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 22:14, 26 February 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
Does anyone feel like the LC10 kinda looks like the Parker Hale IDW prototype? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 13:06, 27 February 2021 (EST) &lt;br /&gt;
:: Oh god, not the NYAAAAAAA. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 18:42, 27 February 2021 (EST)&lt;br /&gt;
:Eh, kinda, but not all that much - the features it has in common with the IDW/PDW aren't exactly unique to it, and I still think it's closer to the MPK in overall proportions. Plus, it lacks some of the features that we'd want if we wanted to cite the IDW as source of inspiration (e.g. the really long magwell). [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:21, 27 February 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
Here's some footage of the NTW in full: [https://www.youtube.com/watch?v=N9C-EHWNeHU]. Looks like, in addition to mirroring the whole thing and giving it a giant PSO-1 scope, they've also messed with the pistol grip, and made the barrel both way too short and non-reciprocating. Because shoulders don't matter, I guess. There's some other stuff in there, like how the supposedly 47-inch barrel has a wooden handguard on it, the extended magazine that clearly isn't meant for this gun since it has a catch hole nowhere near the magwell, and the fact that 80s-era body armor can somehow stop a 20mm shell. Except not, since it still has enough energy left over to one-shot the person behind you. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:42, 5 April 2021 (EDT)&lt;br /&gt;
::With each new gun they just seem to miss the point of the Cold War theme more and more. There are so many cool guns they could add that would fit the early 80s timeframe and yet they add fictional designs and anachronistic, stylized guns instead. Its not like they lack the funding or talent either, lots of the period correct weapon models are really decently modelled.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:53, 6 April 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Magnum identification==&lt;br /&gt;
Now, the design doesn't line up one-hundred percent, but I'm pretty sure it was based on a G&amp;amp;G G733 airsoft revolver, the thin fluting in the cylinder, the weird half-full rod housing, and the long body match up to the G&amp;amp;G almost exactly, with the only difference being that the trigger sits ''way'' behind the cylinder in the in-game revolver. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 01:16, 6 March 2021 (EST)&lt;br /&gt;
:That would make some sense, actually - the back of the frame made me think of an airsoft revolver, and the G&amp;amp;G has that same weird partial-yet-full underlug setup. As for the trigger/cylinder placement, I'm pretty sure that's because they put a [[Ruger GP100]]-style recoil shield on it, but didn't give it a normal S&amp;amp;W cylinder latch (albeit mounted at an angle) instead of the Ruger-style one that sits on the recoil shield, so they had to stretch the frame forward to make everything fit.&lt;br /&gt;
&lt;br /&gt;
:See, this is why I really don't like BOCW's fictional weapon designs. MW19's were a bit disappointing to have, but at least they looked convincing - we had a fair bit of talk-page discussion trying to identify the .357, because it looks like a real revolver that would actually exist. BOCW's, on the other hand, you can immediately tell that they're fictional, because they're often a weird mish-mash of parts from various guns put together without much regard for what they're supposed to do, and the resultant guns stick out awkwardly. It's a shame, too, because BOCW's normal guns are actually really well-modeled. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 08:32, 6 March 2021 (EST)&lt;br /&gt;
::Agreed, and this is even kind of reflected in the battlepass cosmetics and skins, for MW there were a lot more believable designs while Cold War straight away went for the wacky cartoony aesthetic. --[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 19:37, 6 March 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
== Lever action in S6 ==&lt;br /&gt;
&lt;br /&gt;
As seen in recent news, the in-game name of the gun is &amp;quot;.410 Ironhide&amp;quot;. Judging from the Season 6 [https://youtu.be/LBOpIgK2lEQ?t=127 cinematic] and from the [https://i.redd.it/1xm5ss459oq71.png roadmap] (EDIT: there's also an image [https://live.staticflickr.com/65535/51535872616_09189a2952_4k.jpg here]), it's most definitely a [https://www.henryusa.com/shotgun/lever-action-410-shotgun-side-gate/ Henry .410 lever action shotgun] (specifically the version with a side loading gate) with a few minor differences, and this is the pinnacle of Treyarch's anachronisms (next to BO1's FAMAS Valorisé and the PTR 9KT-inspired receiver on BOCW's MP5 blueprints), since Henry .410 lever action shotguns were introduced [https://web.archive.org/web/20210619234228/https://www.henryusa.com/shotgun/lever-action-410-shotgun/ in 2017], nevermind that the side gate version was produced in 2019. I haven't found any closer match to that gun, but that said I think I'll wait until the gun gets released before adding the Henry ID to the page. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:51, 30 September 2021 (EDT)&lt;br /&gt;
:Yeah, looks like you nailed it. Though it seems like they gave it a more oldschool style furniture instead of the modernish checkered ones. Wondering why they can't have just some OG 19th century lever action. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 15:52, 30 September 2021 (EDT)&lt;br /&gt;
::I mean, Winchester 1887? They'ved used it before. It is literally. RIGHT. '''THERE'''. --[[User:Gunmaster2011|Pez-Dispenser]] ([[User talk:Gunmaster2011|talk]]) 16:32, 30 September 2021 (EDT)&lt;br /&gt;
:::Can't wait for my yee-haw lever-action akimbo shotguns to be added to the game. They called it &amp;quot;Ironhide&amp;quot; for a reason, makes you think of either cowboys or dragons. (on a more serious note well done for identifying it correctly) --[[User:JackalUnderscore|JackalUnderscore]] ([[User talk:JackalUnderscore|talk]]) 17:55, 30 September 2021 (EDT)&lt;br /&gt;
::::So, Season 6 is out. The shotgun is not a totally accurate representation of real-life counterparts (as obviously expected), but I can still tell that the Henry is the closest match, judging by the receiver and the tubular magazine's setup. However, the in-game gun has a longer handguard (almost the same length as a [https://www.gunsinternational.com/guns-for-sale-online/shotguns/marlin-shotguns/marlin-410-xlr-ss-410-ga-used-gun-inv-215369.cfm?gun_id=101185058 Marlin shotgun]), and the hammer is different (it's shaped similarly to that of other weapons, such as the [https://www.icollector.com/Rossi-Model-Rio-Grande-410-Ga-2-1-2-Lever-Action-Shotgun-w-20-bbl-stainless-finish-appears-ex_i29857090 Rossi]). Does anyone have a better ID in mind, or should we go with the info that I mentioned here? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:59, 7 October 2021 (EDT)&lt;br /&gt;
:::::Like usual, it seems to be another hybrid but yeah it is mainly a Henry. However, the furniture seems to be intended to look like a vintage shotgun. The wood seems to be genuine wood and not plastic-ey fake synthetic wood or whatever it is found on modern guns. I think the idea here was to mash the modern guns and present the mutant as some OG 19th century gun a la Winchester Model 1887. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 11:26, 7 October 2021 (EDT)&lt;br /&gt;
::::::[https://www.reddit.com/r/blackopscoldwar/comments/tam7of/what_is_the_henry_new_shotgun_i_got_this/ Aaaaaaaand the Henry is indeed what the developers had in mind for this shotgun.] --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:08, 28 June 2022 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Unknown pistol ==&lt;br /&gt;
Any ideas what gun is [https://i.redd.it/l63hlmdjzuu71.jpg this]? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 21:46, 21 October 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Understanding the Black Ops series ==&lt;br /&gt;
&lt;br /&gt;
So I do think that Treyarch knew that there are so many anachronisms, but they throw it because Black Ops is not supposed to be a historical game, it been said since the original Black Ops with an interview. Plus, some of the guns were looking weird like the XM4 and Famas, because for legal reasons. This is also why the FAMAS F1 is not in Black Ops I. Keep in mind, they only got a year to develop the game, and to make matters worse, there’s the pandemic. So they didn’t have time to look up many information. If they do, then this game would be more historically accurate than now (not completely historically accurate because remember is not a historical game).--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 14:45, 21 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1549230</id>
		<title>Talk:Call of Duty: Black Ops Cold War</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1549230"/>
		<updated>2023-01-21T14:45:00Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: /* Understanding the Black Ops series */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Miscellaneous =&lt;br /&gt;
== US Air Force Pilot Survival Knife ==&lt;br /&gt;
A US Air Force Pilot Survival Knife issued to US Air Force jet pilots flying over Vietnam is carried by Sims and Adler during their time in Vietnam and Sims' knife is even featured as evidence for the campaign mission &amp;quot;Fracture Jaw&amp;quot;. Woods and Adler also carry such knives, presumably their own knives from Vietnam, in the 1981 segments of the campaign.&lt;br /&gt;
&lt;br /&gt;
== Vietnam War Period US Military Tomahawk ==&lt;br /&gt;
A tomahawk based on those used by US forces during the Vietnam War is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
== Hybrid AK Bayonet ==&lt;br /&gt;
What appears to be a hybrid between the basic AK-47 bayonet and the AKM Type II Bayonet is tossed by operators in the multiplayer lobby. A proper AKM Type II Bayonet also appears as the &amp;quot;Anime Assassin&amp;quot; blueprint for the knife and the same model is also used by Kravchenko in the zombie mode cutscenes.&lt;br /&gt;
[[Image:AKM type 2 bayonet.jpg|thumb|none|400px|An AKM type 2 bayonet with scabbard.]]&lt;br /&gt;
&lt;br /&gt;
== Shtrafbat Knife ==&lt;br /&gt;
What appears to be a Russian Shtrafbat knife is used by Spetsnaz operatives to dispatch the walkman using US soldier in the multiplayer reveal trailer and is carried by multiplayer operator Stone inaccurately in a [http://monkeyedgeblog.com/cool-guy-kit-the-raf-aircrew-knife-as-used-by-the-sas/ RAF aircrew knife sleeve sewn sheath]. It is most likely anachronistic.&lt;br /&gt;
&lt;br /&gt;
== Vietnam War Period MACV-SOG Knife ==&lt;br /&gt;
A Vietnam War period MACV-SOG knife is carried by multiplayer operatives Sims and Stone.&lt;br /&gt;
&lt;br /&gt;
== Ontario SP1 Marine Combat Knife ==&lt;br /&gt;
The same Ontario SP1 Marine Combat Knife from ''Modern Warfare Remastered'' is reused in the campaign. Mason takes one from a dead enemy operative at the beginning of &amp;quot;Nowhere Left to Run&amp;quot; and can use it throughout the mission. Adler can potentially also use one on Bell in &amp;quot;Ashes to Ashes&amp;quot;. It's appearance in the 1980s is anachronistic.&lt;br /&gt;
[[Image:Ontario SP1 Marine Combat Knife.jpg|thumb|none|400px|An Ontario SP1 Spec Plus Marine Combat Knife.]]&lt;br /&gt;
&lt;br /&gt;
== Unidentified Knife ==&lt;br /&gt;
The basic knife of the game is of unknown model but appears to be based on vintage [https://www.ebay.com/itm/293732635691 Swimaster diving knives].&lt;br /&gt;
&lt;br /&gt;
== Tru-Bal Throwing Knife ==&lt;br /&gt;
A Tru-Bal throwing knife is used by Bell to eliminate Vietcong fighters in the Vietnam War flashbacks.&lt;br /&gt;
&lt;br /&gt;
== Rambo II Survival Knife ==&lt;br /&gt;
Rambo's survival knife from ''[[Rambo: First Blood Part II]]'' was added as part of the '80s Action Heroes event.&lt;br /&gt;
[[Image:Rambo_knife_2.JPG‎|thumb|none|400px|Rambo II Survival Knife]]&lt;br /&gt;
&lt;br /&gt;
== Tessina Camera ==&lt;br /&gt;
A 35mm Tessina L camera is used in the campaign to take photos of various objects of interest. The Tessina was introduced in 1957 and was [https://petapixel.com/2011/03/11/actual-spy-cameras-used-by-the-cia/ actually used by the CIA].&lt;br /&gt;
&lt;br /&gt;
== R-77PD Missile ==&lt;br /&gt;
Fictionalized R-77PD missiles are delivered by MiG-23 jet fighters as the &amp;quot;Cruise Missile&amp;quot; scorestreak. Their markings incorrectly label them as &amp;quot;AN/DSQ-28&amp;quot; which is actually an active radar homing head used on US missiles such as the Harpoon. Also the markings incorrectly depict them as US ARMY missiles instead of Soviet.&lt;br /&gt;
&lt;br /&gt;
== M1942 Machete ==&lt;br /&gt;
An M1942 Machete is carried by Adler in &amp;quot;Fracture Jaw&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Kravchenko's Knife&amp;quot; ==&lt;br /&gt;
Kravchenko's knife is a hybrid consisting of an AKM Type II Bayonet blade combined with a MACV-SOG knife's handle.&lt;br /&gt;
&lt;br /&gt;
== Buck 120 ==&lt;br /&gt;
The long Buck 120 hunting knife is Ghostface's signature knife like in the ''Scream'' franchise.&lt;br /&gt;
&lt;br /&gt;
==Robbins of Dudley Push Dagger==&lt;br /&gt;
The [https://collections.royalarmouries.org/first-world-war/type/rac-narrative-140.html Robbins of Dudley Push Dagger] is carried on some of Park's outfit.&lt;br /&gt;
&lt;br /&gt;
==W30 TADM/Mk-54 SADM Hybrid==&lt;br /&gt;
A hybrid between the W30 Tactical Atomic Demolition Munition and the Mk-54 Special Atomic Demolition Munition is used to depict the nuclear weapons central to operation Fracture Jaw. However, this is most likely inaccurate since the W30 was in service until [https://www.flickr.com/photos/rocbolt/8656438510 1966] when it was [https://twitter.com/atomicanalyst/status/1281975711700529152 replaced] by the W45 Medium Atomic Demolition Munition. Also, the in game bomb is depicted as being smaller and apparently much lighter than the real thing since two soldiers can carry it when in reality it weighs 840 pounds (381kg).&lt;br /&gt;
&lt;br /&gt;
==Titan II ICBM==&lt;br /&gt;
The Titan II ICBM is featured in the multiplayer map ICBM. The map is set in an ICBM silo.&lt;br /&gt;
&lt;br /&gt;
==Trident C4==&lt;br /&gt;
The launch of a Trident C4 SLBM is seen in archival footage in the Season 1 cinematic.&lt;br /&gt;
&lt;br /&gt;
==Gerber Knife==&lt;br /&gt;
A Vietnam War Gerber Knife is seen on some multiplayer skins.&lt;br /&gt;
&lt;br /&gt;
= Attachments =&lt;br /&gt;
== Optics ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Microflex LED&amp;quot; ===&lt;br /&gt;
The &amp;quot;Microflex LED&amp;quot; is loosely based on the Docter or Noblex quicksight red dot for shotguns with the lens having a more conventional shape similar to the traditional Sightmark Sureshot Reflex Sight/Adco SOLO Sight. All of these red dot models are heavily anachronistic.&lt;br /&gt;
&lt;br /&gt;
=== C79 Optical Sight ===&lt;br /&gt;
The C79 Optical Sight appears as the &amp;quot;Visiontech 2x&amp;quot;. It is slightly anachronistic even though it was introduced in 1982 with the adoption of the Colt ACR, it was enter in service towards the end of the Cold War, in 1989.&lt;br /&gt;
&lt;br /&gt;
=== Colt Scope ===&lt;br /&gt;
The Colt scope appears as &amp;quot;Axial Arms 3x&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Elbit Falcon ===&lt;br /&gt;
The Israeli Elbit Falcon sight appears as the &amp;quot;Millstop Reflex&amp;quot;, and its description describes that it is produced in the USA instead of Israel. Unlike in the first Black Ops, however, this time its appearance might not be anachronistic since this game has 1980s segments.&lt;br /&gt;
&lt;br /&gt;
=== Kobra Red Dot Sight ===&lt;br /&gt;
The anachronistic Russian Kobra red dot sight appears as the &amp;quot;Kobra Red Dot&amp;quot; and its description mentions inaccurately that it is of Soviet origin; the real Kobra was introduced in 1996 after the collapse of the Soviet Union. This time it is depicted with its proper circular tube unlike the earlier ''Black Ops'' iteration which had a fictional squareish shape.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Sillix Holoscout&amp;quot; ===&lt;br /&gt;
The &amp;quot;Sillix Holoscout&amp;quot; appears to be inspired by a mixture of NcStar Urban Dot Sight and the Aimpoint Electronic. However, the NcStar Urban Dot Sight is anachronistic as it was introduced around 2015 and the overall design is too modern for the Cold War era.&lt;br /&gt;
&lt;br /&gt;
=== SUIT Sight ===&lt;br /&gt;
The SUIT sight appears as the &amp;quot;Royal &amp;amp; Kross 4x&amp;quot;. The real scope's right side is depicted being on the left in game.&lt;br /&gt;
&lt;br /&gt;
=== Tasco Red Dot Scope ===&lt;br /&gt;
On handguns, the &amp;quot;Millstop Reflex&amp;quot; sight takes the form of a Tasco Red Dot Scope. It's anachronistic considering the fact that it was first released in 1994.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Quickdot LED&amp;quot; ===&lt;br /&gt;
The &amp;quot;Quickdot LED&amp;quot; appears to be inspired by the C-More red dot sight. This is anachronistic as the C-More was introduced in 1993.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Hawksmoor&amp;quot; ===&lt;br /&gt;
The &amp;quot;Hawksmoor&amp;quot; appears to be a fictional and generic machinegun red dot sight combining elements from DCL110AD-3X and Trijicon MGRS Machine Gun Reflex Sight and a battery compartment resembling Meprolight Mepro M5 red dot sight. Even though it is based mainly on MG red dot sights, which are typically larger, the in game sight is depicted as being significantly smaller as to pass for a regular red dot sight. All of the referenced models and the concept of an MG red dot sight itself are heavily anachronistic.&lt;br /&gt;
&lt;br /&gt;
=== Rusak Red Dot Sight ===&lt;br /&gt;
The &amp;quot;Diamondback Reflex&amp;quot; is loosely based on the Russian Rusak red dot sight which appears to be anachronistic as these were produced in the early 90s. It is also depicted with an English on/off switch, suggesting that it is a Western bloc equipment rather than an Eastern bloc equipment in-fiction. It is incorrectly depicted with a generic red dot instead of its proper chevron style reticle. It is available only to SMGs.&lt;br /&gt;
&lt;br /&gt;
=== OKP-7 ===&lt;br /&gt;
A stylized Russian OKP-7 red dot appears as the &amp;quot;Fastpoint Reflex&amp;quot;. It's appearance is most likely anachronistic.&lt;br /&gt;
&lt;br /&gt;
=== SUSAT Scope ===&lt;br /&gt;
The SUSAT scope appears as the &amp;quot;SUSAT Multizoom&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== AN/PVS-4 ===&lt;br /&gt;
The AN/PVS-4 appears as the &amp;quot;AN/PVS-4 Thermal&amp;quot;. In reality, the AN/PVS-4 is a night vision device that doesn't have thermal capabilities and as such can't work during day time. It is depicted with a non standard reticle while its proper one is inaccurately used on the game's depiction of the 1PN58 scope. The colors used with its fictional thermal mode appear to be based on the thermal mode of the biomasks from the ''Predator'' franchise.&lt;br /&gt;
&lt;br /&gt;
=== 1PN58 ===&lt;br /&gt;
The 1PN58 scope appears as the &amp;quot;Noch Sova Thermal&amp;quot;. In reality, the 1PN58 is a night vision device that doesn't have thermal capabilities and as such can't work during day time. It is depicted with the fine crosshair reticle of the AN/PVS-4 instead of its proper one and the colors used with its fictional thermal mode appear to be based on the thermal mode of the biomasks from the ''Predator'' franchise.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;SnapPoint&amp;quot; ===&lt;br /&gt;
The &amp;quot;SnapPoint&amp;quot; is loosely based on the Russian PK-122 holographic sight. Most likely anachronistic.&lt;br /&gt;
&lt;br /&gt;
== Muzzle devices ==&lt;br /&gt;
=== &amp;quot;Agency Choke&amp;quot; ===&lt;br /&gt;
The &amp;quot;Agency Choke&amp;quot; (&amp;quot;Agency Whisper Choke&amp;quot; previously) is based on the SilencerCo Salvo 12 shotgun suppressor. Its depiction in the 1980s is anachronistic as it was introduced in 2014.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Sound Suppressor&amp;quot; ===&lt;br /&gt;
The &amp;quot;Sound Suppressor&amp;quot; is based on the A-Tec A12 shotgun suppressor. It is anachronistic as the aforementioned SilencerCo Salvo 12 introduced in 2014 is the first dedicated shotgun suppressor and the A12 was likely introduced after that.&lt;br /&gt;
&lt;br /&gt;
=== Sionics Two-Stage Sound Suppressor ===&lt;br /&gt;
The Sionics Two-Stage Sound Suppressor appears as the &amp;quot;Agency Suppressor&amp;quot;. Strangely, it can't be attached to the MAC 10 but is attachable to rifles which is dubious to work in reality. The &amp;quot;Swindler&amp;quot; blueprint however, allows the MAC 10 mount the Sionics suppressor model by default.&lt;br /&gt;
&lt;br /&gt;
=== PBS-4 ===&lt;br /&gt;
The PBS-4 appears as the &amp;quot;GRU Suppressor&amp;quot; (&amp;quot;Agency Silencer&amp;quot; previously) for Eastern bloc weapons and the FARA 83.&lt;br /&gt;
[[Image:AKS-74UB with PBS-4 suppressor.jpg|thumb|none|400px|AKS-74UB with PBS-4 suppressor - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
=== PBS-1 ===&lt;br /&gt;
The PBS-1 appears as the &amp;quot;Suppressor&amp;quot; (&amp;quot;Silencer&amp;quot; previously) for Eastern bloc weapons and the FARA 83.&lt;br /&gt;
&lt;br /&gt;
=== .45 ACP Knight's Armament Suppressor ===&lt;br /&gt;
The .45 ACP Knight's Armament Suppressor appears as the &amp;quot;Agency Suppressor&amp;quot; for handguns.&lt;br /&gt;
&lt;br /&gt;
=== Wilson Combat Multi-Comp Bushing Compensator ===&lt;br /&gt;
The Wilson Combat Multi-Comp Bushing Compensator appears as the &amp;quot;Muzzle Brake .45 APC&amp;quot; for the M1911. It is anachronistic as it was introduced at some point in the late 2000s.&lt;br /&gt;
&lt;br /&gt;
=== Surefire 4-Prong Flash Hider ===&lt;br /&gt;
The Surefire 4-Prong Flash Hider appears as a muzzle attachment. It's most likely anachronistic.&lt;br /&gt;
&lt;br /&gt;
=== MG3 muzzle ===&lt;br /&gt;
An MG3 muzzle brake is used incorrectly on the PPSH-41.&lt;br /&gt;
&lt;br /&gt;
== Foregrips ==&lt;br /&gt;
=== A1 Pistol Grip ===&lt;br /&gt;
A slightly modified A1 pistol grip is featured as the &amp;quot;SFOD Speedgrip&amp;quot; (&amp;quot;MI6 Ergonomic Grip&amp;quot; in the alpha) for Western weapons and the &amp;quot;Spetsnaz Speedgrip&amp;quot; for the FARA 83. Using A1 grips as foregrips was actually something done by the MACV-SOG during the Vietnam War so this can be considered the only foregrip that is period appropriate in the whole game.&lt;br /&gt;
&lt;br /&gt;
=== XM148 grenade launcher grip ===&lt;br /&gt;
An [[XM148 grenade launcher]] grip appears as the &amp;quot;Infiltrator Grip&amp;quot; (known as &amp;quot;Marshal Foregrip&amp;quot; in the alpha) and &amp;quot;Red Cell Foregrip&amp;quot; for western weaponry.&lt;br /&gt;
&lt;br /&gt;
=== BS-1 grenade launcher grip ===&lt;br /&gt;
A [[BS-1 grenade launcher]] grip appears as the &amp;quot;Infiltrator Grip&amp;quot; (known as &amp;quot;Marshal Foregrip&amp;quot; in the alpha) and &amp;quot;Red Cell Foregrip&amp;quot; for eastern bloc weaponry.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Front Grip&amp;quot; ===&lt;br /&gt;
The &amp;quot;Front Grip&amp;quot; is essentially a chopped AIM grip.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Patrol Grip&amp;quot; ===&lt;br /&gt;
The &amp;quot;Patrol Grip&amp;quot; used on western weapons is a modified FN Minimi style grip.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Patrol Grip&amp;quot; used on eastern bloc weapons is an AKM-63 foregrip.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Foregrip&amp;quot; ===&lt;br /&gt;
The &amp;quot;Foregrip&amp;quot; appears to be inspired by the aluminum Kley Zion or LMT grip.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Field Agent Grip&amp;quot; ===&lt;br /&gt;
The &amp;quot;Field Agent Grip&amp;quot; used on western weapons is an FN FAL grip.&lt;br /&gt;
&lt;br /&gt;
=== Knight's Armament Vertical Grip ===&lt;br /&gt;
A stylized Knight's Armament vertical grip appears as the &amp;quot;Field Agent Grip&amp;quot; and &amp;quot;Foregrip&amp;quot; for the QBZ.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Bruiser Grip&amp;quot; ===&lt;br /&gt;
The &amp;quot;Bruiser Grip&amp;quot; resembles Delrin Vertical Grip but depicted smaller as a stubby style grip.&lt;br /&gt;
&lt;br /&gt;
== Magazines ==&lt;br /&gt;
=== SureFire MAG5-60 ===&lt;br /&gt;
The SureFire MAG5-60 appears as the &amp;quot;STANAG 50 Rnd&amp;quot; and &amp;quot;STANAG 54 Rnd&amp;quot; magazines for the western assault rifles and the M16A2 respectively. Presumably due to gameplay balancing, instead of the proper 60 rounds they hold only 50 and 54 respectively. The SureFire MAG5-60 is anachronistic for the 1980s as it was introduced in 2010 and the concept of a quad stack STANAG magazine didn't exist back then.&lt;br /&gt;
&lt;br /&gt;
=== Airsoft 850 round FAT magazine ===&lt;br /&gt;
A fictional magazine which is essentially a standard STANAG modified into airsoft 850 round FAT magazine appears as the &amp;quot;40 Rnd&amp;quot; magazine for western assault rifles. This is technically anachronistic as the concept of a quad stack STANAG magazine didn't exist back then.&lt;br /&gt;
&lt;br /&gt;
=== 7.62x39mm steel 40 round magazine ===&lt;br /&gt;
A 7.62x39mm steel 40 round magazine appears as the &amp;quot;40 Rnd&amp;quot; magazine for the AK-47. It is notably one of the few extended magazine attachments in the game to hold correct amount of rounds.&lt;br /&gt;
&lt;br /&gt;
=== 7.62x39mm Drum (converted) ===&lt;br /&gt;
A Chinese style [http://forum.militaryparitet.com/viewtopic.php?id=27940 7.62x39mm drum magazine converted to accept 5.45x39mm] ammunition is used as the &amp;quot;40 Rd Drum&amp;quot; and &amp;quot;STANAG 50 Rd Drum&amp;quot; magazine attachments for the AKS-74U. In reality these drums typically hold 75 rounds while the game's attachments incorrectly have only 40 and 50 rounds respectively, presumably for gameplay balance. The conversion of 7.62x39mm drums to 5.45x39mm can be considered to be anachronistic as this appears to be a modern practice done by civilian vendors and gunsmiths.&lt;br /&gt;
&lt;br /&gt;
=== Gurttrommel 34 ===&lt;br /&gt;
A stylized, backwards facing ''Gurttrommel 34'' is used as the &amp;quot;40 Rd Drum&amp;quot; magazine attachment for the QBZ rifle, including a magazine column and a feed system as the actual drum is just a belt container. It still has the latch for locking into German MG belt feed trays.&lt;br /&gt;
&lt;br /&gt;
[[File:BOCW QBZ drum.jpg|thumb|none|600px|The attachment's description further implies it is a ''helical'' magazine...]]&lt;br /&gt;
&lt;br /&gt;
=== RPD Drum (modified) ===&lt;br /&gt;
The QBZ's &amp;quot;STANAG 50 Rd Drum&amp;quot; appears to be a fictionalized and shrunken RPD drum magazine.&lt;br /&gt;
&lt;br /&gt;
=== MPA22-T Magazine ===&lt;br /&gt;
The MAC 10's &amp;quot;43 Rnd Speed Mag&amp;quot; and &amp;quot;Salvo 53 Rnd Fast Mag&amp;quot; appear to be based on the Masterpiece Arms MPA22T pistol. This is anachronistic as the MPA22T was only prototyped in January 2010.&lt;br /&gt;
&lt;br /&gt;
=== Suomi Magazine (converted) ===&lt;br /&gt;
A 9x19mm 72-round Suomi drum magazine converted to be used with Uzi appears as the drum magazine attachments for the Socimi and MAC-10. Presumably due to gameplay balancing, instead of the proper 72 rounds they hold 45 or 55 for the Socimi and 43 or 53 for the MAC-10. In reality, these conversions are made by Vector Arms and C&amp;amp;S Metall Werkes using preban (1994) Suomi drums which means that they are most likely anachronistic for the game.&lt;br /&gt;
&lt;br /&gt;
=== Magpul 7.62/.308 10 round Gen 3 PMAG ===&lt;br /&gt;
A Magpul .308 Gen 3 PMAG is available as the &amp;quot;STANAG 9&amp;quot; magazine for the LW3 &amp;quot;Tundra&amp;quot;. The &amp;quot;Salvo 9 Rnd Fast Mag&amp;quot; is also the same model but somewhat shortened. It is heavily anachronistic.&lt;br /&gt;
&lt;br /&gt;
=== X-Products 9mm 50 round drum ===&lt;br /&gt;
An [https://www.tactical-life.com/gear/x-products-mp5-drum-mag/ X-Products 9mm 50 round drum] is available as the &amp;quot;STANAG 50 Rnd Drum&amp;quot; magazine for the MP5. The &amp;quot;40 Rnd Drum&amp;quot; is also the same model but with its front part being hybridized with a Beta-C magazine. It is heavily anachronistic as it was introduced in 2014.&lt;br /&gt;
&lt;br /&gt;
== Barrels ==&lt;br /&gt;
=== TEC-9 barrel &amp;amp; shroud ===&lt;br /&gt;
A TEC-9 style barrel and shroud are used as the &amp;quot;Cavalry Lancer&amp;quot; and &amp;quot;Paratrooper&amp;quot; barrel attachments for western SMGs.&lt;br /&gt;
&lt;br /&gt;
=== Fluted AR barrel ===&lt;br /&gt;
Custom AR pattern fluted barrels appear as the &amp;quot;Cavalry Lancer&amp;quot; and &amp;quot;Strike Team&amp;quot; barrel attachments for western rifles. This is most likely anachronistic as fluted AR barrels appear to be a modern thing.&lt;br /&gt;
&lt;br /&gt;
=== AK &amp;quot;Swiss Grater&amp;quot; Upper Handguard ===&lt;br /&gt;
What is known as the &amp;quot;Swiss Grater&amp;quot; Upper Handguard for AK weapons appears as the &amp;quot;Cavalry Lancer&amp;quot; and &amp;quot;Paratrooper&amp;quot; barrel attachments for the AKS-74U and the &amp;quot;Ultralight&amp;quot;, &amp;quot;Cavalry Lancer&amp;quot;, &amp;quot;VDV Reinforced&amp;quot; and the &amp;quot;Spetsnaz RPK Barrel&amp;quot; for the AK-47. Similar devices can also be installed on the Remington and Arctic Warfare as the &amp;quot;Ultralight&amp;quot;, &amp;quot;Tiger Team&amp;quot; and &amp;quot;Hammer Forged&amp;quot; barrel attachments.&lt;br /&gt;
&lt;br /&gt;
=== MAC-10 barrel extension ===&lt;br /&gt;
A MAC-10 barrel extension is used as the &amp;quot;Takedown&amp;quot; barrel attachment for western SMGs.&lt;br /&gt;
&lt;br /&gt;
=== M249 heat shield ===&lt;br /&gt;
An M249 machine gun heat shield can be installed on the Remington and Arctic Warfare as the &amp;quot;Cavalry Lancer&amp;quot;, &amp;quot;Reinforced Heavy&amp;quot; and &amp;quot;Rapid Fire&amp;quot; barrel attachments. It is depicted with incorrect number of vent holes when used on the Remington but it is correct when used on the Arctic Warfare. It's appearance is slightly anachronistic as it was introduced after 1985.&lt;br /&gt;
&lt;br /&gt;
== Laser Sights &amp;amp; Flashlights==&lt;br /&gt;
=== Generic Laser Sight ===&lt;br /&gt;
The &amp;quot;Steady Aim Laser&amp;quot; and &amp;quot;SWAT 5mw Laser Sight&amp;quot; used on eastern bloc weapons appear to be a fictional and generic design loosely based on modern laser pointers with adjustment knobs. Such a compact and practical laser design is anachronistic for the setting, as the earliest laser sights of this kind were 90s laser sights such as the SureFire L70 or L75, which were introduced in 1990 and 1991 respectively.&lt;br /&gt;
&lt;br /&gt;
=== AN/PAQ 4C Laser Sight ===&lt;br /&gt;
The &amp;quot;Steady Aim Laser&amp;quot; used on western weapons is loosely based on the Insight Technology AN/PAQ 4C laser sight. It is anachronistic as it was produced in 1993-1999.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;SWAT 5mw Laser Sight&amp;quot; ===&lt;br /&gt;
The &amp;quot;SWAT 5mw Laser Sight&amp;quot; used on western weapons is loosely based on the Steiner DBAL and the Steiner Offset Tactical Aiming Laser, which is heavily anachronistic.&lt;br /&gt;
&lt;br /&gt;
=== Maglite Flashlight ===&lt;br /&gt;
A small Maglite C-cell flashlight appears as the &amp;quot;Mounted Flashlight&amp;quot;. The C-cell Maglite itself is period appropriate as it was introduced in 1981, however, it is mounted via a SureFire barrel clamp. A SureFire flashlight being mounted to the barrel was a configuration which was actually utilized in the 90s for example by Delta operators during the Battle of Mogadishu in 1993.&lt;br /&gt;
&lt;br /&gt;
=== Revolver laser sights ===&lt;br /&gt;
The various laser sights for the &amp;quot;Magnum&amp;quot; revolver appear to be inspired by the LaserLyte and LaserMax side mounted lasers for revolvers. This is anachronistic as neither the technology nor the concept for such compact side mounted revolver lasers existed back in the 80s.&lt;br /&gt;
&lt;br /&gt;
=== Imatronic LS45 laser sight ===&lt;br /&gt;
The &amp;quot;Ember Sighting Point&amp;quot; is based on the Imatronic LS45 laser sight but is depicted as being somewhat smaller than in reality. It is anachronistic by a few years as it was introduced in January 1987.&lt;br /&gt;
&lt;br /&gt;
== Stocks ==&lt;br /&gt;
=== &amp;quot;SAS Combat Stock&amp;quot; ===&lt;br /&gt;
The &amp;quot;SAS Combat Stock&amp;quot; for the MAC-10 is based on the stocks of Masterpiece Arms MAC-10 style carbines and Leinad Cobray CM-11/TM-11.&lt;br /&gt;
&lt;br /&gt;
=== ACE Skeleton Entry Stock ===&lt;br /&gt;
The ACE Skeleton Entry Stock appears as the &amp;quot;Duster Stock&amp;quot; for the XM177E1 and M16A2. Most likely anachronistic.&lt;br /&gt;
[[Image:AF02-F-OT-ARFXE-ARULE-5.jpg|thumb|none|400px|Ace Skeleton Stock.]]&lt;br /&gt;
&lt;br /&gt;
=== AR-15 Wire Stock ===&lt;br /&gt;
The M231 firing port weapon wire collapsible stock appears as the &amp;quot;Wire Stock&amp;quot; for the XM177E1 and M16A2. It is depicted as being non-collapsible in game.&lt;br /&gt;
[[Image:Stock M231.jpg|thumb|none|400px|An M231 firing port weapon wire collapsible stock.]]&lt;br /&gt;
&lt;br /&gt;
=== AR-15 1st Generation Collapsible ===&lt;br /&gt;
The 1st Generation Collapsible stock appears as the &amp;quot;Tactical Stock&amp;quot; for the Tec 9. It is depicted as being made of wood instead of plastic.&lt;br /&gt;
[[Image:Stock collapsible 1.jpg|thumb|none|400px|]]&lt;br /&gt;
&lt;br /&gt;
=== AK Wire Stock ===&lt;br /&gt;
A Romanian push button style AK wire stock appears as the &amp;quot;Wire Stock&amp;quot; for the AK-47, Ak 5, AKS-74U and the &amp;quot;KSP 45&amp;quot;. It has a cheek riser when used on the three weapons besides the AKS-74U.&lt;br /&gt;
&lt;br /&gt;
=== Custom M60 Wood Stock ===&lt;br /&gt;
A wood stock based on the [https://www.reddit.com/r/airsoft/comments/4p98l8/wanted_wood_furniture_for_my_m60_so_i_made_it/ custom M60 oak wood stock made by reddit user Automobilie] appears as the &amp;quot;Tactical Stock&amp;quot; and &amp;quot;SAS Combat Stock&amp;quot; for the M60.&lt;br /&gt;
&lt;br /&gt;
= Live Action Trailers =&lt;br /&gt;
== &amp;quot;Teaser&amp;quot; Trailer ==&lt;br /&gt;
===Thompson SMG===&lt;br /&gt;
Carried by a US soldier deploying from a chopper in Vietnam.&lt;br /&gt;
===M1 Garand===&lt;br /&gt;
===M1 Carbine???===&lt;br /&gt;
===M14===&lt;br /&gt;
===Unidentified US Rifle===&lt;br /&gt;
An unknown rifle carried by US troops during anti Vietnam War protests. Possibly Springfield M1903?&lt;br /&gt;
===Unidentified Russian Rifle===&lt;br /&gt;
Unknown rifles are being paraded by Soviet troops. Possibly Mosin Nagants or some of the Soviet semi auto rifles?&lt;br /&gt;
===M1 flamethrower===&lt;br /&gt;
Used by a US soldier probably in Vietnam.&lt;br /&gt;
&lt;br /&gt;
= Discussion =&lt;br /&gt;
&lt;br /&gt;
== Weapons I Saw ==&lt;br /&gt;
&lt;br /&gt;
I saw the AK47, or I not so sure if it's an AKM or Type 56. Then I saw an RPD LMG, a FN FNC battle rifle, XM177E2 with a flattop, although to be fair, flattop was around in the 80's. Then I saw a Colt 1911A1, a Remington 700 sniper rifle, and a AKS-74U Carbine. I'm not sure if the M16 appears to be a M16A1 or XM16E1. This &amp;quot;Commando&amp;quot; however does have a forward assist, but it has a A1 pistol grip, making this gun not the Colt 733.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 15:13, 26 August 2020 (EDT)&lt;br /&gt;
:The AK looks like an AKM, I think. The XM177 appears to be based on the Commando from the first Black Ops, but we'll see. Also, nice work getting on this page so quick! I was ready to start it later tonight, you beat me to it. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 15:29, 26 August 2020 (EDT)&lt;br /&gt;
::For clarification, I'm the one who started the page, not the guy above :P Anyway, the AK is actually an AK-47 (but with an AKM's slant compensator); note the gas block and the front sight, and the milled receiver is also seen in the trailer, though the specific shot is flipped. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:41, 26 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:As for the &amp;quot;SOCIMI Type 821&amp;quot;, that looks like MW's Uzi without the stock. I think a lot of the guns are supposed to be shared between these two games, judging by the Warzone integration and other cross-era guns like the AK-47, M1911, SKS ect.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:11, 26 August 2020 (EDT)&lt;br /&gt;
::Naw, the rear sight's position and the folding stock mechanism below it indicate that it's a SOCIMI. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:33, 26 August 2020 (EDT)&lt;br /&gt;
:::I see now, though it still looks a bit Uzi-like. Maybe it is new attachments/furniture; I guess time will tell. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:32, 26 August 2020 (EDT)&lt;br /&gt;
::::I'm replacing the screencaps by 4K ones; the relevant image now shows more details about the SOCIMI. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:43, 27 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
A couple leaked images I found from the game's Reddit page (may not reflect content in final version or even open beta/pre-alpha/etc.):&lt;br /&gt;
&lt;br /&gt;
Multiplayer screen showing a customized LMG: https://preview.redd.it/yap84l0silj51.jpg?width=2208&amp;amp;format=pjpg&amp;amp;auto=webp&amp;amp;s=08e974eb33d15ceec5988ed578cd913930ee053f&lt;br /&gt;
&lt;br /&gt;
Campaign screen showing an M16 (called M16A1): https://preview.redd.it/a8gvpo0silj51.jpg?width=2208&amp;amp;format=pjpg&amp;amp;auto=webp&amp;amp;s=09a14d017bef3e5e54ba18c69e13a90ec22e076e&lt;br /&gt;
&lt;br /&gt;
In addition, from what I've heard from a few content creators on YouTube who managed to see some campaign gameplay footage, other appearing weapons include an MP5, G3 (known as Krieg-6), Type 63 assault rifle, SPAS-12, the China Lake grenade launcher, and a recurve bow or crossbow. As said earlier, these may not necessarily be in the final game, so take them with a grain of salt.&lt;br /&gt;
--[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 09:08, 28 August 2020 (EDT)&lt;br /&gt;
: A type Type 63 would be an interesting addition. Was it mentioned specifically as a Type 63 or could it be someone confusing it with an SKS with a 30 round detachable magazine? --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 09:22, 28 August 2020 (EDT)&lt;br /&gt;
: I can't exactly tell; it said &amp;quot;Type 63&amp;quot; in a list of leaked stuff somewhere, but there's nothing visual to confirm this yet. It's all speculation. --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 09:34, 28 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Finally ==&lt;br /&gt;
&lt;br /&gt;
Well, took them long enough. After all the super secret projector puzzles and Warzone scavenger hunts. Look pretty cool, though. I love the 1980s Cold War, it was a pretty aesthetic time for weapons and military hardware. &lt;br /&gt;
&lt;br /&gt;
So, what's on everyone's wishlists? Because I'm weird, I went and [https://docs.google.com/document/d/10Pq9qxz1gL8aJj5ckvSpUClZ3lbruD4e53HjJziTQ8M/edit?usp=sharing made my dream weapons list] shortly after speculation about this game's existence started. I'm just hoping for period-appropriate weapons that actually make sense for the setting; I thought ''Modern Warfare'' was pretty good with that. Like, can we finally have a standard AK-74? Please? --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 16:04, 26 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Wouldn't mind seeing the Czech Vz. 58, that rifle is really underrepresented in games and would fit in well in this setting. I did notice the shorty AK that is shown being suppressed in the trailer has a correct AKS-74U rear sight, which hopefully is retroactively made a usable variant in ''MW''.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:47, 26 August 2020 (EDT)&lt;br /&gt;
::Looks like a properly sized AKS-74u barrel instead of the weirdo short barrel from MW2019 too, which is nice. I'm disappointed they went and made a faux Huey though, and the Tomcat also has some issues like vertical stabilizers having too much cant and intake scoops not being slanted forward enough. Also, the infamous backwards Troy BUIS from BLOPS1 makes a return, albeit actually facing the correct direction.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:24, 27 August 2020 (EDT)&lt;br /&gt;
:::I would expect such guns as vz. 61 and vz. 23, and perhaps Stechkin APB. And may be could see the MTs 21-12 autoloader as an Easter egg. But wait, we have the &amp;quot;first results in google pictures&amp;quot; guys, so what am I talking about. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 19:45, 29 August 2020 (EDT)&lt;br /&gt;
That's too realistic and accurate selection. If it is a true Black Ops game, then it should contain exotic, anachronistic and unheard of weapons. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:56, 26 August 2020 (EDT)&lt;br /&gt;
[[File:M4 Carbine First Model (1984).jpg|thumb|none|450px|January 1984 - XM4 Carbine]]&lt;br /&gt;
My wish list to have the XM4 Carbine (Colt 720), but it should be more like a gunsmith attachment for the XM177E1. The gun was first made in 1983 by the US Army as a customize XM177E2 with a A1 flash hider and fires M16A2 rounds. Later in January 1984, the 14.5 inch barrel and a A2 pistol grip was add it to the gun referring to as the XM4 Carbine.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 18:21, 27 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
Inb4 they bring back hyper-anachronistic guns like the L96A1 and the infamous FELIN version of the FAMAS again just to troll us. Anyways, I hope they brought back the &amp;quot;Death Machine&amp;quot; handheld minigun, &amp;quot;Grim Reaper&amp;quot; M202 rocket launcher and the underbarrel &amp;quot;Masterkey&amp;quot; shotgun and flamethrower attachments from the original Blops. --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 09:08, 28 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hope, they learned the lesson and did the research this time. Maybe this was the original Black Ops plot before was scapped? (Which explained guns anhachronism). Hope that will be possible to fight both NVAs, the Vietnam one and the German one. The perfect weapons for them would be FB PM63 and SKS. For the Ossies, hope for a MPi-K74 configuration (which already used by Farah in MW2019). The hype and expectation after huge after MW...--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:26, 8 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Steiner CQT ==&lt;br /&gt;
I don't think the reflex sight on the Stoner is a Steiner CQT, the housing for the lens goes all the forward, there's an elevation knob on the left side and a windage knob at the rear.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 02:04, 27 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:This is the closest match I found. Also I believe they are going the same &amp;quot;modern warfare stylization&amp;quot; route and therefore changing some of the details. Another thing that makes me pretty convinced that they used the Steiner CQT as reference is the fact that I simply googled &amp;quot;Cold War holographic sight&amp;quot; and it popped up. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 10:35, 27 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==XM177 promotional image==&lt;br /&gt;
Just linking this high quality image, for reference's sake: [http://www.gamereactor.eu/media/51/callduty_3245163b.png]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 11:24, 27 August 2020 (EDT)&lt;br /&gt;
:Rick Zeng told me the real reason why they add a flat top and a combination of an XM177 hider and an A1 flash hider is because of legal reasons. You also have to keep in mind that flattop was actually done in the 80s by Olympic Arms, even though back in E3 for Black Ops I, the Commando appears to have a MIL-STD-1913 Picatinny rail, that was introduced in 1993 when Colt developed the M4A1.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 14:05, 27 August 2020 (EDT)&lt;br /&gt;
::I think they should definitely drop this whole &amp;quot;change it so they don't sue us&amp;quot; attitude considering they won the humvee lawsuit. As for the chopping of the carry handle, unlike in BO1, this time it is not so anachronistic, however, considering that the campaign is set in 1981 and the practice of using chopped ARs by the actual military, as far as I have read, became a thing in the early 2000s most likely during the invasion of Iraq, then it might be considered anachronistic. As for the rail, it appears that both in the OG BO1 and this new one, it is based on something like the [[Predator_2#Magnum_Research_Inc._Mark_VII_Desert_Eagle|rail seen on the Predator 2 Deagle]], which I cannot find any info about after many hours of research, I'd wager it is some kind of 80s proto picatinny/weaver rail? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 14:20, 27 August 2020 (EDT)&lt;br /&gt;
:Isn't this rifle closer to a 933 [http://www.imfdb.org/wiki/File:Colt_m4_commando_03.jpg] than an XM177? [[User:Temp89|Temp89]] ([[User talk:Temp89|talk]])&lt;br /&gt;
::No, it isn't. The in-game gun has a shorter 10&amp;quot; barrel, an earlier A1 forward assist, and no case deflector. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:22, 28 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
Is it so hard for them to make period accurate weapons? They are so fixated in giving the players the capability to add optics that it doesn't even make sense. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 01:18, 29 August 2020 (EDT)&lt;br /&gt;
:Even then, it's not like you can't mount optics to a carry-handled AR or anything; hell, I'd wager that it even looks cooler that way. I'm just holding out hope that the XM16E1 can mount optics without hacksawing the carry handle, but that hope isn't high. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 08:16, 29 August 2020 (EDT)&lt;br /&gt;
::The carrying handles were designed to mount optics. Special Forces were the first to do it. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 21:22, 29 August 2020 (EDT)&lt;br /&gt;
:To be fair, optics attached directly onto the carry handle kinda take a lot of space on the screen and thus it is not quite practical from gameplay perspective. Also, it is clear that after MW2 they adopted kind of a &amp;quot;let's insert modernism and tacticoolism into everything&amp;quot; attitude which is clearly evident in all the anachronistic and tacticool stuff added to BO1 and now this one. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 09:58, 31 August 2020 (EDT)&lt;br /&gt;
::Eh, I don't think they take up enough space to really cause problems (not to mention that that'd be a neat balancing feature). But more to the point, it's not like they haven't had optics on carrying handles before (e.g. the FAMAS, the QBZ and USAS in ''MW3'', etc.). I just hope that they've learned from their mistakes. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 15:35, 31 August 2020 (EDT)&lt;br /&gt;
:::The basic FAMAS in ''MW''2019 is held lower when scopes are equipped. This thing's upper would also be neat to see as well, rather than a modern-looking flat top.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:04, 31 August 2020 (EDT)[[File:model 656.jpg|thumb|none|500px|Colt Model 656 M16A1 Special Low Profile fitted with scope and 20-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
== Military ARs or civilian? ==&lt;br /&gt;
&lt;br /&gt;
Does the semi-auto only selector markings on the &amp;quot;XM177E1&amp;quot; mean that it was actually modeled after some civilian version? Also I think the faux XM16E1 might be based on the same M16A1 &amp;quot;Retro Reissue&amp;quot; from BO3/4. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 09:52, 31 August 2020 (EDT)&lt;br /&gt;
:We'll see about that. Maybe they will make some changes in final game, you never know. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:13, 1 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== More Weapons! ==&lt;br /&gt;
[[File:BOCW Weapons Wall.jpg|thumb|none|600px]]&lt;br /&gt;
--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 13:51, 1 September 2020 (EDT)&lt;br /&gt;
I see the M16A2, finally!!! The AK47, a shotgun which I believe is either the Stevens Model 77E or the Winchester Model 1200 (I hope).--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 14:05, 1 September 2020 (EDT)&lt;br /&gt;
:I'm blind, I look closely and it looks like a bolt-action rifle. Possibly the Remington 700.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 14:26, 1 September 2020 (EDT)&lt;br /&gt;
::There's also a Beretta 93R on the gun wall. Also nice to see that the M16A2 gets a nice carry handle optic mount instead of lazily slapping a flat top upper on it like the Commando--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 14:41, 1 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== CAR-15 Variants ==&lt;br /&gt;
&lt;br /&gt;
Now the only reason why I'm doing this is because I have have a feeling that they are going to add some stuffs for the Commando, and possibly the M16A2 soon as gunsmith attachments, so I want to make sure you guys got the whole CAR-15 variants right.&lt;br /&gt;
&lt;br /&gt;
M16A1 Carbine - They are 4 types of M16A1. The first two models are the Colt 651 and 652. These guns have an M16 fix stock rather then a XM177 stock, and it has a 16.5 inch barrel. It was mad in 1971, and later around the early 70s, Colt made the 653 and 654, which have a XM177 stock. Now remember, these guns could have a 14.5 inch barrel, and they have an A1 pistol grip.&lt;br /&gt;
[[File:ColtM653Carbine.jpg|thumb|none|450px|Colt 653]]&lt;br /&gt;
&lt;br /&gt;
XM4 Carbine - Now, if you know me, you know that I love the M4 sense I first know about guns, but I'm not going to be like back then and name every single AR-15 carbine the M4. The XM4 was first made in 1983 from the US Army as a XM177E2 with an A1 flash hider and it fires M16A2 rounds. In January 1984, the gun have a 14.5 inch barrel and a A2 pistol grip. Later in 1985, the USMC tested the XM4, and in 1986, they add the M16A2 receiver to keep it as a modern designed, consider that they are a huge fan of the M16A2 rifle. In May 1986, Colt made a new M4 barrel and a new M4 handguard, and test results were not really good at the time. Colt ignore the XM4 until 1990, when Bushmaster joined the XM4 Program. In 1991, the gun was renamed the M4 Carbine, and in 1993, the gun have a flattop and it fires full-auto making it the M4A1. So basically the M4 is a modern version of the XM177E2. There are a lot of mythical stories about the XM4.&lt;br /&gt;
[[File:M4 Carbine First Model (1984).jpg|thumb|none|450px|January 1984 - XM4 Carbine]]&lt;br /&gt;
&lt;br /&gt;
M16A2 Carbine - Also known as the Colt 723, this weapon was made around 1985, but it didn't appear in service until 1987. Here's some myths that people are saying. The Colt 723 came from the XM177E2, which is not true. It actually came from the M16A1 Carbine. This weapon was very popular of the Delta forces, and it was used in the Invasion of Panama. A short version called the Colt 733 also consider to be a M16A2 carbine.&lt;br /&gt;
[[File:Colt-M-16-A-2-m723.jpg|thumb|none|450px|Colt 723]]&lt;br /&gt;
&lt;br /&gt;
M16A2 Government Carbine - Also known as the Colt 727. Okay, first of, the Colt 727 is not the father of the M4 or M4A1. The XM4 is even older than the Colt 727, because this gun was made in 1988, 4 years after the XM4 was made. I don't get why people are saying the Colt 727 is the father of the XM4! It's not! it's a improve variant of the Colt 723. Now then, mini rant out of the way, it does looks similar to the XM4, but here's the different. It fires full-automatic. The XM4 fires three-round burst. This could be not historically accurate, consider that the game take place in the early 80s.&lt;br /&gt;
[[File:Coltm727ima.jpg|thumb|none|450px|Colt 727]]&lt;br /&gt;
&lt;br /&gt;
So there you go, the CAR-15 variants. Now you know about these weapons, and now you know how can we describe these guns. Like I said, I'm only doing this because of gunsmith attachments refence, so I hope you guys get all of these and understand what we going to see for this year's Call of Duty.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 13:58, 2 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:For more AR variants we also have the [[Colt AR-15 Identification Guide]]. As for why people talk about the 727 leading to the M4, I think this is sort of true as I believe that the first AR variant that introduced the &amp;quot;M4&amp;quot; profile barrel was actually the 727. Before that the XM4 prototypes had either a straight barrel, or a stepped barrel that was thicker at the front but still narrow in front of the front sight. Also, part of this lore about the 727 probably comes from the fact that at its inception the XM4 was intended as a rear echelon weapon not intended for front line combat troops, but a lot of special forces used the 723 and 727 and got a lot of utility from it so when the M4 was finalised it was as a front line combat weapon.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:55, 10 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Leaked Multiplayer Alpha Footage==&lt;br /&gt;
From the official Reddit: https://www.reddit.com/r/blackopscoldwar/comments/imaxuo/full_6_minute_gameplay_of_cold_war/&lt;br /&gt;
&lt;br /&gt;
From the given footage shown there’s the AKS-74U (as “AK-74U”), the M16A2 (as “M16”), the MP5A2 (as “MP5”), the CAR-15 (as the “XM4” with flat-top receiver wrapped in slings like the Commando from BO1), the Stoner 63 and the SPAS-12 (as “Gallo 12”). In-game names aren’t necessarily final and may change in the final game like in COD:WWII and MW (2019). --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 01:28, 5 September 2020 (EDT)&lt;br /&gt;
:I'm actually pretty excited, proper AKS-74u barrel/handguard/sight, jungle mags, the gun audio seems nice and punchy, and the animations don't seem too bad either. Foregrip on that CAR-15 looks like a BCM Gunfighter vertical grip though, which is about 30 years too early, lol.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 04:22, 5 September 2020 (EDT)&lt;br /&gt;
::It looks alright for an early leak, though I have little doubt that it'll be getting more polish before it gets released. Also, for those who actually have social media, would you mind spamming IW to please put an &amp;quot;S&amp;quot; in &amp;quot;AKS-74U&amp;quot;? I know it's a minor thing and all, but still... gives me conniptions. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 11:41, 5 September 2020 (EDT)&lt;br /&gt;
:::In this case it's Treyarch, although IW were the first ones guilty of that with their weird airsoft shorty AK. But no matter how many times people tell them such things, I doubt the devs will care. It would also be appreciated if they learn to properly capitalize the &amp;quot;U&amp;quot;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:19, 9 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== One thing that I’m considering about ==&lt;br /&gt;
&lt;br /&gt;
There’s a attachment for the M16A2, and it showcases a 14.5 inch barrel with an Colt 607 handguard. It is that an AR-15 type variant or maybe an weird bizarre XM4 (1986 model) with an Colt 607 handguard, or it a some type of Colt Government AR-15 weapon, but considering that it has a 14.5 inch barrel, it’s not right.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 09:51, 10 September 2020 (EDT)&lt;br /&gt;
:If it has a 607 handguard but is not a 607 or 607A it is made up, pretty sure that handguard is unique to those models. Do you have a link to a picture of it? --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:51, 10 September 2020 (EDT)&lt;br /&gt;
::[[File:BOCW M16.jpeg|thumb|none|600px]]&lt;br /&gt;
That’s all I have, but I do have a screenshot on my phone, but it’s not jpg.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 14:47, 10 September 2020 (EDT)&lt;br /&gt;
:That isn't a &amp;quot;real&amp;quot; 607 handguard, to me it looks like they just cut the front half off of an M16A1 model to make something carbine-ish. Firstly, this has 5 vent holes whereas a 607 has 6. Secondly, a real 607 handguard has a new collar piece at the rear as they were made from cut down A1 handguards so they needed to give them a new back end, but the pictured handguard just looks like the rear of a factory A1 handguard.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:43, 11 September 2020 (EDT)&lt;br /&gt;
:: I had to say for now that this is a XM4 with a A1 handguard, but then we need to see the full game or at least the beta to see if the gun is going to equip with an attachment that is a CAR-15 telescopic but stock, or else this gun will be a bizarre XM4 Carbine. The gun have a 14.5 inch barrel and it’s a three round burst.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 17:06, 11 September 2020 (EDT)&lt;br /&gt;
:::[https://youtu.be/imhvfSylDQ8?t=189 Here] you can get a better look at the pseudo carbine handguard. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 22:02, 11 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
It's like the developers for these games don't understand the time period. I want to use something that looks like Larry Vicker's Delta Carbine, not this bullshit [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 12:32, 12 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;would've been a better choice&amp;quot;==&lt;br /&gt;
I'm just gonna say this out loud right here: I don't think these &amp;quot;better alternatives&amp;quot; information are necessary. The page should document why a gun is inapprorpiate within the game' setting, but it has no need to try to offer &amp;quot;possible solutions&amp;quot; to &amp;quot;rectify&amp;quot; these errors. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 08:57, 18 September 2020 (EDT)&lt;br /&gt;
:I concur with this sentiment. As much as it is &amp;quot;neat&amp;quot; to see what could've been used instead of what they did, it's clear they don't know nor care. More than likely this game is going to go Modern Warfare's route of using Franken-guns to make sure they DO NOT get sued. Even though they won that court case, I doubt Activision is in the mood to repeat history on something like that again. Just bite the bullet and deal with the anachronisms and Franken-guns and move on. [[User:PaperCake|PaperCake]] 10:38, 18 September 2020 (EST)&lt;br /&gt;
::Eh, I always thought that it was neat as information/trivia, but if the court of public opinion says no, then I won't start a fight over it. Better to keep the peace in situations like this. (Even if I still firmly believe that the M2 Carbine is an assault rifle...) [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 15:03, 18 September 2020 (EDT)&lt;br /&gt;
:::Well, if the M2 Carbine thing hasn't been settled yet, I suggest that you directly message an admin (such as commando552) and ask their opinion about it :P --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:13, 18 September 2020 (EDT)&lt;br /&gt;
::::I have moved the discussion about the M2 being an assault rifle to the [[Talk:M1_Carbine#Is_the_M2_Carbine_an_assault_rifle.3F|M1 carbine discussion page]] as it is no longer relevant to this page and can be continued over there.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 07:04, 20 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Black ops get advanced weapons excuse ==&lt;br /&gt;
&lt;br /&gt;
I've seen too many commons overestimating or believing in the myth that military technology is always 10 years ahead of what they adopt or because these guys are some for of ultra secret black ops, they'd get advanced weapons not available at the time. It annoys me [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 20:10, 26 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:We all know that this is just an excuse to add fancy weaponry and stuff to the games. It is obvious that even the most tacticoolest spec ops units cannot get ''weapons that haven't been created yet''. It's just that the &amp;quot;vintage&amp;quot; Black Ops games always come after some COD game that introduced something groundbreaking in terms of weapon customization, so naturally the BO game has to follow suit. Think about it, BO1 came after MW2 which introduced a great variety of attachments, this essentially made it impossible for them to shy away from the red dots and fancy weapons and in turn effectively turning the rather bland 60s setting into a modern and tacticoolized reimagining of the 60s. Now after MW19, BO Cold War is going through the same process of tacticoolizing the 80s in order to be able to compete with the gunsmith of the previous game. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:31, 26 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
::They really haven't clarified how Warzone is going to work between the two games in a non-confusing way, but given apparently it's supposed to be staying on the MW19 engine with its mechanics/etc (Yay!), I'm ''hoping'' this means we'll be getting MW19 versions of CW guns, as in with IW's drastically superior modelling/animation/sounds/etc. I ''reaaaaally'' want the FNC / Ak 5 and Arctic Warfare in MW19. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:40, 26 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==KSP-45 = Carl Gustav M/45?==&lt;br /&gt;
The name are similar, they are both Swedish, and the appearance is similar... maybe the M/45 is inspiration but is modified as per CoD habit. Or maybe is hybrid between a UMP and a CG M/45...--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 08:41, 11 October 2020 (EDT)&lt;br /&gt;
:I mean, the names are similar, sure, but they look absolutely nothing alike. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 10:58, 11 October 2020 (EDT)&lt;br /&gt;
::That's basically what I noted on the page, although &amp;quot;Kpist&amp;quot; is the more accurate designation for a submachinegun. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:35, 11 October 2020 (EDT)&lt;br /&gt;
:::Personally, I think it fits more along the lines of a modified Chiléan FAMAE SAF. When you look at the fixed stock version that’s being exported to Canada, the fact that does have a three round burst fire setting, and it lacking the H&amp;amp;K-style of charging handle like that on the UMP makes me think that it fits more along those lines then that of the UMP. It also fits more in line with the timeframe as well. Upon closer inspection, I think they just switched out the handguard and added different features to it like on the SOCIMI 821 (they modelled the gun with a side mounted charging handle akin to the Uzi Pros).--[[User:Bosoxboy521|Bosoxboy521]] ([[User talk:Bosoxboy521|talk]]) 11:16, 16 October 2020 (EDT)&lt;br /&gt;
:The pistol grip reminds of Jatimatic SMG and the stock looks very familiar though I can't recall it right now. Also the handguard and bolt release look like Taurus SMG. BTW here is [https://youtu.be/Ra3-KfmTy58?t=492 some gameplay of the thing]. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 17:58, 17 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
Isn't it is modified MP5/40? --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 10:22, 30 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, saw the pic... definite UMP!--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 10:41, 9 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== SWAT 5mw = Steiner DBAL ??? ==&lt;br /&gt;
&lt;br /&gt;
Here is my dissection on why the SWAT 5mw is inspired/based on the Steiner DBAL. As we already know, since MW19 and the whole Humvee thing Activision is trying its best to base its items on real things but modify them so it can make their depiction in the games lawsuit proof. I presume that's why we don't have exact 1:1 depictions in the games. Anyway, here are the clues. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:44, 12 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:BO CW DBAL.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
It appears to me to be based mostly on the Offset Tactical Aiming Laser.[https://sep.yimg.com/ay/alternateforce/steiner-otal-a-green-50mw-15.gif] [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:21, 1 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
:It appears to be a hybrid between the two, it is added now. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 22:00, 4 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Marking on the side of QBZ-83 ==&lt;br /&gt;
&lt;br /&gt;
I've read from a comment that the side of the QBZ-83 is marked with &amp;quot;T97NSR-PWC-5.56cal&amp;quot;. Is this true? I can't check this myself because I don't have the game, and most of the videos and screenshots I can find are too low quality. The Type 97 NSR is the canadian semi-auto export version of the QBZ-95; if this is true then this most likely means that Treyarch based the whole thing on a Canadian Type 97 NSR. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 07:26, 17 October 2020 (EDT)&lt;br /&gt;
: Yes. Note: the handle selection screen is the only one with most zoomed in picture. --[[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 16:20, 17 October 2020 (EDT) [[File:BOCW QBZ-83 Beta.jpg|thumb|none|600px]]&lt;br /&gt;
:: Hmm. The slot behind the selector switch is also marked with some Chinese characters; from what I can discern, they seem to say &amp;quot;名字叫宫 梦想&amp;quot;, which is complete gibberish meaning something like &amp;quot;name is called Gong / dream&amp;quot;. Not sure what's happening here. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:05, 18 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Attachment descriptions==&lt;br /&gt;
These are probably worth a laugh, or cry: https://imgur.com/gallery/lVJPVUt&lt;br /&gt;
--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:46, 22 October 2020 (EDT)&lt;br /&gt;
:I... I have no words. This is so many levels of embarrassing. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:07, 22 October 2020 (EDT)&lt;br /&gt;
::Did they try to use an AI to make these damn things? I mean, seriously, it seems like they just played Mad Libs with a bunch of random gun-related terms. I think my personal favorite has to be the &amp;quot;27.2&amp;quot; Recon&amp;quot; barrel for the M700 - aside from clearly not being that long, it somehow both is and is not rifled. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:06, 22 October 2020 (EDT) P.S.: Oh, and let's not forget the revolver cylinder that somehow holds 12 rounds despite still having 6 chambers.&lt;br /&gt;
:::Yeah, it really, really reads they like had a neural network compose descriptions off of Wikipedia's firearms articles. My favorite is the 1911 Cavalry Lancer, &amp;quot;Anti-''infantry'' barrel increases damage against enemy ''vehicles''.&amp;quot;--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:04, 23 October 2020 (EDT)&lt;br /&gt;
::::I do love the sniper rifle barrel that's smoothbore ''and'' rifled? Must be one of those .366 TKM rifles popular in Russia. The &amp;quot;STANAG 55 Rd Drum&amp;quot; for the Type 821 is pretty interesting, too. It describes having its ammo arranged side-by-side and being a single-stack. Wouldn't the ammo being side-by-side make it double-stack? Oh, but my favorite has to be the &amp;quot;13.7&amp;quot; Ranger&amp;quot; barrel for the XM4. The description states that it somehow cools off bullets and this also somehow makes them go faster.--[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 15:23, 23 October 2020 (EDT)&lt;br /&gt;
:::::Heck, even CoD Mobile bothered to model an actual 8-round cylinder for the relevant attachment on the &amp;quot;J358&amp;quot; revolver (not properly lined up with the barrel, but still). Also, &amp;quot;''Anti-infantry barrel increases damage against enemy vehicles''&amp;quot;... WHAT? Did I read that correctly? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:39, 26 October 2020 (EDT)&lt;br /&gt;
This makes me almost wanna buy the game just to read those descriptions. Anybody knows of a youtube video or something showing off all attachments?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:46, 19 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== RC-XD is fast enough to catch a plane? ==&lt;br /&gt;
&lt;br /&gt;
Not really a firearm-related question at all, but having rewatched the gameplay footage from the campaign trailer, I can't help ask out of curiosity: is it possible for a tiny remote-controlled car to catch up with a plane during a high-speed chase? I reckon the plane has much greater acceleration even when it's still on the ground, so do the cars. Otherwise, that must be a really powerful tiny engine powering the thing.--[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 09:25, 30 October 2020 (EDT)&lt;br /&gt;
:That whole sequence calls to mind the Fast &amp;amp; Furious movie where they had a cargo plane attempting to takeoff down an endless runway while being chased (I think Uncharted 3 has the same phenomenon). Honestly the campaign is not looking good, it seems to be a return to the over-the-top action movie hijinks and explosions when the best-received parts of MW2019 were the slow-paced nightvision room clearing segments.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:57, 30 October 2020 (EDT)&lt;br /&gt;
::Most likely it's not fast enough. I also think that one won't be able to go on unscathed after being rolled over by a vehicle in the manner shown in that same scene but hey that's COD after all. Also if you don't make over the top and cringy scenes in a game set in the 80s then I don't know when you will :D --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:03, 30 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Zombies trailer WWII weapons ==&lt;br /&gt;
&lt;br /&gt;
Are these available to use in the Zombies mode? If not then I think they should be added to a &amp;quot;Misc&amp;quot; section or to this page.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 19:58, 13 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
==Anachronistic weapons broke my immersion ==&lt;br /&gt;
&lt;br /&gt;
Just started the Vietnam mission and 2 things literally distracted me. The first was the M16 has a 20 round mag but the ammo count is 30 and I picked up an AKS74U...This game is stupid [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 01:51, 15 November 2020 (EST)&lt;br /&gt;
:Outside of the (disappointing yet expected) anachronistic weapons and attachments, I thoroughly enjoyed the campaign, thought it was far more ambitious with its gameplay and narrative than MW2019. Only real complaint is the lack of missions, short campaign in general, like MW2019.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 02:16, 15 November 2020 (EST)&lt;br /&gt;
:::East German Stasi using MP5s and the AK5s is annoying. They should be using whatever East German SMGs and MPi-KMS. How hard is that? [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 12:18, 15 November 2020 (EST)&lt;br /&gt;
::::What about the M1911 everywhere? They could recicle the Makarov. Seriously they should add more sidearm options given the fact that they have a Last Stand mechanic.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 04:35, 9 December 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mountain Dew ads ==&lt;br /&gt;
&lt;br /&gt;
Should we have a section here for the [https://www.youtube.com/watch?v=V1Xt9aetdFQ Mountain Dew ads] as they feature guns or just mention them on the main page? This might be cringe but we mentioned things like this for example with BO2's &amp;quot;LG Cinema Trailer&amp;quot;. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:21, 20 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Bullfrog's grip ==&lt;br /&gt;
Now here is the Bullfrog grip analysis. Obviously the thing is not a literal 1 to 1 depiction of anything real and is essentially a fictional grip but they had some inspiration when making it and that's why I say &amp;quot;inspired by... based on... influenced by... etc.&amp;quot; --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:27, 20 December 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
[[File:BOCW bullfrog grip.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
:The grip pattern does look a lot like the Skorpion's so I guess that's worth mentioning, although the overall shape doesn't match the Kiparis enough IMO. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 12:23, 2 January 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
== A rare photo of the M16A2 and XM4 ==&lt;br /&gt;
&lt;br /&gt;
So I found something from Rock Island Arsenal Museum, and what do I found is a rare photo of the XM4 Carbine and the M16A2 Rifle.&lt;br /&gt;
[[File:XM4 Carbine &amp;amp; M16A2 (1982).jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
Now this photo was made in 1982, before the M16A1E2 was presented by Colt to the US military. The name &amp;quot;M16A2&amp;quot; was from the USMC dates back to the late 70s when they ask Colt to developed a new rifle after their experience in Vietnam. The M16A1E1 was made in December 1981, but it would still be anachronistic as the game takes place before December 1981, let alone the game's M16A2 is the M16A1E2. So the M16A1E2 was made in November 1982, and it introduces the three round burst on this rifle (not the first burst firing M16 as the Colt 605B is the first one made in 1964). The XM4 on the other hand was start to developed as early as 1982, and it start off as the XM177E2 that fires M855 NATO rounds. The XM4 start to developed since 1983. So why I put this in Black Ops Cold War? Because there an attachment that give the &amp;quot;XM4&amp;quot; a 11.5 inch barrel, and the facts about the M16A2 to know that the game takes place in 1981 and the gun was developed in early as December 1981, even though is slightly anachronistic.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 13:36, 24 December 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== IMFDB Opinions on BOCW's gameplay and assets realism ==&lt;br /&gt;
&lt;br /&gt;
I just can't help but be disgusted by the lame step back in authenticity of BOCW from MW19. Weaponry, Ordnance and Vehicles really feels, looks, sounds trash to me.(exception for the Harrier's MGs which sounds impressively scary)&lt;br /&gt;
&lt;br /&gt;
== The worst thing about Cold War ==&lt;br /&gt;
&lt;br /&gt;
...isn't the extremely anachronistic weapons and attachments, its the fact that I can't access the DLC weapons and all their unlocks in offline custom matches anymore like MW2019! Now I actually have to grind the battlepass to screencap each new gun every season. Total pain in the ass considering how unfun core 6v6 is this year.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 22:19, 24 January 2021 (EST)&lt;br /&gt;
:[https://www.joblo.com/newsimages1/wiw-saving-private-ryan-salute.jpg] - you can still progress the battlepasses in MW, although I realize that having both games installed may be pushing hard drive limits.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 09:50, 25 January 2021 (EST)&lt;br /&gt;
::Play Plunder and just go for recons or scavenger contracts to level up your weapons. As for the game, the more free play days we have, the less I actually want to buy the game. I know the game was rushed, so I understand why it lacks the polish and details of MW2019, but it's just not as fun. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 11:12, 25 January 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
Honestly, capping the weapons in Warzone won't do it, and it's actually wrong since they are in the MW19 engine and not BOCW one.I have the Groza and MAC-10 by the way&lt;br /&gt;
--[[User:Solarriors|Solarriors]] 04:42 28 January 2021 (GMT+1)&lt;br /&gt;
:Warzone weapons XP will carry over to CW. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 14:08, 28 January 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
You can actually access all DLC and attachments in online private/custom matches ---[[User:Solarriors|Solarriors]]&lt;br /&gt;
:Doesnt seem to work on my end, tried setting up a custom private match and they're still locked--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 03:47, 25 February 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
== Firebase-Z AK &amp;quot;Wonder Weapon&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
[https://youtu.be/INmAzI7C9M8?t=78 So this is a thing.] I tried to save an image but for some reason it wouldn't upload, so that'll do.&lt;br /&gt;
&lt;br /&gt;
SO, apart from looking like something Vladof would make, what we have here is...to my best understandng an AK mated with the DG-2. Weird to have a Wonder Weapon we could actually put on the page, if it's eligable. It's got a GP launcher and everything. According to offical sources it's called the RAI K-84, or the Reactorniy Avtomat-Izluchatel Kuhlklay-84 in full.&lt;br /&gt;
&lt;br /&gt;
'''UPDATE:''' Never mind, it's already on the page. My bad.--[[User:Gunmaster2011|Pez-Dispenser]] ([[User talk:Gunmaster2011|talk]]) 10:18, 1 February 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
==Reload timer adjustmnent in patch notes==&lt;br /&gt;
Just wanted to pass this on, [https://www.treyarch.com/game-intel/2021/02/Warzone_Season_One_Midseason_Patch_Notes today's patch notes] give the absolute most vague, unspecific note possible about this: &amp;quot;Adjusted the timing of ammo replenishment during empty reloads for BOCW weapons&amp;quot;. No idea if this is a good or bad change. :P [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:58, 5 February 2021 (EST)&lt;br /&gt;
:I'd assume that they're changing the point during the reload animation when the game decides that the gun is finished reloading (since these have had a habit of being rather off in CoD games - the gun often counts as reloaded before your character has finished reloading it). Hopefully, they're making the timing match the animations better. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:19, 5 February 2021 (EST)&lt;br /&gt;
::That's what I assume too, but I don't have any hands-on experience with the CW weapons, so I have no idea how well they matched (or didn't) before or after the patch. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 14:56, 6 February 2021 (EST)&lt;br /&gt;
:::[https://www.youtube.com/watch?v=hSjfSkw5hJM Tested by TheXclusiveAce]. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 04:06, 17 February 2021 (EST)&lt;br /&gt;
::::Holy hell, I can't believe Treyarch managed to make the guns EVEN WORSE than they already were. The changes make it so you can skip the rechamber part of the animation on empty reloads now. :| This dev team really needs be kept far away from any future games, this is just embarrassing. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:17, 17 February 2021 (EST)&lt;br /&gt;
:::::All changes in Warzone are made by Raven Software ([https://www.reddit.com/r/blackopscoldwar/comments/l876an/applying_the_3x_scope_to_the_m82_causes_the/glbfz4y?utm_source=share&amp;amp;utm_medium=web2x&amp;amp;context=3 referenced by u/FoxhoundFPS]). Weapon balancing (including changing reload add time) was probably done by Raven themselves to address CW weapons' long after-reload pauses specific only to Warzone. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 02:13, 18 February 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
== Season 2 Trailer ==&lt;br /&gt;
&lt;br /&gt;
It just dropped, and showed off a few new guns - I spotted what looks like a screwed-up [[Walther MPK]], a probably-fictional crossbow, and (of all things) a [[FARA 83]]. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 19:54, 16 February 2021 (EST)&lt;br /&gt;
:Yay more ''Upotte!!'' guns! :D In all seriousness, that would be a neat addition, I love when more obscure things show up in games. Though at this point I'm also sad all these guns aren't getting MW's much better treatment (and that we can't use them there). [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 21:57, 16 February 2021 (EST)&lt;br /&gt;
:Nice ID work. Sadly people gonna call it &amp;quot;Galil&amp;quot; anyway. As for speculation about that sawed-off gun in the holster - I think it's just a China Lake blueprint. I mean M79. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 02:50, 17 February 2021 (EST)&lt;br /&gt;
::Huh. I thought that thing was a Galil. Maybe it'll end up being a Galil ARM with elements of the FARA 83 thrown in? Because as we've seen so far, this game isn't too big on having guns that are what they say they are. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 16:42, 17 February 2021 (EST)&lt;br /&gt;
:::It looks like [http://2.bp.blogspot.com/-KdnsXcQb_Tk/VnaJyrrI1rI/AAAAAAAB3CE/YGD2AfZC4V8/s1600/CampoHerrajecombatejunio1934.jpg this] variant, which has a bipod and FAL Para/Galil type stock, basically a discount ARM. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:56, 17 February 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
==Questionable captions==&lt;br /&gt;
Those two edits ([http://www.imfdb.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;amp;diff=1400455&amp;amp;oldid=prev 1] - DE and Strife captions, [http://www.imfdb.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;amp;diff=1400456&amp;amp;oldid=prev 2] - RAI K-84 caption) need to be toned down. [[IMFDB Style Guide#Media titles]] and [[Rules, Standards and Principles#No sarcastic or insulting Commentary]]. --[[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 18:00, 21 February 2021 (EST).&lt;br /&gt;
:Those seem perfectly acceptable to me. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:02, 21 February 2021 (EST)&lt;br /&gt;
::I'm fine with captions describing the contents of images and weapon details. But there's no real need for comments about developers and writers choices for ZM characters. Including such commentary in the main game's wiki page doesn't make this wiki any more &amp;quot;informative&amp;quot; about firearms and sounds more like a point for discussion on talk page or other resources. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 20:29, 21 February 2021 (EST)&lt;br /&gt;
:::Comments like those are pretty much par for the course when it comes to VG pages. People've been doing it for a while, so I think it's safe to call it a ''de facto'' acceptable thing to do. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:34, 21 February 2021 (EST)&lt;br /&gt;
::::I know. Still it can be done more tastefully even for IMFDB with less projecting. Or we could just comment on every frustration and missed opportunity of developers, like saying which weapon would be more era-appropriate on every weapon. I'm not all &amp;quot;anti-sarcasm caption&amp;quot; since there are really good comments people come up with on pages, but they at least assume that not all visitors are in &amp;quot;the know&amp;quot; or familiar with behind-the-scenes of the development. I've come around at the Strife commentary I should say. Operators being absolutely non-characters or related to ZM story is something that I dislike about CW too, but I'm not sure if there's need to over-explain who is holding the weapon in that picture on the gun wiki. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 21:04, 21 February 2021 (EST)&lt;br /&gt;
:::::Just to point out, the rule about sarcastic comments doesn't really apply to video games. It was mainly implemented for movie pages, to avoid insulting real actors and filmmakers. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:14, 22 February 2021 (EST)&lt;br /&gt;
::::::Point is acknowledged, even though those rules could be improved to include VG. Insulting real developers or writers is an issue too, it doesn't need to be downplayed because of different artform or media. As for my gripes about initial edits, I'm no longer pursuing to change that. Just to summarize, I got the clear message from this thread - captions can be used for everything related not only to weapon present in the image, but to include information about who is holding the weapon even if gloves are the only thing we can see from first person and this can be used to include all in-game or out-of-game facts including developer's choice for characters in one mode. In a gun wiki. I can understand the frustration about era-appropriate weapons on gun wiki, but I'm still questioning if not including Richtofen should be used as a starting point of caption for what is essentially &amp;quot;RAI K-84 in idle&amp;quot; image with nothing happening on it. After inspecting it again it seem like that remark was made to pad the caption's word count to be consistent with adjacent images. There's really nothing to call for it in that image too, so that's why it seems very strange among other comments. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 08:41, 22 February 2021 (EST)&amp;lt;br /&amp;gt;'''Edit:''' added to be less vague about a point. I'm okay with DE and Strife captions and they seem to follow IMFDB style of captions. &amp;quot;Grumbling at the fact that Primis and Ultimis were replaced by literal nobodies, of which he is one of them, the Requiem Operator in Firebase Z consoles himself by looking at his shiny space AK&amp;quot; is a good comment about BOCW. But I'm not sure if it is a good point to make in a gun wiki for &amp;quot;wonder weapon held by a pair of unique gloves&amp;quot; screenshot without any other information on it and inspecting it with all other weapon captions in the BOCW page seems uncalled for. Or it means it's OK to use any criticism valid for a game no matter the contents of image. As I wrote this, I found this [https://i.redd.it/pqrgt528tpg61.jpg image] (but used with mil-sim operators and equipped with RAI K-84s) would be an ideal fit for that caption and even justified in my opinion. That would be peak IMFDB and not de so detached from the commentary like a current one. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 09:12, 22 February 2021 (EST)&lt;br /&gt;
Wait wait wait, let's be clear : What are your complains about exactly?&lt;br /&gt;
[[User:Solarriors|Solarriors]] ([[User talk:Solarriors|talk]])&lt;br /&gt;
&lt;br /&gt;
:If your issue is the comments, then you're at least a few years late to that whole discussion on the rules. As stated prior, the rule about sarcastic comments is kept for movies to keep people from throwing their personal opinions at whatever actor they don't like. Games normally don't follow that same rule, and if anything it's mostly done to give the page a form of flow. Reading the same &amp;quot;RAI K-84 in idle&amp;quot;, &amp;quot;RAI K-84 firing&amp;quot;, &amp;quot;RAI K-84 reloading 1&amp;quot; and so on is brain melting, and allowing an editor to jazz it up a bit with some sarcasm and dry humor is not a bad thing by any metric. The comments fit tonally with almost every other video game page on this site, bar the ones that are so old and forgotten that no one's bothered to edit them in the same style. --[[User:PaperCake|PaperCake]] 18:58, 22 February 2021 (EST)&lt;br /&gt;
::Agreed, especially due to the visual repetitiveness inherent to video game pages. For example, the [[Far Cry 2]] page is absolutely hilarious and witty, and very amusing to read even if you've never played the game. I ''do'' think there's a thin, but very important line between &amp;quot;witty&amp;quot; and &amp;quot;snarky&amp;quot; though, and it's definitely best if we all don't cross that and end up with pages that actually sound insulting/harassing, in a demeaning sort of way. But back on the flip side again, the more glaring and facepalm-inducing goofs/oversights are, the more calling those out with a bit of flair feels justified. So yeah, it's all a bit subjective and case-by-case, I guess. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:53, 22 February 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
==Official ZRG 20mm footage and LC10's lore==&lt;br /&gt;
Treyarch's YouTube channel uploaded [https://www.youtube.com/watch?v=0krEGBnWEag Season Two Studio Broadcast] detailing all S2 features. Includes gameplay footage of upcoming ZRG 20mm with developer's commentary (at 17:12). Interesting note about LC10: at 15:10 it is stated that &amp;quot;fictionally this is a weapon that was designed by the same manufacturers as the LW3 - Tundra … submachine gun version of that weapon.&amp;quot; --[[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 19:14, 26 February 2021 (EST)&lt;br /&gt;
:Well, that would explain why it used to be called the &amp;quot;AI LC10&amp;quot; (and why it looks like that) - it's supposed to be made by Accuracy International. I can't help but feel like making a high-quality, precision-oriented SMG during the 1980s would be a rather stupid thing for a company to do (since the Cold War was the heyday of simple, cheap, stamped/tube-receiver subguns), but at least there's reasoning behind it, even if it's not particularly sound. Hell, it's also closer to an AW than the game's actual AW, given the one-piece handguard, stock and trigger guard shapes, and now-totally-redundant magazine well cutout.&lt;br /&gt;
&lt;br /&gt;
:Oh, and they've mirrored the NTW-20. Because... reasons, I guess. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:40, 26 February 2021 (EST)&lt;br /&gt;
::Funkier weapon designs could probably be their unique way of avoiding licensing and also doing &amp;quot;Cold War is prequel to Black Ops 2 and 3&amp;quot; thing. Like FFAR 1 being an earliest prototype of FFAR from BO3. But, as you point out, it is still interesting how LC10 was modelled with more accurate parts from a gun... which is already available in the game. I was ready for ZRG to be Kraber-AP with side-loading magazine in first-person view at all times as a unique trait, but they subverted that by mirroring the whole model for some reason. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 22:14, 26 February 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
Does anyone feel like the LC10 kinda looks like the Parker Hale IDW prototype? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 13:06, 27 February 2021 (EST) &lt;br /&gt;
:: Oh god, not the NYAAAAAAA. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 18:42, 27 February 2021 (EST)&lt;br /&gt;
:Eh, kinda, but not all that much - the features it has in common with the IDW/PDW aren't exactly unique to it, and I still think it's closer to the MPK in overall proportions. Plus, it lacks some of the features that we'd want if we wanted to cite the IDW as source of inspiration (e.g. the really long magwell). [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:21, 27 February 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
Here's some footage of the NTW in full: [https://www.youtube.com/watch?v=N9C-EHWNeHU]. Looks like, in addition to mirroring the whole thing and giving it a giant PSO-1 scope, they've also messed with the pistol grip, and made the barrel both way too short and non-reciprocating. Because shoulders don't matter, I guess. There's some other stuff in there, like how the supposedly 47-inch barrel has a wooden handguard on it, the extended magazine that clearly isn't meant for this gun since it has a catch hole nowhere near the magwell, and the fact that 80s-era body armor can somehow stop a 20mm shell. Except not, since it still has enough energy left over to one-shot the person behind you. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:42, 5 April 2021 (EDT)&lt;br /&gt;
::With each new gun they just seem to miss the point of the Cold War theme more and more. There are so many cool guns they could add that would fit the early 80s timeframe and yet they add fictional designs and anachronistic, stylized guns instead. Its not like they lack the funding or talent either, lots of the period correct weapon models are really decently modelled.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:53, 6 April 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Magnum identification==&lt;br /&gt;
Now, the design doesn't line up one-hundred percent, but I'm pretty sure it was based on a G&amp;amp;G G733 airsoft revolver, the thin fluting in the cylinder, the weird half-full rod housing, and the long body match up to the G&amp;amp;G almost exactly, with the only difference being that the trigger sits ''way'' behind the cylinder in the in-game revolver. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 01:16, 6 March 2021 (EST)&lt;br /&gt;
:That would make some sense, actually - the back of the frame made me think of an airsoft revolver, and the G&amp;amp;G has that same weird partial-yet-full underlug setup. As for the trigger/cylinder placement, I'm pretty sure that's because they put a [[Ruger GP100]]-style recoil shield on it, but didn't give it a normal S&amp;amp;W cylinder latch (albeit mounted at an angle) instead of the Ruger-style one that sits on the recoil shield, so they had to stretch the frame forward to make everything fit.&lt;br /&gt;
&lt;br /&gt;
:See, this is why I really don't like BOCW's fictional weapon designs. MW19's were a bit disappointing to have, but at least they looked convincing - we had a fair bit of talk-page discussion trying to identify the .357, because it looks like a real revolver that would actually exist. BOCW's, on the other hand, you can immediately tell that they're fictional, because they're often a weird mish-mash of parts from various guns put together without much regard for what they're supposed to do, and the resultant guns stick out awkwardly. It's a shame, too, because BOCW's normal guns are actually really well-modeled. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 08:32, 6 March 2021 (EST)&lt;br /&gt;
::Agreed, and this is even kind of reflected in the battlepass cosmetics and skins, for MW there were a lot more believable designs while Cold War straight away went for the wacky cartoony aesthetic. --[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 19:37, 6 March 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
== Lever action in S6 ==&lt;br /&gt;
&lt;br /&gt;
As seen in recent news, the in-game name of the gun is &amp;quot;.410 Ironhide&amp;quot;. Judging from the Season 6 [https://youtu.be/LBOpIgK2lEQ?t=127 cinematic] and from the [https://i.redd.it/1xm5ss459oq71.png roadmap] (EDIT: there's also an image [https://live.staticflickr.com/65535/51535872616_09189a2952_4k.jpg here]), it's most definitely a [https://www.henryusa.com/shotgun/lever-action-410-shotgun-side-gate/ Henry .410 lever action shotgun] (specifically the version with a side loading gate) with a few minor differences, and this is the pinnacle of Treyarch's anachronisms (next to BO1's FAMAS Valorisé and the PTR 9KT-inspired receiver on BOCW's MP5 blueprints), since Henry .410 lever action shotguns were introduced [https://web.archive.org/web/20210619234228/https://www.henryusa.com/shotgun/lever-action-410-shotgun/ in 2017], nevermind that the side gate version was produced in 2019. I haven't found any closer match to that gun, but that said I think I'll wait until the gun gets released before adding the Henry ID to the page. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:51, 30 September 2021 (EDT)&lt;br /&gt;
:Yeah, looks like you nailed it. Though it seems like they gave it a more oldschool style furniture instead of the modernish checkered ones. Wondering why they can't have just some OG 19th century lever action. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 15:52, 30 September 2021 (EDT)&lt;br /&gt;
::I mean, Winchester 1887? They'ved used it before. It is literally. RIGHT. '''THERE'''. --[[User:Gunmaster2011|Pez-Dispenser]] ([[User talk:Gunmaster2011|talk]]) 16:32, 30 September 2021 (EDT)&lt;br /&gt;
:::Can't wait for my yee-haw lever-action akimbo shotguns to be added to the game. They called it &amp;quot;Ironhide&amp;quot; for a reason, makes you think of either cowboys or dragons. (on a more serious note well done for identifying it correctly) --[[User:JackalUnderscore|JackalUnderscore]] ([[User talk:JackalUnderscore|talk]]) 17:55, 30 September 2021 (EDT)&lt;br /&gt;
::::So, Season 6 is out. The shotgun is not a totally accurate representation of real-life counterparts (as obviously expected), but I can still tell that the Henry is the closest match, judging by the receiver and the tubular magazine's setup. However, the in-game gun has a longer handguard (almost the same length as a [https://www.gunsinternational.com/guns-for-sale-online/shotguns/marlin-shotguns/marlin-410-xlr-ss-410-ga-used-gun-inv-215369.cfm?gun_id=101185058 Marlin shotgun]), and the hammer is different (it's shaped similarly to that of other weapons, such as the [https://www.icollector.com/Rossi-Model-Rio-Grande-410-Ga-2-1-2-Lever-Action-Shotgun-w-20-bbl-stainless-finish-appears-ex_i29857090 Rossi]). Does anyone have a better ID in mind, or should we go with the info that I mentioned here? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:59, 7 October 2021 (EDT)&lt;br /&gt;
:::::Like usual, it seems to be another hybrid but yeah it is mainly a Henry. However, the furniture seems to be intended to look like a vintage shotgun. The wood seems to be genuine wood and not plastic-ey fake synthetic wood or whatever it is found on modern guns. I think the idea here was to mash the modern guns and present the mutant as some OG 19th century gun a la Winchester Model 1887. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 11:26, 7 October 2021 (EDT)&lt;br /&gt;
::::::[https://www.reddit.com/r/blackopscoldwar/comments/tam7of/what_is_the_henry_new_shotgun_i_got_this/ Aaaaaaaand the Henry is indeed what the developers had in mind for this shotgun.] --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:08, 28 June 2022 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Unknown pistol ==&lt;br /&gt;
Any ideas what gun is [https://i.redd.it/l63hlmdjzuu71.jpg this]? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 21:46, 21 October 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Understanding the Black Ops series ==&lt;br /&gt;
&lt;br /&gt;
So I do think that Treyarch knew that there are so many anachronisms, but they throw it because Black Ops is not supposed to be a historical game, I been said since the original Black Ops with an interview. Plus, some of the guns were looking weird like the XM4 and Famas, because for legal reasons. This is also why the FAMAS F1 is not in Black Ops I. Keep in mind, they only got a year to develop the game, and to make matters worse, there’s the pandemic. So they didn’t have time to look up many information. If they do, then this game would be more historically accurate than now (not completely historically accurate because remember is not a historical game).--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 14:45, 21 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1518034</id>
		<title>Call of Duty: Black Ops Cold War</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1518034"/>
		<updated>2022-09-07T18:50:40Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: /* &amp;quot;Magnum&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: Black Ops Cold War&lt;br /&gt;
|picture=CODBOCWCover1.jpeg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=November 13, 2020&lt;br /&gt;
|developer=Treyarch, Raven Software&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: Black Ops Cold War''''' is a first-person shooter developed by Treyarch and Raven Software and published by Activision. It is the sixth game in the ''Black Ops'' series and the seventeenth in the ''Call of Duty'' series. It is also a direct sequel to ''[[Call of Duty: Black Ops]]''. Like previous games in the series, it is composed of three main modes of play, a single-player campaign, a player-vs-player multiplayer mode, and a 1-4 player cooperative zombies mode. The campaign's setting takes place primarily in 1981 with several flashbacks dating to 1968 during the Vietnam War, and the zombies and multiplayer mode take place simultaneously in 1984, hence, certain weapons are available in these modes that aren't present in the campaign because of the time difference. The player character is a new, customizable operative codenamed &amp;quot;Bell&amp;quot;, who is part of a CIA task force, including Alex Mason, Frank Woods, and Jason Hudson, out to stop a Soviet agent codenamed &amp;quot;Perseus&amp;quot; (based on the real-life conspiracy) from carrying out a decades-long plan that could radically alter the balance of power of the Cold War.&lt;br /&gt;
&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;
=Overview=&lt;br /&gt;
''Black Ops Cold War'' maintains several weapon features from the 2019 ''Modern Warfare'', including Gunsmith and the ability to reload while aiming down sights.&lt;br /&gt;
&lt;br /&gt;
The game features an extensive swimming and underwater mechanic which inaccurately depicts weapons as being able to be fired underwater, something which would lead to malfunctions and possible complete weapon failures (i.e. exploded barrels) in reality, not to mention projectiles can't travel more than a few feet in such environment. Also, bullet velocities for most of the weapon are much slower in-game than in real life, and some weapons unrealistically share the same velocities despite their different calibers and designs.&lt;br /&gt;
&lt;br /&gt;
While Gunsmith offers a wide variety of attachments to equip, it lacks several features from ''Modern Warfare''. It also features some ''staggeringly'' poor attachment descriptions filled with inaccuracies and misused terms. For example, STANAG is used as a catch-all term for extended magazines, despite the real usage being almost the exact opposite of such an idea.&lt;br /&gt;
&lt;br /&gt;
Many of the cosmetic blueprints feature cerakoted designs which is anachronistic for the 80s as cerakoted weapons started appearing at some point in the 2000s or 2010s.&lt;br /&gt;
&lt;br /&gt;
Weapons from ''Black Ops Cold War'' also make appearances in ''Call of Duty: Warzone'', a standalone battle royale game mode originally released for (and developed on) ''[[Call of Duty: Modern Warfare (2019)]]''. While most weapons are identical between BOCW and ''Warzone'', a number of weapons, especially the ones added post-release, have more detailed animations in ''Warzone''. More rarely, some BOCW weapons have different weapon models when implemented in ''Warzone''.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] appears under the name &amp;quot;Diamatti&amp;quot;. It holds 15 rounds by default, despite having a visibly extended magazine. It also has a slightly shorter barrel by default; the “7.2&amp;quot; Reinforced Heavy” barrel attachment gives it a more correct barrel length, though this one is shown as fluted. Soviet forces use it in the campaign (which is incorrect), along with Alex Mason in &amp;quot;Echoes of a Cold War&amp;quot;.&lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm]]&lt;br /&gt;
[[File:M93Rpreview BOCW.jpg|thumb|none|600px|The Beretta 93R in Gunsmith.]]&lt;br /&gt;
[[File:Beretta93rIdle BOCW.jpg|thumb|none|600px|Sims wielding a &amp;quot;Diamatti&amp;quot; in Angola.]]&lt;br /&gt;
[[File:Beretta93rADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:Beretta93rInspect BOCW.jpg|thumb|none|600px|Sims admires what is possibly the most accurate Beretta 93R weapon model in a Call of Duty game to date.]]&lt;br /&gt;
[[File:Beretta93rInspect2 BOCW.jpg|thumb|none|600px|Pulling back the slide for a brass check.]]&lt;br /&gt;
[[File:Beretta93rReload BOCW.jpg|thumb|none|600px|Swapping magazines during a reload.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] is featured in the game, simply referred to as &amp;quot;1911&amp;quot; and featuring a nickel finish similar to the multiplayer 1911 weapon model from ''[[Call of Duty: Black Ops|Black Ops]]''. In the campaign, it is the main sidearm of almost everyone, including the Soviet and North Vietnamese forces, who would much more likely use the [[Makarov PM]] or [[Tokarev TT-33]] as their sidearms. It incorrectly holds 8 rounds in a standard 7-round magazine.&lt;br /&gt;
In alpha, beta, and pre-release materials, the M1911 appears with a parkerized finish and brown grips. The &amp;quot;Wingman&amp;quot; skin from the &amp;quot;Air Sea Land Pack&amp;quot; for the Ultimate Edition is also an M1911A1, featuring a paint-job similar to that of the P-51 Mustang fighters during WWII. The M1911A1 is also used in the Overpower finishing move.&lt;br /&gt;
[[File:NickelPlatedM1911A1.jpg|thumb|none|300px|Nickel Plated Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:1911preview BOCW.jpg|thumb|none|600px|The M1911A1 in Gunsmith.]]&lt;br /&gt;
[[File:1911Idle BOCW.jpg|thumb|none|600px|The M1911A1 in Angola.]]&lt;br /&gt;
[[File:1911ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:1911Inspect BOCW.jpg|thumb|none|600px|Inspecting the M1911.]]&lt;br /&gt;
[[File:1911Inspect2 BOCW.jpg|thumb|none|600px|Inspecting its other side.]]&lt;br /&gt;
[[File:1911reload BOCW.jpg|thumb|none|600px|Much like the 1911 in [[Call of Duty: Modern Warfare (2019)]], the 1911 in Black Ops Cold War features a nice detail in the slide stop engaging the slide after the last round is fired from a magazine.]]&lt;br /&gt;
[[File:1911reload2 BOCW.jpg|thumb|none|600px|The standard reload involves power slinging the slide, there are magazine options that change that to an animation where the player character hits the slide stop.]]&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:BOCW-M1911-2.jpeg|thumb|none|600px|The M1911A1 with a parkerized finish in the alpha multiplayer loadout menu.]]&lt;br /&gt;
[[File:BOCW-1911-1.jpg|thumb|none|600px|The M1911 tucked in Adler's pants in a pre-release trailer. In the final game, the player grabs the pistol to take down a guard - even though they have their own suppressed 1911 at this point with no way to replace it.]]&lt;br /&gt;
[[File:BOCW M1911 trailer silencer.jpg|thumb|none|600px|A suppressed M1911A1 is racked in the multiplayer reveal trailer. Note the Ak 5 with what appears to be Advanced Armament Corporation OMNI 5.56mm suppressor which doesn't appear in actual multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle==&lt;br /&gt;
An anachronistic and visually altered [[Desert Eagle]] fitted with a Laser Products Corporation LPC Model 7 laser sight and an enormous muzzle brake appears as the &amp;quot;Hand Cannon&amp;quot; in the campaign mission &amp;quot;Desperate Measures&amp;quot;. Inspiration for the weapon appears to come from the laser sighted [[AMT Hardballer]] from ''[[The Terminator]]''. Perhaps taking its moniker a little too literally, it fires explosive rounds. The campaign version feeds from an 8-round magazine (which could or could not be correct, its caliber never being stated) and cannot be reloaded; once all eight rounds have been fired, it is discarded.&lt;br /&gt;
&lt;br /&gt;
It was added as the &amp;quot;Hand Cannon&amp;quot; streak in Season 4, with 10 extremely powerful explosive rounds that can take out any streak you can shoot in one to four shots. It is the primary weapon of choice for the &amp;quot;One in the Chamber&amp;quot; gamemode. Its scorestreak icon shows a more accurate rendition of a Desert Eagle, though this one is an even more anachronistic picatinny railed Mark XIX than the Mark VII on which the actual weapon is based. The laser is now green, and aiming uses ironsights mounted on top of the laser. Its role is similar to the &amp;quot;Annihilator&amp;quot; revolver from ''[[Call of Duty: Black Ops III|BO3]]'' and ''[[Call of Duty: Black Ops 4|BO4]]'', even reusing the sounds of that gun from those games.&lt;br /&gt;
&lt;br /&gt;
[[File:DesertEagleMarkVIInickel.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark VII with nickel finish - .44 Magnum]]&lt;br /&gt;
[[Image:Longslide2.jpg|thumb|none|600px|The AMT Hardballer Longslide/LPC Model 7 laser sight combo from ''The Terminator'' which appears to have been the inspiration for the &amp;quot;Hand Cannon&amp;quot;. The in-game laser is incorrectly depicted as being switched on by pressing a fictional button at the rear, while the real thing has a separate switch connected via cables.]]&lt;br /&gt;
[[File:Desert eagle picatinny.JPG|thumb|none|350px|Magnum Research Desert Eagle Mark XIX, current production model with Picatinny railed barrel - .44 Magnum]]&lt;br /&gt;
[[File:COD CW Deagle Menu.jpg|thumb|none|600px|The &amp;quot;Hand Cannon&amp;quot; in the multiplayer menu. The description incorrectly calling it a &amp;quot;revolver&amp;quot; was reused from Black Ops 3/4, though the word has been changed to &amp;quot;handgun&amp;quot; after an update. A round can be seen in the spare magazine.]]&lt;br /&gt;
[[File:BOCWDeagle3rd.jpg|thumb|none|600px|Bell stops admiring his nice shoes to look upon the mutant Deagle in the middle of the KGB headquarters, of all places. This is the only place in the campaign it can be found.]]&lt;br /&gt;
[[File:BOCWDeagle.jpg|thumb|none|600px|Bell holds the Hand Cannon as he awaits enemy forces about to barge into the room. Here the laser sight can be seen more clearly.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Magnum&amp;quot;==&lt;br /&gt;
The &amp;quot;Magnum&amp;quot; is a fictional hybrid revolver that appears to have some influence from a variety of revolvers such as [[Smith &amp;amp; Wesson#Revolvers|Smith &amp;amp; Wesson]], [[Ruger#Revolvers|Ruger]], [[Arminius HW Revolver Series|Arminius]], Alfa, [[Astra#Revolvers|Astra]] and the [[Colt Trooper]]. The rear of the frame and the angle of the grip give it a strong resemblance to the G&amp;amp;G G733 airsoft revolver. The names of some of its muzzle attachments suggest that it is chambered in .45 ACP (misnamed &amp;quot;.45 APC&amp;quot;); this would contradict both the &amp;quot;Magnum&amp;quot; name, and its Warzone incarnation's stated chambering (.357 Magnum). Like other revolvers in previous ''Black Ops'' games, it is reloaded with single rounds by default, and still has the reload logic errors of the player character reloading only the rounds needed to refill the cylinder in gameplay despite the reload animation showing the entire cylinder being ejected.&lt;br /&gt;
&lt;br /&gt;
The Magnum can also accept a suppressor, even though it almost certainly wouldn't work on the revolver in reality due to the gap between the cylinder, which would leak enough propellant gases to render the suppressor useless. The Magnum also has nonsensical 9-round and 12-round cylinders as attachment options; these cylinders are completely identical to the base cylinder dimensionally, with the amount of rounds held in them ''visibly'' remaining 6 rounds. They're only different in their shapes, being an unfluted cylinder and a [[Mateba]]-like hexagonal cylinder respectively. These cylinder options are also very incorrectly referred to as magazines in their attachment names. It was referred to as the “S&amp;amp;W 27” in the game files.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Minted&amp;quot; blueprint gives the revolver a barrel that appears similar to the anachronistic [[Smith &amp;amp; Wesson Model 986]], while others give it a [[Dan Wesson]]-style heavy barrel.&lt;br /&gt;
[[File:G&amp;amp;G G733.jpg|thumb|none|350px|'''Airsoft''' G&amp;amp;G G733 airsoft revolver]]&lt;br /&gt;
[[File:ColtPython6In.jpg|thumb|none|350px|Colt Python with 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:TrooperMKV.jpg|thumb|none|350px|Colt Trooper MK V with straight wood grips and a 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:S&amp;amp;WModel17A.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 17-6 - .22LR]]&lt;br /&gt;
[[File:Ruger Speed 6.jpg|thumb|none|350px|Ruger Speed Six with blued finish and 2.75-inch barrel - .357 Magnum]]&lt;br /&gt;
[[File:Astra357-01.jpg|thumb|none|350px|Astra 357, 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:Revolverpreview BOCW.jpg|thumb|none|600px|A close up look of the &amp;quot;Magnum&amp;quot; in Gunsmith, showing its many design inspirations - the sights come from Smith &amp;amp; Wesson revolvers, the cylinder, hammer, trigger &amp;amp; trigger guard from a Colt Python, the barrel seems to be a mix between that of a Python and a Colt Trooper (complete with a partial underlug rather awkwardly merged into a full one), and a Ruger-style recoil shield; the latter is supposed to have the cylinder release mounted on it, but the designer instead decided to put a conventional Astra-esque cylinder release behind it, forcing them to rather awkwardly stretch the frame forward to fit both.]]&lt;br /&gt;
[[File:Revolveridle BOCW.jpg|thumb|none|600px|The mutant &amp;quot;Magnum&amp;quot;, an amalgamation of the leading revolver brands.]]&lt;br /&gt;
[[File:RevolverADS BOCW.jpg|thumb|none|600px|Aiming down the Smith &amp;amp; Wesson sights.]]&lt;br /&gt;
[[File:Revolverinspect BOCW.jpg|thumb|none|600px|Inspecting the revolver involves flipping the Colt cylinder out.]]&lt;br /&gt;
[[File:Revolverinspect2 BOCW.jpg|thumb|none|600px|Inspecting the Colt-esque barrel.]]&lt;br /&gt;
[[File:Revolverreload BOCW.jpg|thumb|none|600px|Reloading by dumping all rounds in the cylinder.]]&lt;br /&gt;
[[File:Revolverreload2 BOCW.jpg|thumb|none|600px|The default reload animation has the player character individually insert rounds off screen; depending on the cylinder you choose in Gunsmith, a speed loader may be used instead (though dual-wielding will always reload both at once). The animation finishes with a wince-inducing flick of the wrist to shut the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Tranquilizer Gun&amp;quot;==&lt;br /&gt;
A hybrid of a [[Ruger Mk II]] and a [[Welrod]] mocked up to be a tranquilizer pistol is used by Bell in the campaign. The detachable magazine holds 8 rounds, and the animations are reused from the M1911 listed above. The bolt from the Welrod is used as a slide when it locks back on an empty magazine, however, the weapon does not eject casings of any kind, which begs the question of what the slide actually does. Some sort of air canister is seen under the barrel, and the weapon makes noises comparable to compressed air being released, which makes sense.&lt;br /&gt;
[[File:Ruger Mark II MK512.jpg|thumb|none|300px|Ruger Mark II - .22 LR]]&lt;br /&gt;
[[File:HPIM0965.jpg|thumb|none|300px|Welrod Mark II - .32 ACP.]]&lt;br /&gt;
[[File:TranqPistolEvidence BOCW.jpg|thumb|none|600px|From this angle, the grip is very clearly inspired by the Ruger Mk II.]]&lt;br /&gt;
[[File:TranqPistol BOCW.jpg|thumb|none|600px|But the ejection port and large knurled breech charging handle is very much Welrod-like.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
A [[Heckler &amp;amp; Koch MP5K]] with a collapsible stock and a threaded barrel is available as the &amp;quot;MP5&amp;quot;. It has an aftermarket and anachronistic Vector Arms MP5K style handstop handguard with perforations instead of a vertical foregrip by default. It uses an HK claw mount with an anachronistic rail when equipping optics. It can be customized into a number of MP5 variants as seen below, having a wide latitude of barrel and stock configurations akin to ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''.&lt;br /&gt;
&lt;br /&gt;
While not anachronistic for the 80s segments, the MP5K is used by US troops in Bell's Vietnam War flashbacks, which is both inaccurate and anachronistic (the MP5K was developed in 1976, and while the standard MP5 was first developed in 1966, it didn't see any form of service in Vietnam until 1975 as the MP5SD with the Green Berets). In this case (along with certain other weapons in the Vietnam missions), it can somewhat be excused by the fact that these are false flashbacks mixed with hallucinations.&lt;br /&gt;
&lt;br /&gt;
All blueprint variants of the MP5 have the same lower receiver as those of ''Modern Warfare'' (being based on the receiver of a [[PTR 9KT]], which is incredibly anachronistic to ''Cold War''), with the triangular parts still facing the opposite direction compared to real S-E-F lowers.&lt;br /&gt;
[[File:Heckler &amp;amp; Koch MP5K fitted with a A3 stock.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K &amp;quot;Reverse Stretch&amp;quot; with A3 stock - 9x19mm]]&lt;br /&gt;
[[File:MP5Kpreview BOCW.jpg|thumb|none|600px|The MP5K in Gunsmith. Note the gripless handguard resembling modern [https://hkparts.net/product/hk-mp5k-sp89-sp5k-forearm-with-handstop-usa-p16466.htm American examples] with added vent holes for creativity points.]]&lt;br /&gt;
[[File:MP5KIdle BOCW.jpg|thumb|none|600px|The MP5K used on board a Soviet salvage ship.]]&lt;br /&gt;
[[File:MP5KInspect BOCW.jpg|thumb|none|600px|Inspecting the default 30 round magazine of the MP5K.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A3===&lt;br /&gt;
The weapon has some barrel attachments that turn it into a full-sized [[MP5A3]]. The “9.5&amp;quot; Extended” barrel has an original slimline handguard, while the “9.5&amp;quot; Ranger” has a &amp;quot;tropical&amp;quot; wide handguard.&lt;br /&gt;
[[File:H&amp;amp;KMP5A3slimforearm.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; handguard - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5A3.jpg|thumb|none|600px|The MP5A3 with a &amp;quot;STANAG 50 Rnd Drum&amp;quot; and &amp;quot;Collapsed Stock&amp;quot;.]]&lt;br /&gt;
[[File:MP5A3Idle BOCW.jpg|thumb|none|600px|An MP5A3 in Moscow.]]&lt;br /&gt;
[[File:MP5A3Inspect BOCW.jpg|thumb|none|600px|Turning it over to look at the ejection port and the &amp;quot;40 Rnd Speed Mag&amp;quot;, which is a slightly longer version of the early straight &amp;quot;waffle&amp;quot;-style magazine.]]&lt;br /&gt;
[[File:MP5A3Inspect2 BOCW.jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:MP5A3ADS BOCW.jpg|thumb|none|600px|Looking through the iron sights.]]&lt;br /&gt;
[[File:MP5A3.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with &amp;quot;tropical&amp;quot; wide handguard - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2===&lt;br /&gt;
The combination of the aforementioned barrel with the &amp;quot;Tactical Stock&amp;quot; turns the gun into an [[MP5A2]].&lt;br /&gt;
[[File:HK MP-5 A3.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with original &amp;quot;slimline&amp;quot; handguard and straight &amp;quot;waffle&amp;quot;-style magazine - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5A2.jpg|thumb|none|600px|The MP5A2 from the public beta with a &amp;quot;40 Rnd Speed Mag&amp;quot;. The &amp;quot;Salvo 50 Rnd Fast Mag&amp;quot; uses the same magazine model for some reason, albeit with a different tape and pull loop.]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A2WideForearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with &amp;quot;tropical&amp;quot; wide handguard - 9x19mm]]&lt;br /&gt;
[[File:MP5A2gunsmith BOCW.jpg|thumb|none|600px|The post launch MP5A2, with the &amp;quot;tropical&amp;quot; handguard.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
Combining either of the sound suppressors with the “9.5&amp;quot; Ranger” barrel configurations produces a [[Heckler &amp;amp; Koch MP5SD]] configuration. The “9.5&amp;quot; Extended” and “9.5&amp;quot; Reinforced Heavy” barrels also create an MP5SD with the handguard missing.&lt;br /&gt;
[[File:MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 with S-E-F trigger group - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5SD2.jpg|thumb|none|600px|An MP5SD2 configuration from the public beta with the &amp;quot;Agency Suppressor&amp;quot;.]]&lt;br /&gt;
[[File:MP5SD2gunsmith BOCW.jpg|thumb|none|600px|The post launch MP5SD2 in gunsmith preview.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
Ditto to the above configuration but with the default or one of the collapsible stock variants produces an MP5SD3.&lt;br /&gt;
[[File:MP5SD3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5SD3.jpg|thumb|none|600px|The MP5SD3 with the &amp;quot;Sound Suppressor&amp;quot; and &amp;quot;Jungle-Style Mag&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9 Hybrid==&lt;br /&gt;
A mildly fictionalized [[Intratec TEC-9]] was added with season five. It is depicted with the bolt assembly and charging handle of an [[Interdynamic KG-9]], although it is shown firing from a closed bolt like an actual TEC-9. It also has the front sight of a [[PPSh-41]] and the stock of an Interdynamic MP-9, though the latter can be removed with the &amp;quot;No Stock&amp;quot; attachment. When equipping grip attachments, it uses the base of the factory grip with the actual grip chopped off and replaced with the grip attachment of choice.&lt;br /&gt;
&lt;br /&gt;
It fires in semi-auto by default, but there are attachments that convert it into full-auto (the fire rate of which appears to be slower than in real life) and an inaccurate burst fire mode. It incorrectly holds 21 and 24 rounds (in multiplayer and Warzone respectively) in the actual 32-round magazine, presumably to prevent a burst from having less than 3 rounds.&lt;br /&gt;
&lt;br /&gt;
In terms of chronology, while the earlier MP-9/KG-9 was produced from 1981 (thus being borderline period appropriate for the 1981-1985 multiplayer maps), the TEC-9 has the post-1987 rear sight, rendering it anachronistic for the game.&lt;br /&gt;
&lt;br /&gt;
Dual TEC-9s are used by Perseus operative Kitsune in the season five cinematic trailer. The weapon is also seen in the &amp;quot;Harbinger Of Doom&amp;quot; calling card.&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 (post-1987 version) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:InterDynamicKG99.jpg|thumb|none|300px|Interdynamic KG-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Interdynamic MP-9.jpg|thumb|none|450px|Interdynamic MP-9 with foregrip and telescoping stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Tec9preview BOCW.jpg|thumb|none|600px|The mutant TEC-9 in the preview screen for the season 5 battlepass.]]&lt;br /&gt;
[[File:Tec9idle BOCW.jpg|thumb|none|600px|The TEC-9 in action in the slums of Panama City.]]&lt;br /&gt;
[[File:Tec9ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Tec9inspect BOCW.jpg|thumb|none|600px|Inspecting the gun. Note how, in addition to having the KG-9's bolt and charging handle, it also has its safety notch; the TEC-9 instead used the charging handle itself as a safety, pushing it into the bolt instead of using it to lock the bolt back.]]&lt;br /&gt;
[[File:Tec9inspect2 BOCW.jpg|thumb|none|600px|Checking out the closed bolt on a stock TEC-9]]&lt;br /&gt;
[[File:Tec9reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Tec9reload2 BOCW.jpg|thumb|none|600px|Note the various markings and warnings stamped into the polymer lower.]]&lt;br /&gt;
[[File:Tec9reload3 BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Tec9reload4 BOCW.jpg|thumb|none|600px|Charging the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;KSP 45&amp;quot;==&lt;br /&gt;
The &amp;quot;KSP 45&amp;quot; is a fictional 3-round burst submachine gun. The overal shape is similar to the 9mm version of the [[T2 MK5|Australian Automatic Arms 9mm SAC]], but takes other cues from submachine guns such as the [[Heckler &amp;amp; Koch UMP45]] (which does refer to as the “UMP” in the game files”) with its boxy design, selector switch style, and charging handle with lock open feature (though it is depicted on the right side rather than the left). It has an AR-like bolt release and an AK trigger guard with paddle magazine release. Notably, it also resembles the &amp;quot;MACHT 37&amp;quot; frankengun from ''[[Metal Gear Solid V: The Phantom Pain]]''. Its buttstock seems to combine the socket of a solid MP5 stock, the shape of one from the the AAA SAC or the Wieger StG-940, H&amp;amp;K G3 style sling attachment point and the foldability of the UMP stock; the &amp;quot;Tactical Stock&amp;quot; and &amp;quot;SAS Combat Stock&amp;quot; attachments swap this out for a [[PSG-1]]-style stock (without or with a cheek rest, respectively), while the &amp;quot;Wire Stock&amp;quot; attachment gives it a shortened Romanian AK wire stock and the &amp;quot;Duster Stock&amp;quot; gives it a UMP-style stock. Curiously, the &amp;quot;42 Rnd&amp;quot; and &amp;quot;48 Rnd STANAG&amp;quot; magazine attachments, while referred to as drums, are actually shrunken-down HK21 machine gun belt boxes with feed towers instead of belt feed openings; the &amp;quot;42 Rnd Speed Mag&amp;quot; and &amp;quot;SALVO 48 Rnd Fast Mag&amp;quot; are [[Spectre M4]]-esque quad stack mags (of the exact same size, with the only difference being the latter's cloth shroud). &lt;br /&gt;
&lt;br /&gt;
Although it isn't normally written in all caps, &amp;quot;Ksp&amp;quot; is the Swedish abbreviation for &amp;quot;machine gun&amp;quot; (short for ''Kulspruta''); however, the trademarks on the right side of the &amp;quot;KSP 45&amp;quot; identify it as a &amp;quot;Kühn &amp;amp; Schmidt MP-U&amp;quot; and state that it is of West German origin. There is also a &amp;quot;WARNING REFER TO OWNER'S MANUAL&amp;quot; stamp above the fire selector, which is similar to the markings on nonmilitary UMPs and USCs.&lt;br /&gt;
&lt;br /&gt;
It is also depicted as being used by a Vietcong guerilla in the &amp;quot;Brap Brap&amp;quot; calling card implying that it was used in Vietnam in the ''Black Ops'' universe, however, no H&amp;amp;K style weapons were used in the Vietnam War in reality.&lt;br /&gt;
[[File:AAA SAC 9mm.jpg|thumb|none|450px|Australian Automatic Arms 9mm SAC - 9x19mm]]&lt;br /&gt;
[[File:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:HKMP2000Prototype.jpg|thumb|none|450px|Experimental H&amp;amp;K MP2000 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:KSP45preview BOCW.jpg|thumb|none|600px|The &amp;quot;KSP 45&amp;quot; up close. At full size, the fire selector's 3 positions - &amp;quot;SAFE&amp;quot;, &amp;quot;BURST&amp;quot;, and &amp;quot;AUTO&amp;quot; - can be seen; ignoring the rather obvious fact that the weapon can't be set to full-auto in-game, the lack of a semi-auto position on a select-fire weapon is rather bizarre. Somewhat amusingly, the former is accompanied by a single large white block, while the latter features three small ones, and the three-round-burst position only features two.]]&lt;br /&gt;
[[File:KSP45Idle BOCW.jpg|thumb|none|600px|Holding the KSP 45.]]&lt;br /&gt;
[[File:KSP45ADS BOCW.jpg|thumb|none|600px|Aiming down the sights - here, the folding stock hinge is easily visible.]]&lt;br /&gt;
[[File:KSP45Inspect BOCW.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:KSP45Inspect2 BOCW.jpg|thumb|none|600px|Inspecting the right side. Note the UMP charging handle present over the ejection port and the small AR like brass deflector.]]&lt;br /&gt;
[[File:KSP45reload BOCW.jpg|thumb|none|600px|Reloading the KSP. Note the UMP like handguard covered with checkered texture like the early MP5 slimline forearm.]]&lt;br /&gt;
&lt;br /&gt;
==LAPA SM Modelo 3==&lt;br /&gt;
The [[LAPA SM Modelo 3]] was added during Season 6, under the name &amp;quot;LAPA&amp;quot; (an odd name, as LAPA is the manufacturer of the weapon). The SM Modelo 3 was a prototype weapon with only one example ever made rendering it virtually impossible to be used in any meaningful combat capacity.&lt;br /&gt;
[[File:LAPA SM MOD 3.jpg|thumb|none|450px|LAPA SM Modelo 3 - 9x19mm]]&lt;br /&gt;
[[File:LAPABPpreview BOCW.jpg|thumb|none|600px|The &amp;quot;LAPA&amp;quot; in the preview menu screen.]]&lt;br /&gt;
[[File:LAPAidle BOCW.jpg|thumb|none|600px|The &amp;quot;LAPA&amp;quot; and its owner checking out a parking garage in Miami Beach.]]&lt;br /&gt;
[[File:LAPAADS BOCW.jpg|thumb|none|600px|Aiming down the sights at a shifty looking garage door.]]&lt;br /&gt;
[[File:LAPAinspect1 BOCW.jpg|thumb|none|600px|Inspecting the firearm.]]&lt;br /&gt;
[[File:LAPAinspect2 BOCW.jpg|thumb|none|600px|Checking out the other side.]]&lt;br /&gt;
[[File:LAPAreload1 BOCW.jpg|thumb|none|600px|Reloading after dumping an entire magazine of 9mm into said garage door.]]&lt;br /&gt;
[[File:LAPAreload2 BOCW.jpg|thumb|none|600px|Giving the charging handle a good pull, cocking the gun.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;LC10&amp;quot;==&lt;br /&gt;
The &amp;quot;LC10&amp;quot; is a fictional submachine gun that was added in Season 2. It appears to be based on the [[Walther MPK]], with stylistic elements from (of all things) an [[Accuracy International Arctic Warfare]] sniper rifle ([https://youtu.be/0krEGBnWEag?t=903%20 the developers having stated that in-universe it was made by the same manufacturer as the game's Accuracy International-inspired &amp;quot;LW3 Tundra&amp;quot;]). Its Warzone incarnation was previously stated to be chambered in .45 ACP, but this was later changed to 9mm Parabellum. The muzzle brake and flash guard attachments still have the .45 caliber shown as part of their names (in which case it is mislabeled &amp;quot;.45 APC&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
[[File:Walther mpk unfolded.jpg|thumb|none|450px|Walther MPK with stock unfolded - 9x19mm]]&lt;br /&gt;
[[File:Arctic Warfare Folding Stock.jpg|thumb|none|450px|Accuracy International AW-F - 7.62x51mm NATO]]&lt;br /&gt;
[[File:LC10loadoutpreview BOCW.jpg|thumb|none|600px|The &amp;quot;LC10&amp;quot; in the loadout menu weapon preview screen. Peculiarly, the wire stock features a cheek pad.]]&lt;br /&gt;
[[File:LC10idle BOCW.jpg|thumb|none|600px|The &amp;quot;LC10&amp;quot; in the rather anachronistic Los Angeles high speed bullet train station ported from ''Black Ops 2''.]]&lt;br /&gt;
[[File:LC10ads BOCW.jpg|thumb|none|600px|Looking through the adjustable rear sight.]]&lt;br /&gt;
[[File:LC10reload1 BOCW.jpg|thumb|none|600px|Reloading from empty involves taking the fresh magazine and flicking the empty mag out by hitting the release paddle with the feed lip.]]&lt;br /&gt;
[[File:LC10reload2 BOCW.jpg|thumb|none|600px|Inserting the new magazine, then charging the bolt.]]&lt;br /&gt;
[[File:LC10inspect1 BOCW.jpg|thumb|none|600px|Much like the AUG, the LC10's transparent polymer magazine models the proper amount of ammunition in each magazine. Despite being depicted as a closed bolt gun, there is no round visible in the breech during the brass check section of the inspect animation.]]&lt;br /&gt;
[[File:LC10inspect2 BOCW.jpg|thumb|none|600px|Note the empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
The [[MAC-10]] was added in Season 1. It is depicted with a custom side cocking charging handle similar to low profile Uzi cocking levers and uses anachronistic front grip adapter and top rail when attaching grip and sight attachments respectively. The side is marked with &amp;quot;Cal .45 Auto&amp;quot;, which is contradicted by the use of a 32-round default magazine, the number &amp;quot;9&amp;quot; as part of some muzzle attachments names, and the use of 9mm Parabellum ammunition in Warzone. The weapon fires correctly from an open bolt in ''Cold War'', but incorrectly from a closed bolt in ''Warzone''.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Quick Judgement&amp;quot; blueprint is based on the Lawgiver MK II pistol from the ''Judge Dredd'' franchise.&lt;br /&gt;
[[File:IngramMAC10.jpg|thumb|none|300px|Ingram MAC-10 - 9x19mm]]&lt;br /&gt;
[[File:MAC10preview BOCW.jpg|thumb|none|600px|The MAC-10 in the battlepass preview screen.]]&lt;br /&gt;
[[File:MAC10idle BOCW.jpg|thumb|none|600px|The MAC-10 being used in a [[Back to the Future|New Jersey mall]].]]&lt;br /&gt;
[[File:MAC10ADS BOCW.jpg|thumb|none|600px|Looking through the basic notch sights. Note the misaligned front and rear sights.]]&lt;br /&gt;
[[File:MAC10inspect1 BOCW.jpg|thumb|none|600px|Inspecting the MAC-10.]]&lt;br /&gt;
[[File:MAC10inspect2 BOCW.jpg|thumb|none|600px|Checking the ejection port.]]&lt;br /&gt;
[[File:MAC10inspect3 BOCW.jpg|thumb|none|600px|Tugging on the charging handle.]]&lt;br /&gt;
[[File:MAC10reload BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:MAC10reload2 BOCW.jpg|thumb|none|600px|And then racking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-02 Kiparis==&lt;br /&gt;
The [[OTs-02 Kiparis]] was added in in the mid-season update for Season 4, under the name &amp;quot;OTs 9&amp;quot;. It is technically anachronistic to the 80s time period of the game, as while it was designed in the seventies, it was first serially produced in 1991. It uses 20-round magazines by default, though 25, 30, 32 and 40 round magazines are available as attachments, with the 30 rounder being the only real option. The 30 and 40 rounders are regular magazine extensions, while the 25 and 32 rounders are curved &amp;quot;speed mags&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Kiparis is one of the few weapons to have a distinctly different set of animations in ''Warzone'' compared to ''Cold War''.&lt;br /&gt;
[[File:Kiparis.jpg|thumb|none|450px|KBP OTs-02 &amp;quot;Kiparis&amp;quot; - 9x18mm Makarov]]&lt;br /&gt;
[[File:KiparisPreview BOCW.jpg|thumb|none|600px|The Kiparis in the gunsmith preview screen.]]&lt;br /&gt;
[[File:CW OTs9 idle.jpg|thumb|none|600px|Cpt. Price holds the OTs-02 Kiparis in the middle of a paintball arena.]]&lt;br /&gt;
[[File:CW OTs9 inspectleft.jpg|thumb|none|600px|Inspecting the Russian SMG; note that the selector is incorrectly pointing towards &amp;quot;ОД&amp;quot;, which is for semi-auto.]]&lt;br /&gt;
[[File:CW OTs9 inspectright.jpg|thumb|none|600px|Checking the SMG for any stray flecks of paint, here the bolt handle is clearly visible. It apparently moves independently of the rest of the gun during this animation; at the end (and after firing a shot), the bolt visibly drops down a couple of millimeters, suggesting that the animation doesn't quite loop like it's supposed to.]]&lt;br /&gt;
[[File:CW OTs9 irons.jpg|thumb|none|600px|Aiming down the clear ironsights.]]&lt;br /&gt;
[[File:CW OTs9 tacreload1.jpg|thumb|none|600px|Quickly using the magazine release before an employee notices the time-travelling SAS soldier in the middle of the arena.]]&lt;br /&gt;
[[File:CW OTs9 tacreload2.jpg|thumb|none|600px|Inserting a fresh magazine of 9x18mm Makarov.]]&lt;br /&gt;
[[File:CW OTs9 emptyreload beginflick.jpg|thumb|none|600px|The empty reload procedure involves flicking the magazine out, AK style...]]&lt;br /&gt;
[[File:CW OTs9 emptyreload flick.jpg|thumb|none|600px|...which results in the old magazine being knocked to the floor.]]&lt;br /&gt;
[[File:CW OTs9 emptyreload insert.jpg|thumb|none|600px|The penultimate step - loading a new stick mag.]]&lt;br /&gt;
[[File:CW OTs9 emptyreload bolt.jpg|thumb|none|600px|With an overarm tug on the bolt handle, Price is now free to travel back to [[Call of Duty: Modern Warfare (2019)|his own timeline]], taking his anachronistic SMG with him.]]&lt;br /&gt;
[[File:CW OTs9 melee.jpg|thumb|none|600px|But not before he waves the Kiparis around in the air, showing off the future of Russian SMG design to the bewildered paintball arena employees.]]&lt;br /&gt;
&lt;br /&gt;
==PM-63 RAK==&lt;br /&gt;
The [[PM-63 RAK]] was added during Season 3 as the &amp;quot;AMP63&amp;quot;; unlike its incarnation in ''[[Call of Duty: Black Ops|BO1]]'', it is classified as a pistol. Also unlike that incarnation, it has a correct 15-round capacity by default (with 20-, 22-, and 25-round optional magazines available, the latter being the only real one), as well as a more correct rate of fire. To avoid making anything too correct, its foregrip and stock are now permanently folded, and it erroneously fires from a closed bolt. Additionally, its Warzone incarnation is incorrectly chambered in 9mm Parabellum (a feature of the PM-70 prototype) rather than 9x18mm Makarov.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lawgiver&amp;quot; blueprint is based on the Lawgiver MK II pistol from the ''Judge Dredd'' franchise.&lt;br /&gt;
[[File:PM63.JPG|thumb|none|350px|PM-63 RAK - 9x18mm Makarov]]&lt;br /&gt;
[[File:PM63preview BOCW.jpg|thumb|none|600px|The PM-63 in a loadout menu.]]&lt;br /&gt;
[[File:PM63idle BOCW.jpg|thumb|none|600px|The PM-63 wielded by MI6 operative Park in New Mexico.]]&lt;br /&gt;
[[File:PM63ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:PM63inspect1 BOCW.jpg|thumb|none|600px|Inspecting the Polish submachine gun.]]&lt;br /&gt;
[[File:PM63inspect2 BOCW.jpg|thumb|none|600px|Checking the other side.]]&lt;br /&gt;
[[File:PM63reload1 BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:PM63reload2 BOCW.jpg|thumb|none|600px|Sliding in a new magazine.]]&lt;br /&gt;
[[File:PM63reload3 BOCW.jpg|thumb|none|600px|Racking the slide.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
An anachronistic and heavily stylized [[PP-19 Bizon-2]] (developed in the 1990s) appears under the name &amp;quot;Bullfrog&amp;quot;. It is depicted with a ribbed dust cover resembling that of an [[AS Val]], and the rear sight relocated to the rear of the receiver, along many other cosmetic changes. The default helical magazine only holds 50 rounds instead of 64 or 53 like its real-world counterpart (in 9x18mm Makarov and 9x19mm Parabellum, respectively), and its front attachment point is below the front sight (like the earlier Bizon-1). It has a top-folding stock by default, but can be fitted with a side-folding stock similar to that of other Bizon variants, via the &amp;quot;Duster Stock&amp;quot; or the &amp;quot;KGB Skeletal Stock&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:PP-19 Bizon top-folding stock.jpg|thumb|none|450px|PP-19 Bizon-2-01 with top-folding stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Bizonpreview BOCW.jpg|thumb|none|600px|The &amp;quot;Bullfrog&amp;quot; in Gunsmith. The stock is similar to the Dragunov MA prototype (a trials competitor to the AKS-74U) and the grip is shaped similar to the PP-71, another one of Dragunov's prototypes.]]&lt;br /&gt;
[[File:BizonIdle BOCW.jpg|thumb|none|600px|The &amp;quot;Bullfrog&amp;quot; in-game.]]&lt;br /&gt;
[[File:BizonADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:BizonInspect BOCW.jpg|thumb|none|600px|Inspecting involves popping out the helical magazine for a quick glance.]]&lt;br /&gt;
[[File:BizonInspect2 BOCW.jpg|thumb|none|600px|Then turning it over to look at the ejection port.]]&lt;br /&gt;
[[File:BizonReload BOCW.jpg|thumb|none|600px|Dropping an empty magazine.]]&lt;br /&gt;
[[File:BizonReload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine. Note the conspicuous lack of ammunition, made all the more conspicuous by its presence in the inspection animation.]]&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:BOCW Bizon stock.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] was added in Season 3. It is carried by some Red Army soldiers in the intro cutscene of the Zombies map Die Maschine and inaccurately by Soviet troops in the Season 3 cutscene, which is set in 1984. It is also seen in the &amp;quot;Combat Hardened&amp;quot; achievement icon which is based on the &amp;quot;Stand to Death&amp;quot; statue in Volgograd.&lt;br /&gt;
&lt;br /&gt;
By default, it holds 32 rounds; this is a characteristic of the MP41(r), a German 9x19mm conversion of the PPSh-41 from WWII, even though the in-game weapon is modeled with a standard PPSh-41's 35-round magazine. Interestingly, the &amp;quot;VDV 50 Round Fast Mag&amp;quot; attachment gives the weapon a straight magazine looking similar to that of the MP41(r). To confuse matters further, its muzzle attachments imply that it's chambered in .45 ACP (or rather, .45 &amp;quot;APC&amp;quot;), a feature of absolutely no version of the PPSh.&lt;br /&gt;
&lt;br /&gt;
The weapon has a variety of rather strange barrel options - the &amp;quot;15.7&amp;quot; Task Force&amp;quot; barrel, as well as the &amp;quot;Loud Pipe&amp;quot; variant, have a front forend and heat shield styled after the [[SVT-40]] (a setup extremely similar to the &amp;quot;Thrive&amp;quot; and &amp;quot;Snake&amp;quot; variations from ''[[Call of Duty: WWII]]''); the &amp;quot;14.9&amp;quot; Rifled&amp;quot; barrel gives it an [[Erma EMP-35]]'s barrel shroud and the small wooden forend of a [[PPD-40]]; the &amp;quot;14.9&amp;quot; Ranger&amp;quot; barrel has what appears to be a [[Browning M1919]] barrel shroud with a [[Karabiner 98k]] front sight; the &amp;quot;14.9&amp;quot; Reinforced Heavy&amp;quot; barrel is taken from the [[K-50M]] (albeit also fitted with a Kar98k's front sight); the &amp;quot;12.7&amp;quot; Cavalry Lancer&amp;quot; barrel is seemingly inspired by the PPD-40's (albeit shorter, with larger vents and no handguard); and the &amp;quot;14.3&amp;quot; Extended&amp;quot; barrel is taken from the [[PPS-43]]. Stock options include the &amp;quot;Tactical Stock&amp;quot; (an [[MP28]]-style stock with a leather cheekrest), the &amp;quot;Spetznaz Stock&amp;quot; (a regular-looking stock with a cheekrest and two seemingly-random bolts driven directly through the receiver), and the &amp;quot;Marathon&amp;quot;, &amp;quot;Duster&amp;quot;, and &amp;quot;CQB&amp;quot; stocks (all sawn off, with the former having the original wooden side panels, the latter having K-50M-esque metal side panels, and the Duster having the metal side panels of the experimental folding-stocked PPSh-45; these panels are also used by the &amp;quot;Raider Stock&amp;quot;, seemingly a grafted-on rifle stock).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Night Raid&amp;quot; blueprint (a promotional pre-order reward in BOCW for [[Call of Duty: Vanguard]]) is stylized after WWII planes like the P-40 Warhawk with the addition of a red dot sight stylized after WWII aircraft reflector gunsights like the Mk 20 Mod 4 sight.&lt;br /&gt;
[[File:Ppsh41.jpg‎|thumb|none|450px|PPSh-41 with 35-round box magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:PPSH41battlepasspreview BOCW.jpg|thumb|none|600px|The PPSh-41 in the battlepass preview. Note the 35-round box magazine inaccurately holding only 32 rounds.]]&lt;br /&gt;
[[File:PPSH41idle BOCW.jpg|thumb|none|600px|NATO operator Hunter wields a PPSh-41.]]&lt;br /&gt;
[[File:PPSH41ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:PPSH41inspect1 BOCW.jpg|thumb|none|600px|Inspecting the submachine gun.]]&lt;br /&gt;
[[File:PPSH41inspect2 BOCW.jpg|thumb|none|600px|Flipping it over.]]&lt;br /&gt;
[[File:PPSH41reload1 BOCW.jpg|thumb|none|600px|Taking out an empty magazine.]]&lt;br /&gt;
[[File:PPSH41reload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PPSH41reload3 BOCW.jpg|thumb|none|600px|Cocking the gun.]]&lt;br /&gt;
[[File:PPSH-01-SMG.jpg‎|thumb|none|450px|PPSh-41 with 71 round drum - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:BOCW PPSh drum.jpg|thumb|none|600px|The weapon loaded with a drum magazine, which only holds 55 rounds. A version of this drum with some canvas wrapped around the bottom holds 85, somehow.]]&lt;br /&gt;
[[File:BOCW PPSh SVT barrel.jpg|thumb|none|600px|The &amp;quot;Task Force&amp;quot; barrel makes the front end of the PPSh resemble the [[SVT-40]].]]&lt;br /&gt;
[[File:BOCWMaschine-PPShSVT.jpg|thumb|none|600px|Soviet soldiers with PPSh-41s in the &amp;quot;Die Maschine&amp;quot; intro.]]&lt;br /&gt;
[[File:PPSH 9MM.JPG|thumb|none|450px|PPSh-41 with 9mm conversion - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BOCW PPSh 9m.jpg|thumb|none|600px|The &amp;quot;VDV 50 round fast mag&amp;quot; resembles a 9x19mm converted PPSh.]]&lt;br /&gt;
&lt;br /&gt;
==SOCIMI Type 821==&lt;br /&gt;
The [[SOCIMI Type 821]] appears in-game. It was referred to as the &amp;quot;Type 821&amp;quot; during the alpha, but the name was changed to &amp;quot;Milano 821&amp;quot; in the Beta (with Milano being Italian for Milan, the city where this gun was made). It has an anachronistic Masterpiece Arms side cocking charging handle instead of the proper top mounted one like the [[Uzi]] it was based on. It is anachronistic to the campaign's 1981 time period, as it was designed in 1983 and produced in 1984 (the earlier Uzi would have been a better choice).&lt;br /&gt;
[[File:Socimi821.jpg|thumb|none|450px|Socimi Type 821 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Mpa10sst.jpg|thumb|none|300px|MasterPiece Arms MPA10SST - .45 ACP]]&lt;br /&gt;
[[File:Type821preview BOCW.jpg|thumb|none|600px|The Type 821 in Gunsmith. It lacks a stock by default.]]&lt;br /&gt;
[[File:Type821idle BOCW.jpg|thumb|none|600px|The Type 821 in a Nicaraguan cartel plantation, now fitted with a folding stock. Note that the weapon has been modified with a side cocking charging handle from modern Masterpiece Arms MAC 10/11 clones.]]&lt;br /&gt;
[[File:Type821ADS BOCW.jpg|thumb|none|600px|Looking down the notch sights.]]&lt;br /&gt;
[[File:Type821inspect BOCW.jpg|thumb|none|600px|Inspecting the Type 821.]]&lt;br /&gt;
[[File:Type821inspect2 BOCW.jpg|thumb|none|600px|Inspecting the other side. Unfortunately, like the Uzi from the previous [[Call of Duty: Modern Warfare (2019)|Call of Duty]], the open bolt design of the Type 821 is not reflected in the third person model.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] appears as the &amp;quot;Gallo SA12&amp;quot; (''gallo'' means &amp;quot;rooster&amp;quot; or &amp;quot;cock&amp;quot; in Italian). It is used in semi-automatic mode, and the stock is folded by default, but it can be modified with some unfolded stock options, as well as a fixed stock or no stock at all. Attaching optics will automatically unfold the stock as well. It is weirdly used by Soviet forces in the campaign, and also appears anachronistically in the false flashbacks to the Vietnam War.&lt;br /&gt;
&lt;br /&gt;
In a rare bit of realism, the carrier latch button is depressed during reloads to allow the user to load shells (unless an optical attachment is used, in which case the player character will grasp the shotgun from the heat shield instead). When not aiming, the weapon will be upended during reloads (as previously seen in ''[[Call of Duty: Modern Warfare 2|Modern Warfare 2 Campaign Remastered]]''), while the weapon will be held right-side up if reloading while aiming. However, the gun is never rechambered after an empty reload. It holds 7 shells, which is possible with 6 round tubes and a 7th shell in the chamber (or with an underloaded 8-round tube), but as this is never depicted, the tube length is fictional. The magazine tube itself looks more like a 5 or 6 shell tube rather than the 7 shells the weapon actually holds.&lt;br /&gt;
&lt;br /&gt;
The extended 9 and 12 round tubes are modeled incorrectly; while the tube does get longer, it only grows by about 0.5 shells length each time to avoid a comically large magazine tube sticking out of the front of the shotgun.&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 with stock folded - 12 gauge]]&lt;br /&gt;
[[File:SPAS12preview BOCW.jpg|thumb|none|600px|The SPAS-12 in Gunsmith.]]&lt;br /&gt;
[[File:SPAS12Idle BOCW.jpg|thumb|none|600px|The SPAS-12 in use on a CIA raid of an East German aircraft hangar.]]&lt;br /&gt;
[[File:SPAS12ADS BOCW.jpg|thumb|none|600px|Aiming down the sights with the stock folded up. This is inaccurate to the real SPAS-12; the end of the stock is solid and you cannot aim down the sights with the stock folded.]]&lt;br /&gt;
[[File:SPAS12Inspect BOCW.jpg|thumb|none|600px|Inspecting the SPAS-12.]]&lt;br /&gt;
[[File:SPAS12Inspect2 BOCW.jpg|thumb|none|600px|Checking the other side.]]&lt;br /&gt;
[[File:SPAS12Reload BOCW.jpg|thumb|none|600px|Loading up the magazine tube.]]&lt;br /&gt;
[[File:ADS SPAS-12 BLOPS CW.jpg|thumb|none|600px|When reloading while aiming, the shotgun is held right-side up with the support hand holding down the carrier latch button.]]&lt;br /&gt;
&lt;br /&gt;
==Henry .410 Lever Action Shotgun==&lt;br /&gt;
A stylized [[Henry USA rifle series#Henry .410 Lever Action Shotgun|Henry .410 Lever Action Shotgun]] was added with Season 6 as the &amp;quot;.410 Ironhide&amp;quot;. It is extremely anachronistic; not only were Henry lever action shotguns not produced until 2017, but the side loading gate version featured in-game was introduced in 2019. It is fitted with a Williams sight. Compared to the game's other shotguns, it is more precision-oriented, with the tightest spread, lowest fire rate, and worst hipfire spread (the weapon's barrel somehow spreading pellets differently based on how the user looks at it); somewhat bafflingly, it also does the most damage out of all the game's shotguns, despite firing the smallest shells by a substantial margin.&lt;br /&gt;
&lt;br /&gt;
In a reverse of the SPAS-12's errors, the Henry .410 is ''always'' cocked after every reload in ''Cold War''’s multiplayer. However, this is corrected in Warzone, where it is only cocked when empty.&lt;br /&gt;
[[File:H018G-410R.jpg|thumb|none|450px|Henry H018G-410R - .410 bore]]&lt;br /&gt;
[[File:Henry410BPpreview BOCW.jpg|thumb|none|600px|The Henry Lever Action Shotgun in the battlepass preview menu.]]&lt;br /&gt;
[[File:Henry410idle BOCW.jpg|thumb|none|600px|The Henry .410 wielded by NATO operator Park, in a Soviet live fire training compound,]]&lt;br /&gt;
[[File:Henry410ADS BOCW.jpg|thumb|none|600px|Aiming down Main Street, USA.]]&lt;br /&gt;
[[File:Henry410inspect1 BOCW.jpg|thumb|none|600px|Inspecting the time travelling lever action shotgun. Note the top of the receiver is drilled and tapped for an optic mount.]]&lt;br /&gt;
[[File:Henry410inspect2 BOCW.jpg|thumb|none|600px|Flipping the shotgun over and examining the loading gate and ejection port.]]&lt;br /&gt;
[[File:Henry410reload BOCW.jpg|thumb|none|600px|Inserting fresh shells into the loading gate.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
The [[Ithaca 37]] appears in-game as the &amp;quot;Hauer 77&amp;quot;, likely a reference to [[Rutger Hauer]], the late star of the film ''[[Hobo with a Shotgun]]''. The weapon is pumped after every single reload (in both Cold War and Warzone).&lt;br /&gt;
&lt;br /&gt;
A shortened version called the &amp;quot;Sucker Punch&amp;quot; is available as a skin via the &amp;quot;Air Sea Land&amp;quot; pack for the Ultimate Edition. The base weapon can also be shortened by equipping the “19.3&amp;quot; Hammer Forged” barrel and the &amp;quot;No Stock&amp;quot; attachment.&lt;br /&gt;
[[File:IthacaBayo.jpg|thumb|none|450px|Ithaca 37 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:Ithaca37preview BOCW.jpg|thumb|none|600px|The Ithaca 37 in Gunsmith. It is fitted with a heat shield by default, the bayonet lug is removed and the sling loop is attached to the magazine tube.]]&lt;br /&gt;
[[File:Ithaca37idle BOCW.jpg|thumb|none|600px|The Ithaca 37 used on board a Soviet salvage ship.]]&lt;br /&gt;
[[File:Ithaca37ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Ithaca37Inspect BOCW.jpg|thumb|none|600px|Inspecting the Ithaca 37.]]&lt;br /&gt;
[[File:Ithaca37Inspect2 BOCW.jpg|thumb|none|600px|Every weapon inspect for the Ithaca 37 involves the player character working the pump.]]&lt;br /&gt;
[[File:Ithaca37Reload BOCW.jpg|thumb|none|600px|Loading the magazine tube up.]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The [[Penn Arms Striker-12]] was added to the game during Season 1. It has the auto-ejection mechanism (and therefore the shell deflector) of late models, but lacks a rear drum advance lever like early models. The design is anachronistic, as the auto-ejection feature on Striker shotguns (developed in 1989) wasn't yet in existence during game's time period (when the company was called Sentinel Arms), and the original model wouldn't fit in the pre-1983 multiplayer maps either.&lt;br /&gt;
&lt;br /&gt;
It is referred to as the &amp;quot;Streetsweeper&amp;quot;, and incorrectly fires in fully-automatic mode. Unlike its counterpart from previous games, the winding key is correctly used to rotate the cylinder while reloading, although there is a missing step in which the player character is supposed to manually eject the last shell with the ejector rod.&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|400px|Penn Arms Striker-12 - 12 gauge]]&lt;br /&gt;
[[File:Striker12FullLength.jpg|thumb|none|400px|Sentinel Arms Striker-12 with civilian-legal 18&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:Striker12preview BOCW.jpg|thumb|none|600px|The Striker-12.]]&lt;br /&gt;
[[File:Striker12Idle BOCW.jpg|thumb|none|600px|The Striker-12 in service inside a West German US Army base.]]&lt;br /&gt;
[[File:Striker12ADS BOCW.jpg|thumb|none|600px|The Striker-12's iron sights.]]&lt;br /&gt;
[[File:Striker12Inspect BOCW.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:Striker12Inspect2 BOCW.jpg|thumb|none|600px|Carefully reading the warning label on the side of the receiver.]]&lt;br /&gt;
[[File:Striker12Reload BOCW.jpg|thumb|none|600px|Reloading by twisting the winding key for each new shell.]]&lt;br /&gt;
[[File:Striker12Reload2 BOCW.jpg|thumb|none|600px|Inserting a new shell.]]&lt;br /&gt;
&lt;br /&gt;
==TP-82==&lt;br /&gt;
A stylized [[TP-82]] was added in season five as the &amp;quot;Marshal&amp;quot;, an in-universe predecessor to ''BO3''’s [[Talk:Call of Duty: Black Ops III#&amp;quot;Marshal 16&amp;quot;|&amp;quot;Marshal 16&amp;quot;]]. It is used by Woods as a backup sidearm in the season five cinematic trailer. It is classed as a pistol instead of a shotgun.&lt;br /&gt;
&lt;br /&gt;
The weapon lacks the 5.45mm barrel that the actual weapon has, meaning it functions as a regular double-barrel shotgun. Furthermore, it has been rechambered for 12 gauge instead of the 12.5x70mm shells it actually uses. Owing to its pistol classification, it can be dual-wielded. The weapon only has 6 attachments, which include two optics (mounted on an anachronistic Picatinny rail), a cut-down barrel, a longer barrel and dual-wield. The final attachment is &amp;quot;Dragon's Breath&amp;quot; shells, which do not set enemies on fire, instead they just have a flat damage increase and a cosmetic fire effect, but they are still countered by Flak Jacket.&lt;br /&gt;
&lt;br /&gt;
The two hammers on the gun are not dynamically animated in BOCW, but are in ''Warzone''. In BOCW, the right hammer doesn't drop after firing the first shot (from the right barrel), and both hammers will only drop (simultaneously) after firing both shots; the ''Warzone'' animation correctly shows the right hammer dropping after the first shot. This also extends to the reload animations: the BOCW animation only shows the operator cocking both hammers when reloading both both barrels, while the ''Warzone'' animation has an additional animation showing the operator cocking the one dropped hammer when reloading a single barrel.&lt;br /&gt;
&lt;br /&gt;
Markings on the weapon read &amp;quot;Manufactured in the USA&amp;quot; and &amp;quot;Marshal 82&amp;quot;. In a nice bit of attention-to-detail, struck primers can be seen on the fired shells when reloading. &lt;br /&gt;
[[File:TP-82.jpg|thumb|none|400px|TP-82 - 5.45x39mm &amp;amp; 12.5x70mm (roughly 40 gauge)]]&lt;br /&gt;
[[File:TP82preview BOCW.jpg|thumb|none|600px|Gunsmith preview.]]&lt;br /&gt;
[[File:TP82idle BOCW.jpg|thumb|none|600px|The &amp;quot;Marshal&amp;quot; on the map &amp;quot;Diesel&amp;quot;.]]&lt;br /&gt;
[[File:TP82empty BOCW.jpg|thumb|none|600px|After depleting your ammo pool, the hammers will be correctly shown as uncocked.]]&lt;br /&gt;
[[File:TP82ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:TP82inspect1 BOCW.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:TP82inspect2 BOCW.jpg|thumb|none|600px|Flipping it over.]]&lt;br /&gt;
[[File:TP82inspect3 BOCW.jpg|thumb|none|600px|Checking the breech, note the unstruck primers on the shotgun shells.]]&lt;br /&gt;
[[File:TP82reload BOCW.jpg|thumb|none|600px|Reloading the &amp;quot;Marshal&amp;quot;, note the now struck primer on the right.]]&lt;br /&gt;
[[File:TP82reload2 BOCW.jpg|thumb|none|600px|Spent hulls ejected.]]&lt;br /&gt;
[[File:TP82reload3 BOCW.jpg|thumb|none|600px|Fresh shells inserted.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles / Carbines=&lt;br /&gt;
==Ak 5==&lt;br /&gt;
A stylized [[Ak 5]] is featured in the game as the &amp;quot;Krig 6&amp;quot; (''krig'' means &amp;quot;war&amp;quot; in Swedish). It anachronistically appears in the campaign's 1981 period and in the false flashbacks to Vietnam, as it was first produced in 1986 (the [[FN FNC]], from which the Ak 5 was derived, would have been a more appropriate choice for the 80s segments). It also uses an anachronistic upper rail when equipping optics. It is used inaccurately by the East German police and Soviet and American troops in the campaign, who would much more likely use the [[AKS-74|MPi-AKS-74N]] and [[M16]] respectively.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tactical Stock&amp;quot; gives it a synthetic fixed [[FN FAL]] stock (similar to some FNC configurations), and the &amp;quot;Commando Assembly&amp;quot; stock is taken from a [[SIG SG 550]] series rifle.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|450px|Bofors Ak 5 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Ak5preview BOCW.jpg|thumb|none|600px|The Ak 5 in Gunsmith. Note the stylistically fictionalized handguard, the early FN FNC-style trigger guard, the lack of reinforcement on the wire stock, as well as the addition of a bolt release paddle, something that the actual Ak 5 (lacking a bolt hold open device) does not have. In reality, the bolt hold open device and automatic nature of the feature would not be added to the weapon system until the Ak 5C became finalized and adopted in the mid-2000s.]]&lt;br /&gt;
[[File:Ak5idle BOCW.jpg|thumb|none|600px|The Ak 5 enjoying a snow map, as its heritage demands.]]&lt;br /&gt;
[[File:Ak5ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Ak5inspect BOCW.jpg|thumb|none|600px|Holding up the gun for an inspect.]]&lt;br /&gt;
[[File:Ak5inspect2 BOCW.jpg|thumb|none|600px|Checking the other side. Note how the weapon also has an FNC-style charging handle.]]&lt;br /&gt;
[[File:Ak5reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Ak5reload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:Ak5reload3 BOCW.jpg|thumb|none|600px|Racking the charging handle to chamber a round. The fictional bolt release paddle is slapped instead in the reloads of some of the magazine options.]]&lt;br /&gt;
[[File:BOCW-Ak5-1.jpg|thumb|none|600px|Woods wields an Ak 5 with an upper rail in a trailer. Note the picatinny rail which is of the anachronistic modern style.]]&lt;br /&gt;
[[File:BOCW-Ak5-2.jpg|thumb|none|600px|The Ak 5 going down in a Michael Bay style sequence. For some reason, the flash hider is missing in this sequence, and the stock is clipping through the ground.]]&lt;br /&gt;
[[File:BOCW AK5 Trailer.jpeg|thumb|none|600px|Sims with an Ak 5 in the multiplayer reveal trailer.]]&lt;br /&gt;
[[File:FNC REM Sporter.jpg|thumb|450px|none|FN FNC - 5.56x45mm]]&lt;br /&gt;
[[File:BOCW Ak5-FNC.jpg|thumb|none|600px|The Ak 5 can be configured with an FNC handguard with the “19.7&amp;quot; Ranger” barrel configuration.]]&lt;br /&gt;
&lt;br /&gt;
==AK-47/AKM Hybrid==&lt;br /&gt;
An &amp;quot;[[AK-47]]&amp;quot; is featured in the game. During the alpha and beta stages, it was mostly modeled correctly after an AK-47, albeit with an [[AKM]]-style pistol grip and slant compensator. However, the model of the base gun was changed in the final game: now it also has an AKM's stamped receiver and ribbed top cover, while retaining the AK-47's gas block, gas tube, front sight block, handguard, and stock.&lt;br /&gt;
&lt;br /&gt;
It can be fitted with an [[RPK]]-style barrel and stock via the “20&amp;quot; Liberator” barrel and the &amp;quot;Tactical Stock&amp;quot; respectively. Other notable Eastern Bloc customizations include a Romanian/East German style coat-hanger stock with the added cheek strut piece as the &amp;quot;Wire Stock&amp;quot;. The &amp;quot;Foregrip&amp;quot; is a Romanian type wooden foregrip and the &amp;quot;Patrol Grip&amp;quot; is a Hungarian FEG-style foregrip. It uses a fictionalized Dragunov optics mount modified into a rail mount when equipping optics.&lt;br /&gt;
&lt;br /&gt;
The AK can also take an extended 40-round steel magazine or a 50-round orange Bakelite resin mag.&lt;br /&gt;
&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:AKpreview BOCW.jpg|thumb|none|600px|The launch version model of the &amp;quot;AK-47&amp;quot;, featuring the ribbed dust cover and stamped receiver.]]&lt;br /&gt;
[[File:AK47idle BOCW.jpg|thumb|none|600px|The AK hybrid in an East German training facility.]]&lt;br /&gt;
[[File:AK47ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:AK47inspect BOCW.jpg|thumb|none|600px|Adler removes the magazine during the weapon inspect.]]&lt;br /&gt;
[[File:AK47inspect2 BOCW.jpg|thumb|none|600px|Then does a chamber check. There will always be a round in the chamber, regardless of whether you have ammunition or not.]]&lt;br /&gt;
[[File:AK47reload BOCW.jpg|thumb|none|600px|Reloading from empty involves flinging the old magazine out by hitting the mag release with the feed lip of a new magazine.]]&lt;br /&gt;
[[File:AK47reload2 BOCW.jpg|thumb|none|600px|Then after rocking in the fresh magazine, racking the bolt with an anachronistic underhand charge. The underhand charge is a modern technique that appears to have developed after the 2000s. Interestingly, a more conventional reload was used in the beta but was changed to the underhand method in the final game presumably due to the community's dissatisfaction with the game's reload animations compared to ''Modern Warfare''.]]&lt;br /&gt;
&lt;br /&gt;
===AK-47===&lt;br /&gt;
Many blueprints, such as the &amp;quot;Iron Curtain&amp;quot; and &amp;quot;Soviet Standard&amp;quot;, retain the AK-47's appearance seen in earlier builds of the game. Additionally, some unusable AK-47s can be seen in the CIA Safehouse.&lt;br /&gt;
&lt;br /&gt;
The Season 1 &amp;quot;Prototype&amp;quot; blueprint gives the weapon a green M16-style stock and a modern barrel, and the &amp;quot;Lethal Damage&amp;quot; blueprint has a sporterized stock.&lt;br /&gt;
&lt;br /&gt;
[[File:PolyTechLegendAK47.jpg|thumb|none|450px|Poly Technologies Legend AK with original Russian style front sight, AKM muzzle brake, and bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:BOCW-AK-2.jpeg|thumb|none|600px|The older AK-47 model during the alpha. Note the presence of an AKM-type pistol grip, the opposite of the AKS-74U as seen below.]]&lt;br /&gt;
[[File:BOCW RPK.jpg|thumb|none|600px|A pseudo-RPK build on the loadout wall in the beta.]]&lt;br /&gt;
[[File:BOCW AK Proto.jpg|thumb|none|600px|The odd-looking &amp;quot;Prototype&amp;quot; blueprint.]]&lt;br /&gt;
[[Image:Radom Hunter.jpg|thumb|450px|none|Radom Hunter - 7.62x39mm. Image used to show the sporterized stock.]]&lt;br /&gt;
[[File:BOCW AK sport.jpg|thumb|none|600px|The sporterized stock on the &amp;quot;Lethal Damage&amp;quot; blueprint.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-47===&lt;br /&gt;
Equipping the &amp;quot;Duster Stock&amp;quot; on some blueprints turns the gun into an [[AKS-47]].&lt;br /&gt;
&lt;br /&gt;
[[File:DeactivatedAKS(1954-59).jpg|thumb|none|450px|AKS-47 - 7.62x39mm]]&lt;br /&gt;
[[File:BOCW AKS-47.jpg|thumb|none|600px|An AKS-47 build in the beta. The &amp;quot;Taped Mags&amp;quot; change the reload animations to be all done with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===Norinco Type 56===&lt;br /&gt;
The &amp;quot;AK-47&amp;quot; wielded by NVA and VC soldiers in the Vietnam flashback missions is modeled after the Chinese [[Norinco Type 56]].&lt;br /&gt;
&lt;br /&gt;
[[File:Early type 56.jpg|thumb|none|450px|Norinco Type 56, early milled receiver model with bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:Type56-2.jpg|thumb|none|450px|Norinco Type 56-2 - 7.62x39mm]]&lt;br /&gt;
[[File:Type56 BOCW.jpg|thumb|none|600px|Bell admiring her newly acquired Type 56.]]&lt;br /&gt;
[[File:Type56 BOCWsights.jpg|thumb|none|600px|Looking down the fully enclosed hood of the front sight post, also note the milled dust cover.]]&lt;br /&gt;
[[File:Type56 BOCWreload.jpg|thumb|none|600px|Reloading shows the early slab sided AK-47 magazine unique to the Type 56 weapon model in game, as well as the folded (and sadly unusable) spike bayonet.]]&lt;br /&gt;
[[File:Type56 BOCWreload2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Type56wm BOCW.jpg|thumb|none|600px|The world model of the Type 56 shows the Type 56-2 style folding stock, which is anachronistic to those (false) flashback missions, because the Type 56-2 was released after the war in 1980. Note how it also has an Type 56/AK-47 style pistol grip rather than the AKM one used on the base AK.]]&lt;br /&gt;
&lt;br /&gt;
===AMD-65===&lt;br /&gt;
The ''[[Rambo III]]'' inspired &amp;quot;Bloodstained&amp;quot; blueprint gives the gun a similar appearance to the [[AMD-65]], except that it retains the AK-47's front sight and gas system.&lt;br /&gt;
&lt;br /&gt;
[[File:AMD65Short.jpg‎|thumb|none|450px|Hungarian AMD-65 as seen in the film - 7.62x39mm. This one has an American copy of an Israeli blank fire adapter (which is slightly longer and thinner than most commonly seen external BFAs. This is the version seen in the movie.)]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is one of the weapons in ''Black Ops Cold War''. In classic ''Call of Duty'' tradition, it is incorrectly classified as a submachine gun and referred to as the &amp;quot;AK-74u&amp;quot;. While not anachronistic for the 80s segments, it's quite overrepresented even with Woods having one in his trunk at a time when the Soviets were just introducing it to service in Afghanistan. It also appears anachronistically in Bell's false flashbacks to the Vietnam War, where it's inaccurately used by the Vietcong.&lt;br /&gt;
&lt;br /&gt;
It has attachment configurations that approximate members of the [[AS Val]] family. The &amp;quot;Duster Stock&amp;quot; is similar the Val stock, the &amp;quot;Commando Assembly&amp;quot; stock is from the [[VSS Vintorez]], and the “10.3&amp;quot; Ranger” barrel configuration uses the SR-3M's handguard. The &amp;quot;40 Rd Speed Mag&amp;quot; is also a 20-round 6L25 9x39mm magazine.&lt;br /&gt;
&lt;br /&gt;
In addition, the drum magazine attachments are straighter-style 7.62x39mm drum magazines.&lt;br /&gt;
[[File:AKS74U.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:AKS-74upreview BOCW.jpg|thumb|none|600px|While this is the most accurately modeled AKS-74U in the ''Call of Duty'' series so far, it is shown with an AK-47 style pistol grip, apparently having traded grips with the Beta AK-47.]]&lt;br /&gt;
[[File:AKS-74uIdle BOCW.jpg|thumb|none|600px|Sims holds an AKS-74U while looking at some sand dunes.]]&lt;br /&gt;
[[File:AKS-74uADS BOCW.jpg|thumb|none|600px|Aiming down the distinctive rear notch of the AKS-74U.]]&lt;br /&gt;
[[File:AKS-74uInspect BOCW.jpg|thumb|none|600px|Inspecting the AKS-74U.]]&lt;br /&gt;
[[File:AKS-74uInspect2 BOCW.jpg|thumb|none|600px|Checking out the ejection port and correctly positioned safety lever.]]&lt;br /&gt;
[[File:AKS-74uReload BOCW.jpg|thumb|none|600px|Swapping magazines during a reload.]]&lt;br /&gt;
[[File:BOCW AKS-74U 9x39.jpg|thumb|none|600px|The AKS-74U with various 9x39mm components. Either of the suppressor attachments convert into a Val/VSS style suppressor with the &amp;quot;Ranger&amp;quot; and two of the other barrel mods.]]&lt;br /&gt;
[[File:Aks74uEscapeplanblackopscw.jpg|thumb|none|600px|The &amp;quot;Escape Plan&amp;quot; blueprint of the AKS-74U - as with the &amp;quot;Battleworn&amp;quot; AKM from ''Modern Warfare Remastered'', the dust cover is gone and reveals fully modeled internals. Note that the &amp;quot;Spetsnaz PKM Stock&amp;quot; attachment is just a regular AK-type stock in this blueprint. Also note that this game does not contain a PKM, which is odd, as many Warsaw Pact weapons feature stocks with &amp;quot;Spetsnaz PKM stock&amp;quot; as their name.]]&lt;br /&gt;
&lt;br /&gt;
==APS Underwater Rifle==&lt;br /&gt;
The [[APS Underwater Assault Rifle]] was added in an update on May 6, 2022. It is referred to as the &amp;quot;UGR&amp;quot;, and is incorrectly classified as a submachine gun (a fact even its own description seems to acknowledge, given that it is described as an &amp;quot;underwater rifle modified for improved land performance&amp;quot;; these &amp;quot;improvements&amp;quot; are presumably what stops the weapon from physically destroying itself within 180 rounds fired above water).&lt;br /&gt;
&lt;br /&gt;
Like many of the game's weapons, it features several visual alterations compared to its real-world counterpart; most notably, it feeds from a flat-bottomed magazine reminiscent of the QBS-06 (a Chinese derivative of the APS). This holds an incorrect 27 rounds (compared to the QBS's 25 and the APS's 26), presumably to prevent an incomplete burst at the end of a magazine when the unique &amp;quot;Burst Fire Repeater&amp;quot; muzzle device (which somehow makes the weapon fire in three-round bursts, despite being little more than an [[MG81]]-style flash hider) is used. A more appropriate staggered-bottomed magazine (albeit with an even more incorrect 30-round capacity) is the weapon's only alternate ammo option; this is full of explosive-tipped darts, presumably to help drive home the idea of this weapon as an in-universe predecessor to ''[[Call of Duty: Black Ops 4|BO4]]'''s &amp;quot;S6 Stingray&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Interestingly, this is the only weapon that is actually appropriate for the game's otherwise implausible underwater ballistic physics.&lt;br /&gt;
[[File:APS underwater rifle.jpg|thumb|none|450px|APS underwater assault rifle - 5.66x39mm MPS]]&lt;br /&gt;
[[File:QBS-06.jpg|thumb|none|450px|QBS-06 - 5.8x42mm DBS-06]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;CARV.2&amp;quot;==&lt;br /&gt;
The &amp;quot;CARV.2&amp;quot; added during Season 3 is a fictional burst-firing bullpup &amp;quot;tactical rifle&amp;quot; manufactured by the same (in-universe) company that manufactures the &amp;quot;KSP 45&amp;quot;. It appears to be based on the [[Heckler &amp;amp; Koch G11|Heckler &amp;amp; Koch G11 K2]], even using the latter's 4.73mm caseless ammunition in Warzone.&lt;br /&gt;
&lt;br /&gt;
Compared to the real G11, the &amp;quot;CARV.2&amp;quot; is a bullpup rifle with a a conventional bullpup configuration, with the magazine placed in the stock instead of above the barrel. This magazine holds 45 rounds by default, and bizarrely has &amp;quot;.437mm×33&amp;quot; written on it. Oddly, the magazine is also curved, despite the caseless 4.73mm round not being tapered (which is the reason for curved magazines, to allow for the round to feed properly); the in-game weapon apparently uses [https://www.artstation.com/artwork/zO2Qb6 a different, fictional type] of 4.73mm ammo with rounded (though still not tapered) propellant charges and exposed bullets, seemingly based on [https://militarycartridges.com/2018/04/12/5-56mm-x-24mm-caseless/ Frankford Arsenal's experimental 5.56x24mm caseless rounds.] It also features a typical charging handle, instead of the wind-up handle on the real G11.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;CARV.2&amp;quot;  appears shorter and slightly taller than the G11, with a carrying handle instead of the G11's integrated optic, and a rail where the real G11's magazine resides. The handguard is moulded, and the barrel is vented, presumably a way of alleviating the problems the G11 had with its barrel heating up during operation, as there are no brass shells to take the heat out of the rifle. The fire selector is further forward than the real G11, but still features semi-auto, 3-round burst and full-auto, although the rifle is not able to fire in semi-auto or full-auto in gameplay. A more true to the real thing handguard is available as the ''22.5&amp;quot; Task Force'' barrel attachment.&lt;br /&gt;
[[File:G11K2 left.jpg|thumb|none|450px|Heckler &amp;amp; Koch G11 K2 - 4.73x33mm]]&lt;br /&gt;
[[File:CARV2preview BOCW.jpg|thumb|none|600px|The &amp;quot;CARV.2&amp;quot; in the weapon model preview screen. Another fictional rifle inspired by the G11 but using the same feed layout is the [[Metal Gear Solid V: The Phantom Pain#&amp;quot;G44&amp;quot;|G44]] from ''[[Metal Gear Solid V: The Phantom Pain]]''.]]&lt;br /&gt;
[[File:CARV2idle BOCW.jpg|thumb|none|600px|The &amp;quot;CARV.2&amp;quot; in New Mexico.]]&lt;br /&gt;
[[File:CARV2ADS BOCW.jpg|thumb|none|600px|Aiming down the sights at a suspicious step van.]]&lt;br /&gt;
[[File:CARV2inspect1 BOCW.jpg|thumb|none|600px|Inspecting the pseudo-G11.]]&lt;br /&gt;
[[File:CARV2inspect2 BOCW.jpg|thumb|none|600px|Note the absence of an ejection port due to the caseless nature of 4.73mm; the real G11 actually does feature an ejection port, to allow removal of a live round from the chamber (either to get rid of a dud, or simply to clear the weapon).]]&lt;br /&gt;
[[File:CARV2reload1 BOCW.jpg|thumb|none|600px|Swapping out magazines...]]&lt;br /&gt;
[[File:CARV2reload2 BOCW.jpg|thumb|none|600px|...and pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==CETME Model C==&lt;br /&gt;
The [[CETME Model C]] was added in Season 4 as the &amp;quot;C58&amp;quot;, noted due to its slightly curved magazine.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;SASR Jungle Grip&amp;quot; gives it a similar pistol grip to the [[Heckler &amp;amp; Koch PSG-1]], and the &amp;quot;Raider Stock&amp;quot; also resembles a PSG-1 stock. The &amp;quot;CQB Stock&amp;quot; is a sliding design similar to the [[G3A4]].&lt;br /&gt;
&lt;br /&gt;
Interestingly, one of the magazine options is a caliber conversion (the first such attachment in the game), using 5.56x45mm NATO ammunition in a fictional 60-round drum; oddly, the only thing this does is decrease the damage in exchange for a larger-than-normal magazine, with no impact on fire rate, recoil, muzzle velocity, etc. This is not the case for the Warzone counterpart, as that one instead has a 55-round drum option that retains the base 7.62x51mm ammunition.&lt;br /&gt;
&lt;br /&gt;
The curved &amp;quot;25 Rnd Speed&amp;quot; and &amp;quot;Salvo 30 Rnd Fast Mag&amp;quot; resemble HK32 style magazines. The &amp;quot;18.7&amp;quot; Reinforced Heavy Barrel&amp;quot; will give it a handguard resembling that of an [[IMI Romat]]'s while the &amp;quot;18.2&amp;quot; Takedown&amp;quot; to its predecessor the Model B. &amp;quot;15.6&amp;quot; Ultralight&amp;quot; and &amp;quot;18.7&amp;quot; Ranger&amp;quot; will give it a handguard resembling that of a Model E.&lt;br /&gt;
&lt;br /&gt;
[[File:Cetme.jpg|thumb|none|450px|CETME Model C - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CETMEmodelCpreview BOCW.jpg|thumb|none|600px|The CETME Model C in the battlepass preview screen.]]&lt;br /&gt;
[[File:CETMEmodelCidle BOCW.jpg|thumb|none|600px|The CETME Model C in service in Algeria.]]&lt;br /&gt;
[[File:CETMEmodelCADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CETMEmodelCinspect1 BOCW.jpg|thumb|none|600px|Inspecting the Model C.]]&lt;br /&gt;
[[File:CETMEmodelCinspect2 BOCW.jpg|thumb|none|600px|Checking out the other side.]]&lt;br /&gt;
[[File:CETMEmodelCinspect3 BOCW.jpg|thumb|none|600px|Performing a chamber check.]]&lt;br /&gt;
[[File:CETMEmodelCreload1 BOCW.jpg|thumb|none|600px|Locking the bolt back on the reload. Note that it is not completely locked upwards into the locking recess in the cocking tube.]]&lt;br /&gt;
[[File:CETMEmodelCreload2 BOCW.jpg|thumb|none|600px|The empty magazine is removed.]]&lt;br /&gt;
[[File:CETMEmodelCreload3 BOCW.jpg|thumb|none|600px|A fresh magazine is inserted.]]&lt;br /&gt;
[[File:CETMEmodelCreload4 BOCW.jpg|thumb|none|600px|The operator then performs an aggressive &amp;quot;HK Slap&amp;quot; on the charging handle, sending the bolt into battery.]]&lt;br /&gt;
[[File:H&amp;amp;KPSG01LongMag.jpg|thumb|none|450px|Heckler &amp;amp; Koch PSG-1 with 20-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Cetme modelo E.jpg|thumb|none|450px|CETME Model E with Non-genuine translucent magazine. - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-CETME-PSGParts.jpg|thumb|none|600px|The &amp;quot;C58&amp;quot; combined with the &amp;quot;Raider Stock&amp;quot; and &amp;quot;SASR Jungle Grip&amp;quot;.]]&lt;br /&gt;
[[File:Fal13-1-.jpg|thumb|none|450px|IMI Romat - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-CETME-187HeavyBarrel.jpg|thumb|none|600px|The &amp;quot;18.7&amp;quot; Reinforced Heavy Barrel&amp;quot; attached to the &amp;quot;C58&amp;quot;.]]&lt;br /&gt;
[[File:Cetme b30.jpg|thumb|none|450px|CETME Model B - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-CETME-182TakedownBarrel.jpg|thumb|none|600px|The &amp;quot;18.2&amp;quot; Takedown&amp;quot; attached to the &amp;quot;C58&amp;quot; alongside the more curved 25-round speed mag which makes it almost identical to the reference image of the Model B.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield EM-2==&lt;br /&gt;
A stylised arctic model [[Enfield EM-2]] was added in season five. It features its built in scope by default. When equipped for the first time, the character properly presses the fire selector button to switch the weapon to full-auto mode. It is correctly referred as firing .280 British in Warzone and in the names of some of the muzzle attachments. While not anachronistic, its usage by anyone in the 80s is extremely unlikely due to only 59 examples being ever produced.&lt;br /&gt;
[[File:EM-2.jpg|thumb|none|450px|Enfield EM-2 - .280 British]]&lt;br /&gt;
[[File:EM-2 arctic model.jpg|thumb|none|450px|Enfield EM-2 arctic model with enlarged trigger guard for use with heavy cold weather gloves - .280 British]]&lt;br /&gt;
[[File:EM2preview BOCW.jpg|thumb|none|600px|The EM-2 in the preview menu for the season 5 battlepass; note the AR-style long birdcage flash hider, fictional checkered pistol grip, and curious setup of a trigger guard within another trigger guard. According to the markings above the magazine well, its full name in the Black Ops universe is &amp;quot;NIGHTFIELD EM280&amp;quot;, referencing the .280 British round the weapon fires.]]&lt;br /&gt;
[[File:EM2idle BOCW.jpg|thumb|none|600px|The EM-2 being used to defend an NSA facility in West Germany.]]&lt;br /&gt;
[[File:EM2ADS BOCW.jpg|thumb|none|600px|The EM-2's integral scope. Note the reticle which is essentially a turned upside down version of the original thing with the addition of a central dot.]]&lt;br /&gt;
[[File:EM2inspect1 BOCW.jpg|thumb|none|600px|Inspecting the EM-2. Note the stylized carry handle reminiscent of the AR pattern. The fire selector above the thumb is properly set to &amp;quot;full-auto&amp;quot; mode.]]&lt;br /&gt;
[[File:EM2inspect2 BOCW.jpg|thumb|none|600px|Admiring the tasteful woodgrain.]]&lt;br /&gt;
[[File:EM2reload1 BOCW.jpg|thumb|none|600px|Reloading from empty; empty reloads are done with the right hand, while non-empty ones are done with the left.]]&lt;br /&gt;
[[File:EM2reload2 BOCW.jpg|thumb|none|600px|As NATO operator Hunter inserts the fresh magazine, the bolt drops and chambers a new round.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Hybrid==&lt;br /&gt;
The &amp;quot;FFAR 1&amp;quot; is a weapon based on the [[FAMAS Valorisé]] combined with a trigger guard and magazine well from FAMAS G2 (both of which would be anachronistic to the game), with some visual features similar to the &amp;quot;FFAR&amp;quot; from ''[[Call of Duty: Black Ops III]]''. The default magazine correctly holds 25 rounds instead of 30 like in past ''Call of Duty'' games.&lt;br /&gt;
&lt;br /&gt;
In the game's lore it appears that this weapon is the successor of the FAMAS from the first ''Black Ops'' game and predecessor to the &amp;quot;FFAR&amp;quot; from ''Black Ops III''.&lt;br /&gt;
[[File:Famas Valorisé.jpg|thumb|none|450px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|450px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Famas g2.jpg|thumb|none|450px|FAMAS G2 with the charging handle pulled back - 5.56x45mm]]&lt;br /&gt;
[[File:FFARpreview BOCW.jpg|thumb|none|600px|The &amp;quot;FFAR 1&amp;quot; in Gunsmith. Note the front sight similar to the FAMAS Valorisé but the overall shape reminiscent of the prototype and the G2 trigger guard imposed over the now redundant standard one. Also note the return of the adjustable gas piston block, something that does not exist on the actual FAMAS.]]&lt;br /&gt;
[[File:FFARidle BOCW.jpg|thumb|none|600px|The heavily stylised FAMAS in East Germany.]]&lt;br /&gt;
[[File:FFARADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:FFARinspect BOCW.jpg|thumb|none|600px|Inspecting the bullpup rifle.]]&lt;br /&gt;
[[File:FFARinspect2 BOCW.jpg|thumb|none|600px|The player character giving it a loving caress.]]&lt;br /&gt;
[[File:FFARreload BOCW.jpg|thumb|none|600px|Removing the old magazine.]]&lt;br /&gt;
[[File:FFARreload2 BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FARA 83==&lt;br /&gt;
The [[FARA 83]] was added in Season 2 with the metal stock, marking its first appearance in a video game. The flash hider is of a different design to the real weapon and some sort of gas block is mounted underneath the front sight, which is absent on the real weapon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tactical Stock&amp;quot; uses the real fixed stock of the FARA. Oddly, the weapon features some AK stock, with the East German coat hangar AK stock as the &amp;quot;Wire Stock&amp;quot; and a [[Norinco Type 56-2|Type 56-2]] stock as the &amp;quot;Duster Stock&amp;quot;.&lt;br /&gt;
[[File:FARA83 2.jpg|thumb|none|450px|FARA 83 with metal stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FARA83loadoutpreview BOCW.jpg|thumb|none|600px|The FARA 83 in base form.]]&lt;br /&gt;
[[File:FARA83idle BOCW.jpg|thumb|none|600px|NATO operator Hunter wields a FARA 83 in a Laotian village.]]&lt;br /&gt;
[[File:FARA83ADS BOCW.jpg|thumb|none|600px|Aiming down the sights of the Argentinian rifle.]]&lt;br /&gt;
[[File:FARA83inspect1 BOCW.jpg|thumb|none|600px|Inspecting the rifle. The weapon features accurate marking and bears a serial number of [[Call of Duty: Modern Warfare 2|00141]]. The fire selector is also set to auto.]]&lt;br /&gt;
[[File:FARA83inspect2 BOCW.jpg|thumb|none|600px|Checking out the other side.]]&lt;br /&gt;
[[File:FARA83reload1 BOCW.jpg|thumb|none|600px|Ejecting the empty mag.]]&lt;br /&gt;
[[File:FARA83reload2 BOCW.jpg|thumb|none|600px|Rocking in a new mag.]]&lt;br /&gt;
[[File:FARA83reload3 BOCW.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:Fara 83.jpg|thumb|none|450px|FARA 83 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[IMI Galil ARM]] was added in Season 6, and is called the &amp;quot;Grav&amp;quot; like in ''[[Call of Duty: Black Ops 4|BO4]]''. It has an [[AS Val]] stock and a slightly shorter barrel by default, but can be fitted with a longer barrel in Gunsmith.&lt;br /&gt;
[[File:GalilARM-2.jpg|thumb|none|450px|IMI Galil ARM - 5.56x45mm NATO]]&lt;br /&gt;
[[File:GalilBPpreview BOCW.jpg|thumb|none|600px|The Galil ARM in the battlepass preview menu.]]&lt;br /&gt;
[[File:GalilIdle BOCW.jpg|thumb|none|600px|The Galil ARM used on a field trip to the Moscow Zoo.]]&lt;br /&gt;
[[File:GalilADS BOCW.jpg|thumb|none|600px|The iron sights of the Galil. For some reason, the Galil doesn't have its rear sights in ''Warzone''.]]&lt;br /&gt;
[[File:GalilInspect BOCW.jpg|thumb|none|600px|Inspecting the Galil; note the wooden handguard lacking the grooves and screws of the real deal. Also note the &amp;quot;F-S&amp;quot; selector markings, indicating that it is based on a civilian model.]]&lt;br /&gt;
[[File:GalilInspect2 BOCW.jpg|thumb|none|600px|Checking to see if the safety is disengaged.]]&lt;br /&gt;
[[File:GalilReload BOCW.jpg|thumb|none|600px|Reloading from an empty magazine.]]&lt;br /&gt;
[[File:GalilReload2 BOCW.jpg|thumb|none|600px|Rocking in the new magazine.]]&lt;br /&gt;
[[File:GalilReload3 BOCW.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:Galilarm-05.jpg|thumb|none|450px|IMI Galil ARM chambered in 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==K31==&lt;br /&gt;
The [[K31 Rifle]] was added to the sniper rifles category in Season 3, under the name &amp;quot;Swiss K31&amp;quot;. It has a shortened barrel by default, though the “24.9&amp;quot; Extended” barrel attachment gives it the correct barrel length.&lt;br /&gt;
&lt;br /&gt;
The Warzone incarnation of the K31 is correctly chambered in 7.5x55mm. Despite this, some barrel attachment make it seem like the weapon fires .308 Winchester/7.62x51mm NATO, which would be incorrect.&lt;br /&gt;
[[File:SchmidtRubinK31.jpg|thumb|none|450px|Karabiner K31 Rifle - 7.5x55mm Schmidt Rubin GP-11]]&lt;br /&gt;
[[File:K31battlepasspreview BOCW.jpg|thumb|none|600px|The K31 in the battlepass preview.]]&lt;br /&gt;
[[File:K31idle BOCW.jpg|thumb|none|600px|The K31 on Mount Yamantau, equipped with the aforementioned &amp;quot;24.9 Extended&amp;quot; barrel, along with its original iron sights.]]&lt;br /&gt;
[[File:K31ADS BOCW.jpg|thumb|none|600px|The K31's iron sights.]]&lt;br /&gt;
[[File:K31inspect1 BOCW.jpg|thumb|none|600px|Inspecting the K31.]]&lt;br /&gt;
[[File:K31inspect2 BOCW.jpg|thumb|none|600px|Hunter pulling the bolt back for a chamber check.]]&lt;br /&gt;
[[File:K31reload1 BOCW.jpg|thumb|none|600px|Reloading the K31 involves opening the action and removing the magazine.]]&lt;br /&gt;
[[File:K31reload2 BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:K31reload3 BOCW.jpg|thumb|none|600px|And closing the bolt, chambering a new round.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] appears in the game as the &amp;quot;DMR 14&amp;quot;. It sports a synthetic stock (though equipping the Duster Pad stock gives it a chequered wooden stock), fires semi-automatically, and is classified as a &amp;quot;tactical rifle&amp;quot; in multiplayer.&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Springfield Armory M1A Black.jpg|thumb|none|450px|Springfield Armory M1A with synthetic stock, for comparison - 7.62x51mm]]&lt;br /&gt;
[[File:M14preview BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:M14Idle BOCW.jpg|thumb|none|601px|The M14 on a bright Miami day.]]&lt;br /&gt;
[[File:M14ADS BOCW.jpg|thumb|none|601px|Looking down the iron sights.]]&lt;br /&gt;
[[File:M14ChamberCheck BOCW.jpg|thumb|none|601px|NATO operator Hunter holds the rifle up to inspect.]]&lt;br /&gt;
[[File:M14Inspect2 BOCW.jpg|thumb|none|600px|Checking the other side of the rifle.]]&lt;br /&gt;
[[File:M14Inspect3 BOCW.jpg|thumb|none|600px|Performing a chamber check.]]&lt;br /&gt;
[[File:M14Reload BOCW.jpg|thumb|none|601px|Swapping out magazines.]]&lt;br /&gt;
[[File:M14Reload2 BOCW.jpg|thumb|none|601px|Hunter inserting a fresh magazine.]]&lt;br /&gt;
[[File:M14Reload3 BOCW.jpg|thumb|none|600px|Tugging on the charging handle to chamber a round.]]&lt;br /&gt;
[[File:BOCWM14Wood.jpg|thumb|none|600px|The wooden M14 stock when equipping the Duster Pad.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] appears under the &amp;quot;tactical rifles&amp;quot; class. It is simply referred to as the &amp;quot;M16&amp;quot; in the HUD, but actually has &amp;quot;M16.A2&amp;quot; markings on the magwell. It incorrectly holds 30 rounds in a 20-round magazine, and the pin for the auto sear on the lower receiver is absent, which in reality would prevent the rifle from firing in bursts. It is anachronistic to the campaign's 1981 time period, as the M16A2 was not adopted for service yet, first being adopted in 1983 by the USMC and in 1986 by the Army. Rather than removing the carry handle as in previous Black Ops games, it uses an anachronistic carry handle rail when equipping optics. Said carry handle rail appears to be a modern 1913 rail attached using a clamp and screw system from a Colt 3x or 4x AR-15 scope somehow mated together. The weapon boasts surprisingly high damage, able to kill enemies in a single burst at some range compared to the fully-automatic rifles.&lt;br /&gt;
&lt;br /&gt;
The M16's alternate barrel options include “16.3&amp;quot; Rapid Fire”, “20.5&amp;quot; Cavalry Lancer”, “16.3&amp;quot; Titanium”, “20.2&amp;quot; Takedown”, and “15.9&amp;quot; Strike Team”; of these, the 20.5&amp;quot; barrel options are visually just the default barrel but fluted (&amp;quot;Cavalry Lancer&amp;quot;) or dimpled (&amp;quot;Takedown&amp;quot;). For the short barrel options, the &amp;quot;Rapid Fire&amp;quot; and &amp;quot;Strike Team&amp;quot; both give the gun a short triangular handguard (the difference is that &amp;quot;Rapid Fire&amp;quot; has a smooth barrel while &amp;quot;Strike Team&amp;quot;'s is fluted), while &amp;quot;Titanium&amp;quot; gives the gun a short round handguard, the end result somewhat resembling a Colt Model 723 14.5&amp;quot; A1 barrel.&lt;br /&gt;
&lt;br /&gt;
The M16's stock options include &amp;quot;Tactical Stock&amp;quot;, the normal M16A2 stock with a cheek pad, &amp;quot;Wire Stock&amp;quot;, an M231 FPW-like wire stock, &amp;quot;Duster Stock&amp;quot;, a Doublestar Ace skeleton stock (which might be anachronistic), &amp;quot;Commando Assembly&amp;quot;, a 2nd generation collapsible stock, and &amp;quot;Buffer Tube&amp;quot;, an exposed buffer tube with a rubber pad.&lt;br /&gt;
&lt;br /&gt;
Magazine options include the classic ''Black Ops'' jungle-style fast mags made with either duct tape or clamps, a 30-round STANAG magazine depicted as a 45-rounder, a 20-round STANAG magazine with an improvised duct tape magazine assists somehow also depicted as a 45-rounder, and a 54-round magazine (which also appears on the in-game XM4, where it holds 50 rounds).&lt;br /&gt;
[[File:M16A2.jpg|thumb|none|450px|Colt M16A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A2preview BOCW.jpg|thumb|none|600px|The M16A2 in Gunsmith.]]&lt;br /&gt;
[[File:M16A2Idle BOCW.jpg|thumb|none|600px|The M16A2 in service inside a Nevadan nuclear weapons test site.]]&lt;br /&gt;
[[File:M16A2ADS BOCW.jpg|thumb|none|600px|Aiming down the carry handle sights.]]&lt;br /&gt;
[[File:M16A2inspect BOCW.jpg|thumb|none|600px|Inspecting the rifle. Note that the in-universe stand in for Colt appears to be the fictional &amp;quot;Arrow Armory&amp;quot; (the same manufacturer stamped on the ''BOCW'' M1911A1) based in Hartford, Connecticut, standing in for Colt, the real life manufacturer of both weapons, which is also based in Hartford, CT.]]&lt;br /&gt;
[[File:M16A2inspect2 BOCW.jpg|thumb|none|600px|Performing a rather enthusiastic chamber check; pulling the bolt this far back would likely eject the currently-chambered round.]]&lt;br /&gt;
[[File:M16A2Reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:M16A2Reload2 BOCW.jpg|thumb|none|600px|Inserting a fresh 20 round steel GI mag.]]&lt;br /&gt;
[[File:BOCW M16A2 Constable.jpg|thumb|none|600px|The &amp;quot;Constable&amp;quot; blueprint, which has an anachronistic Aim Sports AR free float rifle length quad rail/V3 or Monstrum Tactical 12 inch free float quad rail.]]&lt;br /&gt;
&lt;br /&gt;
===Colt XM4 Carbine===&lt;br /&gt;
The combination of the “16.3&amp;quot; Titanium” barrel attachment with the &amp;quot;Commando Assembly&amp;quot; stock attachment approximates the [[M4 Carbine|XM4 Carbine]], sans the proper stepped barrel. The exact same configuration can be made by removing all attachments from the &amp;quot;Fly Trap&amp;quot;, &amp;quot;Inconspicuous&amp;quot;, or &amp;quot;SOG Commando&amp;quot; blueprints for the gun referred to as the &amp;quot;XM4&amp;quot; in game and then reattaching the longest barrel option.&lt;br /&gt;
[[File:XM4 1986 model.jpg|thumb|none|450px|XM4 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BOCW M16-XM4.jpg|thumb|none|600px|The psuedo-XM4 on the loadout workbench.]]&lt;br /&gt;
[[File:XM4Idle BOCW.jpg|thumb|none|600px|The pseudo-XM4 being used in Moscow.]]&lt;br /&gt;
[[File:XM4ADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:XM4Inspect BOCW.jpg|thumb|none|600px|Inspecting the XM4 build.]]&lt;br /&gt;
[[File:XM4Inspect2 BOCW.jpg|thumb|none|600px|Looking at the other side of the gun.]]&lt;br /&gt;
[[File:XM4Inspect3 BOCW.jpg|thumb|none|600px|The final part of the inspect animation involves tugging back on the charging handle for a chamber check.]]&lt;br /&gt;
[[File:XM4Reload BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:COD CWBO Beta Key Art.jpg|thumb|none|600px|A nearly identical build is seen in the key art for the beta, which is horizontally flipped. Some parts are missing from the gun's model, including the case deflector, the magazine release button, and a portion of the fence around it.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBZ-95-1==&lt;br /&gt;
An anachronistic [[Norinco QBZ-95-1]] rifle appears in the game, featuring several retro-styled cosmetic alterations. It was briefly seen in the Gunsmith trailer, labeled the &amp;quot;Type 15&amp;quot;, but the name was changed to &amp;quot;QBZ-83&amp;quot; in the Beta. The Type 95's development began in 1989, with the first prototypes being made in 1990. The in-game weapon bears some cosmetic resemblances to [http://www.163.com/dy/article/EK33QH8D05355H7O.html some of the Type 95's early prototypes], but is still clearly based on the QBZ-95-1, which began its development in 2004 and was adopted in 2010.&lt;br /&gt;
&lt;br /&gt;
The side of the gun is marked with &amp;quot;T97NSR-PWC-CAL 5.56 mm&amp;quot;; T97NSR refers to a semi-auto only civilian variant of the 5.56mm QBZ-97A sold in Canada named Type 97 NSR. This likely suggests that Treyarch modeled the gun after a Type 97 NSR then modified it to make it resemble a Chinese QBZ-95 (with its distinct magazine shape and paddle magazine release) and &amp;quot;retro-ified&amp;quot; it. Some of its muzzle attachments also have &amp;quot;5.56&amp;quot; as part of their names, though it is unclear if this is an intentional reference to the QBZ-97 connections or a result of the generally confused state of attachment name/descriptions in ''BOCW''; its Warzone incarnation is also supposedly chambered in 5.56 NATO.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;QBZ-83&amp;quot; name would suggest that it was adopted in 1983 in the ''Black Ops'' universe which would still be anachronistic to the pre-83 maps.&lt;br /&gt;
[[File:Norinco QBZ95-1.jpg|thumb|none|450px|Norinco QBZ-95-1 - 5.8x42mm]]&lt;br /&gt;
[[File:Norinco QBZ-97.jpg|thumb|none|450px|Norinco QBZ-97 - 5.56x45mm]]&lt;br /&gt;
[[file:BOCW QBZ-83.jpg|thumb|none|600px|The stylized, time-traveling QBZ on the loadout wall. The weapon's trigger and trigger guard shape come from the [[HS Produkt VHS|HS Produkt VHS-2]], with the latter being made from stamped metal rather like the FAMAS. Its magazines appear to be loosely based on Chinese steel AK magazines. It also has three vents on the upper handguard and a birdcage-like muzzle device, both elements of the QBZ-97.]]&lt;br /&gt;
[[File:QBZ95-1preview BOCW.jpg|thumb|none|600px|In Gunsmith, the Canadian Type 97 NSR markings are more easily seen. The space between the pistol grip and the magazine well is marked with the Chinese text &amp;quot;83式自动步枪&amp;quot; (Pinyin: 83 shì zì dòng bù qiāng), which means &amp;quot;Type 83 automatic rifle&amp;quot;. The word &amp;quot;中国&amp;quot; (Pinyin: zhōng guó), meaning &amp;quot;China&amp;quot;, can also be faintly seen marked on the magazine well. The rear of the stock is ''very'' faintly marked with what's apparently &amp;quot;梦想&amp;quot; (Pinyin: mèng xiǎng), or &amp;quot;dream&amp;quot;. Also note that the fire selector only has safe/fire positions like a civilian model.]]&lt;br /&gt;
[[File:QBZ95idle BOCW.jpg|thumb|none|600px|The &amp;quot;QBZ-83&amp;quot; in Nuketown.]]&lt;br /&gt;
[[File:QBZ95ADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:QBZ95inspect BOCW.jpg|thumb|none|600px|Inspecting the gun. Note Adler's jacket sleeve clipping through the magazine, a phenomenon also seen in ''[[Battlefield 4]]'''s depiction of the rifle.]]&lt;br /&gt;
[[File:QBZ95inspect2 BOCW.jpg|thumb|none|600px|Performing a chamber check.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco Type 63==&lt;br /&gt;
The [[Norinco Type 63]] is available in the game, classified as a &amp;quot;tactical rifle&amp;quot;. Despite being select-fire in reality, it is restricted to semi-automatic mode in-game; the spike bayonet is also unusable. It uses what appears to be an anachronistic M14 rifle style rail mount when equipping optics. The default magazine initially held a correct 20 rounds in the closed alpha, but this was increased to an incorrect 25 in the beta and final game.&lt;br /&gt;
&lt;br /&gt;
Player character Bell and Woods use this rifle in &amp;quot;Redlight, Greenlight&amp;quot; instead of a more appropriate American M14.&lt;br /&gt;
[[File:Type63.jpg|thumb|none|450px|Norinco Type 63 - 7.62x39mm]]&lt;br /&gt;
[[File:Type63preview BOCW.jpg|thumb|none|600px|The Type 63 in Gunsmith.]]&lt;br /&gt;
[[File:Type63idle BOCW.jpg|thumb|none|600px|The Type 63 in Uzbekistan.]]&lt;br /&gt;
[[File:Type63ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Type63inspect BOCW.jpg|thumb|none|600px|Inspecting the Type 63.]]&lt;br /&gt;
[[File:Type63inspect2 BOCW.jpg|thumb|none|600px|Turning it over.]]&lt;br /&gt;
[[File:Type63inspect3 BOCW.jpg|thumb|none|600px|Brass check time.]]&lt;br /&gt;
[[File:Type63reload BOCW.jpg|thumb|none|600px|Reloading by flicking the old magazine out with a fresh one, much like the AK-47 reload.]]&lt;br /&gt;
[[File:Type63reload2 BOCW.jpg|thumb|none|600px|Then chambering the gun with a tug of the bolt handle.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14 Groza==&lt;br /&gt;
A stylized [[OTs-14 Groza]] with a shortened receiver was added to the game in Season 1. It is anachronistic, as the real weapon was produced in 1992. It feeds from 5.45x39mm style magazines, something which is not confirmed to have existed on a real Groza, but is actually used on a Groza-inspired bullpup AK pistol developed in the late 2010s by US-based Bad Element Co. In contrast, its Warzone incarnation is stated to be chambered in &amp;quot;7.62 Soviet&amp;quot; (i.e. 7.62x39mm), and some of its muzzle attachments have &amp;quot;7.62&amp;quot; as part of their name.&lt;br /&gt;
&lt;br /&gt;
[[File:OTS-14.jpg|thumb|none|450px|OTs-14-4A-01 Groza - 9x39mm]]&lt;br /&gt;
[[File:Grozapreview BOCW.jpg|thumb|none|600px|The Groza in the battlepass preview screen. It isn't entirely clear why the weapon has been so heavily stylized, especially considering that one of the perks of adding a Groza to a game with other AKs is that you can re-use parts of their models (including more or less the entire receiver sans optic rail).]]&lt;br /&gt;
[[File:GrozaIdle BOCW.jpg|thumb|none|600px|The Groza in the hands of NATO operator Baker.]]&lt;br /&gt;
[[File:GrozaADS BOCW.jpg|thumb|none|600px|Looking through the Groza's iron sights. The rear sight notch is missing and the sights are misaligned.]]&lt;br /&gt;
[[File:GrozaInspect BOCW.jpg|thumb|none|600px|Inspecting the stylized Groza.]]&lt;br /&gt;
[[File:GrozaInspect2 BOCW.jpg|thumb|none|600px|Performing a chamber check, note the piston rod.]]&lt;br /&gt;
[[File:GrozaReload BOCW.jpg|thumb|none|600px|Removing the entirely fictional magazine.]]&lt;br /&gt;
[[File:GrozaReload2 BOCW.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:GrozaReload3 BOCW.jpg|thumb|none|600px|Performing an underhand charge. This would be impractical in reality, given the location of the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;RAI K-84&amp;quot;==&lt;br /&gt;
The &amp;quot;RAI K-84&amp;quot; (standing for &amp;quot;Reactorniy Avtomat-Izluchatel Kuhlklay-84&amp;quot;, translated &amp;quot;Reactor Automatic Radiator Kuhlklay-84&amp;quot;) is a &amp;quot;Wonder Weapon&amp;quot; in the Zombies map Firebase Z released during Season 1. It is based on an [[AK-74]] with the depiction of a milled receiver; such a configuration exists on the Waffen Werks WW-74M, a US-made semi-automatic rifle, though the in-game weapon has two rivets at the rear like the stamped receiver of a standard AK-74. It is fitted with an underbarrel &amp;quot;Vortex&amp;quot; grenade launcher called the &amp;quot;GP-6K2&amp;quot; and modeled after a [[GP-25]].&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:BOCW RAI K-84 1.jpg|thumb|none|600px|The &amp;quot;RAI K-84&amp;quot; as seen in the Firebase Z trailer.]]&lt;br /&gt;
[[File:BOCWRAIKHold.jpg|thumb|none|600px|Grumbling at the fact that Primis and Ultimis were replaced by literal nobodies, of which he is one of them, the Requiem Operator in Firebase Z consoles himself by looking at his shiny space AK. The jumbled mess of parts and components welded to a traditional assault rifle base at least backs up its designation as a prototype.]]&lt;br /&gt;
[[File:BOCWRAIKInspect.jpg|thumb|none|600px|Inspecting the magazine-shaped cell holder used to power the rifle, vaguely resembling the Kalash magazines in the ''Metro'' games. It would probably not be wise to place one's fingers anywhere near the cells in the magazine, considering they are actively and visually ''sparking''.]]&lt;br /&gt;
[[File:BOCWRAIKReload.jpg|thumb|none|600px|At least reloading the weapon shows more careful finger placement. As a bit of trivia, intel in the map notes that the RAI K-84 was based off of a &amp;quot;Generator Khaosa Zavoyski-45&amp;quot; weapon that was developed in-universe in WWII. This is a reference to the otherwise completely fictional &amp;quot;GKZ-45 Mark3&amp;quot; Wonder Weapon from the ''[[Call of Duty: Black Ops III]]'' map Gorod Krovi, implying the RAI K is a successor to it. This is backed up by it operating like a more powerful version of the GKZ; a powerful laser bolt firing weapon with a secondary, grenade-type fire that explodes when shot at with the former.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1==&lt;br /&gt;
The [[Steyr AUG A1]] appears in the game as the &amp;quot;AUG&amp;quot; and is classified as a &amp;quot;tactical rifle&amp;quot; in multiplayer. It incorrectly fires in three-round bursts, a feature of the much later (2005) AUG A3. Its foregrip is folded by default, but it can be unfolded via the &amp;quot;Field Agent foregrip&amp;quot;; it also has some rail-mounted foregrip options. Like the M16A2, the weapon boasts surprisingly high damage, able to kill enemies in a single burst at some range compared to the fully-automatic rifles.&lt;br /&gt;
&lt;br /&gt;
For some reason, Soviet troops use this weapon in the side-mission &amp;quot;Operation Red Circus,&amp;quot; which is incorrect.&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|450px|Steyr AUG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:AUGidle BOCW.jpg|thumb|none|600px|The AUG A1 in service on an estate in the Hollywood Hills.]]&lt;br /&gt;
[[File:AUGADS BOCW.jpg|thumb|none|600px|Looking through the integral Swarovski scope. The offset backup iron sights are modelled correctly, but the reticle is incorrect.]]&lt;br /&gt;
[[File:AUGinspect1 BOCW.jpg|thumb|none|600px|Inspecting the rifle.]]&lt;br /&gt;
[[File:AUGinspect2 BOCW.jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:AUGEmpty BOCW.jpg|thumb|none|600px|The AUG is one of the few weapons in game to correctly track how many rounds are available in each mag, as can be seen with this empty magazine with follower visibly modeled. Unfortunately, ''Cold War'' does not model the last round bolt hold open mechanism that the IRL AUG A1 has.]]&lt;br /&gt;
[[File:AUGinspect3 BOCW.jpg|thumb|none|600px|Checking the ejection port.]]&lt;br /&gt;
[[File:AUGreload1 BOCW.jpg|thumb|none|600px|Removing the magazine during a reload.]]&lt;br /&gt;
[[File:AUGreload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:AUGreload3 BOCW.jpg|thumb|none|600px|Slapping the charging handle home.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A2===&lt;br /&gt;
Equipping any optical attachments turns the weapon into an anachronistic [[Steyr AUG A2|AUG A2]].&lt;br /&gt;
[[File:SteyrAUGSR.jpg|thumb|none|450px|Steyr AUG Special Receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[File:AUGA2gunsmithpreview BOCW.jpg|thumb|none|600px|The AUG A2 build.]]&lt;br /&gt;
&lt;br /&gt;
==VAHAN==&lt;br /&gt;
The [[VAHAN]], a somewhat obscure prototype Armenian assault rifle, was added in the 1.29 update; this makes ''BOCW'' the weapon's first known media appearance. The in-game version is somewhat stylized, and goes by the name &amp;quot;Vargo 52&amp;quot;; this presumably references the fact that design work on the project began in 1952 (with an earlier rifle called the &amp;quot;MBC-2&amp;quot;), though the VAHAN itself wasn't designed or built until 1992, making its in-game appearance anachronistic.&lt;br /&gt;
[[File:VAHAN.jpg|thumb|none|450px|VAHAN with Bushnell scope - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==XM16E1==&lt;br /&gt;
The fully-automatic [[XM16E1]] appears exclusively in the campaign. It is labeled &amp;quot;M16A1&amp;quot; in the HUD and on the magwell (though the pick-up text spells it with a lowercase &amp;quot;a&amp;quot;, for some reason), but it actually has the appearance of a 'faux' XM16E1, as seen in some movies where the guns are built from M16A1s. This is firstly evidenced by the combination of an XM16E1's 3-prong flash hider with an M16A1's full fence lower. The weapon also appears to have a chrome bolt carrier, which was present on the XM16E1, but not on the M16A1. For some reason, the XM16E1 has an anachronistic A2 pistol grip, while the XM4 has a A1 pistol grip.&lt;br /&gt;
&lt;br /&gt;
In a small though somewhat confusing detail, the receiver bears a forge code mark, C H. This would indicate a rifle with an upper receiver built from Harvey Aluminum billets, but this code would have been in use from the mid 1970s to the early 1980s, well after Vietnam and never on an actual XM16E1 (though M16A1s were made with this code). Due to the nature of the game's storyline, this could be justified as intentional anachronism, however. &lt;br /&gt;
&lt;br /&gt;
It appears in the two Vietnam flashback levels, as well as a few other missions where it is available alongside the M16A2. It is incredibly powerful, as the weapon's damage was balanced for occasional bursts rather than consistent fully-auto firing, made even easier with the game's rather controllable muzzle climb. It uses the same reloading animations as the M16A2, but has a different firing sound. It is also seen in the &amp;quot;Good Enough&amp;quot; calling card.&lt;br /&gt;
[[File:XM16E1.jpg|thumb|none|450px|Mockup of an XM16E1 rifle with 20-round magazine - 5.56x45mm NATO. This can be identified as a mockup by its full magazine fence and strengthened front pivot point, neither of which appeared on the XM16E1.]]&lt;br /&gt;
[[File:XM16E1 BOCW.jpg|thumb|none|600px|Bell holds an XM16E1 in a Vietnamese village.]]&lt;br /&gt;
[[File:BOCW-M16-2.jpg|thumb|none|600px|Note the full fence lower, indicating that this is not a true XM16E1.]]&lt;br /&gt;
&lt;br /&gt;
==XM177E1==&lt;br /&gt;
The [[XM177E1]], specifically the later model with a full fence lower, appears under the name &amp;quot;XM4&amp;quot;. It is depicted with a flat top, seeming to be the result of a chopped off carry handle with a bolted rail (which was done in the 1980s by Olympic Arms and some other manufacturers). It has an anachronistic rear sight which is a hybrid between the Troy Battle Sight and Midway Industries Flip Up Sight, and the flash hider has been altered to resemble an A1. It also appears to have been based on a civilian model, as it has semi-auto only selector markings (Fire/Safe).&lt;br /&gt;
&lt;br /&gt;
The weapon is wrapped in slings with a portion tucked behind the bolt catch like the &amp;quot;Commando&amp;quot; from the first ''[[Call of Duty: Black Ops|Black Ops]]'', although the default empty reload animation in this case correctly uses the charging handle instead of trying to hit the bolt release, which couldn't possibly work with a cloth strap tucked behind it (that said, some reload animations, like the jungle mags reload animation, still involve hitting the sling-padded bolt catch). Equipping any stock customization removes the sling wrap. Mounting optics removes the front sight but keeps the gas block.&lt;br /&gt;
&lt;br /&gt;
The XM4 designation is anachronistic for the time period of 1981, as the XM177 wouldn't be designated as &amp;quot;XM4&amp;quot; until 1983, and even then would be attached to an [[:File:XM4 Carbine &amp;amp; M16A2 (1982).jpg|improved model of the XM177E2]]. However, the “11.8” Ranger” give the weapon an 11.5 inch barrel making it the XM177E2. The A1 pistol grip is inaccurately depicted as being solid instead of hollow.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Black Tide&amp;quot; blueprint replaces the regular handguard with a carbine-length [[M203]] grenade launcher heat shield; it also has a yellow tiger stripe camouflage paint similar to the [[M79 grenade launcher|M79]] used by &amp;quot;The Roach&amp;quot; in ''[[Apocalypse Now]]''. The &amp;quot;Giantsbane&amp;quot; variant uses an anachronistic [[Z-M LR 300]] handguard and front sight (the LR 300 having been introduced in 2000). It is also seen in the &amp;quot;Reaper Of The Dead&amp;quot; calling card.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Inconspicuous&amp;quot; blueprint uses the M16A2's upper receiver, while retaining the XM177E1's earlier teardrop forward assist, however. It has an [[Olympic Arms OA-93]] style handguard with vents patterned after the Advanced Armament Corporation OMNI suppressor, an Israeli style elastic handguard band, what appears to be a faux suppressor, a tactical light, a stock cheek pad and a [[Talk:Call of Duty: Black Ops Cold War#SureFire MAG5-60|SureFire MAG5-60]] magazine. The &amp;quot;Fly Trap&amp;quot; blueprint has an A2 handguard, an A2 pistol grip, and an A2 forward assist. The &amp;quot;Ultimate Hunter&amp;quot; has an anachronistic quad rail handguard, a muzzle brake with a breach face, a scope with some cosmetic similarities to a Trijicon ACOG, and a collapsible stock modelled after various offerings from the late 2000's onwards. The 13.7” Takedown, and original SOCOM will make the weapon resembles to the current M4A1 Carbine, which is anachronistic.&lt;br /&gt;
&lt;br /&gt;
[[File:Colt 609-XM1771E1 Late.jpg|thumb|none|451px|Colt Model 609 / XM177E1 - 5.56x45mm NATO. This is a late model with a full fence lower.]]&lt;br /&gt;
[[File:Muzzle A1.jpg|thumb|none|350px|A1 &amp;quot;Birdcage&amp;quot; flash hider]]&lt;br /&gt;
[[File:XM177E1preview BOCW.jpg|thumb|none|600px|The XM177E1 in Gunsmith.]]&lt;br /&gt;
[[File:XM177E1Idle BOCW.jpg|thumb|none|600px|The XM177E1 wielded by CIA agent Russel Adler. Note the MACV-SOG patch on the sling, yet another throwback to the iconic ''Black Ops 1'' &amp;quot;Commando&amp;quot;.]]&lt;br /&gt;
[[File:XM177E1ADS BOCW.jpg|thumb|none|600px|Aiming down the sights at some communist concrete.]]&lt;br /&gt;
[[File:BOCW new XM4 sights.jpg|thumb|none|600px|The updated sights, which now block less of the screen. This was changed in Season 4 for a few other weapons too, including the QBZ and the Ak 5.]]&lt;br /&gt;
[[File:XM177E1Inspect BOCW.jpg|thumb|none|600px|Inspecting involves checking the magazine.]]&lt;br /&gt;
[[File:XM177E1Inspect2 BOCW.jpg|thumb|none|600px|Then tapping it against the magwell, reinserting the magazine, and performing a chamber check. The phrase &amp;quot;This is my rifle&amp;quot; can be seen marked on the ejection port's cover, a reference to the USMC's Rifleman's Creed.]]&lt;br /&gt;
[[File:XM177E1reload BOCW.jpg|thumb|none|600px|Note the animated bolt release catch, as well as an animated magazine release tab actuating as the player character ejects and inserts magazines.]]&lt;br /&gt;
[[File:XM177reload2 BOCW.jpg|thumb|none|600px|The last step for default reloads is a firm jerk of the charging handle.]]&lt;br /&gt;
[[File:BOCW Inconspicuous.jpg|thumb|none|600px|The &amp;quot;Inconspicuous&amp;quot; variant as seen the Warzone preview.]]&lt;br /&gt;
[[File:Pseudo-M4A1.jpg|thumb|none|600px|The &amp;quot;Ultimate Hunter&amp;quot; variant with some attachments to become a psuedo-M4A1 Carbine&lt;br /&gt;
 as seen the Black Ops Cold War preview]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International PM/AW Hybrid==&lt;br /&gt;
The &amp;quot;LW3 - Tundra&amp;quot; is a hybrid of the [[Accuracy International Arctic Warfare series#Accuracy International Precision Marksman|Accuracy International Precision Marksman]] and the [[Accuracy International Arctic Warfare series#Accuracy International Arctic Warfare|Arctic Warfare]], along with some fictional elements. It has a Precision Marksman-style stock, and lacks a finger cutout in the magwell like this model, but has the safety of an Arctic Warfare (incorrectly set to the rear position, which would lock the bolt and the trigger), as well as an adjustable cheek pad and a flash hider like the latter. Curiously enough, it also uses Picatinny rails like the AW, but with a PM-like scope mount and backup rear sight used on it. The rifle is mildly anachronistic, as the Precision Marksman wasn't developed until 1982 and the Arctic Warfare wasn't developed until 1988, while the campaign takes place in 1981 and multiplayer takes place between 1981-1985. The name Tundra suggests it was intended to be based off of the Artic Warfare, but they went with PM elements to keep it to the multiplayer's time period.&lt;br /&gt;
&lt;br /&gt;
[[File:L96A1G.jpg|thumb|none|450px|Accuracy International PM - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International AW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:AccuracyInternationalAW-PMpreview BOCW.jpg|thumb|none|600px|The hybrid Accuracy International rifle in Gunsmith.]]&lt;br /&gt;
[[File:AW-PMidle BOCW.jpg|thumb|none|600px|The hybrid Accuracy International rifle on a Miami Beach boardwalk.]]&lt;br /&gt;
[[File:AW-PMinspect BOCW.jpg|thumb|none|600px|Initiating the inspect animation.]]&lt;br /&gt;
[[File:AW-PMreload BOCW.jpg|thumb|none|600px|Good view of the other side.]]&lt;br /&gt;
[[File:AW-PMreload2 BOCW.jpg|thumb|none|600px|Taking out the magazine.]]&lt;br /&gt;
[[File:AW-PMreload3 BOCW.jpg|thumb|none|600px|Chambering new 7.62x51mm round.]]&lt;br /&gt;
[[File:AW-PMreload4 BOCW.jpg|thumb|none|600px|Ready to go.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M82A1M==&lt;br /&gt;
The [[Barrett M82A1M]] appears in the game as the &amp;quot;M82&amp;quot;. It is anachronistic to the game, since it was developed in the 1990s; the original M82 would be more accurate for some multiplayer maps. To balance out its semiautomatic firing mode, the M82A1M is comically the ''weakest'' sniper rifle in terms of per-shot damage, not even able to break the bulletproof armor scorestreak in one shot. Due to the lack of a Soviet sniper rifle, the Soviet forces use the Barrett as their sniper, which is incorrect.&lt;br /&gt;
[[File:Barrett M82A1M.jpg|thumb|none|450px|Barrett M82A1M - .50 BMG]]&lt;br /&gt;
[[File:M82preview BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:M82idle BOCW.jpg|thumb|none|600px|The M82A1M in Miami.]]&lt;br /&gt;
[[File:M82inspect BOCW.jpg|thumb|none|600px|Inspecting the M82A1M.]]&lt;br /&gt;
[[File:M82inspect2 BOCW.jpg|thumb|none|600px|Brass check.]]&lt;br /&gt;
[[File:M82inspect3.jpg|thumb|none|600px|Note the &amp;quot;MOD 82A1&amp;quot; stamped on the magwell.]]&lt;br /&gt;
&lt;br /&gt;
==Mechem NTW-20==&lt;br /&gt;
The [[Mechem NTW-20]] was added in the Season 2 Reloaded update as the &amp;quot;ZRG 20mm&amp;quot;. It is heavily stylized and fitted with a PSO-1 scope with incorrect reticle by default. It is also far shorter than the real weapon, making the weapon shorter then the in-game Barrett M82A1M, despite the NTW-20 being roughly twice the length of the Barrett. It is anachronistic by more than a decade (1998) and is set up for left-handed use, with the magazine and bolt handle on the right and left side respectively, opposite what it should be.&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Mechem NTW-20 - 20x82mm MG151]]&lt;br /&gt;
[[File:Svu.jpg|thumb|none|450px|SVU Dragunov - 7.62x54mmR, image used to show PSO-1 scope.]]&lt;br /&gt;
[[File:NTW20gunsmithpreview BOCW.jpg|thumb|none|600px|The &amp;quot;ZRG 20mm&amp;quot; in Gunsmith preview. Note the oversized PSO-1 and short appearance.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 700PSS==&lt;br /&gt;
The [[Remington 700PSS]] appears as the &amp;quot;Pelington 703&amp;quot;, complete with a permanently attached Harris bipod (which can be deployed by equipping the &amp;quot;Front Grip&amp;quot; or &amp;quot;Bipod&amp;quot; underbarrel attachments). Like the M40 and R700 rifles in ''[[Call of Duty 4: Modern Warfare]]'', it is reloaded with individual rounds. It is anachronistic for the game as it was designed in 1986 while the 80s segments of ''Black Ops Cold War'' take place in 1981-1985; the scope also mounts on an anachronistic rail. It also appears in Bell's Vietnam War false flashbacks, fitted with a wooden stock and is depicted as being used by the US troops, though it is likely standing in for a standard Remington 700 in this case. Its Warzone incarnation is stated to use .308 ammunition (most likely Winchester).&lt;br /&gt;
&lt;br /&gt;
[[File:RemingtonPSS700.jpg|thumb|none|450px|Remington 700PSS with Leupold Mark 4 scope and Harris bipod - .300 Win Mag]]&lt;br /&gt;
[[File:R700PSSpreview BOCW.jpg|thumb|none|600px|The Remington 700 in Gunsmith.]]&lt;br /&gt;
[[File:R700idle BOCW.jpg|thumb|none|600px|The Remington 700PSS in service in Soviet Uzbekistan.]]&lt;br /&gt;
[[File:R700inspect BOCW.jpg|thumb|none|600px|Turning the gun over to read the engraved &amp;quot;Pelington&amp;quot; manufacturer branding, which is very clearly meant to evoke the Remington trade dress on the real Remington 700.]]&lt;br /&gt;
[[File:R700inspect2 BOCW.jpg|thumb|none|600px|Inspecting the Remington 700 involves a very elaborate animation, where the player character will eject a live round...]]&lt;br /&gt;
[[File:R700inspect3 BOCW.jpg|thumb|none|600px|Catching it in their right hand...]]&lt;br /&gt;
[[File:R700inspect4 BOCW.jpg|thumb|none|600px|Then slipping it back into the chamber and sending the bolt into battery.]]&lt;br /&gt;
[[File:R700reload BOCW.jpg|thumb|none|600px|Reloading is done with individual rounds.]]&lt;br /&gt;
[[File:CODBOCWWoodsSniper1.jpeg|thumb|none|600px|Woods holding the sniper rifle in a promotional image.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==CETME Ameli==&lt;br /&gt;
The late NB model [[CETME Ameli]] was added in Season 4. It is inaccurately fitted with an early NA variant flash hider. It appears under the Spanish Army's designation &amp;quot;MG 82&amp;quot;.&lt;br /&gt;
[[File:CetmeAmeli556.jpg|thumb|none|450px|CETME Ameli (late NB model) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Amelipreview BOCW.jpg|thumb|none|600px|The CETME Ameli in the battlepass preview screen. Note the MG42 like conical muzzle from the early NA variant. Fitting this one to an NB model is dubious as the NA muzzle is part of the barrel shroud while the NB straight flash hider is part of the barrel.]]&lt;br /&gt;
[[File:AmeliIdle BOCW.jpg|thumb|none|600px|The CETME Ameli in the hands of NATO operator Baker, onboard a luxury yacht.]]&lt;br /&gt;
[[File:AmeliADS BOCW.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AmeliInspect1 BOCW.jpg|thumb|none|600px|Inspecting the Spanish LMG.]]&lt;br /&gt;
[[File:AmeliInspect2 BOCW.jpg|thumb|none|600px|The other side.]]&lt;br /&gt;
[[File:AmeliReload1 BOCW.jpg|thumb|none|600px|Reloading by racking the charging handle.]]&lt;br /&gt;
[[File:AmeliReload2 BOCW.jpg|thumb|none|600px|Opening the top cover.]]&lt;br /&gt;
[[File:AmeliReload3 BOCW.jpg|thumb|none|600px|Replacing the ammo box.]]&lt;br /&gt;
[[File:AmeliReload4 BOCW.jpg|thumb|none|600px|And inserting a fresh belt into the feed tray.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
A handheld [[M134 Minigun]] is featured in the game. It is shown with a 4-flange barrel clamp (like an original General Electric M134) combined with a Dillon Aero flash hider. It is obtainable in the campaign mission &amp;quot;The Final Countdown&amp;quot;, under the name &amp;quot;M134 Minigun&amp;quot;. It was later added to multiplayer and Zombies in Season 2 as the &amp;quot;Death Machine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It also appears mounted on helicopters, including the &amp;quot;Chopper Gunner&amp;quot; scorestreak in multiplayer, and as part of the &amp;quot;Sentry Turret&amp;quot; scorestreak. A helicopter-mounted version can be used by Bell during a setpiece in &amp;quot;Fracture Jaw&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|450px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M134deathmachine BOCW.jpg|thumb|none|600px|The &amp;quot;Death Machine&amp;quot; in the scorestreak selection menu. This configuration resembles the airsoft Classic Army M134-A2 CO2/HPA.]]&lt;br /&gt;
[[File:BOCW-Minigun-1.jpg|thumb|none|600px|The M134 at the far right, in both door and subsystem mounts. Note that ''Black Ops Cold War'' continues the ''Modern Warfare'' trend of fictionalizing its vehicles, evident by the addition of backwards Pave Low style air intakes and overall stylized appearance of the faux Huey.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Death Machine&amp;quot; (Dead Ops Arcade 3)===&lt;br /&gt;
The &amp;quot;Death Machine&amp;quot; model from ''[[Call of Duty: Black Ops III]]'', a futuristic man-portable rotary gun based on the [[General Dynamics GAU-19/A]], appears exclusively as a power-up in the Zombies map Dead Ops Arcade 3: Rise of the Mamaback.&lt;br /&gt;
&lt;br /&gt;
[[File:GAU19.jpg|thumb|none|450px|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The [[M60 machine gun|M60]] is one of the machine guns in ''BOCW''; it is the original model, as opposed to the M60E3 featured in past games.&lt;br /&gt;
&lt;br /&gt;
A mounted version can also be found in &amp;quot;End of the Line&amp;quot;. It is also seen in the &amp;quot;Harvest Time&amp;quot; calling card.&lt;br /&gt;
[[File:M60GPMG.jpg|thumb|none|450px|M60 gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M60preview BOCW.jpg|thumb|none|600px|The M60 in Gunsmith. The belt box only holds 75 rounds by default instead of 100, though it has a correct capacity in Warzone.]]&lt;br /&gt;
[[File:M60idle BOCW.jpg|thumb|none|600px|The M60 in the lobby of a fancy Miami Beach hotel.]]&lt;br /&gt;
[[File:M60ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:M60inspect BOCW.jpg|thumb|none|600px|Woods holds the M60 up in the inspect animation.]]&lt;br /&gt;
[[File:M60inspect2 BOCW.jpg|thumb|none|600px|Getting a good look at the ammo box, note the rounds in the belt appear to have struck primers.]]&lt;br /&gt;
[[File:M60inspect3 BOCW.jpg|thumb|none|600px|Checking out the charging handle and link ejection port.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-1-Pull.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-2-Push.jpg|thumb|none|600px|Pushing it back into position.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-3-ThrowCasings.jpg|thumb|none|600px|After the cover is opened, the remaining M13 belt link is swiped away. This is the only difference between an empty and partially-empty reload.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-4-BoxRemove.jpg|thumb|none|600px|Removing the ammo box.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-5-BoxNew.jpg|thumb|none|600px|Inserting a full ammo box into its hang slit.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-6-AlignBullets.jpg|thumb|none|600px|Aligning the belt.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-7-LidClose.jpg|thumb|none|600px|Closing the M60's cover lid. Using fast mags produces a different reloading animation where the cover isn't flipped up, and the belt is instead pushed into the gun, which is then charged twice to put the round in place.]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
The [[RPD]] appears under its real name, with an incorrect disintegrating ammunition belt. The &amp;quot;Fast Mag&amp;quot; reload animation shows the RPD reload in a unique manner by having the new belt pulled through the closed top cover, whereas the default reload involves using the feed tray cover.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it is used by Soviet forces in 1981, at a time when it had already been phased out in favor of the [[PKM]] and the [[RPK-74]].&lt;br /&gt;
&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:RPDpreview BOCW.jpg|thumb|none|600px|The RPD in Gunsmith. It only holds 50 rounds (formerly 75) by default instead of 100 in its belt container.]]&lt;br /&gt;
[[File:RPDidle BOCW.jpg|thumb|none|600px|The RPD in use on a Nicaraguan cartel plantation.]]&lt;br /&gt;
[[File:RPDADS BOCW.jpg|thumb|none|600px|Looking through the iron sights.]]&lt;br /&gt;
[[File:RPDinspect BOCW.jpg|thumb|none|600px|Inspecting the RPD.]]&lt;br /&gt;
[[File:RPDinspect2 BOCW.jpg|thumb|none|600px|Turning the RPD over.]]&lt;br /&gt;
[[File:RPDreload BOCW.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:RPDreload2 BOCW.jpg|thumb|none|600px|Lifting the dust cover.]]&lt;br /&gt;
[[File:RPDreload3 BOCW.jpg|thumb|none|600px|Feeding the new ammo belt in.]]&lt;br /&gt;
[[File:BOCW-RPD-1.jpg|thumb|none|600px|Adler and Belikov brandish RPDs as they prepare to shoot their way out of KGB headquarters.]]&lt;br /&gt;
&lt;br /&gt;
==Stoner 63A==&lt;br /&gt;
The [[Stoner 63A]] is available in-game. Its in-game configuration primarily matches the Commando configuration, feeding from the right and featuring a bottom cocking handle. By default, it has a long barrel generally associated with the LMG configuration, though it can be modified with a Commando barrel via the “16&amp;quot; SOR Cut Down” attachment; this is a rather strange name, given that the Commando-length barrel was a factory option. A few Soviet heavies in the campaign are seen using these instead of the more faction-appropriate RPD.&lt;br /&gt;
&lt;br /&gt;
The gun can use a 100-round drum modeled after the real gun's left-feeding 100-round drum, mirrored to feed from the right instead of the left (and also featuring some cosmetic differences). The gun also has a fictional 125-round box option.&lt;br /&gt;
[[File:Stoner 63A Commando Right Feed.jpg|thumb|none|450px|Stoner 63A, Commando configuration (Mark 23 Mod 0) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Stoner 63 LMG.jpg|thumb|none|450px|Stoner 63, light machine gun configuration (XM207) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Stoner63preview BOCW.jpg|thumb|none|600px|The Stoner 63 in Gunsmith. Like the M60, it only holds 75 rounds by default instead of 100 in its belt box.]]&lt;br /&gt;
[[File:Stoner63idle BOCW.jpg|thumb|none|600px|The Stoner 63 in Nuketown.]]&lt;br /&gt;
[[File:Stoner63ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Stoner63inspect BOCW.jpg|thumb|none|600px|Initiating inspect animation.]]&lt;br /&gt;
[[File:Stoner63inspect2 BOCW.jpg|thumb|none|600px|Checking the right hand side.]]&lt;br /&gt;
[[File:Stoner63reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Stoner63reload2 BOCW.jpg|thumb|none|600px|Taking out the ammo box.]]&lt;br /&gt;
[[File:Stoner63reload3 BOCW.jpg|thumb|none|600px|Inserting a fresh ammo box.]]&lt;br /&gt;
[[File:Stoner63reload4 BOCW.jpg|thumb|none|600px|Taking the new belt of 5.56x45mm. Like the RPD and the M60, the Fast Mags reload animation shows the belt being pulled through the gun rather than put into the gun after flipping up the feed tray cover.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==FIM-43 Redeye==&lt;br /&gt;
The [[FIM-43 Redeye]] appears under the name &amp;quot;Cigma 2&amp;quot;. Despite being a dedicated MANPADS in reality, the weapon can still be fired even without a lock-on and against ground targets.&lt;br /&gt;
[[File:FIM-43 Redeye display.jpg|thumb|none|450px|Dummy FIM-43 Redeye Block I/II with sling - 70mm]]&lt;br /&gt;
[[File:FIM43preview BOCW.jpg|thumb|none|600px|The Redeye in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
The &amp;quot;RAI K-84&amp;quot; wonder weapon in Zombies is fitted with an underbarrel &amp;quot;Vortex&amp;quot; grenade launcher, called the &amp;quot;GP-6K2&amp;quot; and taking the form of a [[GP-25]].&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:BOCWGP6K2.jpg|thumb|none|600px|The Requiem Operator readies his Vortex launcher. Rather than relying on its own source of ammunition, the launcher instead takes ten shots from the magazine every time it is fired.]]&lt;br /&gt;
[[File:BOCWRAIKReload.jpg|thumb|none|600px|Wires between the launcher and the main body of the gun can be better seen while reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Hawk MM1 grenade launcher==&lt;br /&gt;
The [[Hawk MM1 grenade launcher]] appears as the &amp;quot;War Machine&amp;quot; scorestreak. Bell wields one that somehow manages to hold 36 rounds in one of the final missions of the campaign.&lt;br /&gt;
[[File:MM1.jpg|thumb|none|400px|Hawk MM1 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:HawkMM1scorestreakmenu BOCW.jpg|thumb|none|600px|The Hawk MM1 in the scorestreak selection menu.]]&lt;br /&gt;
[[File:BOCW MM-1 Beta.jpg|thumb|none|600px|The MM1 as seen in the beta. Lacking sights of any sort, the MM1's &amp;quot;aiming&amp;quot; animation consists of simply zooming in the user's view slightly.]]&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
The [[M79 grenade launcher]] is one of the launchers in the game. It appears in the missions &amp;quot;End of the Line&amp;quot; and the false Vietnam flashback mission &amp;quot;Desperate Measures,&amp;quot; as well as &amp;quot;Redlight, Greenlight&amp;quot; as part of an easter egg.&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|400px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:M79preview BOCW.jpg|thumb|none|600px|The M79.]]&lt;br /&gt;
[[File:M79idle BOCW.jpg|thumb|none|600px|The M79 in Nuketown.]]&lt;br /&gt;
[[File:M79ADS BOCW.jpg|thumb|none|600px|Looking down the ladder sight.]]&lt;br /&gt;
[[File:M79inspect BOCW.jpg|thumb|none|600px|The inspect animation for the M79 is very simple, with the player character turning it over from left to right.]]&lt;br /&gt;
[[File:M79inspect2 BOCW.jpg|thumb|none|600px|The other side.]]&lt;br /&gt;
[[File:M79reload BOCW.jpg|thumb|none|600px|Ejecting the spent 40mm casing.]]&lt;br /&gt;
[[File:M79reload2 BOCW.jpg|thumb|none|600px|Reloading with another round.]]&lt;br /&gt;
[[File:M79reload3 BOCW.jpg|thumb|none|600px|Flipping the breech shut.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is one of the launchers in ''BOCW''.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RPG7preview BOCW.jpg|thumb|none|600px|The RPG-7 in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==F-1 Hand Grenade==&lt;br /&gt;
Several multiplayer character skins have unusable [[F-1 Hand Grenade]]s attached to the belt.&lt;br /&gt;
[[Image:deactivated f1.jpg|thumb|none|350px|F-1 High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[File:BOCW-ArtistF1Grenade.jpg|thumb|none|600px|The &amp;quot;Artist&amp;quot; skin for the operator Portnova from season 2 in-game.]]&lt;br /&gt;
[[File:BOCW-F1Grenade1.jpg|thumb|none|600px|The &amp;quot;Violent Nature&amp;quot; skin in-game.]]&lt;br /&gt;
[[File:BOCW-F1Grenade2.jpg|thumb|none|600px|The &amp;quot;Meltdown&amp;quot; skin in-game.]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is carried by US soldiers in Vietnam in the campaign. M18s with inverted color scheme are also carried by Naga. On the 2021 released map &amp;quot;Apocalypse&amp;quot;, several M18s with purple smoke lying around the ruins.&lt;br /&gt;
[[File:M18yellow actual.jpg|thumb|none|150px|M18 smoke grenade, yellow]]&lt;br /&gt;
[[File:BOCW-M18-Smoke-1.jpg|thumb|none|600px|An M18 with an incorrect &amp;quot;WHITE&amp;quot; marking on a soldier.]]&lt;br /&gt;
[[File:BOCW-M18-Smoke-2.jpg|thumb|none|600px|An unusable unprimed M18 releasing endless, incorrectly-colored smoke.]]&lt;br /&gt;
[[File:AmericanSniperANM8.jpg|thumb|none|250px|Screen-used stunt AN/M8 smoke grenade (Marc Lee's; with a foam magazine) from ''[[American Sniper]]''. Image used to illustrate Naga's inverted color M18 grenades.]]&lt;br /&gt;
&lt;br /&gt;
==M26 hand grenade==&lt;br /&gt;
What appears to be an [[M26 hand grenade]] is carried by Woods in promotional media. The &amp;quot;Wrecking Ball&amp;quot; skin has an unusable M26 hanging from his belt.&lt;br /&gt;
[[File:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW-M26Grenade1.jpg|thumb|none|600px|The &amp;quot;Wrecking Ball&amp;quot; skin in-game.]]&lt;br /&gt;
&lt;br /&gt;
==M34 White Phosphorous grenade==&lt;br /&gt;
The [[M34 White Phosphorous grenade]] appears as the &amp;quot;Smoke Grenade&amp;quot;.&lt;br /&gt;
[[File:M34 2-1-.jpg|thumb|none|150px|M34 White Phosphorous grenade.]]&lt;br /&gt;
[[File:BOCW M34 WP.jpg|thumb|none|600px|The &amp;quot;Smoke Grenade&amp;quot; in the loadout.]]&lt;br /&gt;
&lt;br /&gt;
==M67 hand grenade==&lt;br /&gt;
The [[M67 hand grenade]] appears as the &amp;quot;Frag&amp;quot;. It is also depicted on the &amp;quot;Quartermaster&amp;quot; perk.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 fragmentation grenade.]]&lt;br /&gt;
[[File:BOCW M67.jpg|thumb|none|600px|A M67 frag grenade in the &amp;quot;Lethal&amp;quot; equipment section.]]&lt;br /&gt;
&lt;br /&gt;
==M83 smoke grenade==&lt;br /&gt;
An anachronistic M83 instead of the period-appropriate AN/M8 HC smoke grenades are carried by Sims and US troops in &amp;quot;Fracture Jaw&amp;quot;.&lt;br /&gt;
[[File:M87.JPG|thumb|none|200px|M83 TA smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
An [[M84 stun grenade]] is carried by Woods in the campaign and is seen in cinematics. The same fictionalized M84 from ''Modern Warfare'' is also carried by multiplayer operator Zeyna. It is anachronistic as it was used from 1995 in reality.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:BOCW M1911 trailer silencer.jpg|thumb|none|600px|M84 stun grenades seen in the arsenal of a Perseus team in the multiplayer reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 hand grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is seen in the key art for the game's beta.&lt;br /&gt;
[[file:MK2 grenade DoD.jpg|thumb|150px|none|Mk 2 hand grenade]]&lt;br /&gt;
[[File:COD CWBO Beta Key Art.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MK3A2 offensive hand grenade==&lt;br /&gt;
The [[MK3 offensive hand grenade|MK3A2]] concussion grenade appears as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
[[File:MK3A2.jpg|thumb|none|150px|MK3A2 offensive hand grenade]]&lt;br /&gt;
[[File:BOCW Mk3A2.jpg|thumb|none|600px|The MK3A2 as seen in the loadout section.]]&lt;br /&gt;
&lt;br /&gt;
==Rheinmetall MK13 Mod 0 BTV-EL flash grenade==&lt;br /&gt;
MK 13 flashbang grenades are carried by US troops in cutscenes and are seen on the default skins for multiplayer operators Adler and Song and Naga's &amp;quot;Warlord&amp;quot; skin. Most likely anachronistic.&lt;br /&gt;
[[File:MK13 Mod 0 BTV-EL.jpg|thumb|none|200px|Rheinmetall MK13 Mod 0 BTV-EL flash grenade]]&lt;br /&gt;
[[File:BOCW Adler M18.jpg|thumb|none|600px|Adler with an MK 13 flashbang on his belt.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgrante==&lt;br /&gt;
Seven unusable [[Model 24 Stielhandgranate]]s can be seen on the &amp;quot;Die Maschine&amp;quot; Zombies map, right behind the Kingtiger tank.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|350px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW-Stielhandgrante1.jpg|thumb|none|600px|Looking at &amp;quot;potato mashers&amp;quot;.]]&lt;br /&gt;
[[File:BOCW-Stielhandgrante2.jpg|thumb|none|600px|Closer view of three stick grenades, it appears that the model is reused from ''Black Ops III'' and ''Black Ops 4''.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5==&lt;br /&gt;
Unusable [[RGD-5]] grenades are visible on the harness of multiplayer operators Portnova and Garcia and on Naga's &amp;quot;Warlord&amp;quot; skin.&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|160px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW Garcia grenades.jpg|thumb|none|600px|Garcia's character model on the beta's main multiplayer screen.]]&lt;br /&gt;
&lt;br /&gt;
==RG-42==&lt;br /&gt;
Also seen hanging on Garcia's belt is an [[RG-42 hand grenade]].&lt;br /&gt;
[[File:RG-42 HG.jpg|thumb|none|160px|RG-42 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW Garcia grenades.jpg|thumb|none|600px|The RG-42 is just barely visible on Garcia's belt, by his left hip.]]&lt;br /&gt;
&lt;br /&gt;
==Simulator Hand Grenade M116A1==&lt;br /&gt;
The [[M116A1 training grenade|Simulator Hand Grenade M116A1]] appears as the &amp;quot;Flashbang&amp;quot;. In reality, this is a training grenade and not an actual combat device.&lt;br /&gt;
[[File:M116a1pullcord.jpg|thumb|none|300px|Simulator Hand Grenade M116A1 with pullcord fuse]]&lt;br /&gt;
[[File:M116A1Flashbang BOCW.jpg|thumb|none|600px|The M116A1 in the operator loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==TM-46 anti-tank mine==&lt;br /&gt;
A cosmetically modified [[TM-46 anti-tank mine]] appears as the &amp;quot;Proximity Mine&amp;quot; field upgrade.&lt;br /&gt;
[[File:Tm-46.jpg|thumb|none|450px|TM-46 anti-tank mine]]&lt;br /&gt;
[[File:BOCW Prox Mine.jpg|thumb|none|600px|The Proximity Mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Type 67 Stick Grenade==&lt;br /&gt;
Several unusable Chinese [[Type 67 stick grenade|Type 67 Grenades]] are seen on the Vietcong guerillas found in the campaign. In the multiplayer, an operator skin for Baker can be purchased with Season 2, which also has two Type 67 Stick Grenades attached to the belt.&lt;br /&gt;
[[File:Type67Grenade.jpg|thumb|none|350px|Type 67 High-Explosive Fragmentation stick grenade]]&lt;br /&gt;
[[File:BOCW-Type67grenade.jpg|thumb|none|600px|Bell looks at a dead Vietcong fighter.]]&lt;br /&gt;
[[File:BOCW-Type67grenade2.jpg|thumb|none|600px|The &amp;quot;Last One Standing&amp;quot; skin in-game.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==8.8 cm Flak 37==&lt;br /&gt;
Bell destroys several Flak 37s in &amp;quot;The Final Countdown&amp;quot;. It is inaccurately depicted as being mounted on Czechoslovakian type carriage and mount.&lt;br /&gt;
[[Image:FlaK37.jpg|thumb|none|400px|8.8 cm FlaK 37 (note the pointer dials, the rectangular boxes on the side of the gun cradle with two circles) - 88x571mm R]]&lt;br /&gt;
[[File:BOCW-Flak1.jpg|thumb|none|600px|In a truly Bond villain fashion, &amp;quot;Perseus&amp;quot; have mated the poor Flak 37 to a [http://www.frajasw.cz/gallery/lizard/pldvk_vz_53/pldvk_vz_53.html Czechoslovakian towed 30-mm anti-aircraft installation ZK.453].]]&lt;br /&gt;
[[File:BOCW-Flak2.jpg|thumb|none|600px|As evident from this image, the combination of a much larger Flak 37 with the ZK.453 carriage is dubious to work in reality as the latter is obviously designed for a smaller weapon.]]&lt;br /&gt;
&lt;br /&gt;
==30mm ZK.453==&lt;br /&gt;
In &amp;quot;Red Light, Green Light&amp;quot;, some 30mm ZK.453 anti-aircraft guns can be seen.&lt;br /&gt;
[[File:BOCW-AAZK1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
Five bent [[Browning M2 Aircraft]] Machine Guns in fixed and flexible mount are seen on a crashed Boeing B17 &amp;quot;Flying Fortress&amp;quot; on the Zombies map &amp;quot;Die Maschine&amp;quot;. This bomber is first seen during the &amp;quot;Nacht der Untoten&amp;quot; cutscene from ''[[Call of Duty: World at War|World at War]]''.&lt;br /&gt;
[[File:M2aircraft.jpg|thumb|none|450px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, flexible - .50 BMG]]&lt;br /&gt;
[[File:BOCW-BM2Air.jpg|thumb|none|600px|Looking at the top turret with two mounted Brownings.]]&lt;br /&gt;
[[File:BOCW-BM2Air1.jpg|thumb|none|600px|The barrel of a waist gunner position.]]&lt;br /&gt;
[[File:BOCW-BM2Air2.jpg|thumb|none|600px|A rear view of the same MG inside the bomber shows the spade grips of the flexible Browning variant. The last two MGs of the tail gunner position can be seen outside the map.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
[[Browning M2HB]]s are mounted on M1 Abrams tanks.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:M242 25mm gun.jpg|thumb|none|450px|M242 Bushmaster chaingun - 25mm]]&lt;br /&gt;
[[File:BOCW-M2HB1.jpg|thumb|none|600px|It appears that the M2HB has also been fictionalized somewhat, because &amp;quot;legal reasons&amp;quot;. Among these fictionalizations are reinforcing ribs added at the front of the receiver, an extension to the receiver that separates the receiver and the barrel shroud and also mounts the front sight, the barrel shroud only having 3 vent holes instead of 4 (none of which are actually modeled, but textured onto the gun) and also being bottlenecked similar to an [[M242 Bushmaster chaingun]], and lightening cuts added to the top cover. The Abrams tank it is mounted to is the M1A1 variant, easily identified by the different profile of the bore evacuator on the M256 120mm cannon and the lack of the M1A2's thermal viewer for the commander; the M1A1 Abrams is anachronistic to this level, set in 1983, as the M1A1 was only accepted into service some time between 1985 and 1986.]]&lt;br /&gt;
[[File:BOCW-M2HB2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==DShKM Heavy Machine Gun==&lt;br /&gt;
A [[DShK Heavy Machine Gun|DShKM Heavy Machine Gun]] appears to be mounted gunboats, tanks and bunkers in multiplayer and also on the ''Slava''-class, and inappropriately, the ''Ticonderoga''-class cruisers on the map Armada. It can be used in the campaign mission &amp;quot;Redlight, Greenlight&amp;quot;, mounted on an APC.&lt;br /&gt;
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
==General Electric M61 Vulcan==&lt;br /&gt;
F-14A Tomcats, armed with [[M61 Vulcan]] cannons, are seen taking off from a ''Nimitz''-class carrier in the reveal trailer. The carrier also sports Vulcan cannons in CIWS installations.&lt;br /&gt;
[[File:M61vulcan.jpg|thumb|none|450px|GE M61 Vulcan Cannon - 20x102mm]]&lt;br /&gt;
[[File:Phalanx.jpg|thumb|none|400px|Phalanx Block 1 CIWS - 20x102mm]]&lt;br /&gt;
[[File:BOCW Nimitz Carrier.jpg|thumb|none|600px|A Tomcat launching into the danger zone from the supercarrier, with CIWS visible on both sides of the bow.]]&lt;br /&gt;
&lt;br /&gt;
==M40 Recoilless Rifle==&lt;br /&gt;
The [[M40 Recoilless Rifle]] is seen on jeeps inside Camp Haskins.&lt;br /&gt;
[[File:M40 Type 73 jeep mount.jpg|thumb|none|400px|M40 Recoilless Rifle (Licensed in Japan as the Type 60) mounted on Type 73 Kyu jeep - 106mm Rocket]]&lt;br /&gt;
[[File:BOCW-M40Recoilless.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The Panzerkampfwagen VI Ausf. B Tiger II &amp;quot;Königstiger&amp;quot; heavy tank on the &amp;quot;Die Maschine&amp;quot; Zombies map has a hull-mounted [[MG34]].&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BOCW-MG34Panzerlauf.jpg|thumb|none|600px|The hull-mounted MG34. It appears that the weapon plus the entire tank model are reused from ''Black Ops III''.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
An [[MG42]] with a drum magazine appears only as an emplaced weapon in the Vietnam War flashback mission &amp;quot;Fracture Jaw&amp;quot;. It is confirmed that the MG34 was used in Vietnam as military aid from the Soviet Union which had captured stockpiles from WWII thus the appearance of the MG42 in this context is also plausible.&lt;br /&gt;
[[File:mg42drummag.jpg|thumb|none|450px|MG42 with drum magazine - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BOCW-MG42-1.jpg|thumb|none|600px|An MG42 in Vietnam. It appears that the model is lifted from ''Black Ops III''.]]&lt;br /&gt;
[[File:BOCW-MG42-2.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
&lt;br /&gt;
==Yakushev-Borzov Yak-B==&lt;br /&gt;
A [[Yakushev-Borzov Yak-B]] is mounted on in-game Hind-D attack helicopters.&lt;br /&gt;
[[File:Mil Mi-24D Yak-B closeup.jpg|thumb|none|400px|Closeup of Yakushev-Borzov Yak-B mounted on Mi-24 Hind-D - 12.7x108mm]]&lt;br /&gt;
[[File:YakB Hind BOCW.jpg|thumb|none|600px|The chin-mounted Yak-B as seen in the vehicle customization menu in Cold War.]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-23==&lt;br /&gt;
The &amp;quot;VTOL Escort&amp;quot; (Modeled after the Yak-38) has two [[Gryazev-Shipunov GSh-23]] autocannons mounted in underwing UPK-23 gunpods. While the pod itself is correctly modeled, it is incorrectly depicted as a flexible aiming system (independent from the Yak's nose direction) due to gameplay reasons and controls. It is also seen mounted with an NPPU-23 helicopter turret inaccurately onto a Mi-8 helicopter piloted by Kravchenko in &amp;quot;Mauer Der Toten&amp;quot;.&lt;br /&gt;
[[File:GSh-23-2.jpg|thumb|none|400px|Grayzev-Shipunov GSh-23 with ammo belt - 23x115mm]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==150 lb Crossbow==&lt;br /&gt;
A 150 lb crossbow similar to those by Velocity Archery and Wizard Archery appears as the &amp;quot;R1 Shadowhunter&amp;quot;. Those designs are most likely anachronistic.&lt;br /&gt;
[[File:R1crossbowpreview BOCW.jpg|thumb|none|600px|The &amp;quot;R1 Shadowhunter&amp;quot; in the gunsmith preview menu.]]&lt;br /&gt;
&lt;br /&gt;
==Recurve Bow==&lt;br /&gt;
A recurve bow which appears to be based on [[Rambo]]'s bows appears in the campaign and as a scorestreak in multiplayer. It is inaccurately depicted as being usable underwater which doesn't hinder in any way the arrow's movement nor the flame of the fire arrows.&lt;br /&gt;
&lt;br /&gt;
==Beretta 92F==&lt;br /&gt;
A [[Beretta 92F]] is seen on a movie poster in the map &amp;quot;Amerika&amp;quot;.&lt;br /&gt;
[[File:Beretta92F EarlyModel.jpg|thumb|none|300px|Beretta 92F - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Beretta92Fmovieposter BOCW.jpg|thumb|none|600px|The movie &amp;quot;Hot 'Nuff&amp;quot; with the Beretta 92F.]]&lt;br /&gt;
&lt;br /&gt;
==China Lake Grenade Launcher==&lt;br /&gt;
The [[M79 grenade launcher|M79]]'s master calling card shows a [[China Lake Launcher]] instead of a proper M79.&lt;br /&gt;
[[File:China Lake.jpg|thumb|none|450px|China Lake Launcher - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
Two [[Colt SAA]] revolvers are seen in the &amp;quot;Dead Still&amp;quot; calling card.&lt;br /&gt;
[[File:ColtSAALongBarrel.jpg|thumb|none|300px|Colt Single Action Army with 7.5&amp;quot; barrel known as the &amp;quot;Cavalry&amp;quot; model - .45 Long Colt]]&lt;br /&gt;
[[File:BOCW-SAACard.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
[[Enfield L85A2]] rifles are seen in the &amp;quot;Hardcore Kill Collector&amp;quot; calling card.&lt;br /&gt;
[[File:L85A2Iron.jpg|thumb|none|450px|L85A2 with iron sights - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BOCW CC L85.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Sci-Fi Rifle==&lt;br /&gt;
A fictional sci-fi rifle inspired by the [[M41A Pulse Rifle]] from the ''Alien'' franchise is featured in posters for the fictional movie &amp;quot;Two Days On The Moon&amp;quot; in the map Express.&lt;br /&gt;
[[File:M41a02.jpg|thumb|none|450px|Opposite side view of an M41A Pulse Rifle from ''Aliens''.]]&lt;br /&gt;
[[File:BOCW alien rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Sniper Rifle==&lt;br /&gt;
A fictional sniper rifle seemingly based on the &amp;quot;DKS-501 Sniper Rifle&amp;quot; from ''[[Fallout 3]]'' appears in the &amp;quot;Saving PhD Ryan&amp;quot; campaign calling card.&lt;br /&gt;
[[File:Fallout3sr.jpg|thumb|none|450px|DKS-501 Sniper Rifle from ''Fallout 3''.]]&lt;br /&gt;
[[File:BOCW CC F3SR.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Handflammpatrone DM34==&lt;br /&gt;
Handflammpatrone DM34 single-shot incendiary pistols are used in two executions - Woods' &amp;quot;Spare A Light&amp;quot; and Kitsune's &amp;quot;Tortured&amp;quot;.&lt;br /&gt;
[[File:Handflammpatrone.jpg|thumb|none|350px|Handflammpatrone DM34]]&lt;br /&gt;
&lt;br /&gt;
==IWI Galil ACE 21==&lt;br /&gt;
A soldier wields two [[Galil ACE 21]]s in the &amp;quot;Armed To The Teeth&amp;quot; calling card.&lt;br /&gt;
[[File:Galil ACE 21.jpg|thumb|none|450px|IWI Galil ACE 21 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
What appears to be [[M1 Garand]]s are seen on the &amp;quot;Down Range&amp;quot; bundle picture.&lt;br /&gt;
[[File:M1 Garand.jpg|thumb|none|450px|M1 Garand - .30-06.]]&lt;br /&gt;
[[File:BOCW-DownRange.jpg|thumb|none|600px|The last WWII-style American soldier on the right carries the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==M114 155 mm howitzer==&lt;br /&gt;
M114 155 mm howitzers are seen in firebase Ripcord in the mission &amp;quot;Fracture Jaw&amp;quot;. The &amp;quot;Artillery&amp;quot; scorestreak also consists of a barrage from M114 155 mm howitzers.&lt;br /&gt;
[[File:M114 155m howitzer.jpg|thumb|none|450px|M114 Howitzer - 155mm]]&lt;br /&gt;
[[File:M114Scorestreak BOCW.jpg|thumb|none|600px|The selection menu artwork for the &amp;quot;Artillery&amp;quot; scorestreak shows an M114 battery. This reflects their usage in the context of the Vietnam War through the game's Southeast Asian multiplayer maps are set in the 80s.]]&lt;br /&gt;
[[File:BOCW-M114Howitzer.jpg|thumb|none|600px|The barrels of the howitzers can be seen in the distance.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower (modified)==&lt;br /&gt;
A modified [[M2 Flamethrower]] was added as a scorestreak with Season 5. It consists of the gun group with added custom smaller fuel tanks, modified muzzle and a stock. Its icon shows it consisting of a normal M2 wand paired with M9 fuel tanks.&lt;br /&gt;
[[File:M9 with M2 wand.jpg|thumb|none|450px|M9 Flamethrower with M2 wand]]&lt;br /&gt;
&lt;br /&gt;
==M20 &amp;quot;Super Bazooka&amp;quot;==&lt;br /&gt;
An [[M20 &amp;quot;Super Bazooka&amp;quot;]] is seen in Vietnam War archival footage in the intro of &amp;quot;Fracture Jaw&amp;quot;.&lt;br /&gt;
[[File:M20 Super Bazooka.jpg|thumb|none|450px|M20 &amp;quot;Super Bazooka&amp;quot; - 3.5&amp;quot; rocket]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Marshal 16&amp;quot;==&lt;br /&gt;
The fictional [[Talk:Call of Duty: Black Ops III#&amp;quot;Marshal 16&amp;quot;|&amp;quot;Marshal 16&amp;quot;]] from ''Black Ops III'' appears as the &amp;quot;Classic Marshal&amp;quot; charm.&lt;br /&gt;
[[File:Marshal16 BO3.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Matchlock Musket==&lt;br /&gt;
A Spanish conquistador firing a [[Matchlock Musket]] is seen in the &amp;quot;Iron Sight Assassin&amp;quot; calling card that could be earned during season 2 at level 180.&lt;br /&gt;
[[file:MatchlockMusket.jpg|thumb|none|450px|European Matchlock musket.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M91/30==&lt;br /&gt;
A scoped [[Mosin-Nagant M91/30]] is seen in the &amp;quot;Power Killer&amp;quot; calling card.&lt;br /&gt;
[[file:M9130-Sniper-PE.jpg|thumb|none|450px|Mosin Nagant M1891/30 Sniper Rifle with PE scope - 7.62x54mm R]]&lt;br /&gt;
[[File:BOCW-MosinCard.jpg|thumb|none|600px|The rifle is equipped with a PEM sniper scope instead of the better-known PU scope.]]&lt;br /&gt;
&lt;br /&gt;
==Tippman 98 Custom==&lt;br /&gt;
In Season 4 Reloaded, the map &amp;quot;Rush&amp;quot; from ''Black Ops II'' was added. As with the original map, [[Air Guns#Tippmann 98 Custom|Tippmann 98 Customs]] appear in a store display of paintball guns, despite being anachronistic for the new setting of the 1980s (as opposed to ''BO2'''s 2025 setting).&lt;br /&gt;
[[Image:Tippmann 98 Custom.jpg|thumb|none|400px|Tippmann 98 Custom Paintball Marker - .62 caliber]]&lt;br /&gt;
&lt;br /&gt;
==Tippmann X7 G36==&lt;br /&gt;
In Season 4 Reloaded, the map &amp;quot;Rush&amp;quot; from ''Black Ops II'' was added. As with the original map, Tippmann X7 G36s appear in a store display of paintball guns, despite being anachronistic for the new setting of the 1980s (as opposed to ''BO2'''s 2025 setting).&lt;br /&gt;
[[File:Tippmann X7 G36.jpg|thumb|450px|none|A Tippmann X7 G36 paintball gun.]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified Repeating Rifle==&lt;br /&gt;
A scoped repeating rifle (possibly a [[Marlin Firearms|Marlin]]) is seen briefly in archival footage during the intro of &amp;quot;Brick in the Wall&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Valmet M76F==&lt;br /&gt;
A [[Valmet M76F]] is seen in the City Ripper bundle picture.&lt;br /&gt;
[[File:ValmetM76F.jpg|thumb|none|450px|Valmet M76F with side folding tubular stock - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK==&lt;br /&gt;
A suppressed [[Walther PPK]] is seen held by Adler in the &amp;quot;Action Packed&amp;quot; calling card.&lt;br /&gt;
[[File:WaltherPPkSilenced.jpg|thumb|none|350px|Walther PPK with a sound suppressor - .380 ACP (Brown factory grips).]]&lt;br /&gt;
[[File:BOCW-PPK1Card.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873==&lt;br /&gt;
What appears to be a [[Winchester Model 1873]] is seen in the &amp;quot;One Shot Kill&amp;quot; calling card.&lt;br /&gt;
[[File:Winchester1873.jpg‎|thumb|none|450px|Winchester Model 1873 carbine - 1st generation rifle - 44-40 Winchester]]&lt;br /&gt;
[[File:BOCW CC repeater.jpg‎|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
Three unusable [[Glock 18C]] pistols can be seen hanging on a wall on the multiplayer map &amp;quot;Checkmate&amp;quot;. Their appearance is anachronistic as the map takes place in January 1985, while the Glock 18 was produced in 1986 - the 3rd Generation variants were introduced after 1998. A Glock pistol is also seen in the &amp;quot;Grizzled Veteran Master&amp;quot; calling card.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|300px|Glock 18C (3rd Generation) - 9x19mm. This model has compensator cuts on the slide and barrel to reduce muzzle climb while firing.]]&lt;br /&gt;
[[File:BOCW-Glock.jpg|thumb|none|600px|The pistol in a highly unlikely place to be found, an East German training facility. Despite having the 18C's compensator cuts, the slide markings label it as a standard Glock 18.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Two [[Makarov PM]]s appear on Helen Park's &amp;quot;Scorched&amp;quot;, &amp;quot;Bad Blood&amp;quot;, &amp;quot;Hellion&amp;quot;, and &amp;quot;Commando&amp;quot; outfits, as well as on Samantha Maxis' &amp;quot;Dark Aether&amp;quot; outfit and Portnova's &amp;quot;Handler&amp;quot; outfit. Aleksandra Valentina also carries a holstered one in the Zombies mode cutscenes.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|300px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:BOCW Park Makarovs.jpg|thumb|none|600px|The grips of both Makarovs can be seen in weird waist holsters on her vest.]]&lt;br /&gt;
&lt;br /&gt;
==Sedgley Fist Gun==&lt;br /&gt;
Scattered throughout the CIA Safehouse used as the in-game mission hub are various unusable [[Sedgley Fist Gun|Sedgley Fist Guns]].&lt;br /&gt;
[[File:OPG Glove device.jpg|thumb|none|325px|Sedgley Fist Gun - .38]]&lt;br /&gt;
[[File:SedgleyFistGun BOCW.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:SedgleyFistGun2 BOCW.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Strife&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;Strife&amp;quot; pistol from ''[[Call of Duty: Black Ops 4|Black Ops 4]]'' can be seen on a table in the side mission &amp;quot;Operation Red Circus&amp;quot;. Unusable and completely anachronistic to the game's setting, the gun was likely originally used as a placeholder during the mapping process that went overlooked and wasn't removed.&lt;br /&gt;
[[File:S&amp;amp;WSigma9F.jpg|thumb|none|300px|Smith &amp;amp; Wesson Sigma SW9F - 9x19mm Parabellum]]&lt;br /&gt;
[[File:S&amp;amp;W SD40.jpg‎|thumb|none|300px|Smith &amp;amp; Wesson Sigma SD40 - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:S&amp;amp;W M&amp;amp;P 2.0.jpg|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P 2.0 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BOCWStrife.jpg|thumb|none|600px|Mason takes the time out of chasing a known enemy of the state to admire a time-traveling literal space pistol. While one could chalk it up to THE NUMBERS making him hallucinate guns that wouldn't exist for at least five (and at most seven) decades more, its appearance in the multiplayer map based off of this mission (Crossroads, taking place in 1983) marks it as a placeholder that never got removed.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33==&lt;br /&gt;
The [[Tokarev TT-33]] is used by some Red Army soldiers in the intro cutscene of the Zombies map Die Maschine.&lt;br /&gt;
[[File:TT-33-Wartime.jpg|thumb|none|300px|Tokarev TT-33 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:BOCWMaschine-TT1.jpg|thumb|none|600px|One soldier points his Tokarev at a suspicious German.]]&lt;br /&gt;
[[File:BOCWMaschine-TT2.jpg|thumb|none|600px|The cameraman defends himself with a TT-33.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
Unusable [[AKM]] rifles can be seen next to the Glock 18 pistols in the multiplayer map &amp;quot;Checkmate&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
The [[SVT-40]] is used by some Red Army soldiers in the intro cinematic of the Zombies map Die Maschine.&lt;br /&gt;
[[File:SVT-40.jpg|thumb|none|450px|Tokarev SVT-40 - 7.62x54mmR]]&lt;br /&gt;
[[File:BOCWMaschine-PPShSVT.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BOCWMaschine-SVT.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1518033</id>
		<title>Call of Duty: Black Ops Cold War</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1518033"/>
		<updated>2022-09-07T18:48:50Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: /* &amp;quot;KSP 45&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: Black Ops Cold War&lt;br /&gt;
|picture=CODBOCWCover1.jpeg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=November 13, 2020&lt;br /&gt;
|developer=Treyarch, Raven Software&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: Black Ops Cold War''''' is a first-person shooter developed by Treyarch and Raven Software and published by Activision. It is the sixth game in the ''Black Ops'' series and the seventeenth in the ''Call of Duty'' series. It is also a direct sequel to ''[[Call of Duty: Black Ops]]''. Like previous games in the series, it is composed of three main modes of play, a single-player campaign, a player-vs-player multiplayer mode, and a 1-4 player cooperative zombies mode. The campaign's setting takes place primarily in 1981 with several flashbacks dating to 1968 during the Vietnam War, and the zombies and multiplayer mode take place simultaneously in 1984, hence, certain weapons are available in these modes that aren't present in the campaign because of the time difference. The player character is a new, customizable operative codenamed &amp;quot;Bell&amp;quot;, who is part of a CIA task force, including Alex Mason, Frank Woods, and Jason Hudson, out to stop a Soviet agent codenamed &amp;quot;Perseus&amp;quot; (based on the real-life conspiracy) from carrying out a decades-long plan that could radically alter the balance of power of the Cold War.&lt;br /&gt;
&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;
=Overview=&lt;br /&gt;
''Black Ops Cold War'' maintains several weapon features from the 2019 ''Modern Warfare'', including Gunsmith and the ability to reload while aiming down sights.&lt;br /&gt;
&lt;br /&gt;
The game features an extensive swimming and underwater mechanic which inaccurately depicts weapons as being able to be fired underwater, something which would lead to malfunctions and possible complete weapon failures (i.e. exploded barrels) in reality, not to mention projectiles can't travel more than a few feet in such environment. Also, bullet velocities for most of the weapon are much slower in-game than in real life, and some weapons unrealistically share the same velocities despite their different calibers and designs.&lt;br /&gt;
&lt;br /&gt;
While Gunsmith offers a wide variety of attachments to equip, it lacks several features from ''Modern Warfare''. It also features some ''staggeringly'' poor attachment descriptions filled with inaccuracies and misused terms. For example, STANAG is used as a catch-all term for extended magazines, despite the real usage being almost the exact opposite of such an idea.&lt;br /&gt;
&lt;br /&gt;
Many of the cosmetic blueprints feature cerakoted designs which is anachronistic for the 80s as cerakoted weapons started appearing at some point in the 2000s or 2010s.&lt;br /&gt;
&lt;br /&gt;
Weapons from ''Black Ops Cold War'' also make appearances in ''Call of Duty: Warzone'', a standalone battle royale game mode originally released for (and developed on) ''[[Call of Duty: Modern Warfare (2019)]]''. While most weapons are identical between BOCW and ''Warzone'', a number of weapons, especially the ones added post-release, have more detailed animations in ''Warzone''. More rarely, some BOCW weapons have different weapon models when implemented in ''Warzone''.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] appears under the name &amp;quot;Diamatti&amp;quot;. It holds 15 rounds by default, despite having a visibly extended magazine. It also has a slightly shorter barrel by default; the “7.2&amp;quot; Reinforced Heavy” barrel attachment gives it a more correct barrel length, though this one is shown as fluted. Soviet forces use it in the campaign (which is incorrect), along with Alex Mason in &amp;quot;Echoes of a Cold War&amp;quot;.&lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm]]&lt;br /&gt;
[[File:M93Rpreview BOCW.jpg|thumb|none|600px|The Beretta 93R in Gunsmith.]]&lt;br /&gt;
[[File:Beretta93rIdle BOCW.jpg|thumb|none|600px|Sims wielding a &amp;quot;Diamatti&amp;quot; in Angola.]]&lt;br /&gt;
[[File:Beretta93rADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:Beretta93rInspect BOCW.jpg|thumb|none|600px|Sims admires what is possibly the most accurate Beretta 93R weapon model in a Call of Duty game to date.]]&lt;br /&gt;
[[File:Beretta93rInspect2 BOCW.jpg|thumb|none|600px|Pulling back the slide for a brass check.]]&lt;br /&gt;
[[File:Beretta93rReload BOCW.jpg|thumb|none|600px|Swapping magazines during a reload.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] is featured in the game, simply referred to as &amp;quot;1911&amp;quot; and featuring a nickel finish similar to the multiplayer 1911 weapon model from ''[[Call of Duty: Black Ops|Black Ops]]''. In the campaign, it is the main sidearm of almost everyone, including the Soviet and North Vietnamese forces, who would much more likely use the [[Makarov PM]] or [[Tokarev TT-33]] as their sidearms. It incorrectly holds 8 rounds in a standard 7-round magazine.&lt;br /&gt;
In alpha, beta, and pre-release materials, the M1911 appears with a parkerized finish and brown grips. The &amp;quot;Wingman&amp;quot; skin from the &amp;quot;Air Sea Land Pack&amp;quot; for the Ultimate Edition is also an M1911A1, featuring a paint-job similar to that of the P-51 Mustang fighters during WWII. The M1911A1 is also used in the Overpower finishing move.&lt;br /&gt;
[[File:NickelPlatedM1911A1.jpg|thumb|none|300px|Nickel Plated Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:1911preview BOCW.jpg|thumb|none|600px|The M1911A1 in Gunsmith.]]&lt;br /&gt;
[[File:1911Idle BOCW.jpg|thumb|none|600px|The M1911A1 in Angola.]]&lt;br /&gt;
[[File:1911ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:1911Inspect BOCW.jpg|thumb|none|600px|Inspecting the M1911.]]&lt;br /&gt;
[[File:1911Inspect2 BOCW.jpg|thumb|none|600px|Inspecting its other side.]]&lt;br /&gt;
[[File:1911reload BOCW.jpg|thumb|none|600px|Much like the 1911 in [[Call of Duty: Modern Warfare (2019)]], the 1911 in Black Ops Cold War features a nice detail in the slide stop engaging the slide after the last round is fired from a magazine.]]&lt;br /&gt;
[[File:1911reload2 BOCW.jpg|thumb|none|600px|The standard reload involves power slinging the slide, there are magazine options that change that to an animation where the player character hits the slide stop.]]&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:BOCW-M1911-2.jpeg|thumb|none|600px|The M1911A1 with a parkerized finish in the alpha multiplayer loadout menu.]]&lt;br /&gt;
[[File:BOCW-1911-1.jpg|thumb|none|600px|The M1911 tucked in Adler's pants in a pre-release trailer. In the final game, the player grabs the pistol to take down a guard - even though they have their own suppressed 1911 at this point with no way to replace it.]]&lt;br /&gt;
[[File:BOCW M1911 trailer silencer.jpg|thumb|none|600px|A suppressed M1911A1 is racked in the multiplayer reveal trailer. Note the Ak 5 with what appears to be Advanced Armament Corporation OMNI 5.56mm suppressor which doesn't appear in actual multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle==&lt;br /&gt;
An anachronistic and visually altered [[Desert Eagle]] fitted with a Laser Products Corporation LPC Model 7 laser sight and an enormous muzzle brake appears as the &amp;quot;Hand Cannon&amp;quot; in the campaign mission &amp;quot;Desperate Measures&amp;quot;. Inspiration for the weapon appears to come from the laser sighted [[AMT Hardballer]] from ''[[The Terminator]]''. Perhaps taking its moniker a little too literally, it fires explosive rounds. The campaign version feeds from an 8-round magazine (which could or could not be correct, its caliber never being stated) and cannot be reloaded; once all eight rounds have been fired, it is discarded.&lt;br /&gt;
&lt;br /&gt;
It was added as the &amp;quot;Hand Cannon&amp;quot; streak in Season 4, with 10 extremely powerful explosive rounds that can take out any streak you can shoot in one to four shots. It is the primary weapon of choice for the &amp;quot;One in the Chamber&amp;quot; gamemode. Its scorestreak icon shows a more accurate rendition of a Desert Eagle, though this one is an even more anachronistic picatinny railed Mark XIX than the Mark VII on which the actual weapon is based. The laser is now green, and aiming uses ironsights mounted on top of the laser. Its role is similar to the &amp;quot;Annihilator&amp;quot; revolver from ''[[Call of Duty: Black Ops III|BO3]]'' and ''[[Call of Duty: Black Ops 4|BO4]]'', even reusing the sounds of that gun from those games.&lt;br /&gt;
&lt;br /&gt;
[[File:DesertEagleMarkVIInickel.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark VII with nickel finish - .44 Magnum]]&lt;br /&gt;
[[Image:Longslide2.jpg|thumb|none|600px|The AMT Hardballer Longslide/LPC Model 7 laser sight combo from ''The Terminator'' which appears to have been the inspiration for the &amp;quot;Hand Cannon&amp;quot;. The in-game laser is incorrectly depicted as being switched on by pressing a fictional button at the rear, while the real thing has a separate switch connected via cables.]]&lt;br /&gt;
[[File:Desert eagle picatinny.JPG|thumb|none|350px|Magnum Research Desert Eagle Mark XIX, current production model with Picatinny railed barrel - .44 Magnum]]&lt;br /&gt;
[[File:COD CW Deagle Menu.jpg|thumb|none|600px|The &amp;quot;Hand Cannon&amp;quot; in the multiplayer menu. The description incorrectly calling it a &amp;quot;revolver&amp;quot; was reused from Black Ops 3/4, though the word has been changed to &amp;quot;handgun&amp;quot; after an update. A round can be seen in the spare magazine.]]&lt;br /&gt;
[[File:BOCWDeagle3rd.jpg|thumb|none|600px|Bell stops admiring his nice shoes to look upon the mutant Deagle in the middle of the KGB headquarters, of all places. This is the only place in the campaign it can be found.]]&lt;br /&gt;
[[File:BOCWDeagle.jpg|thumb|none|600px|Bell holds the Hand Cannon as he awaits enemy forces about to barge into the room. Here the laser sight can be seen more clearly.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Magnum&amp;quot;==&lt;br /&gt;
The &amp;quot;Magnum&amp;quot; is a fictional hybrid revolver that appears to have some influence from a variety of revolvers such as [[Smith &amp;amp; Wesson#Revolvers|Smith &amp;amp; Wesson]], [[Ruger#Revolvers|Ruger]], [[Arminius HW Revolver Series|Arminius]], Alfa, [[Astra#Revolvers|Astra]] and the [[Colt Trooper]]. The rear of the frame and the angle of the grip give it a strong resemblance to the G&amp;amp;G G733 airsoft revolver. The names of some of its muzzle attachments suggest that it is chambered in .45 ACP (misnamed &amp;quot;.45 APC&amp;quot;); this would contradict both the &amp;quot;Magnum&amp;quot; name, and its Warzone incarnation's stated chambering (.357 Magnum). Like other revolvers in previous ''Black Ops'' games, it is reloaded with single rounds by default, and still has the reload logic errors of the player character reloading only the rounds needed to refill the cylinder in gameplay despite the reload animation showing the entire cylinder being ejected.&lt;br /&gt;
&lt;br /&gt;
The Magnum can also accept a suppressor, even though it almost certainly wouldn't work on the revolver in reality due to the gap between the cylinder, which would leak enough propellant gases to render the suppressor useless. The Magnum also has nonsensical 9-round and 12-round cylinders as attachment options; these cylinders are completely identical to the base cylinder dimensionally, with the amount of rounds held in them ''visibly'' remaining 6 rounds. They're only different in their shapes, being an unfluted cylinder and a [[Mateba]]-like hexagonal cylinder respectively. These cylinder options are also very incorrectly referred to as magazines in their attachment names.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Minted&amp;quot; blueprint gives the revolver a barrel that appears similar to the anachronistic [[Smith &amp;amp; Wesson Model 986]], while others give it a [[Dan Wesson]]-style heavy barrel.&lt;br /&gt;
[[File:G&amp;amp;G G733.jpg|thumb|none|350px|'''Airsoft''' G&amp;amp;G G733 airsoft revolver]]&lt;br /&gt;
[[File:ColtPython6In.jpg|thumb|none|350px|Colt Python with 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:TrooperMKV.jpg|thumb|none|350px|Colt Trooper MK V with straight wood grips and a 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:S&amp;amp;WModel17A.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 17-6 - .22LR]]&lt;br /&gt;
[[File:Ruger Speed 6.jpg|thumb|none|350px|Ruger Speed Six with blued finish and 2.75-inch barrel - .357 Magnum]]&lt;br /&gt;
[[File:Astra357-01.jpg|thumb|none|350px|Astra 357, 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:Revolverpreview BOCW.jpg|thumb|none|600px|A close up look of the &amp;quot;Magnum&amp;quot; in Gunsmith, showing its many design inspirations - the sights come from Smith &amp;amp; Wesson revolvers, the cylinder, hammer, trigger &amp;amp; trigger guard from a Colt Python, the barrel seems to be a mix between that of a Python and a Colt Trooper (complete with a partial underlug rather awkwardly merged into a full one), and a Ruger-style recoil shield; the latter is supposed to have the cylinder release mounted on it, but the designer instead decided to put a conventional Astra-esque cylinder release behind it, forcing them to rather awkwardly stretch the frame forward to fit both.]]&lt;br /&gt;
[[File:Revolveridle BOCW.jpg|thumb|none|600px|The mutant &amp;quot;Magnum&amp;quot;, an amalgamation of the leading revolver brands.]]&lt;br /&gt;
[[File:RevolverADS BOCW.jpg|thumb|none|600px|Aiming down the Smith &amp;amp; Wesson sights.]]&lt;br /&gt;
[[File:Revolverinspect BOCW.jpg|thumb|none|600px|Inspecting the revolver involves flipping the Colt cylinder out.]]&lt;br /&gt;
[[File:Revolverinspect2 BOCW.jpg|thumb|none|600px|Inspecting the Colt-esque barrel.]]&lt;br /&gt;
[[File:Revolverreload BOCW.jpg|thumb|none|600px|Reloading by dumping all rounds in the cylinder.]]&lt;br /&gt;
[[File:Revolverreload2 BOCW.jpg|thumb|none|600px|The default reload animation has the player character individually insert rounds off screen; depending on the cylinder you choose in Gunsmith, a speed loader may be used instead (though dual-wielding will always reload both at once). The animation finishes with a wince-inducing flick of the wrist to shut the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Tranquilizer Gun&amp;quot;==&lt;br /&gt;
A hybrid of a [[Ruger Mk II]] and a [[Welrod]] mocked up to be a tranquilizer pistol is used by Bell in the campaign. The detachable magazine holds 8 rounds, and the animations are reused from the M1911 listed above. The bolt from the Welrod is used as a slide when it locks back on an empty magazine, however, the weapon does not eject casings of any kind, which begs the question of what the slide actually does. Some sort of air canister is seen under the barrel, and the weapon makes noises comparable to compressed air being released, which makes sense.&lt;br /&gt;
[[File:Ruger Mark II MK512.jpg|thumb|none|300px|Ruger Mark II - .22 LR]]&lt;br /&gt;
[[File:HPIM0965.jpg|thumb|none|300px|Welrod Mark II - .32 ACP.]]&lt;br /&gt;
[[File:TranqPistolEvidence BOCW.jpg|thumb|none|600px|From this angle, the grip is very clearly inspired by the Ruger Mk II.]]&lt;br /&gt;
[[File:TranqPistol BOCW.jpg|thumb|none|600px|But the ejection port and large knurled breech charging handle is very much Welrod-like.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
A [[Heckler &amp;amp; Koch MP5K]] with a collapsible stock and a threaded barrel is available as the &amp;quot;MP5&amp;quot;. It has an aftermarket and anachronistic Vector Arms MP5K style handstop handguard with perforations instead of a vertical foregrip by default. It uses an HK claw mount with an anachronistic rail when equipping optics. It can be customized into a number of MP5 variants as seen below, having a wide latitude of barrel and stock configurations akin to ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''.&lt;br /&gt;
&lt;br /&gt;
While not anachronistic for the 80s segments, the MP5K is used by US troops in Bell's Vietnam War flashbacks, which is both inaccurate and anachronistic (the MP5K was developed in 1976, and while the standard MP5 was first developed in 1966, it didn't see any form of service in Vietnam until 1975 as the MP5SD with the Green Berets). In this case (along with certain other weapons in the Vietnam missions), it can somewhat be excused by the fact that these are false flashbacks mixed with hallucinations.&lt;br /&gt;
&lt;br /&gt;
All blueprint variants of the MP5 have the same lower receiver as those of ''Modern Warfare'' (being based on the receiver of a [[PTR 9KT]], which is incredibly anachronistic to ''Cold War''), with the triangular parts still facing the opposite direction compared to real S-E-F lowers.&lt;br /&gt;
[[File:Heckler &amp;amp; Koch MP5K fitted with a A3 stock.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K &amp;quot;Reverse Stretch&amp;quot; with A3 stock - 9x19mm]]&lt;br /&gt;
[[File:MP5Kpreview BOCW.jpg|thumb|none|600px|The MP5K in Gunsmith. Note the gripless handguard resembling modern [https://hkparts.net/product/hk-mp5k-sp89-sp5k-forearm-with-handstop-usa-p16466.htm American examples] with added vent holes for creativity points.]]&lt;br /&gt;
[[File:MP5KIdle BOCW.jpg|thumb|none|600px|The MP5K used on board a Soviet salvage ship.]]&lt;br /&gt;
[[File:MP5KInspect BOCW.jpg|thumb|none|600px|Inspecting the default 30 round magazine of the MP5K.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A3===&lt;br /&gt;
The weapon has some barrel attachments that turn it into a full-sized [[MP5A3]]. The “9.5&amp;quot; Extended” barrel has an original slimline handguard, while the “9.5&amp;quot; Ranger” has a &amp;quot;tropical&amp;quot; wide handguard.&lt;br /&gt;
[[File:H&amp;amp;KMP5A3slimforearm.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; handguard - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5A3.jpg|thumb|none|600px|The MP5A3 with a &amp;quot;STANAG 50 Rnd Drum&amp;quot; and &amp;quot;Collapsed Stock&amp;quot;.]]&lt;br /&gt;
[[File:MP5A3Idle BOCW.jpg|thumb|none|600px|An MP5A3 in Moscow.]]&lt;br /&gt;
[[File:MP5A3Inspect BOCW.jpg|thumb|none|600px|Turning it over to look at the ejection port and the &amp;quot;40 Rnd Speed Mag&amp;quot;, which is a slightly longer version of the early straight &amp;quot;waffle&amp;quot;-style magazine.]]&lt;br /&gt;
[[File:MP5A3Inspect2 BOCW.jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:MP5A3ADS BOCW.jpg|thumb|none|600px|Looking through the iron sights.]]&lt;br /&gt;
[[File:MP5A3.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with &amp;quot;tropical&amp;quot; wide handguard - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2===&lt;br /&gt;
The combination of the aforementioned barrel with the &amp;quot;Tactical Stock&amp;quot; turns the gun into an [[MP5A2]].&lt;br /&gt;
[[File:HK MP-5 A3.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with original &amp;quot;slimline&amp;quot; handguard and straight &amp;quot;waffle&amp;quot;-style magazine - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5A2.jpg|thumb|none|600px|The MP5A2 from the public beta with a &amp;quot;40 Rnd Speed Mag&amp;quot;. The &amp;quot;Salvo 50 Rnd Fast Mag&amp;quot; uses the same magazine model for some reason, albeit with a different tape and pull loop.]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A2WideForearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with &amp;quot;tropical&amp;quot; wide handguard - 9x19mm]]&lt;br /&gt;
[[File:MP5A2gunsmith BOCW.jpg|thumb|none|600px|The post launch MP5A2, with the &amp;quot;tropical&amp;quot; handguard.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
Combining either of the sound suppressors with the “9.5&amp;quot; Ranger” barrel configurations produces a [[Heckler &amp;amp; Koch MP5SD]] configuration. The “9.5&amp;quot; Extended” and “9.5&amp;quot; Reinforced Heavy” barrels also create an MP5SD with the handguard missing.&lt;br /&gt;
[[File:MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 with S-E-F trigger group - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5SD2.jpg|thumb|none|600px|An MP5SD2 configuration from the public beta with the &amp;quot;Agency Suppressor&amp;quot;.]]&lt;br /&gt;
[[File:MP5SD2gunsmith BOCW.jpg|thumb|none|600px|The post launch MP5SD2 in gunsmith preview.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
Ditto to the above configuration but with the default or one of the collapsible stock variants produces an MP5SD3.&lt;br /&gt;
[[File:MP5SD3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5SD3.jpg|thumb|none|600px|The MP5SD3 with the &amp;quot;Sound Suppressor&amp;quot; and &amp;quot;Jungle-Style Mag&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9 Hybrid==&lt;br /&gt;
A mildly fictionalized [[Intratec TEC-9]] was added with season five. It is depicted with the bolt assembly and charging handle of an [[Interdynamic KG-9]], although it is shown firing from a closed bolt like an actual TEC-9. It also has the front sight of a [[PPSh-41]] and the stock of an Interdynamic MP-9, though the latter can be removed with the &amp;quot;No Stock&amp;quot; attachment. When equipping grip attachments, it uses the base of the factory grip with the actual grip chopped off and replaced with the grip attachment of choice.&lt;br /&gt;
&lt;br /&gt;
It fires in semi-auto by default, but there are attachments that convert it into full-auto (the fire rate of which appears to be slower than in real life) and an inaccurate burst fire mode. It incorrectly holds 21 and 24 rounds (in multiplayer and Warzone respectively) in the actual 32-round magazine, presumably to prevent a burst from having less than 3 rounds.&lt;br /&gt;
&lt;br /&gt;
In terms of chronology, while the earlier MP-9/KG-9 was produced from 1981 (thus being borderline period appropriate for the 1981-1985 multiplayer maps), the TEC-9 has the post-1987 rear sight, rendering it anachronistic for the game.&lt;br /&gt;
&lt;br /&gt;
Dual TEC-9s are used by Perseus operative Kitsune in the season five cinematic trailer. The weapon is also seen in the &amp;quot;Harbinger Of Doom&amp;quot; calling card.&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 (post-1987 version) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:InterDynamicKG99.jpg|thumb|none|300px|Interdynamic KG-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Interdynamic MP-9.jpg|thumb|none|450px|Interdynamic MP-9 with foregrip and telescoping stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Tec9preview BOCW.jpg|thumb|none|600px|The mutant TEC-9 in the preview screen for the season 5 battlepass.]]&lt;br /&gt;
[[File:Tec9idle BOCW.jpg|thumb|none|600px|The TEC-9 in action in the slums of Panama City.]]&lt;br /&gt;
[[File:Tec9ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Tec9inspect BOCW.jpg|thumb|none|600px|Inspecting the gun. Note how, in addition to having the KG-9's bolt and charging handle, it also has its safety notch; the TEC-9 instead used the charging handle itself as a safety, pushing it into the bolt instead of using it to lock the bolt back.]]&lt;br /&gt;
[[File:Tec9inspect2 BOCW.jpg|thumb|none|600px|Checking out the closed bolt on a stock TEC-9]]&lt;br /&gt;
[[File:Tec9reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Tec9reload2 BOCW.jpg|thumb|none|600px|Note the various markings and warnings stamped into the polymer lower.]]&lt;br /&gt;
[[File:Tec9reload3 BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Tec9reload4 BOCW.jpg|thumb|none|600px|Charging the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;KSP 45&amp;quot;==&lt;br /&gt;
The &amp;quot;KSP 45&amp;quot; is a fictional 3-round burst submachine gun. The overal shape is similar to the 9mm version of the [[T2 MK5|Australian Automatic Arms 9mm SAC]], but takes other cues from submachine guns such as the [[Heckler &amp;amp; Koch UMP45]] (which does refer to as the “UMP” in the game files”) with its boxy design, selector switch style, and charging handle with lock open feature (though it is depicted on the right side rather than the left). It has an AR-like bolt release and an AK trigger guard with paddle magazine release. Notably, it also resembles the &amp;quot;MACHT 37&amp;quot; frankengun from ''[[Metal Gear Solid V: The Phantom Pain]]''. Its buttstock seems to combine the socket of a solid MP5 stock, the shape of one from the the AAA SAC or the Wieger StG-940, H&amp;amp;K G3 style sling attachment point and the foldability of the UMP stock; the &amp;quot;Tactical Stock&amp;quot; and &amp;quot;SAS Combat Stock&amp;quot; attachments swap this out for a [[PSG-1]]-style stock (without or with a cheek rest, respectively), while the &amp;quot;Wire Stock&amp;quot; attachment gives it a shortened Romanian AK wire stock and the &amp;quot;Duster Stock&amp;quot; gives it a UMP-style stock. Curiously, the &amp;quot;42 Rnd&amp;quot; and &amp;quot;48 Rnd STANAG&amp;quot; magazine attachments, while referred to as drums, are actually shrunken-down HK21 machine gun belt boxes with feed towers instead of belt feed openings; the &amp;quot;42 Rnd Speed Mag&amp;quot; and &amp;quot;SALVO 48 Rnd Fast Mag&amp;quot; are [[Spectre M4]]-esque quad stack mags (of the exact same size, with the only difference being the latter's cloth shroud). &lt;br /&gt;
&lt;br /&gt;
Although it isn't normally written in all caps, &amp;quot;Ksp&amp;quot; is the Swedish abbreviation for &amp;quot;machine gun&amp;quot; (short for ''Kulspruta''); however, the trademarks on the right side of the &amp;quot;KSP 45&amp;quot; identify it as a &amp;quot;Kühn &amp;amp; Schmidt MP-U&amp;quot; and state that it is of West German origin. There is also a &amp;quot;WARNING REFER TO OWNER'S MANUAL&amp;quot; stamp above the fire selector, which is similar to the markings on nonmilitary UMPs and USCs.&lt;br /&gt;
&lt;br /&gt;
It is also depicted as being used by a Vietcong guerilla in the &amp;quot;Brap Brap&amp;quot; calling card implying that it was used in Vietnam in the ''Black Ops'' universe, however, no H&amp;amp;K style weapons were used in the Vietnam War in reality.&lt;br /&gt;
[[File:AAA SAC 9mm.jpg|thumb|none|450px|Australian Automatic Arms 9mm SAC - 9x19mm]]&lt;br /&gt;
[[File:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:HKMP2000Prototype.jpg|thumb|none|450px|Experimental H&amp;amp;K MP2000 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:KSP45preview BOCW.jpg|thumb|none|600px|The &amp;quot;KSP 45&amp;quot; up close. At full size, the fire selector's 3 positions - &amp;quot;SAFE&amp;quot;, &amp;quot;BURST&amp;quot;, and &amp;quot;AUTO&amp;quot; - can be seen; ignoring the rather obvious fact that the weapon can't be set to full-auto in-game, the lack of a semi-auto position on a select-fire weapon is rather bizarre. Somewhat amusingly, the former is accompanied by a single large white block, while the latter features three small ones, and the three-round-burst position only features two.]]&lt;br /&gt;
[[File:KSP45Idle BOCW.jpg|thumb|none|600px|Holding the KSP 45.]]&lt;br /&gt;
[[File:KSP45ADS BOCW.jpg|thumb|none|600px|Aiming down the sights - here, the folding stock hinge is easily visible.]]&lt;br /&gt;
[[File:KSP45Inspect BOCW.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:KSP45Inspect2 BOCW.jpg|thumb|none|600px|Inspecting the right side. Note the UMP charging handle present over the ejection port and the small AR like brass deflector.]]&lt;br /&gt;
[[File:KSP45reload BOCW.jpg|thumb|none|600px|Reloading the KSP. Note the UMP like handguard covered with checkered texture like the early MP5 slimline forearm.]]&lt;br /&gt;
&lt;br /&gt;
==LAPA SM Modelo 3==&lt;br /&gt;
The [[LAPA SM Modelo 3]] was added during Season 6, under the name &amp;quot;LAPA&amp;quot; (an odd name, as LAPA is the manufacturer of the weapon). The SM Modelo 3 was a prototype weapon with only one example ever made rendering it virtually impossible to be used in any meaningful combat capacity.&lt;br /&gt;
[[File:LAPA SM MOD 3.jpg|thumb|none|450px|LAPA SM Modelo 3 - 9x19mm]]&lt;br /&gt;
[[File:LAPABPpreview BOCW.jpg|thumb|none|600px|The &amp;quot;LAPA&amp;quot; in the preview menu screen.]]&lt;br /&gt;
[[File:LAPAidle BOCW.jpg|thumb|none|600px|The &amp;quot;LAPA&amp;quot; and its owner checking out a parking garage in Miami Beach.]]&lt;br /&gt;
[[File:LAPAADS BOCW.jpg|thumb|none|600px|Aiming down the sights at a shifty looking garage door.]]&lt;br /&gt;
[[File:LAPAinspect1 BOCW.jpg|thumb|none|600px|Inspecting the firearm.]]&lt;br /&gt;
[[File:LAPAinspect2 BOCW.jpg|thumb|none|600px|Checking out the other side.]]&lt;br /&gt;
[[File:LAPAreload1 BOCW.jpg|thumb|none|600px|Reloading after dumping an entire magazine of 9mm into said garage door.]]&lt;br /&gt;
[[File:LAPAreload2 BOCW.jpg|thumb|none|600px|Giving the charging handle a good pull, cocking the gun.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;LC10&amp;quot;==&lt;br /&gt;
The &amp;quot;LC10&amp;quot; is a fictional submachine gun that was added in Season 2. It appears to be based on the [[Walther MPK]], with stylistic elements from (of all things) an [[Accuracy International Arctic Warfare]] sniper rifle ([https://youtu.be/0krEGBnWEag?t=903%20 the developers having stated that in-universe it was made by the same manufacturer as the game's Accuracy International-inspired &amp;quot;LW3 Tundra&amp;quot;]). Its Warzone incarnation was previously stated to be chambered in .45 ACP, but this was later changed to 9mm Parabellum. The muzzle brake and flash guard attachments still have the .45 caliber shown as part of their names (in which case it is mislabeled &amp;quot;.45 APC&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
[[File:Walther mpk unfolded.jpg|thumb|none|450px|Walther MPK with stock unfolded - 9x19mm]]&lt;br /&gt;
[[File:Arctic Warfare Folding Stock.jpg|thumb|none|450px|Accuracy International AW-F - 7.62x51mm NATO]]&lt;br /&gt;
[[File:LC10loadoutpreview BOCW.jpg|thumb|none|600px|The &amp;quot;LC10&amp;quot; in the loadout menu weapon preview screen. Peculiarly, the wire stock features a cheek pad.]]&lt;br /&gt;
[[File:LC10idle BOCW.jpg|thumb|none|600px|The &amp;quot;LC10&amp;quot; in the rather anachronistic Los Angeles high speed bullet train station ported from ''Black Ops 2''.]]&lt;br /&gt;
[[File:LC10ads BOCW.jpg|thumb|none|600px|Looking through the adjustable rear sight.]]&lt;br /&gt;
[[File:LC10reload1 BOCW.jpg|thumb|none|600px|Reloading from empty involves taking the fresh magazine and flicking the empty mag out by hitting the release paddle with the feed lip.]]&lt;br /&gt;
[[File:LC10reload2 BOCW.jpg|thumb|none|600px|Inserting the new magazine, then charging the bolt.]]&lt;br /&gt;
[[File:LC10inspect1 BOCW.jpg|thumb|none|600px|Much like the AUG, the LC10's transparent polymer magazine models the proper amount of ammunition in each magazine. Despite being depicted as a closed bolt gun, there is no round visible in the breech during the brass check section of the inspect animation.]]&lt;br /&gt;
[[File:LC10inspect2 BOCW.jpg|thumb|none|600px|Note the empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
The [[MAC-10]] was added in Season 1. It is depicted with a custom side cocking charging handle similar to low profile Uzi cocking levers and uses anachronistic front grip adapter and top rail when attaching grip and sight attachments respectively. The side is marked with &amp;quot;Cal .45 Auto&amp;quot;, which is contradicted by the use of a 32-round default magazine, the number &amp;quot;9&amp;quot; as part of some muzzle attachments names, and the use of 9mm Parabellum ammunition in Warzone. The weapon fires correctly from an open bolt in ''Cold War'', but incorrectly from a closed bolt in ''Warzone''.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Quick Judgement&amp;quot; blueprint is based on the Lawgiver MK II pistol from the ''Judge Dredd'' franchise.&lt;br /&gt;
[[File:IngramMAC10.jpg|thumb|none|300px|Ingram MAC-10 - 9x19mm]]&lt;br /&gt;
[[File:MAC10preview BOCW.jpg|thumb|none|600px|The MAC-10 in the battlepass preview screen.]]&lt;br /&gt;
[[File:MAC10idle BOCW.jpg|thumb|none|600px|The MAC-10 being used in a [[Back to the Future|New Jersey mall]].]]&lt;br /&gt;
[[File:MAC10ADS BOCW.jpg|thumb|none|600px|Looking through the basic notch sights. Note the misaligned front and rear sights.]]&lt;br /&gt;
[[File:MAC10inspect1 BOCW.jpg|thumb|none|600px|Inspecting the MAC-10.]]&lt;br /&gt;
[[File:MAC10inspect2 BOCW.jpg|thumb|none|600px|Checking the ejection port.]]&lt;br /&gt;
[[File:MAC10inspect3 BOCW.jpg|thumb|none|600px|Tugging on the charging handle.]]&lt;br /&gt;
[[File:MAC10reload BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:MAC10reload2 BOCW.jpg|thumb|none|600px|And then racking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-02 Kiparis==&lt;br /&gt;
The [[OTs-02 Kiparis]] was added in in the mid-season update for Season 4, under the name &amp;quot;OTs 9&amp;quot;. It is technically anachronistic to the 80s time period of the game, as while it was designed in the seventies, it was first serially produced in 1991. It uses 20-round magazines by default, though 25, 30, 32 and 40 round magazines are available as attachments, with the 30 rounder being the only real option. The 30 and 40 rounders are regular magazine extensions, while the 25 and 32 rounders are curved &amp;quot;speed mags&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Kiparis is one of the few weapons to have a distinctly different set of animations in ''Warzone'' compared to ''Cold War''.&lt;br /&gt;
[[File:Kiparis.jpg|thumb|none|450px|KBP OTs-02 &amp;quot;Kiparis&amp;quot; - 9x18mm Makarov]]&lt;br /&gt;
[[File:KiparisPreview BOCW.jpg|thumb|none|600px|The Kiparis in the gunsmith preview screen.]]&lt;br /&gt;
[[File:CW OTs9 idle.jpg|thumb|none|600px|Cpt. Price holds the OTs-02 Kiparis in the middle of a paintball arena.]]&lt;br /&gt;
[[File:CW OTs9 inspectleft.jpg|thumb|none|600px|Inspecting the Russian SMG; note that the selector is incorrectly pointing towards &amp;quot;ОД&amp;quot;, which is for semi-auto.]]&lt;br /&gt;
[[File:CW OTs9 inspectright.jpg|thumb|none|600px|Checking the SMG for any stray flecks of paint, here the bolt handle is clearly visible. It apparently moves independently of the rest of the gun during this animation; at the end (and after firing a shot), the bolt visibly drops down a couple of millimeters, suggesting that the animation doesn't quite loop like it's supposed to.]]&lt;br /&gt;
[[File:CW OTs9 irons.jpg|thumb|none|600px|Aiming down the clear ironsights.]]&lt;br /&gt;
[[File:CW OTs9 tacreload1.jpg|thumb|none|600px|Quickly using the magazine release before an employee notices the time-travelling SAS soldier in the middle of the arena.]]&lt;br /&gt;
[[File:CW OTs9 tacreload2.jpg|thumb|none|600px|Inserting a fresh magazine of 9x18mm Makarov.]]&lt;br /&gt;
[[File:CW OTs9 emptyreload beginflick.jpg|thumb|none|600px|The empty reload procedure involves flicking the magazine out, AK style...]]&lt;br /&gt;
[[File:CW OTs9 emptyreload flick.jpg|thumb|none|600px|...which results in the old magazine being knocked to the floor.]]&lt;br /&gt;
[[File:CW OTs9 emptyreload insert.jpg|thumb|none|600px|The penultimate step - loading a new stick mag.]]&lt;br /&gt;
[[File:CW OTs9 emptyreload bolt.jpg|thumb|none|600px|With an overarm tug on the bolt handle, Price is now free to travel back to [[Call of Duty: Modern Warfare (2019)|his own timeline]], taking his anachronistic SMG with him.]]&lt;br /&gt;
[[File:CW OTs9 melee.jpg|thumb|none|600px|But not before he waves the Kiparis around in the air, showing off the future of Russian SMG design to the bewildered paintball arena employees.]]&lt;br /&gt;
&lt;br /&gt;
==PM-63 RAK==&lt;br /&gt;
The [[PM-63 RAK]] was added during Season 3 as the &amp;quot;AMP63&amp;quot;; unlike its incarnation in ''[[Call of Duty: Black Ops|BO1]]'', it is classified as a pistol. Also unlike that incarnation, it has a correct 15-round capacity by default (with 20-, 22-, and 25-round optional magazines available, the latter being the only real one), as well as a more correct rate of fire. To avoid making anything too correct, its foregrip and stock are now permanently folded, and it erroneously fires from a closed bolt. Additionally, its Warzone incarnation is incorrectly chambered in 9mm Parabellum (a feature of the PM-70 prototype) rather than 9x18mm Makarov.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lawgiver&amp;quot; blueprint is based on the Lawgiver MK II pistol from the ''Judge Dredd'' franchise.&lt;br /&gt;
[[File:PM63.JPG|thumb|none|350px|PM-63 RAK - 9x18mm Makarov]]&lt;br /&gt;
[[File:PM63preview BOCW.jpg|thumb|none|600px|The PM-63 in a loadout menu.]]&lt;br /&gt;
[[File:PM63idle BOCW.jpg|thumb|none|600px|The PM-63 wielded by MI6 operative Park in New Mexico.]]&lt;br /&gt;
[[File:PM63ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:PM63inspect1 BOCW.jpg|thumb|none|600px|Inspecting the Polish submachine gun.]]&lt;br /&gt;
[[File:PM63inspect2 BOCW.jpg|thumb|none|600px|Checking the other side.]]&lt;br /&gt;
[[File:PM63reload1 BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:PM63reload2 BOCW.jpg|thumb|none|600px|Sliding in a new magazine.]]&lt;br /&gt;
[[File:PM63reload3 BOCW.jpg|thumb|none|600px|Racking the slide.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
An anachronistic and heavily stylized [[PP-19 Bizon-2]] (developed in the 1990s) appears under the name &amp;quot;Bullfrog&amp;quot;. It is depicted with a ribbed dust cover resembling that of an [[AS Val]], and the rear sight relocated to the rear of the receiver, along many other cosmetic changes. The default helical magazine only holds 50 rounds instead of 64 or 53 like its real-world counterpart (in 9x18mm Makarov and 9x19mm Parabellum, respectively), and its front attachment point is below the front sight (like the earlier Bizon-1). It has a top-folding stock by default, but can be fitted with a side-folding stock similar to that of other Bizon variants, via the &amp;quot;Duster Stock&amp;quot; or the &amp;quot;KGB Skeletal Stock&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:PP-19 Bizon top-folding stock.jpg|thumb|none|450px|PP-19 Bizon-2-01 with top-folding stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Bizonpreview BOCW.jpg|thumb|none|600px|The &amp;quot;Bullfrog&amp;quot; in Gunsmith. The stock is similar to the Dragunov MA prototype (a trials competitor to the AKS-74U) and the grip is shaped similar to the PP-71, another one of Dragunov's prototypes.]]&lt;br /&gt;
[[File:BizonIdle BOCW.jpg|thumb|none|600px|The &amp;quot;Bullfrog&amp;quot; in-game.]]&lt;br /&gt;
[[File:BizonADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:BizonInspect BOCW.jpg|thumb|none|600px|Inspecting involves popping out the helical magazine for a quick glance.]]&lt;br /&gt;
[[File:BizonInspect2 BOCW.jpg|thumb|none|600px|Then turning it over to look at the ejection port.]]&lt;br /&gt;
[[File:BizonReload BOCW.jpg|thumb|none|600px|Dropping an empty magazine.]]&lt;br /&gt;
[[File:BizonReload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine. Note the conspicuous lack of ammunition, made all the more conspicuous by its presence in the inspection animation.]]&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:BOCW Bizon stock.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] was added in Season 3. It is carried by some Red Army soldiers in the intro cutscene of the Zombies map Die Maschine and inaccurately by Soviet troops in the Season 3 cutscene, which is set in 1984. It is also seen in the &amp;quot;Combat Hardened&amp;quot; achievement icon which is based on the &amp;quot;Stand to Death&amp;quot; statue in Volgograd.&lt;br /&gt;
&lt;br /&gt;
By default, it holds 32 rounds; this is a characteristic of the MP41(r), a German 9x19mm conversion of the PPSh-41 from WWII, even though the in-game weapon is modeled with a standard PPSh-41's 35-round magazine. Interestingly, the &amp;quot;VDV 50 Round Fast Mag&amp;quot; attachment gives the weapon a straight magazine looking similar to that of the MP41(r). To confuse matters further, its muzzle attachments imply that it's chambered in .45 ACP (or rather, .45 &amp;quot;APC&amp;quot;), a feature of absolutely no version of the PPSh.&lt;br /&gt;
&lt;br /&gt;
The weapon has a variety of rather strange barrel options - the &amp;quot;15.7&amp;quot; Task Force&amp;quot; barrel, as well as the &amp;quot;Loud Pipe&amp;quot; variant, have a front forend and heat shield styled after the [[SVT-40]] (a setup extremely similar to the &amp;quot;Thrive&amp;quot; and &amp;quot;Snake&amp;quot; variations from ''[[Call of Duty: WWII]]''); the &amp;quot;14.9&amp;quot; Rifled&amp;quot; barrel gives it an [[Erma EMP-35]]'s barrel shroud and the small wooden forend of a [[PPD-40]]; the &amp;quot;14.9&amp;quot; Ranger&amp;quot; barrel has what appears to be a [[Browning M1919]] barrel shroud with a [[Karabiner 98k]] front sight; the &amp;quot;14.9&amp;quot; Reinforced Heavy&amp;quot; barrel is taken from the [[K-50M]] (albeit also fitted with a Kar98k's front sight); the &amp;quot;12.7&amp;quot; Cavalry Lancer&amp;quot; barrel is seemingly inspired by the PPD-40's (albeit shorter, with larger vents and no handguard); and the &amp;quot;14.3&amp;quot; Extended&amp;quot; barrel is taken from the [[PPS-43]]. Stock options include the &amp;quot;Tactical Stock&amp;quot; (an [[MP28]]-style stock with a leather cheekrest), the &amp;quot;Spetznaz Stock&amp;quot; (a regular-looking stock with a cheekrest and two seemingly-random bolts driven directly through the receiver), and the &amp;quot;Marathon&amp;quot;, &amp;quot;Duster&amp;quot;, and &amp;quot;CQB&amp;quot; stocks (all sawn off, with the former having the original wooden side panels, the latter having K-50M-esque metal side panels, and the Duster having the metal side panels of the experimental folding-stocked PPSh-45; these panels are also used by the &amp;quot;Raider Stock&amp;quot;, seemingly a grafted-on rifle stock).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Night Raid&amp;quot; blueprint (a promotional pre-order reward in BOCW for [[Call of Duty: Vanguard]]) is stylized after WWII planes like the P-40 Warhawk with the addition of a red dot sight stylized after WWII aircraft reflector gunsights like the Mk 20 Mod 4 sight.&lt;br /&gt;
[[File:Ppsh41.jpg‎|thumb|none|450px|PPSh-41 with 35-round box magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:PPSH41battlepasspreview BOCW.jpg|thumb|none|600px|The PPSh-41 in the battlepass preview. Note the 35-round box magazine inaccurately holding only 32 rounds.]]&lt;br /&gt;
[[File:PPSH41idle BOCW.jpg|thumb|none|600px|NATO operator Hunter wields a PPSh-41.]]&lt;br /&gt;
[[File:PPSH41ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:PPSH41inspect1 BOCW.jpg|thumb|none|600px|Inspecting the submachine gun.]]&lt;br /&gt;
[[File:PPSH41inspect2 BOCW.jpg|thumb|none|600px|Flipping it over.]]&lt;br /&gt;
[[File:PPSH41reload1 BOCW.jpg|thumb|none|600px|Taking out an empty magazine.]]&lt;br /&gt;
[[File:PPSH41reload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PPSH41reload3 BOCW.jpg|thumb|none|600px|Cocking the gun.]]&lt;br /&gt;
[[File:PPSH-01-SMG.jpg‎|thumb|none|450px|PPSh-41 with 71 round drum - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:BOCW PPSh drum.jpg|thumb|none|600px|The weapon loaded with a drum magazine, which only holds 55 rounds. A version of this drum with some canvas wrapped around the bottom holds 85, somehow.]]&lt;br /&gt;
[[File:BOCW PPSh SVT barrel.jpg|thumb|none|600px|The &amp;quot;Task Force&amp;quot; barrel makes the front end of the PPSh resemble the [[SVT-40]].]]&lt;br /&gt;
[[File:BOCWMaschine-PPShSVT.jpg|thumb|none|600px|Soviet soldiers with PPSh-41s in the &amp;quot;Die Maschine&amp;quot; intro.]]&lt;br /&gt;
[[File:PPSH 9MM.JPG|thumb|none|450px|PPSh-41 with 9mm conversion - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BOCW PPSh 9m.jpg|thumb|none|600px|The &amp;quot;VDV 50 round fast mag&amp;quot; resembles a 9x19mm converted PPSh.]]&lt;br /&gt;
&lt;br /&gt;
==SOCIMI Type 821==&lt;br /&gt;
The [[SOCIMI Type 821]] appears in-game. It was referred to as the &amp;quot;Type 821&amp;quot; during the alpha, but the name was changed to &amp;quot;Milano 821&amp;quot; in the Beta (with Milano being Italian for Milan, the city where this gun was made). It has an anachronistic Masterpiece Arms side cocking charging handle instead of the proper top mounted one like the [[Uzi]] it was based on. It is anachronistic to the campaign's 1981 time period, as it was designed in 1983 and produced in 1984 (the earlier Uzi would have been a better choice).&lt;br /&gt;
[[File:Socimi821.jpg|thumb|none|450px|Socimi Type 821 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Mpa10sst.jpg|thumb|none|300px|MasterPiece Arms MPA10SST - .45 ACP]]&lt;br /&gt;
[[File:Type821preview BOCW.jpg|thumb|none|600px|The Type 821 in Gunsmith. It lacks a stock by default.]]&lt;br /&gt;
[[File:Type821idle BOCW.jpg|thumb|none|600px|The Type 821 in a Nicaraguan cartel plantation, now fitted with a folding stock. Note that the weapon has been modified with a side cocking charging handle from modern Masterpiece Arms MAC 10/11 clones.]]&lt;br /&gt;
[[File:Type821ADS BOCW.jpg|thumb|none|600px|Looking down the notch sights.]]&lt;br /&gt;
[[File:Type821inspect BOCW.jpg|thumb|none|600px|Inspecting the Type 821.]]&lt;br /&gt;
[[File:Type821inspect2 BOCW.jpg|thumb|none|600px|Inspecting the other side. Unfortunately, like the Uzi from the previous [[Call of Duty: Modern Warfare (2019)|Call of Duty]], the open bolt design of the Type 821 is not reflected in the third person model.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] appears as the &amp;quot;Gallo SA12&amp;quot; (''gallo'' means &amp;quot;rooster&amp;quot; or &amp;quot;cock&amp;quot; in Italian). It is used in semi-automatic mode, and the stock is folded by default, but it can be modified with some unfolded stock options, as well as a fixed stock or no stock at all. Attaching optics will automatically unfold the stock as well. It is weirdly used by Soviet forces in the campaign, and also appears anachronistically in the false flashbacks to the Vietnam War.&lt;br /&gt;
&lt;br /&gt;
In a rare bit of realism, the carrier latch button is depressed during reloads to allow the user to load shells (unless an optical attachment is used, in which case the player character will grasp the shotgun from the heat shield instead). When not aiming, the weapon will be upended during reloads (as previously seen in ''[[Call of Duty: Modern Warfare 2|Modern Warfare 2 Campaign Remastered]]''), while the weapon will be held right-side up if reloading while aiming. However, the gun is never rechambered after an empty reload. It holds 7 shells, which is possible with 6 round tubes and a 7th shell in the chamber (or with an underloaded 8-round tube), but as this is never depicted, the tube length is fictional. The magazine tube itself looks more like a 5 or 6 shell tube rather than the 7 shells the weapon actually holds.&lt;br /&gt;
&lt;br /&gt;
The extended 9 and 12 round tubes are modeled incorrectly; while the tube does get longer, it only grows by about 0.5 shells length each time to avoid a comically large magazine tube sticking out of the front of the shotgun.&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 with stock folded - 12 gauge]]&lt;br /&gt;
[[File:SPAS12preview BOCW.jpg|thumb|none|600px|The SPAS-12 in Gunsmith.]]&lt;br /&gt;
[[File:SPAS12Idle BOCW.jpg|thumb|none|600px|The SPAS-12 in use on a CIA raid of an East German aircraft hangar.]]&lt;br /&gt;
[[File:SPAS12ADS BOCW.jpg|thumb|none|600px|Aiming down the sights with the stock folded up. This is inaccurate to the real SPAS-12; the end of the stock is solid and you cannot aim down the sights with the stock folded.]]&lt;br /&gt;
[[File:SPAS12Inspect BOCW.jpg|thumb|none|600px|Inspecting the SPAS-12.]]&lt;br /&gt;
[[File:SPAS12Inspect2 BOCW.jpg|thumb|none|600px|Checking the other side.]]&lt;br /&gt;
[[File:SPAS12Reload BOCW.jpg|thumb|none|600px|Loading up the magazine tube.]]&lt;br /&gt;
[[File:ADS SPAS-12 BLOPS CW.jpg|thumb|none|600px|When reloading while aiming, the shotgun is held right-side up with the support hand holding down the carrier latch button.]]&lt;br /&gt;
&lt;br /&gt;
==Henry .410 Lever Action Shotgun==&lt;br /&gt;
A stylized [[Henry USA rifle series#Henry .410 Lever Action Shotgun|Henry .410 Lever Action Shotgun]] was added with Season 6 as the &amp;quot;.410 Ironhide&amp;quot;. It is extremely anachronistic; not only were Henry lever action shotguns not produced until 2017, but the side loading gate version featured in-game was introduced in 2019. It is fitted with a Williams sight. Compared to the game's other shotguns, it is more precision-oriented, with the tightest spread, lowest fire rate, and worst hipfire spread (the weapon's barrel somehow spreading pellets differently based on how the user looks at it); somewhat bafflingly, it also does the most damage out of all the game's shotguns, despite firing the smallest shells by a substantial margin.&lt;br /&gt;
&lt;br /&gt;
In a reverse of the SPAS-12's errors, the Henry .410 is ''always'' cocked after every reload in ''Cold War''’s multiplayer. However, this is corrected in Warzone, where it is only cocked when empty.&lt;br /&gt;
[[File:H018G-410R.jpg|thumb|none|450px|Henry H018G-410R - .410 bore]]&lt;br /&gt;
[[File:Henry410BPpreview BOCW.jpg|thumb|none|600px|The Henry Lever Action Shotgun in the battlepass preview menu.]]&lt;br /&gt;
[[File:Henry410idle BOCW.jpg|thumb|none|600px|The Henry .410 wielded by NATO operator Park, in a Soviet live fire training compound,]]&lt;br /&gt;
[[File:Henry410ADS BOCW.jpg|thumb|none|600px|Aiming down Main Street, USA.]]&lt;br /&gt;
[[File:Henry410inspect1 BOCW.jpg|thumb|none|600px|Inspecting the time travelling lever action shotgun. Note the top of the receiver is drilled and tapped for an optic mount.]]&lt;br /&gt;
[[File:Henry410inspect2 BOCW.jpg|thumb|none|600px|Flipping the shotgun over and examining the loading gate and ejection port.]]&lt;br /&gt;
[[File:Henry410reload BOCW.jpg|thumb|none|600px|Inserting fresh shells into the loading gate.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
The [[Ithaca 37]] appears in-game as the &amp;quot;Hauer 77&amp;quot;, likely a reference to [[Rutger Hauer]], the late star of the film ''[[Hobo with a Shotgun]]''. The weapon is pumped after every single reload (in both Cold War and Warzone).&lt;br /&gt;
&lt;br /&gt;
A shortened version called the &amp;quot;Sucker Punch&amp;quot; is available as a skin via the &amp;quot;Air Sea Land&amp;quot; pack for the Ultimate Edition. The base weapon can also be shortened by equipping the “19.3&amp;quot; Hammer Forged” barrel and the &amp;quot;No Stock&amp;quot; attachment.&lt;br /&gt;
[[File:IthacaBayo.jpg|thumb|none|450px|Ithaca 37 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:Ithaca37preview BOCW.jpg|thumb|none|600px|The Ithaca 37 in Gunsmith. It is fitted with a heat shield by default, the bayonet lug is removed and the sling loop is attached to the magazine tube.]]&lt;br /&gt;
[[File:Ithaca37idle BOCW.jpg|thumb|none|600px|The Ithaca 37 used on board a Soviet salvage ship.]]&lt;br /&gt;
[[File:Ithaca37ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Ithaca37Inspect BOCW.jpg|thumb|none|600px|Inspecting the Ithaca 37.]]&lt;br /&gt;
[[File:Ithaca37Inspect2 BOCW.jpg|thumb|none|600px|Every weapon inspect for the Ithaca 37 involves the player character working the pump.]]&lt;br /&gt;
[[File:Ithaca37Reload BOCW.jpg|thumb|none|600px|Loading the magazine tube up.]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The [[Penn Arms Striker-12]] was added to the game during Season 1. It has the auto-ejection mechanism (and therefore the shell deflector) of late models, but lacks a rear drum advance lever like early models. The design is anachronistic, as the auto-ejection feature on Striker shotguns (developed in 1989) wasn't yet in existence during game's time period (when the company was called Sentinel Arms), and the original model wouldn't fit in the pre-1983 multiplayer maps either.&lt;br /&gt;
&lt;br /&gt;
It is referred to as the &amp;quot;Streetsweeper&amp;quot;, and incorrectly fires in fully-automatic mode. Unlike its counterpart from previous games, the winding key is correctly used to rotate the cylinder while reloading, although there is a missing step in which the player character is supposed to manually eject the last shell with the ejector rod.&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|400px|Penn Arms Striker-12 - 12 gauge]]&lt;br /&gt;
[[File:Striker12FullLength.jpg|thumb|none|400px|Sentinel Arms Striker-12 with civilian-legal 18&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:Striker12preview BOCW.jpg|thumb|none|600px|The Striker-12.]]&lt;br /&gt;
[[File:Striker12Idle BOCW.jpg|thumb|none|600px|The Striker-12 in service inside a West German US Army base.]]&lt;br /&gt;
[[File:Striker12ADS BOCW.jpg|thumb|none|600px|The Striker-12's iron sights.]]&lt;br /&gt;
[[File:Striker12Inspect BOCW.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:Striker12Inspect2 BOCW.jpg|thumb|none|600px|Carefully reading the warning label on the side of the receiver.]]&lt;br /&gt;
[[File:Striker12Reload BOCW.jpg|thumb|none|600px|Reloading by twisting the winding key for each new shell.]]&lt;br /&gt;
[[File:Striker12Reload2 BOCW.jpg|thumb|none|600px|Inserting a new shell.]]&lt;br /&gt;
&lt;br /&gt;
==TP-82==&lt;br /&gt;
A stylized [[TP-82]] was added in season five as the &amp;quot;Marshal&amp;quot;, an in-universe predecessor to ''BO3''’s [[Talk:Call of Duty: Black Ops III#&amp;quot;Marshal 16&amp;quot;|&amp;quot;Marshal 16&amp;quot;]]. It is used by Woods as a backup sidearm in the season five cinematic trailer. It is classed as a pistol instead of a shotgun.&lt;br /&gt;
&lt;br /&gt;
The weapon lacks the 5.45mm barrel that the actual weapon has, meaning it functions as a regular double-barrel shotgun. Furthermore, it has been rechambered for 12 gauge instead of the 12.5x70mm shells it actually uses. Owing to its pistol classification, it can be dual-wielded. The weapon only has 6 attachments, which include two optics (mounted on an anachronistic Picatinny rail), a cut-down barrel, a longer barrel and dual-wield. The final attachment is &amp;quot;Dragon's Breath&amp;quot; shells, which do not set enemies on fire, instead they just have a flat damage increase and a cosmetic fire effect, but they are still countered by Flak Jacket.&lt;br /&gt;
&lt;br /&gt;
The two hammers on the gun are not dynamically animated in BOCW, but are in ''Warzone''. In BOCW, the right hammer doesn't drop after firing the first shot (from the right barrel), and both hammers will only drop (simultaneously) after firing both shots; the ''Warzone'' animation correctly shows the right hammer dropping after the first shot. This also extends to the reload animations: the BOCW animation only shows the operator cocking both hammers when reloading both both barrels, while the ''Warzone'' animation has an additional animation showing the operator cocking the one dropped hammer when reloading a single barrel.&lt;br /&gt;
&lt;br /&gt;
Markings on the weapon read &amp;quot;Manufactured in the USA&amp;quot; and &amp;quot;Marshal 82&amp;quot;. In a nice bit of attention-to-detail, struck primers can be seen on the fired shells when reloading. &lt;br /&gt;
[[File:TP-82.jpg|thumb|none|400px|TP-82 - 5.45x39mm &amp;amp; 12.5x70mm (roughly 40 gauge)]]&lt;br /&gt;
[[File:TP82preview BOCW.jpg|thumb|none|600px|Gunsmith preview.]]&lt;br /&gt;
[[File:TP82idle BOCW.jpg|thumb|none|600px|The &amp;quot;Marshal&amp;quot; on the map &amp;quot;Diesel&amp;quot;.]]&lt;br /&gt;
[[File:TP82empty BOCW.jpg|thumb|none|600px|After depleting your ammo pool, the hammers will be correctly shown as uncocked.]]&lt;br /&gt;
[[File:TP82ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:TP82inspect1 BOCW.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:TP82inspect2 BOCW.jpg|thumb|none|600px|Flipping it over.]]&lt;br /&gt;
[[File:TP82inspect3 BOCW.jpg|thumb|none|600px|Checking the breech, note the unstruck primers on the shotgun shells.]]&lt;br /&gt;
[[File:TP82reload BOCW.jpg|thumb|none|600px|Reloading the &amp;quot;Marshal&amp;quot;, note the now struck primer on the right.]]&lt;br /&gt;
[[File:TP82reload2 BOCW.jpg|thumb|none|600px|Spent hulls ejected.]]&lt;br /&gt;
[[File:TP82reload3 BOCW.jpg|thumb|none|600px|Fresh shells inserted.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles / Carbines=&lt;br /&gt;
==Ak 5==&lt;br /&gt;
A stylized [[Ak 5]] is featured in the game as the &amp;quot;Krig 6&amp;quot; (''krig'' means &amp;quot;war&amp;quot; in Swedish). It anachronistically appears in the campaign's 1981 period and in the false flashbacks to Vietnam, as it was first produced in 1986 (the [[FN FNC]], from which the Ak 5 was derived, would have been a more appropriate choice for the 80s segments). It also uses an anachronistic upper rail when equipping optics. It is used inaccurately by the East German police and Soviet and American troops in the campaign, who would much more likely use the [[AKS-74|MPi-AKS-74N]] and [[M16]] respectively.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tactical Stock&amp;quot; gives it a synthetic fixed [[FN FAL]] stock (similar to some FNC configurations), and the &amp;quot;Commando Assembly&amp;quot; stock is taken from a [[SIG SG 550]] series rifle.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|450px|Bofors Ak 5 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Ak5preview BOCW.jpg|thumb|none|600px|The Ak 5 in Gunsmith. Note the stylistically fictionalized handguard, the early FN FNC-style trigger guard, the lack of reinforcement on the wire stock, as well as the addition of a bolt release paddle, something that the actual Ak 5 (lacking a bolt hold open device) does not have. In reality, the bolt hold open device and automatic nature of the feature would not be added to the weapon system until the Ak 5C became finalized and adopted in the mid-2000s.]]&lt;br /&gt;
[[File:Ak5idle BOCW.jpg|thumb|none|600px|The Ak 5 enjoying a snow map, as its heritage demands.]]&lt;br /&gt;
[[File:Ak5ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Ak5inspect BOCW.jpg|thumb|none|600px|Holding up the gun for an inspect.]]&lt;br /&gt;
[[File:Ak5inspect2 BOCW.jpg|thumb|none|600px|Checking the other side. Note how the weapon also has an FNC-style charging handle.]]&lt;br /&gt;
[[File:Ak5reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Ak5reload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:Ak5reload3 BOCW.jpg|thumb|none|600px|Racking the charging handle to chamber a round. The fictional bolt release paddle is slapped instead in the reloads of some of the magazine options.]]&lt;br /&gt;
[[File:BOCW-Ak5-1.jpg|thumb|none|600px|Woods wields an Ak 5 with an upper rail in a trailer. Note the picatinny rail which is of the anachronistic modern style.]]&lt;br /&gt;
[[File:BOCW-Ak5-2.jpg|thumb|none|600px|The Ak 5 going down in a Michael Bay style sequence. For some reason, the flash hider is missing in this sequence, and the stock is clipping through the ground.]]&lt;br /&gt;
[[File:BOCW AK5 Trailer.jpeg|thumb|none|600px|Sims with an Ak 5 in the multiplayer reveal trailer.]]&lt;br /&gt;
[[File:FNC REM Sporter.jpg|thumb|450px|none|FN FNC - 5.56x45mm]]&lt;br /&gt;
[[File:BOCW Ak5-FNC.jpg|thumb|none|600px|The Ak 5 can be configured with an FNC handguard with the “19.7&amp;quot; Ranger” barrel configuration.]]&lt;br /&gt;
&lt;br /&gt;
==AK-47/AKM Hybrid==&lt;br /&gt;
An &amp;quot;[[AK-47]]&amp;quot; is featured in the game. During the alpha and beta stages, it was mostly modeled correctly after an AK-47, albeit with an [[AKM]]-style pistol grip and slant compensator. However, the model of the base gun was changed in the final game: now it also has an AKM's stamped receiver and ribbed top cover, while retaining the AK-47's gas block, gas tube, front sight block, handguard, and stock.&lt;br /&gt;
&lt;br /&gt;
It can be fitted with an [[RPK]]-style barrel and stock via the “20&amp;quot; Liberator” barrel and the &amp;quot;Tactical Stock&amp;quot; respectively. Other notable Eastern Bloc customizations include a Romanian/East German style coat-hanger stock with the added cheek strut piece as the &amp;quot;Wire Stock&amp;quot;. The &amp;quot;Foregrip&amp;quot; is a Romanian type wooden foregrip and the &amp;quot;Patrol Grip&amp;quot; is a Hungarian FEG-style foregrip. It uses a fictionalized Dragunov optics mount modified into a rail mount when equipping optics.&lt;br /&gt;
&lt;br /&gt;
The AK can also take an extended 40-round steel magazine or a 50-round orange Bakelite resin mag.&lt;br /&gt;
&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:AKpreview BOCW.jpg|thumb|none|600px|The launch version model of the &amp;quot;AK-47&amp;quot;, featuring the ribbed dust cover and stamped receiver.]]&lt;br /&gt;
[[File:AK47idle BOCW.jpg|thumb|none|600px|The AK hybrid in an East German training facility.]]&lt;br /&gt;
[[File:AK47ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:AK47inspect BOCW.jpg|thumb|none|600px|Adler removes the magazine during the weapon inspect.]]&lt;br /&gt;
[[File:AK47inspect2 BOCW.jpg|thumb|none|600px|Then does a chamber check. There will always be a round in the chamber, regardless of whether you have ammunition or not.]]&lt;br /&gt;
[[File:AK47reload BOCW.jpg|thumb|none|600px|Reloading from empty involves flinging the old magazine out by hitting the mag release with the feed lip of a new magazine.]]&lt;br /&gt;
[[File:AK47reload2 BOCW.jpg|thumb|none|600px|Then after rocking in the fresh magazine, racking the bolt with an anachronistic underhand charge. The underhand charge is a modern technique that appears to have developed after the 2000s. Interestingly, a more conventional reload was used in the beta but was changed to the underhand method in the final game presumably due to the community's dissatisfaction with the game's reload animations compared to ''Modern Warfare''.]]&lt;br /&gt;
&lt;br /&gt;
===AK-47===&lt;br /&gt;
Many blueprints, such as the &amp;quot;Iron Curtain&amp;quot; and &amp;quot;Soviet Standard&amp;quot;, retain the AK-47's appearance seen in earlier builds of the game. Additionally, some unusable AK-47s can be seen in the CIA Safehouse.&lt;br /&gt;
&lt;br /&gt;
The Season 1 &amp;quot;Prototype&amp;quot; blueprint gives the weapon a green M16-style stock and a modern barrel, and the &amp;quot;Lethal Damage&amp;quot; blueprint has a sporterized stock.&lt;br /&gt;
&lt;br /&gt;
[[File:PolyTechLegendAK47.jpg|thumb|none|450px|Poly Technologies Legend AK with original Russian style front sight, AKM muzzle brake, and bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:BOCW-AK-2.jpeg|thumb|none|600px|The older AK-47 model during the alpha. Note the presence of an AKM-type pistol grip, the opposite of the AKS-74U as seen below.]]&lt;br /&gt;
[[File:BOCW RPK.jpg|thumb|none|600px|A pseudo-RPK build on the loadout wall in the beta.]]&lt;br /&gt;
[[File:BOCW AK Proto.jpg|thumb|none|600px|The odd-looking &amp;quot;Prototype&amp;quot; blueprint.]]&lt;br /&gt;
[[Image:Radom Hunter.jpg|thumb|450px|none|Radom Hunter - 7.62x39mm. Image used to show the sporterized stock.]]&lt;br /&gt;
[[File:BOCW AK sport.jpg|thumb|none|600px|The sporterized stock on the &amp;quot;Lethal Damage&amp;quot; blueprint.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-47===&lt;br /&gt;
Equipping the &amp;quot;Duster Stock&amp;quot; on some blueprints turns the gun into an [[AKS-47]].&lt;br /&gt;
&lt;br /&gt;
[[File:DeactivatedAKS(1954-59).jpg|thumb|none|450px|AKS-47 - 7.62x39mm]]&lt;br /&gt;
[[File:BOCW AKS-47.jpg|thumb|none|600px|An AKS-47 build in the beta. The &amp;quot;Taped Mags&amp;quot; change the reload animations to be all done with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===Norinco Type 56===&lt;br /&gt;
The &amp;quot;AK-47&amp;quot; wielded by NVA and VC soldiers in the Vietnam flashback missions is modeled after the Chinese [[Norinco Type 56]].&lt;br /&gt;
&lt;br /&gt;
[[File:Early type 56.jpg|thumb|none|450px|Norinco Type 56, early milled receiver model with bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:Type56-2.jpg|thumb|none|450px|Norinco Type 56-2 - 7.62x39mm]]&lt;br /&gt;
[[File:Type56 BOCW.jpg|thumb|none|600px|Bell admiring her newly acquired Type 56.]]&lt;br /&gt;
[[File:Type56 BOCWsights.jpg|thumb|none|600px|Looking down the fully enclosed hood of the front sight post, also note the milled dust cover.]]&lt;br /&gt;
[[File:Type56 BOCWreload.jpg|thumb|none|600px|Reloading shows the early slab sided AK-47 magazine unique to the Type 56 weapon model in game, as well as the folded (and sadly unusable) spike bayonet.]]&lt;br /&gt;
[[File:Type56 BOCWreload2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Type56wm BOCW.jpg|thumb|none|600px|The world model of the Type 56 shows the Type 56-2 style folding stock, which is anachronistic to those (false) flashback missions, because the Type 56-2 was released after the war in 1980. Note how it also has an Type 56/AK-47 style pistol grip rather than the AKM one used on the base AK.]]&lt;br /&gt;
&lt;br /&gt;
===AMD-65===&lt;br /&gt;
The ''[[Rambo III]]'' inspired &amp;quot;Bloodstained&amp;quot; blueprint gives the gun a similar appearance to the [[AMD-65]], except that it retains the AK-47's front sight and gas system.&lt;br /&gt;
&lt;br /&gt;
[[File:AMD65Short.jpg‎|thumb|none|450px|Hungarian AMD-65 as seen in the film - 7.62x39mm. This one has an American copy of an Israeli blank fire adapter (which is slightly longer and thinner than most commonly seen external BFAs. This is the version seen in the movie.)]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is one of the weapons in ''Black Ops Cold War''. In classic ''Call of Duty'' tradition, it is incorrectly classified as a submachine gun and referred to as the &amp;quot;AK-74u&amp;quot;. While not anachronistic for the 80s segments, it's quite overrepresented even with Woods having one in his trunk at a time when the Soviets were just introducing it to service in Afghanistan. It also appears anachronistically in Bell's false flashbacks to the Vietnam War, where it's inaccurately used by the Vietcong.&lt;br /&gt;
&lt;br /&gt;
It has attachment configurations that approximate members of the [[AS Val]] family. The &amp;quot;Duster Stock&amp;quot; is similar the Val stock, the &amp;quot;Commando Assembly&amp;quot; stock is from the [[VSS Vintorez]], and the “10.3&amp;quot; Ranger” barrel configuration uses the SR-3M's handguard. The &amp;quot;40 Rd Speed Mag&amp;quot; is also a 20-round 6L25 9x39mm magazine.&lt;br /&gt;
&lt;br /&gt;
In addition, the drum magazine attachments are straighter-style 7.62x39mm drum magazines.&lt;br /&gt;
[[File:AKS74U.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:AKS-74upreview BOCW.jpg|thumb|none|600px|While this is the most accurately modeled AKS-74U in the ''Call of Duty'' series so far, it is shown with an AK-47 style pistol grip, apparently having traded grips with the Beta AK-47.]]&lt;br /&gt;
[[File:AKS-74uIdle BOCW.jpg|thumb|none|600px|Sims holds an AKS-74U while looking at some sand dunes.]]&lt;br /&gt;
[[File:AKS-74uADS BOCW.jpg|thumb|none|600px|Aiming down the distinctive rear notch of the AKS-74U.]]&lt;br /&gt;
[[File:AKS-74uInspect BOCW.jpg|thumb|none|600px|Inspecting the AKS-74U.]]&lt;br /&gt;
[[File:AKS-74uInspect2 BOCW.jpg|thumb|none|600px|Checking out the ejection port and correctly positioned safety lever.]]&lt;br /&gt;
[[File:AKS-74uReload BOCW.jpg|thumb|none|600px|Swapping magazines during a reload.]]&lt;br /&gt;
[[File:BOCW AKS-74U 9x39.jpg|thumb|none|600px|The AKS-74U with various 9x39mm components. Either of the suppressor attachments convert into a Val/VSS style suppressor with the &amp;quot;Ranger&amp;quot; and two of the other barrel mods.]]&lt;br /&gt;
[[File:Aks74uEscapeplanblackopscw.jpg|thumb|none|600px|The &amp;quot;Escape Plan&amp;quot; blueprint of the AKS-74U - as with the &amp;quot;Battleworn&amp;quot; AKM from ''Modern Warfare Remastered'', the dust cover is gone and reveals fully modeled internals. Note that the &amp;quot;Spetsnaz PKM Stock&amp;quot; attachment is just a regular AK-type stock in this blueprint. Also note that this game does not contain a PKM, which is odd, as many Warsaw Pact weapons feature stocks with &amp;quot;Spetsnaz PKM stock&amp;quot; as their name.]]&lt;br /&gt;
&lt;br /&gt;
==APS Underwater Rifle==&lt;br /&gt;
The [[APS Underwater Assault Rifle]] was added in an update on May 6, 2022. It is referred to as the &amp;quot;UGR&amp;quot;, and is incorrectly classified as a submachine gun (a fact even its own description seems to acknowledge, given that it is described as an &amp;quot;underwater rifle modified for improved land performance&amp;quot;; these &amp;quot;improvements&amp;quot; are presumably what stops the weapon from physically destroying itself within 180 rounds fired above water).&lt;br /&gt;
&lt;br /&gt;
Like many of the game's weapons, it features several visual alterations compared to its real-world counterpart; most notably, it feeds from a flat-bottomed magazine reminiscent of the QBS-06 (a Chinese derivative of the APS). This holds an incorrect 27 rounds (compared to the QBS's 25 and the APS's 26), presumably to prevent an incomplete burst at the end of a magazine when the unique &amp;quot;Burst Fire Repeater&amp;quot; muzzle device (which somehow makes the weapon fire in three-round bursts, despite being little more than an [[MG81]]-style flash hider) is used. A more appropriate staggered-bottomed magazine (albeit with an even more incorrect 30-round capacity) is the weapon's only alternate ammo option; this is full of explosive-tipped darts, presumably to help drive home the idea of this weapon as an in-universe predecessor to ''[[Call of Duty: Black Ops 4|BO4]]'''s &amp;quot;S6 Stingray&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Interestingly, this is the only weapon that is actually appropriate for the game's otherwise implausible underwater ballistic physics.&lt;br /&gt;
[[File:APS underwater rifle.jpg|thumb|none|450px|APS underwater assault rifle - 5.66x39mm MPS]]&lt;br /&gt;
[[File:QBS-06.jpg|thumb|none|450px|QBS-06 - 5.8x42mm DBS-06]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;CARV.2&amp;quot;==&lt;br /&gt;
The &amp;quot;CARV.2&amp;quot; added during Season 3 is a fictional burst-firing bullpup &amp;quot;tactical rifle&amp;quot; manufactured by the same (in-universe) company that manufactures the &amp;quot;KSP 45&amp;quot;. It appears to be based on the [[Heckler &amp;amp; Koch G11|Heckler &amp;amp; Koch G11 K2]], even using the latter's 4.73mm caseless ammunition in Warzone.&lt;br /&gt;
&lt;br /&gt;
Compared to the real G11, the &amp;quot;CARV.2&amp;quot; is a bullpup rifle with a a conventional bullpup configuration, with the magazine placed in the stock instead of above the barrel. This magazine holds 45 rounds by default, and bizarrely has &amp;quot;.437mm×33&amp;quot; written on it. Oddly, the magazine is also curved, despite the caseless 4.73mm round not being tapered (which is the reason for curved magazines, to allow for the round to feed properly); the in-game weapon apparently uses [https://www.artstation.com/artwork/zO2Qb6 a different, fictional type] of 4.73mm ammo with rounded (though still not tapered) propellant charges and exposed bullets, seemingly based on [https://militarycartridges.com/2018/04/12/5-56mm-x-24mm-caseless/ Frankford Arsenal's experimental 5.56x24mm caseless rounds.] It also features a typical charging handle, instead of the wind-up handle on the real G11.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;CARV.2&amp;quot;  appears shorter and slightly taller than the G11, with a carrying handle instead of the G11's integrated optic, and a rail where the real G11's magazine resides. The handguard is moulded, and the barrel is vented, presumably a way of alleviating the problems the G11 had with its barrel heating up during operation, as there are no brass shells to take the heat out of the rifle. The fire selector is further forward than the real G11, but still features semi-auto, 3-round burst and full-auto, although the rifle is not able to fire in semi-auto or full-auto in gameplay. A more true to the real thing handguard is available as the ''22.5&amp;quot; Task Force'' barrel attachment.&lt;br /&gt;
[[File:G11K2 left.jpg|thumb|none|450px|Heckler &amp;amp; Koch G11 K2 - 4.73x33mm]]&lt;br /&gt;
[[File:CARV2preview BOCW.jpg|thumb|none|600px|The &amp;quot;CARV.2&amp;quot; in the weapon model preview screen. Another fictional rifle inspired by the G11 but using the same feed layout is the [[Metal Gear Solid V: The Phantom Pain#&amp;quot;G44&amp;quot;|G44]] from ''[[Metal Gear Solid V: The Phantom Pain]]''.]]&lt;br /&gt;
[[File:CARV2idle BOCW.jpg|thumb|none|600px|The &amp;quot;CARV.2&amp;quot; in New Mexico.]]&lt;br /&gt;
[[File:CARV2ADS BOCW.jpg|thumb|none|600px|Aiming down the sights at a suspicious step van.]]&lt;br /&gt;
[[File:CARV2inspect1 BOCW.jpg|thumb|none|600px|Inspecting the pseudo-G11.]]&lt;br /&gt;
[[File:CARV2inspect2 BOCW.jpg|thumb|none|600px|Note the absence of an ejection port due to the caseless nature of 4.73mm; the real G11 actually does feature an ejection port, to allow removal of a live round from the chamber (either to get rid of a dud, or simply to clear the weapon).]]&lt;br /&gt;
[[File:CARV2reload1 BOCW.jpg|thumb|none|600px|Swapping out magazines...]]&lt;br /&gt;
[[File:CARV2reload2 BOCW.jpg|thumb|none|600px|...and pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==CETME Model C==&lt;br /&gt;
The [[CETME Model C]] was added in Season 4 as the &amp;quot;C58&amp;quot;, noted due to its slightly curved magazine.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;SASR Jungle Grip&amp;quot; gives it a similar pistol grip to the [[Heckler &amp;amp; Koch PSG-1]], and the &amp;quot;Raider Stock&amp;quot; also resembles a PSG-1 stock. The &amp;quot;CQB Stock&amp;quot; is a sliding design similar to the [[G3A4]].&lt;br /&gt;
&lt;br /&gt;
Interestingly, one of the magazine options is a caliber conversion (the first such attachment in the game), using 5.56x45mm NATO ammunition in a fictional 60-round drum; oddly, the only thing this does is decrease the damage in exchange for a larger-than-normal magazine, with no impact on fire rate, recoil, muzzle velocity, etc. This is not the case for the Warzone counterpart, as that one instead has a 55-round drum option that retains the base 7.62x51mm ammunition.&lt;br /&gt;
&lt;br /&gt;
The curved &amp;quot;25 Rnd Speed&amp;quot; and &amp;quot;Salvo 30 Rnd Fast Mag&amp;quot; resemble HK32 style magazines. The &amp;quot;18.7&amp;quot; Reinforced Heavy Barrel&amp;quot; will give it a handguard resembling that of an [[IMI Romat]]'s while the &amp;quot;18.2&amp;quot; Takedown&amp;quot; to its predecessor the Model B. &amp;quot;15.6&amp;quot; Ultralight&amp;quot; and &amp;quot;18.7&amp;quot; Ranger&amp;quot; will give it a handguard resembling that of a Model E.&lt;br /&gt;
&lt;br /&gt;
[[File:Cetme.jpg|thumb|none|450px|CETME Model C - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CETMEmodelCpreview BOCW.jpg|thumb|none|600px|The CETME Model C in the battlepass preview screen.]]&lt;br /&gt;
[[File:CETMEmodelCidle BOCW.jpg|thumb|none|600px|The CETME Model C in service in Algeria.]]&lt;br /&gt;
[[File:CETMEmodelCADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CETMEmodelCinspect1 BOCW.jpg|thumb|none|600px|Inspecting the Model C.]]&lt;br /&gt;
[[File:CETMEmodelCinspect2 BOCW.jpg|thumb|none|600px|Checking out the other side.]]&lt;br /&gt;
[[File:CETMEmodelCinspect3 BOCW.jpg|thumb|none|600px|Performing a chamber check.]]&lt;br /&gt;
[[File:CETMEmodelCreload1 BOCW.jpg|thumb|none|600px|Locking the bolt back on the reload. Note that it is not completely locked upwards into the locking recess in the cocking tube.]]&lt;br /&gt;
[[File:CETMEmodelCreload2 BOCW.jpg|thumb|none|600px|The empty magazine is removed.]]&lt;br /&gt;
[[File:CETMEmodelCreload3 BOCW.jpg|thumb|none|600px|A fresh magazine is inserted.]]&lt;br /&gt;
[[File:CETMEmodelCreload4 BOCW.jpg|thumb|none|600px|The operator then performs an aggressive &amp;quot;HK Slap&amp;quot; on the charging handle, sending the bolt into battery.]]&lt;br /&gt;
[[File:H&amp;amp;KPSG01LongMag.jpg|thumb|none|450px|Heckler &amp;amp; Koch PSG-1 with 20-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Cetme modelo E.jpg|thumb|none|450px|CETME Model E with Non-genuine translucent magazine. - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-CETME-PSGParts.jpg|thumb|none|600px|The &amp;quot;C58&amp;quot; combined with the &amp;quot;Raider Stock&amp;quot; and &amp;quot;SASR Jungle Grip&amp;quot;.]]&lt;br /&gt;
[[File:Fal13-1-.jpg|thumb|none|450px|IMI Romat - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-CETME-187HeavyBarrel.jpg|thumb|none|600px|The &amp;quot;18.7&amp;quot; Reinforced Heavy Barrel&amp;quot; attached to the &amp;quot;C58&amp;quot;.]]&lt;br /&gt;
[[File:Cetme b30.jpg|thumb|none|450px|CETME Model B - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-CETME-182TakedownBarrel.jpg|thumb|none|600px|The &amp;quot;18.2&amp;quot; Takedown&amp;quot; attached to the &amp;quot;C58&amp;quot; alongside the more curved 25-round speed mag which makes it almost identical to the reference image of the Model B.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield EM-2==&lt;br /&gt;
A stylised arctic model [[Enfield EM-2]] was added in season five. It features its built in scope by default. When equipped for the first time, the character properly presses the fire selector button to switch the weapon to full-auto mode. It is correctly referred as firing .280 British in Warzone and in the names of some of the muzzle attachments. While not anachronistic, its usage by anyone in the 80s is extremely unlikely due to only 59 examples being ever produced.&lt;br /&gt;
[[File:EM-2.jpg|thumb|none|450px|Enfield EM-2 - .280 British]]&lt;br /&gt;
[[File:EM-2 arctic model.jpg|thumb|none|450px|Enfield EM-2 arctic model with enlarged trigger guard for use with heavy cold weather gloves - .280 British]]&lt;br /&gt;
[[File:EM2preview BOCW.jpg|thumb|none|600px|The EM-2 in the preview menu for the season 5 battlepass; note the AR-style long birdcage flash hider, fictional checkered pistol grip, and curious setup of a trigger guard within another trigger guard. According to the markings above the magazine well, its full name in the Black Ops universe is &amp;quot;NIGHTFIELD EM280&amp;quot;, referencing the .280 British round the weapon fires.]]&lt;br /&gt;
[[File:EM2idle BOCW.jpg|thumb|none|600px|The EM-2 being used to defend an NSA facility in West Germany.]]&lt;br /&gt;
[[File:EM2ADS BOCW.jpg|thumb|none|600px|The EM-2's integral scope. Note the reticle which is essentially a turned upside down version of the original thing with the addition of a central dot.]]&lt;br /&gt;
[[File:EM2inspect1 BOCW.jpg|thumb|none|600px|Inspecting the EM-2. Note the stylized carry handle reminiscent of the AR pattern. The fire selector above the thumb is properly set to &amp;quot;full-auto&amp;quot; mode.]]&lt;br /&gt;
[[File:EM2inspect2 BOCW.jpg|thumb|none|600px|Admiring the tasteful woodgrain.]]&lt;br /&gt;
[[File:EM2reload1 BOCW.jpg|thumb|none|600px|Reloading from empty; empty reloads are done with the right hand, while non-empty ones are done with the left.]]&lt;br /&gt;
[[File:EM2reload2 BOCW.jpg|thumb|none|600px|As NATO operator Hunter inserts the fresh magazine, the bolt drops and chambers a new round.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Hybrid==&lt;br /&gt;
The &amp;quot;FFAR 1&amp;quot; is a weapon based on the [[FAMAS Valorisé]] combined with a trigger guard and magazine well from FAMAS G2 (both of which would be anachronistic to the game), with some visual features similar to the &amp;quot;FFAR&amp;quot; from ''[[Call of Duty: Black Ops III]]''. The default magazine correctly holds 25 rounds instead of 30 like in past ''Call of Duty'' games.&lt;br /&gt;
&lt;br /&gt;
In the game's lore it appears that this weapon is the successor of the FAMAS from the first ''Black Ops'' game and predecessor to the &amp;quot;FFAR&amp;quot; from ''Black Ops III''.&lt;br /&gt;
[[File:Famas Valorisé.jpg|thumb|none|450px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|450px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Famas g2.jpg|thumb|none|450px|FAMAS G2 with the charging handle pulled back - 5.56x45mm]]&lt;br /&gt;
[[File:FFARpreview BOCW.jpg|thumb|none|600px|The &amp;quot;FFAR 1&amp;quot; in Gunsmith. Note the front sight similar to the FAMAS Valorisé but the overall shape reminiscent of the prototype and the G2 trigger guard imposed over the now redundant standard one. Also note the return of the adjustable gas piston block, something that does not exist on the actual FAMAS.]]&lt;br /&gt;
[[File:FFARidle BOCW.jpg|thumb|none|600px|The heavily stylised FAMAS in East Germany.]]&lt;br /&gt;
[[File:FFARADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:FFARinspect BOCW.jpg|thumb|none|600px|Inspecting the bullpup rifle.]]&lt;br /&gt;
[[File:FFARinspect2 BOCW.jpg|thumb|none|600px|The player character giving it a loving caress.]]&lt;br /&gt;
[[File:FFARreload BOCW.jpg|thumb|none|600px|Removing the old magazine.]]&lt;br /&gt;
[[File:FFARreload2 BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FARA 83==&lt;br /&gt;
The [[FARA 83]] was added in Season 2 with the metal stock, marking its first appearance in a video game. The flash hider is of a different design to the real weapon and some sort of gas block is mounted underneath the front sight, which is absent on the real weapon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tactical Stock&amp;quot; uses the real fixed stock of the FARA. Oddly, the weapon features some AK stock, with the East German coat hangar AK stock as the &amp;quot;Wire Stock&amp;quot; and a [[Norinco Type 56-2|Type 56-2]] stock as the &amp;quot;Duster Stock&amp;quot;.&lt;br /&gt;
[[File:FARA83 2.jpg|thumb|none|450px|FARA 83 with metal stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FARA83loadoutpreview BOCW.jpg|thumb|none|600px|The FARA 83 in base form.]]&lt;br /&gt;
[[File:FARA83idle BOCW.jpg|thumb|none|600px|NATO operator Hunter wields a FARA 83 in a Laotian village.]]&lt;br /&gt;
[[File:FARA83ADS BOCW.jpg|thumb|none|600px|Aiming down the sights of the Argentinian rifle.]]&lt;br /&gt;
[[File:FARA83inspect1 BOCW.jpg|thumb|none|600px|Inspecting the rifle. The weapon features accurate marking and bears a serial number of [[Call of Duty: Modern Warfare 2|00141]]. The fire selector is also set to auto.]]&lt;br /&gt;
[[File:FARA83inspect2 BOCW.jpg|thumb|none|600px|Checking out the other side.]]&lt;br /&gt;
[[File:FARA83reload1 BOCW.jpg|thumb|none|600px|Ejecting the empty mag.]]&lt;br /&gt;
[[File:FARA83reload2 BOCW.jpg|thumb|none|600px|Rocking in a new mag.]]&lt;br /&gt;
[[File:FARA83reload3 BOCW.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:Fara 83.jpg|thumb|none|450px|FARA 83 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[IMI Galil ARM]] was added in Season 6, and is called the &amp;quot;Grav&amp;quot; like in ''[[Call of Duty: Black Ops 4|BO4]]''. It has an [[AS Val]] stock and a slightly shorter barrel by default, but can be fitted with a longer barrel in Gunsmith.&lt;br /&gt;
[[File:GalilARM-2.jpg|thumb|none|450px|IMI Galil ARM - 5.56x45mm NATO]]&lt;br /&gt;
[[File:GalilBPpreview BOCW.jpg|thumb|none|600px|The Galil ARM in the battlepass preview menu.]]&lt;br /&gt;
[[File:GalilIdle BOCW.jpg|thumb|none|600px|The Galil ARM used on a field trip to the Moscow Zoo.]]&lt;br /&gt;
[[File:GalilADS BOCW.jpg|thumb|none|600px|The iron sights of the Galil. For some reason, the Galil doesn't have its rear sights in ''Warzone''.]]&lt;br /&gt;
[[File:GalilInspect BOCW.jpg|thumb|none|600px|Inspecting the Galil; note the wooden handguard lacking the grooves and screws of the real deal. Also note the &amp;quot;F-S&amp;quot; selector markings, indicating that it is based on a civilian model.]]&lt;br /&gt;
[[File:GalilInspect2 BOCW.jpg|thumb|none|600px|Checking to see if the safety is disengaged.]]&lt;br /&gt;
[[File:GalilReload BOCW.jpg|thumb|none|600px|Reloading from an empty magazine.]]&lt;br /&gt;
[[File:GalilReload2 BOCW.jpg|thumb|none|600px|Rocking in the new magazine.]]&lt;br /&gt;
[[File:GalilReload3 BOCW.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:Galilarm-05.jpg|thumb|none|450px|IMI Galil ARM chambered in 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==K31==&lt;br /&gt;
The [[K31 Rifle]] was added to the sniper rifles category in Season 3, under the name &amp;quot;Swiss K31&amp;quot;. It has a shortened barrel by default, though the “24.9&amp;quot; Extended” barrel attachment gives it the correct barrel length.&lt;br /&gt;
&lt;br /&gt;
The Warzone incarnation of the K31 is correctly chambered in 7.5x55mm. Despite this, some barrel attachment make it seem like the weapon fires .308 Winchester/7.62x51mm NATO, which would be incorrect.&lt;br /&gt;
[[File:SchmidtRubinK31.jpg|thumb|none|450px|Karabiner K31 Rifle - 7.5x55mm Schmidt Rubin GP-11]]&lt;br /&gt;
[[File:K31battlepasspreview BOCW.jpg|thumb|none|600px|The K31 in the battlepass preview.]]&lt;br /&gt;
[[File:K31idle BOCW.jpg|thumb|none|600px|The K31 on Mount Yamantau, equipped with the aforementioned &amp;quot;24.9 Extended&amp;quot; barrel, along with its original iron sights.]]&lt;br /&gt;
[[File:K31ADS BOCW.jpg|thumb|none|600px|The K31's iron sights.]]&lt;br /&gt;
[[File:K31inspect1 BOCW.jpg|thumb|none|600px|Inspecting the K31.]]&lt;br /&gt;
[[File:K31inspect2 BOCW.jpg|thumb|none|600px|Hunter pulling the bolt back for a chamber check.]]&lt;br /&gt;
[[File:K31reload1 BOCW.jpg|thumb|none|600px|Reloading the K31 involves opening the action and removing the magazine.]]&lt;br /&gt;
[[File:K31reload2 BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:K31reload3 BOCW.jpg|thumb|none|600px|And closing the bolt, chambering a new round.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] appears in the game as the &amp;quot;DMR 14&amp;quot;. It sports a synthetic stock (though equipping the Duster Pad stock gives it a chequered wooden stock), fires semi-automatically, and is classified as a &amp;quot;tactical rifle&amp;quot; in multiplayer.&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Springfield Armory M1A Black.jpg|thumb|none|450px|Springfield Armory M1A with synthetic stock, for comparison - 7.62x51mm]]&lt;br /&gt;
[[File:M14preview BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:M14Idle BOCW.jpg|thumb|none|601px|The M14 on a bright Miami day.]]&lt;br /&gt;
[[File:M14ADS BOCW.jpg|thumb|none|601px|Looking down the iron sights.]]&lt;br /&gt;
[[File:M14ChamberCheck BOCW.jpg|thumb|none|601px|NATO operator Hunter holds the rifle up to inspect.]]&lt;br /&gt;
[[File:M14Inspect2 BOCW.jpg|thumb|none|600px|Checking the other side of the rifle.]]&lt;br /&gt;
[[File:M14Inspect3 BOCW.jpg|thumb|none|600px|Performing a chamber check.]]&lt;br /&gt;
[[File:M14Reload BOCW.jpg|thumb|none|601px|Swapping out magazines.]]&lt;br /&gt;
[[File:M14Reload2 BOCW.jpg|thumb|none|601px|Hunter inserting a fresh magazine.]]&lt;br /&gt;
[[File:M14Reload3 BOCW.jpg|thumb|none|600px|Tugging on the charging handle to chamber a round.]]&lt;br /&gt;
[[File:BOCWM14Wood.jpg|thumb|none|600px|The wooden M14 stock when equipping the Duster Pad.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] appears under the &amp;quot;tactical rifles&amp;quot; class. It is simply referred to as the &amp;quot;M16&amp;quot; in the HUD, but actually has &amp;quot;M16.A2&amp;quot; markings on the magwell. It incorrectly holds 30 rounds in a 20-round magazine, and the pin for the auto sear on the lower receiver is absent, which in reality would prevent the rifle from firing in bursts. It is anachronistic to the campaign's 1981 time period, as the M16A2 was not adopted for service yet, first being adopted in 1983 by the USMC and in 1986 by the Army. Rather than removing the carry handle as in previous Black Ops games, it uses an anachronistic carry handle rail when equipping optics. Said carry handle rail appears to be a modern 1913 rail attached using a clamp and screw system from a Colt 3x or 4x AR-15 scope somehow mated together. The weapon boasts surprisingly high damage, able to kill enemies in a single burst at some range compared to the fully-automatic rifles.&lt;br /&gt;
&lt;br /&gt;
The M16's alternate barrel options include “16.3&amp;quot; Rapid Fire”, “20.5&amp;quot; Cavalry Lancer”, “16.3&amp;quot; Titanium”, “20.2&amp;quot; Takedown”, and “15.9&amp;quot; Strike Team”; of these, the 20.5&amp;quot; barrel options are visually just the default barrel but fluted (&amp;quot;Cavalry Lancer&amp;quot;) or dimpled (&amp;quot;Takedown&amp;quot;). For the short barrel options, the &amp;quot;Rapid Fire&amp;quot; and &amp;quot;Strike Team&amp;quot; both give the gun a short triangular handguard (the difference is that &amp;quot;Rapid Fire&amp;quot; has a smooth barrel while &amp;quot;Strike Team&amp;quot;'s is fluted), while &amp;quot;Titanium&amp;quot; gives the gun a short round handguard, the end result somewhat resembling a Colt Model 723 14.5&amp;quot; A1 barrel.&lt;br /&gt;
&lt;br /&gt;
The M16's stock options include &amp;quot;Tactical Stock&amp;quot;, the normal M16A2 stock with a cheek pad, &amp;quot;Wire Stock&amp;quot;, an M231 FPW-like wire stock, &amp;quot;Duster Stock&amp;quot;, a Doublestar Ace skeleton stock (which might be anachronistic), &amp;quot;Commando Assembly&amp;quot;, a 2nd generation collapsible stock, and &amp;quot;Buffer Tube&amp;quot;, an exposed buffer tube with a rubber pad.&lt;br /&gt;
&lt;br /&gt;
Magazine options include the classic ''Black Ops'' jungle-style fast mags made with either duct tape or clamps, a 30-round STANAG magazine depicted as a 45-rounder, a 20-round STANAG magazine with an improvised duct tape magazine assists somehow also depicted as a 45-rounder, and a 54-round magazine (which also appears on the in-game XM4, where it holds 50 rounds).&lt;br /&gt;
[[File:M16A2.jpg|thumb|none|450px|Colt M16A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A2preview BOCW.jpg|thumb|none|600px|The M16A2 in Gunsmith.]]&lt;br /&gt;
[[File:M16A2Idle BOCW.jpg|thumb|none|600px|The M16A2 in service inside a Nevadan nuclear weapons test site.]]&lt;br /&gt;
[[File:M16A2ADS BOCW.jpg|thumb|none|600px|Aiming down the carry handle sights.]]&lt;br /&gt;
[[File:M16A2inspect BOCW.jpg|thumb|none|600px|Inspecting the rifle. Note that the in-universe stand in for Colt appears to be the fictional &amp;quot;Arrow Armory&amp;quot; (the same manufacturer stamped on the ''BOCW'' M1911A1) based in Hartford, Connecticut, standing in for Colt, the real life manufacturer of both weapons, which is also based in Hartford, CT.]]&lt;br /&gt;
[[File:M16A2inspect2 BOCW.jpg|thumb|none|600px|Performing a rather enthusiastic chamber check; pulling the bolt this far back would likely eject the currently-chambered round.]]&lt;br /&gt;
[[File:M16A2Reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:M16A2Reload2 BOCW.jpg|thumb|none|600px|Inserting a fresh 20 round steel GI mag.]]&lt;br /&gt;
[[File:BOCW M16A2 Constable.jpg|thumb|none|600px|The &amp;quot;Constable&amp;quot; blueprint, which has an anachronistic Aim Sports AR free float rifle length quad rail/V3 or Monstrum Tactical 12 inch free float quad rail.]]&lt;br /&gt;
&lt;br /&gt;
===Colt XM4 Carbine===&lt;br /&gt;
The combination of the “16.3&amp;quot; Titanium” barrel attachment with the &amp;quot;Commando Assembly&amp;quot; stock attachment approximates the [[M4 Carbine|XM4 Carbine]], sans the proper stepped barrel. The exact same configuration can be made by removing all attachments from the &amp;quot;Fly Trap&amp;quot;, &amp;quot;Inconspicuous&amp;quot;, or &amp;quot;SOG Commando&amp;quot; blueprints for the gun referred to as the &amp;quot;XM4&amp;quot; in game and then reattaching the longest barrel option.&lt;br /&gt;
[[File:XM4 1986 model.jpg|thumb|none|450px|XM4 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BOCW M16-XM4.jpg|thumb|none|600px|The psuedo-XM4 on the loadout workbench.]]&lt;br /&gt;
[[File:XM4Idle BOCW.jpg|thumb|none|600px|The pseudo-XM4 being used in Moscow.]]&lt;br /&gt;
[[File:XM4ADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:XM4Inspect BOCW.jpg|thumb|none|600px|Inspecting the XM4 build.]]&lt;br /&gt;
[[File:XM4Inspect2 BOCW.jpg|thumb|none|600px|Looking at the other side of the gun.]]&lt;br /&gt;
[[File:XM4Inspect3 BOCW.jpg|thumb|none|600px|The final part of the inspect animation involves tugging back on the charging handle for a chamber check.]]&lt;br /&gt;
[[File:XM4Reload BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:COD CWBO Beta Key Art.jpg|thumb|none|600px|A nearly identical build is seen in the key art for the beta, which is horizontally flipped. Some parts are missing from the gun's model, including the case deflector, the magazine release button, and a portion of the fence around it.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBZ-95-1==&lt;br /&gt;
An anachronistic [[Norinco QBZ-95-1]] rifle appears in the game, featuring several retro-styled cosmetic alterations. It was briefly seen in the Gunsmith trailer, labeled the &amp;quot;Type 15&amp;quot;, but the name was changed to &amp;quot;QBZ-83&amp;quot; in the Beta. The Type 95's development began in 1989, with the first prototypes being made in 1990. The in-game weapon bears some cosmetic resemblances to [http://www.163.com/dy/article/EK33QH8D05355H7O.html some of the Type 95's early prototypes], but is still clearly based on the QBZ-95-1, which began its development in 2004 and was adopted in 2010.&lt;br /&gt;
&lt;br /&gt;
The side of the gun is marked with &amp;quot;T97NSR-PWC-CAL 5.56 mm&amp;quot;; T97NSR refers to a semi-auto only civilian variant of the 5.56mm QBZ-97A sold in Canada named Type 97 NSR. This likely suggests that Treyarch modeled the gun after a Type 97 NSR then modified it to make it resemble a Chinese QBZ-95 (with its distinct magazine shape and paddle magazine release) and &amp;quot;retro-ified&amp;quot; it. Some of its muzzle attachments also have &amp;quot;5.56&amp;quot; as part of their names, though it is unclear if this is an intentional reference to the QBZ-97 connections or a result of the generally confused state of attachment name/descriptions in ''BOCW''; its Warzone incarnation is also supposedly chambered in 5.56 NATO.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;QBZ-83&amp;quot; name would suggest that it was adopted in 1983 in the ''Black Ops'' universe which would still be anachronistic to the pre-83 maps.&lt;br /&gt;
[[File:Norinco QBZ95-1.jpg|thumb|none|450px|Norinco QBZ-95-1 - 5.8x42mm]]&lt;br /&gt;
[[File:Norinco QBZ-97.jpg|thumb|none|450px|Norinco QBZ-97 - 5.56x45mm]]&lt;br /&gt;
[[file:BOCW QBZ-83.jpg|thumb|none|600px|The stylized, time-traveling QBZ on the loadout wall. The weapon's trigger and trigger guard shape come from the [[HS Produkt VHS|HS Produkt VHS-2]], with the latter being made from stamped metal rather like the FAMAS. Its magazines appear to be loosely based on Chinese steel AK magazines. It also has three vents on the upper handguard and a birdcage-like muzzle device, both elements of the QBZ-97.]]&lt;br /&gt;
[[File:QBZ95-1preview BOCW.jpg|thumb|none|600px|In Gunsmith, the Canadian Type 97 NSR markings are more easily seen. The space between the pistol grip and the magazine well is marked with the Chinese text &amp;quot;83式自动步枪&amp;quot; (Pinyin: 83 shì zì dòng bù qiāng), which means &amp;quot;Type 83 automatic rifle&amp;quot;. The word &amp;quot;中国&amp;quot; (Pinyin: zhōng guó), meaning &amp;quot;China&amp;quot;, can also be faintly seen marked on the magazine well. The rear of the stock is ''very'' faintly marked with what's apparently &amp;quot;梦想&amp;quot; (Pinyin: mèng xiǎng), or &amp;quot;dream&amp;quot;. Also note that the fire selector only has safe/fire positions like a civilian model.]]&lt;br /&gt;
[[File:QBZ95idle BOCW.jpg|thumb|none|600px|The &amp;quot;QBZ-83&amp;quot; in Nuketown.]]&lt;br /&gt;
[[File:QBZ95ADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:QBZ95inspect BOCW.jpg|thumb|none|600px|Inspecting the gun. Note Adler's jacket sleeve clipping through the magazine, a phenomenon also seen in ''[[Battlefield 4]]'''s depiction of the rifle.]]&lt;br /&gt;
[[File:QBZ95inspect2 BOCW.jpg|thumb|none|600px|Performing a chamber check.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco Type 63==&lt;br /&gt;
The [[Norinco Type 63]] is available in the game, classified as a &amp;quot;tactical rifle&amp;quot;. Despite being select-fire in reality, it is restricted to semi-automatic mode in-game; the spike bayonet is also unusable. It uses what appears to be an anachronistic M14 rifle style rail mount when equipping optics. The default magazine initially held a correct 20 rounds in the closed alpha, but this was increased to an incorrect 25 in the beta and final game.&lt;br /&gt;
&lt;br /&gt;
Player character Bell and Woods use this rifle in &amp;quot;Redlight, Greenlight&amp;quot; instead of a more appropriate American M14.&lt;br /&gt;
[[File:Type63.jpg|thumb|none|450px|Norinco Type 63 - 7.62x39mm]]&lt;br /&gt;
[[File:Type63preview BOCW.jpg|thumb|none|600px|The Type 63 in Gunsmith.]]&lt;br /&gt;
[[File:Type63idle BOCW.jpg|thumb|none|600px|The Type 63 in Uzbekistan.]]&lt;br /&gt;
[[File:Type63ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Type63inspect BOCW.jpg|thumb|none|600px|Inspecting the Type 63.]]&lt;br /&gt;
[[File:Type63inspect2 BOCW.jpg|thumb|none|600px|Turning it over.]]&lt;br /&gt;
[[File:Type63inspect3 BOCW.jpg|thumb|none|600px|Brass check time.]]&lt;br /&gt;
[[File:Type63reload BOCW.jpg|thumb|none|600px|Reloading by flicking the old magazine out with a fresh one, much like the AK-47 reload.]]&lt;br /&gt;
[[File:Type63reload2 BOCW.jpg|thumb|none|600px|Then chambering the gun with a tug of the bolt handle.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14 Groza==&lt;br /&gt;
A stylized [[OTs-14 Groza]] with a shortened receiver was added to the game in Season 1. It is anachronistic, as the real weapon was produced in 1992. It feeds from 5.45x39mm style magazines, something which is not confirmed to have existed on a real Groza, but is actually used on a Groza-inspired bullpup AK pistol developed in the late 2010s by US-based Bad Element Co. In contrast, its Warzone incarnation is stated to be chambered in &amp;quot;7.62 Soviet&amp;quot; (i.e. 7.62x39mm), and some of its muzzle attachments have &amp;quot;7.62&amp;quot; as part of their name.&lt;br /&gt;
&lt;br /&gt;
[[File:OTS-14.jpg|thumb|none|450px|OTs-14-4A-01 Groza - 9x39mm]]&lt;br /&gt;
[[File:Grozapreview BOCW.jpg|thumb|none|600px|The Groza in the battlepass preview screen. It isn't entirely clear why the weapon has been so heavily stylized, especially considering that one of the perks of adding a Groza to a game with other AKs is that you can re-use parts of their models (including more or less the entire receiver sans optic rail).]]&lt;br /&gt;
[[File:GrozaIdle BOCW.jpg|thumb|none|600px|The Groza in the hands of NATO operator Baker.]]&lt;br /&gt;
[[File:GrozaADS BOCW.jpg|thumb|none|600px|Looking through the Groza's iron sights. The rear sight notch is missing and the sights are misaligned.]]&lt;br /&gt;
[[File:GrozaInspect BOCW.jpg|thumb|none|600px|Inspecting the stylized Groza.]]&lt;br /&gt;
[[File:GrozaInspect2 BOCW.jpg|thumb|none|600px|Performing a chamber check, note the piston rod.]]&lt;br /&gt;
[[File:GrozaReload BOCW.jpg|thumb|none|600px|Removing the entirely fictional magazine.]]&lt;br /&gt;
[[File:GrozaReload2 BOCW.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:GrozaReload3 BOCW.jpg|thumb|none|600px|Performing an underhand charge. This would be impractical in reality, given the location of the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;RAI K-84&amp;quot;==&lt;br /&gt;
The &amp;quot;RAI K-84&amp;quot; (standing for &amp;quot;Reactorniy Avtomat-Izluchatel Kuhlklay-84&amp;quot;, translated &amp;quot;Reactor Automatic Radiator Kuhlklay-84&amp;quot;) is a &amp;quot;Wonder Weapon&amp;quot; in the Zombies map Firebase Z released during Season 1. It is based on an [[AK-74]] with the depiction of a milled receiver; such a configuration exists on the Waffen Werks WW-74M, a US-made semi-automatic rifle, though the in-game weapon has two rivets at the rear like the stamped receiver of a standard AK-74. It is fitted with an underbarrel &amp;quot;Vortex&amp;quot; grenade launcher called the &amp;quot;GP-6K2&amp;quot; and modeled after a [[GP-25]].&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:BOCW RAI K-84 1.jpg|thumb|none|600px|The &amp;quot;RAI K-84&amp;quot; as seen in the Firebase Z trailer.]]&lt;br /&gt;
[[File:BOCWRAIKHold.jpg|thumb|none|600px|Grumbling at the fact that Primis and Ultimis were replaced by literal nobodies, of which he is one of them, the Requiem Operator in Firebase Z consoles himself by looking at his shiny space AK. The jumbled mess of parts and components welded to a traditional assault rifle base at least backs up its designation as a prototype.]]&lt;br /&gt;
[[File:BOCWRAIKInspect.jpg|thumb|none|600px|Inspecting the magazine-shaped cell holder used to power the rifle, vaguely resembling the Kalash magazines in the ''Metro'' games. It would probably not be wise to place one's fingers anywhere near the cells in the magazine, considering they are actively and visually ''sparking''.]]&lt;br /&gt;
[[File:BOCWRAIKReload.jpg|thumb|none|600px|At least reloading the weapon shows more careful finger placement. As a bit of trivia, intel in the map notes that the RAI K-84 was based off of a &amp;quot;Generator Khaosa Zavoyski-45&amp;quot; weapon that was developed in-universe in WWII. This is a reference to the otherwise completely fictional &amp;quot;GKZ-45 Mark3&amp;quot; Wonder Weapon from the ''[[Call of Duty: Black Ops III]]'' map Gorod Krovi, implying the RAI K is a successor to it. This is backed up by it operating like a more powerful version of the GKZ; a powerful laser bolt firing weapon with a secondary, grenade-type fire that explodes when shot at with the former.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1==&lt;br /&gt;
The [[Steyr AUG A1]] appears in the game as the &amp;quot;AUG&amp;quot; and is classified as a &amp;quot;tactical rifle&amp;quot; in multiplayer. It incorrectly fires in three-round bursts, a feature of the much later (2005) AUG A3. Its foregrip is folded by default, but it can be unfolded via the &amp;quot;Field Agent foregrip&amp;quot;; it also has some rail-mounted foregrip options. Like the M16A2, the weapon boasts surprisingly high damage, able to kill enemies in a single burst at some range compared to the fully-automatic rifles.&lt;br /&gt;
&lt;br /&gt;
For some reason, Soviet troops use this weapon in the side-mission &amp;quot;Operation Red Circus,&amp;quot; which is incorrect.&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|450px|Steyr AUG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:AUGidle BOCW.jpg|thumb|none|600px|The AUG A1 in service on an estate in the Hollywood Hills.]]&lt;br /&gt;
[[File:AUGADS BOCW.jpg|thumb|none|600px|Looking through the integral Swarovski scope. The offset backup iron sights are modelled correctly, but the reticle is incorrect.]]&lt;br /&gt;
[[File:AUGinspect1 BOCW.jpg|thumb|none|600px|Inspecting the rifle.]]&lt;br /&gt;
[[File:AUGinspect2 BOCW.jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:AUGEmpty BOCW.jpg|thumb|none|600px|The AUG is one of the few weapons in game to correctly track how many rounds are available in each mag, as can be seen with this empty magazine with follower visibly modeled. Unfortunately, ''Cold War'' does not model the last round bolt hold open mechanism that the IRL AUG A1 has.]]&lt;br /&gt;
[[File:AUGinspect3 BOCW.jpg|thumb|none|600px|Checking the ejection port.]]&lt;br /&gt;
[[File:AUGreload1 BOCW.jpg|thumb|none|600px|Removing the magazine during a reload.]]&lt;br /&gt;
[[File:AUGreload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:AUGreload3 BOCW.jpg|thumb|none|600px|Slapping the charging handle home.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A2===&lt;br /&gt;
Equipping any optical attachments turns the weapon into an anachronistic [[Steyr AUG A2|AUG A2]].&lt;br /&gt;
[[File:SteyrAUGSR.jpg|thumb|none|450px|Steyr AUG Special Receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[File:AUGA2gunsmithpreview BOCW.jpg|thumb|none|600px|The AUG A2 build.]]&lt;br /&gt;
&lt;br /&gt;
==VAHAN==&lt;br /&gt;
The [[VAHAN]], a somewhat obscure prototype Armenian assault rifle, was added in the 1.29 update; this makes ''BOCW'' the weapon's first known media appearance. The in-game version is somewhat stylized, and goes by the name &amp;quot;Vargo 52&amp;quot;; this presumably references the fact that design work on the project began in 1952 (with an earlier rifle called the &amp;quot;MBC-2&amp;quot;), though the VAHAN itself wasn't designed or built until 1992, making its in-game appearance anachronistic.&lt;br /&gt;
[[File:VAHAN.jpg|thumb|none|450px|VAHAN with Bushnell scope - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==XM16E1==&lt;br /&gt;
The fully-automatic [[XM16E1]] appears exclusively in the campaign. It is labeled &amp;quot;M16A1&amp;quot; in the HUD and on the magwell (though the pick-up text spells it with a lowercase &amp;quot;a&amp;quot;, for some reason), but it actually has the appearance of a 'faux' XM16E1, as seen in some movies where the guns are built from M16A1s. This is firstly evidenced by the combination of an XM16E1's 3-prong flash hider with an M16A1's full fence lower. The weapon also appears to have a chrome bolt carrier, which was present on the XM16E1, but not on the M16A1. For some reason, the XM16E1 has an anachronistic A2 pistol grip, while the XM4 has a A1 pistol grip.&lt;br /&gt;
&lt;br /&gt;
In a small though somewhat confusing detail, the receiver bears a forge code mark, C H. This would indicate a rifle with an upper receiver built from Harvey Aluminum billets, but this code would have been in use from the mid 1970s to the early 1980s, well after Vietnam and never on an actual XM16E1 (though M16A1s were made with this code). Due to the nature of the game's storyline, this could be justified as intentional anachronism, however. &lt;br /&gt;
&lt;br /&gt;
It appears in the two Vietnam flashback levels, as well as a few other missions where it is available alongside the M16A2. It is incredibly powerful, as the weapon's damage was balanced for occasional bursts rather than consistent fully-auto firing, made even easier with the game's rather controllable muzzle climb. It uses the same reloading animations as the M16A2, but has a different firing sound. It is also seen in the &amp;quot;Good Enough&amp;quot; calling card.&lt;br /&gt;
[[File:XM16E1.jpg|thumb|none|450px|Mockup of an XM16E1 rifle with 20-round magazine - 5.56x45mm NATO. This can be identified as a mockup by its full magazine fence and strengthened front pivot point, neither of which appeared on the XM16E1.]]&lt;br /&gt;
[[File:XM16E1 BOCW.jpg|thumb|none|600px|Bell holds an XM16E1 in a Vietnamese village.]]&lt;br /&gt;
[[File:BOCW-M16-2.jpg|thumb|none|600px|Note the full fence lower, indicating that this is not a true XM16E1.]]&lt;br /&gt;
&lt;br /&gt;
==XM177E1==&lt;br /&gt;
The [[XM177E1]], specifically the later model with a full fence lower, appears under the name &amp;quot;XM4&amp;quot;. It is depicted with a flat top, seeming to be the result of a chopped off carry handle with a bolted rail (which was done in the 1980s by Olympic Arms and some other manufacturers). It has an anachronistic rear sight which is a hybrid between the Troy Battle Sight and Midway Industries Flip Up Sight, and the flash hider has been altered to resemble an A1. It also appears to have been based on a civilian model, as it has semi-auto only selector markings (Fire/Safe).&lt;br /&gt;
&lt;br /&gt;
The weapon is wrapped in slings with a portion tucked behind the bolt catch like the &amp;quot;Commando&amp;quot; from the first ''[[Call of Duty: Black Ops|Black Ops]]'', although the default empty reload animation in this case correctly uses the charging handle instead of trying to hit the bolt release, which couldn't possibly work with a cloth strap tucked behind it (that said, some reload animations, like the jungle mags reload animation, still involve hitting the sling-padded bolt catch). Equipping any stock customization removes the sling wrap. Mounting optics removes the front sight but keeps the gas block.&lt;br /&gt;
&lt;br /&gt;
The XM4 designation is anachronistic for the time period of 1981, as the XM177 wouldn't be designated as &amp;quot;XM4&amp;quot; until 1983, and even then would be attached to an [[:File:XM4 Carbine &amp;amp; M16A2 (1982).jpg|improved model of the XM177E2]]. However, the “11.8” Ranger” give the weapon an 11.5 inch barrel making it the XM177E2. The A1 pistol grip is inaccurately depicted as being solid instead of hollow.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Black Tide&amp;quot; blueprint replaces the regular handguard with a carbine-length [[M203]] grenade launcher heat shield; it also has a yellow tiger stripe camouflage paint similar to the [[M79 grenade launcher|M79]] used by &amp;quot;The Roach&amp;quot; in ''[[Apocalypse Now]]''. The &amp;quot;Giantsbane&amp;quot; variant uses an anachronistic [[Z-M LR 300]] handguard and front sight (the LR 300 having been introduced in 2000). It is also seen in the &amp;quot;Reaper Of The Dead&amp;quot; calling card.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Inconspicuous&amp;quot; blueprint uses the M16A2's upper receiver, while retaining the XM177E1's earlier teardrop forward assist, however. It has an [[Olympic Arms OA-93]] style handguard with vents patterned after the Advanced Armament Corporation OMNI suppressor, an Israeli style elastic handguard band, what appears to be a faux suppressor, a tactical light, a stock cheek pad and a [[Talk:Call of Duty: Black Ops Cold War#SureFire MAG5-60|SureFire MAG5-60]] magazine. The &amp;quot;Fly Trap&amp;quot; blueprint has an A2 handguard, an A2 pistol grip, and an A2 forward assist. The &amp;quot;Ultimate Hunter&amp;quot; has an anachronistic quad rail handguard, a muzzle brake with a breach face, a scope with some cosmetic similarities to a Trijicon ACOG, and a collapsible stock modelled after various offerings from the late 2000's onwards. The 13.7” Takedown, and original SOCOM will make the weapon resembles to the current M4A1 Carbine, which is anachronistic.&lt;br /&gt;
&lt;br /&gt;
[[File:Colt 609-XM1771E1 Late.jpg|thumb|none|451px|Colt Model 609 / XM177E1 - 5.56x45mm NATO. This is a late model with a full fence lower.]]&lt;br /&gt;
[[File:Muzzle A1.jpg|thumb|none|350px|A1 &amp;quot;Birdcage&amp;quot; flash hider]]&lt;br /&gt;
[[File:XM177E1preview BOCW.jpg|thumb|none|600px|The XM177E1 in Gunsmith.]]&lt;br /&gt;
[[File:XM177E1Idle BOCW.jpg|thumb|none|600px|The XM177E1 wielded by CIA agent Russel Adler. Note the MACV-SOG patch on the sling, yet another throwback to the iconic ''Black Ops 1'' &amp;quot;Commando&amp;quot;.]]&lt;br /&gt;
[[File:XM177E1ADS BOCW.jpg|thumb|none|600px|Aiming down the sights at some communist concrete.]]&lt;br /&gt;
[[File:BOCW new XM4 sights.jpg|thumb|none|600px|The updated sights, which now block less of the screen. This was changed in Season 4 for a few other weapons too, including the QBZ and the Ak 5.]]&lt;br /&gt;
[[File:XM177E1Inspect BOCW.jpg|thumb|none|600px|Inspecting involves checking the magazine.]]&lt;br /&gt;
[[File:XM177E1Inspect2 BOCW.jpg|thumb|none|600px|Then tapping it against the magwell, reinserting the magazine, and performing a chamber check. The phrase &amp;quot;This is my rifle&amp;quot; can be seen marked on the ejection port's cover, a reference to the USMC's Rifleman's Creed.]]&lt;br /&gt;
[[File:XM177E1reload BOCW.jpg|thumb|none|600px|Note the animated bolt release catch, as well as an animated magazine release tab actuating as the player character ejects and inserts magazines.]]&lt;br /&gt;
[[File:XM177reload2 BOCW.jpg|thumb|none|600px|The last step for default reloads is a firm jerk of the charging handle.]]&lt;br /&gt;
[[File:BOCW Inconspicuous.jpg|thumb|none|600px|The &amp;quot;Inconspicuous&amp;quot; variant as seen the Warzone preview.]]&lt;br /&gt;
[[File:Pseudo-M4A1.jpg|thumb|none|600px|The &amp;quot;Ultimate Hunter&amp;quot; variant with some attachments to become a psuedo-M4A1 Carbine&lt;br /&gt;
 as seen the Black Ops Cold War preview]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International PM/AW Hybrid==&lt;br /&gt;
The &amp;quot;LW3 - Tundra&amp;quot; is a hybrid of the [[Accuracy International Arctic Warfare series#Accuracy International Precision Marksman|Accuracy International Precision Marksman]] and the [[Accuracy International Arctic Warfare series#Accuracy International Arctic Warfare|Arctic Warfare]], along with some fictional elements. It has a Precision Marksman-style stock, and lacks a finger cutout in the magwell like this model, but has the safety of an Arctic Warfare (incorrectly set to the rear position, which would lock the bolt and the trigger), as well as an adjustable cheek pad and a flash hider like the latter. Curiously enough, it also uses Picatinny rails like the AW, but with a PM-like scope mount and backup rear sight used on it. The rifle is mildly anachronistic, as the Precision Marksman wasn't developed until 1982 and the Arctic Warfare wasn't developed until 1988, while the campaign takes place in 1981 and multiplayer takes place between 1981-1985. The name Tundra suggests it was intended to be based off of the Artic Warfare, but they went with PM elements to keep it to the multiplayer's time period.&lt;br /&gt;
&lt;br /&gt;
[[File:L96A1G.jpg|thumb|none|450px|Accuracy International PM - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International AW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:AccuracyInternationalAW-PMpreview BOCW.jpg|thumb|none|600px|The hybrid Accuracy International rifle in Gunsmith.]]&lt;br /&gt;
[[File:AW-PMidle BOCW.jpg|thumb|none|600px|The hybrid Accuracy International rifle on a Miami Beach boardwalk.]]&lt;br /&gt;
[[File:AW-PMinspect BOCW.jpg|thumb|none|600px|Initiating the inspect animation.]]&lt;br /&gt;
[[File:AW-PMreload BOCW.jpg|thumb|none|600px|Good view of the other side.]]&lt;br /&gt;
[[File:AW-PMreload2 BOCW.jpg|thumb|none|600px|Taking out the magazine.]]&lt;br /&gt;
[[File:AW-PMreload3 BOCW.jpg|thumb|none|600px|Chambering new 7.62x51mm round.]]&lt;br /&gt;
[[File:AW-PMreload4 BOCW.jpg|thumb|none|600px|Ready to go.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M82A1M==&lt;br /&gt;
The [[Barrett M82A1M]] appears in the game as the &amp;quot;M82&amp;quot;. It is anachronistic to the game, since it was developed in the 1990s; the original M82 would be more accurate for some multiplayer maps. To balance out its semiautomatic firing mode, the M82A1M is comically the ''weakest'' sniper rifle in terms of per-shot damage, not even able to break the bulletproof armor scorestreak in one shot. Due to the lack of a Soviet sniper rifle, the Soviet forces use the Barrett as their sniper, which is incorrect.&lt;br /&gt;
[[File:Barrett M82A1M.jpg|thumb|none|450px|Barrett M82A1M - .50 BMG]]&lt;br /&gt;
[[File:M82preview BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:M82idle BOCW.jpg|thumb|none|600px|The M82A1M in Miami.]]&lt;br /&gt;
[[File:M82inspect BOCW.jpg|thumb|none|600px|Inspecting the M82A1M.]]&lt;br /&gt;
[[File:M82inspect2 BOCW.jpg|thumb|none|600px|Brass check.]]&lt;br /&gt;
[[File:M82inspect3.jpg|thumb|none|600px|Note the &amp;quot;MOD 82A1&amp;quot; stamped on the magwell.]]&lt;br /&gt;
&lt;br /&gt;
==Mechem NTW-20==&lt;br /&gt;
The [[Mechem NTW-20]] was added in the Season 2 Reloaded update as the &amp;quot;ZRG 20mm&amp;quot;. It is heavily stylized and fitted with a PSO-1 scope with incorrect reticle by default. It is also far shorter than the real weapon, making the weapon shorter then the in-game Barrett M82A1M, despite the NTW-20 being roughly twice the length of the Barrett. It is anachronistic by more than a decade (1998) and is set up for left-handed use, with the magazine and bolt handle on the right and left side respectively, opposite what it should be.&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Mechem NTW-20 - 20x82mm MG151]]&lt;br /&gt;
[[File:Svu.jpg|thumb|none|450px|SVU Dragunov - 7.62x54mmR, image used to show PSO-1 scope.]]&lt;br /&gt;
[[File:NTW20gunsmithpreview BOCW.jpg|thumb|none|600px|The &amp;quot;ZRG 20mm&amp;quot; in Gunsmith preview. Note the oversized PSO-1 and short appearance.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 700PSS==&lt;br /&gt;
The [[Remington 700PSS]] appears as the &amp;quot;Pelington 703&amp;quot;, complete with a permanently attached Harris bipod (which can be deployed by equipping the &amp;quot;Front Grip&amp;quot; or &amp;quot;Bipod&amp;quot; underbarrel attachments). Like the M40 and R700 rifles in ''[[Call of Duty 4: Modern Warfare]]'', it is reloaded with individual rounds. It is anachronistic for the game as it was designed in 1986 while the 80s segments of ''Black Ops Cold War'' take place in 1981-1985; the scope also mounts on an anachronistic rail. It also appears in Bell's Vietnam War false flashbacks, fitted with a wooden stock and is depicted as being used by the US troops, though it is likely standing in for a standard Remington 700 in this case. Its Warzone incarnation is stated to use .308 ammunition (most likely Winchester).&lt;br /&gt;
&lt;br /&gt;
[[File:RemingtonPSS700.jpg|thumb|none|450px|Remington 700PSS with Leupold Mark 4 scope and Harris bipod - .300 Win Mag]]&lt;br /&gt;
[[File:R700PSSpreview BOCW.jpg|thumb|none|600px|The Remington 700 in Gunsmith.]]&lt;br /&gt;
[[File:R700idle BOCW.jpg|thumb|none|600px|The Remington 700PSS in service in Soviet Uzbekistan.]]&lt;br /&gt;
[[File:R700inspect BOCW.jpg|thumb|none|600px|Turning the gun over to read the engraved &amp;quot;Pelington&amp;quot; manufacturer branding, which is very clearly meant to evoke the Remington trade dress on the real Remington 700.]]&lt;br /&gt;
[[File:R700inspect2 BOCW.jpg|thumb|none|600px|Inspecting the Remington 700 involves a very elaborate animation, where the player character will eject a live round...]]&lt;br /&gt;
[[File:R700inspect3 BOCW.jpg|thumb|none|600px|Catching it in their right hand...]]&lt;br /&gt;
[[File:R700inspect4 BOCW.jpg|thumb|none|600px|Then slipping it back into the chamber and sending the bolt into battery.]]&lt;br /&gt;
[[File:R700reload BOCW.jpg|thumb|none|600px|Reloading is done with individual rounds.]]&lt;br /&gt;
[[File:CODBOCWWoodsSniper1.jpeg|thumb|none|600px|Woods holding the sniper rifle in a promotional image.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==CETME Ameli==&lt;br /&gt;
The late NB model [[CETME Ameli]] was added in Season 4. It is inaccurately fitted with an early NA variant flash hider. It appears under the Spanish Army's designation &amp;quot;MG 82&amp;quot;.&lt;br /&gt;
[[File:CetmeAmeli556.jpg|thumb|none|450px|CETME Ameli (late NB model) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Amelipreview BOCW.jpg|thumb|none|600px|The CETME Ameli in the battlepass preview screen. Note the MG42 like conical muzzle from the early NA variant. Fitting this one to an NB model is dubious as the NA muzzle is part of the barrel shroud while the NB straight flash hider is part of the barrel.]]&lt;br /&gt;
[[File:AmeliIdle BOCW.jpg|thumb|none|600px|The CETME Ameli in the hands of NATO operator Baker, onboard a luxury yacht.]]&lt;br /&gt;
[[File:AmeliADS BOCW.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AmeliInspect1 BOCW.jpg|thumb|none|600px|Inspecting the Spanish LMG.]]&lt;br /&gt;
[[File:AmeliInspect2 BOCW.jpg|thumb|none|600px|The other side.]]&lt;br /&gt;
[[File:AmeliReload1 BOCW.jpg|thumb|none|600px|Reloading by racking the charging handle.]]&lt;br /&gt;
[[File:AmeliReload2 BOCW.jpg|thumb|none|600px|Opening the top cover.]]&lt;br /&gt;
[[File:AmeliReload3 BOCW.jpg|thumb|none|600px|Replacing the ammo box.]]&lt;br /&gt;
[[File:AmeliReload4 BOCW.jpg|thumb|none|600px|And inserting a fresh belt into the feed tray.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
A handheld [[M134 Minigun]] is featured in the game. It is shown with a 4-flange barrel clamp (like an original General Electric M134) combined with a Dillon Aero flash hider. It is obtainable in the campaign mission &amp;quot;The Final Countdown&amp;quot;, under the name &amp;quot;M134 Minigun&amp;quot;. It was later added to multiplayer and Zombies in Season 2 as the &amp;quot;Death Machine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It also appears mounted on helicopters, including the &amp;quot;Chopper Gunner&amp;quot; scorestreak in multiplayer, and as part of the &amp;quot;Sentry Turret&amp;quot; scorestreak. A helicopter-mounted version can be used by Bell during a setpiece in &amp;quot;Fracture Jaw&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|450px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M134deathmachine BOCW.jpg|thumb|none|600px|The &amp;quot;Death Machine&amp;quot; in the scorestreak selection menu. This configuration resembles the airsoft Classic Army M134-A2 CO2/HPA.]]&lt;br /&gt;
[[File:BOCW-Minigun-1.jpg|thumb|none|600px|The M134 at the far right, in both door and subsystem mounts. Note that ''Black Ops Cold War'' continues the ''Modern Warfare'' trend of fictionalizing its vehicles, evident by the addition of backwards Pave Low style air intakes and overall stylized appearance of the faux Huey.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Death Machine&amp;quot; (Dead Ops Arcade 3)===&lt;br /&gt;
The &amp;quot;Death Machine&amp;quot; model from ''[[Call of Duty: Black Ops III]]'', a futuristic man-portable rotary gun based on the [[General Dynamics GAU-19/A]], appears exclusively as a power-up in the Zombies map Dead Ops Arcade 3: Rise of the Mamaback.&lt;br /&gt;
&lt;br /&gt;
[[File:GAU19.jpg|thumb|none|450px|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The [[M60 machine gun|M60]] is one of the machine guns in ''BOCW''; it is the original model, as opposed to the M60E3 featured in past games.&lt;br /&gt;
&lt;br /&gt;
A mounted version can also be found in &amp;quot;End of the Line&amp;quot;. It is also seen in the &amp;quot;Harvest Time&amp;quot; calling card.&lt;br /&gt;
[[File:M60GPMG.jpg|thumb|none|450px|M60 gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M60preview BOCW.jpg|thumb|none|600px|The M60 in Gunsmith. The belt box only holds 75 rounds by default instead of 100, though it has a correct capacity in Warzone.]]&lt;br /&gt;
[[File:M60idle BOCW.jpg|thumb|none|600px|The M60 in the lobby of a fancy Miami Beach hotel.]]&lt;br /&gt;
[[File:M60ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:M60inspect BOCW.jpg|thumb|none|600px|Woods holds the M60 up in the inspect animation.]]&lt;br /&gt;
[[File:M60inspect2 BOCW.jpg|thumb|none|600px|Getting a good look at the ammo box, note the rounds in the belt appear to have struck primers.]]&lt;br /&gt;
[[File:M60inspect3 BOCW.jpg|thumb|none|600px|Checking out the charging handle and link ejection port.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-1-Pull.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-2-Push.jpg|thumb|none|600px|Pushing it back into position.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-3-ThrowCasings.jpg|thumb|none|600px|After the cover is opened, the remaining M13 belt link is swiped away. This is the only difference between an empty and partially-empty reload.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-4-BoxRemove.jpg|thumb|none|600px|Removing the ammo box.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-5-BoxNew.jpg|thumb|none|600px|Inserting a full ammo box into its hang slit.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-6-AlignBullets.jpg|thumb|none|600px|Aligning the belt.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-7-LidClose.jpg|thumb|none|600px|Closing the M60's cover lid. Using fast mags produces a different reloading animation where the cover isn't flipped up, and the belt is instead pushed into the gun, which is then charged twice to put the round in place.]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
The [[RPD]] appears under its real name, with an incorrect disintegrating ammunition belt. The &amp;quot;Fast Mag&amp;quot; reload animation shows the RPD reload in a unique manner by having the new belt pulled through the closed top cover, whereas the default reload involves using the feed tray cover.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it is used by Soviet forces in 1981, at a time when it had already been phased out in favor of the [[PKM]] and the [[RPK-74]].&lt;br /&gt;
&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:RPDpreview BOCW.jpg|thumb|none|600px|The RPD in Gunsmith. It only holds 50 rounds (formerly 75) by default instead of 100 in its belt container.]]&lt;br /&gt;
[[File:RPDidle BOCW.jpg|thumb|none|600px|The RPD in use on a Nicaraguan cartel plantation.]]&lt;br /&gt;
[[File:RPDADS BOCW.jpg|thumb|none|600px|Looking through the iron sights.]]&lt;br /&gt;
[[File:RPDinspect BOCW.jpg|thumb|none|600px|Inspecting the RPD.]]&lt;br /&gt;
[[File:RPDinspect2 BOCW.jpg|thumb|none|600px|Turning the RPD over.]]&lt;br /&gt;
[[File:RPDreload BOCW.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:RPDreload2 BOCW.jpg|thumb|none|600px|Lifting the dust cover.]]&lt;br /&gt;
[[File:RPDreload3 BOCW.jpg|thumb|none|600px|Feeding the new ammo belt in.]]&lt;br /&gt;
[[File:BOCW-RPD-1.jpg|thumb|none|600px|Adler and Belikov brandish RPDs as they prepare to shoot their way out of KGB headquarters.]]&lt;br /&gt;
&lt;br /&gt;
==Stoner 63A==&lt;br /&gt;
The [[Stoner 63A]] is available in-game. Its in-game configuration primarily matches the Commando configuration, feeding from the right and featuring a bottom cocking handle. By default, it has a long barrel generally associated with the LMG configuration, though it can be modified with a Commando barrel via the “16&amp;quot; SOR Cut Down” attachment; this is a rather strange name, given that the Commando-length barrel was a factory option. A few Soviet heavies in the campaign are seen using these instead of the more faction-appropriate RPD.&lt;br /&gt;
&lt;br /&gt;
The gun can use a 100-round drum modeled after the real gun's left-feeding 100-round drum, mirrored to feed from the right instead of the left (and also featuring some cosmetic differences). The gun also has a fictional 125-round box option.&lt;br /&gt;
[[File:Stoner 63A Commando Right Feed.jpg|thumb|none|450px|Stoner 63A, Commando configuration (Mark 23 Mod 0) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Stoner 63 LMG.jpg|thumb|none|450px|Stoner 63, light machine gun configuration (XM207) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Stoner63preview BOCW.jpg|thumb|none|600px|The Stoner 63 in Gunsmith. Like the M60, it only holds 75 rounds by default instead of 100 in its belt box.]]&lt;br /&gt;
[[File:Stoner63idle BOCW.jpg|thumb|none|600px|The Stoner 63 in Nuketown.]]&lt;br /&gt;
[[File:Stoner63ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Stoner63inspect BOCW.jpg|thumb|none|600px|Initiating inspect animation.]]&lt;br /&gt;
[[File:Stoner63inspect2 BOCW.jpg|thumb|none|600px|Checking the right hand side.]]&lt;br /&gt;
[[File:Stoner63reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Stoner63reload2 BOCW.jpg|thumb|none|600px|Taking out the ammo box.]]&lt;br /&gt;
[[File:Stoner63reload3 BOCW.jpg|thumb|none|600px|Inserting a fresh ammo box.]]&lt;br /&gt;
[[File:Stoner63reload4 BOCW.jpg|thumb|none|600px|Taking the new belt of 5.56x45mm. Like the RPD and the M60, the Fast Mags reload animation shows the belt being pulled through the gun rather than put into the gun after flipping up the feed tray cover.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==FIM-43 Redeye==&lt;br /&gt;
The [[FIM-43 Redeye]] appears under the name &amp;quot;Cigma 2&amp;quot;. Despite being a dedicated MANPADS in reality, the weapon can still be fired even without a lock-on and against ground targets.&lt;br /&gt;
[[File:FIM-43 Redeye display.jpg|thumb|none|450px|Dummy FIM-43 Redeye Block I/II with sling - 70mm]]&lt;br /&gt;
[[File:FIM43preview BOCW.jpg|thumb|none|600px|The Redeye in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
The &amp;quot;RAI K-84&amp;quot; wonder weapon in Zombies is fitted with an underbarrel &amp;quot;Vortex&amp;quot; grenade launcher, called the &amp;quot;GP-6K2&amp;quot; and taking the form of a [[GP-25]].&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:BOCWGP6K2.jpg|thumb|none|600px|The Requiem Operator readies his Vortex launcher. Rather than relying on its own source of ammunition, the launcher instead takes ten shots from the magazine every time it is fired.]]&lt;br /&gt;
[[File:BOCWRAIKReload.jpg|thumb|none|600px|Wires between the launcher and the main body of the gun can be better seen while reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Hawk MM1 grenade launcher==&lt;br /&gt;
The [[Hawk MM1 grenade launcher]] appears as the &amp;quot;War Machine&amp;quot; scorestreak. Bell wields one that somehow manages to hold 36 rounds in one of the final missions of the campaign.&lt;br /&gt;
[[File:MM1.jpg|thumb|none|400px|Hawk MM1 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:HawkMM1scorestreakmenu BOCW.jpg|thumb|none|600px|The Hawk MM1 in the scorestreak selection menu.]]&lt;br /&gt;
[[File:BOCW MM-1 Beta.jpg|thumb|none|600px|The MM1 as seen in the beta. Lacking sights of any sort, the MM1's &amp;quot;aiming&amp;quot; animation consists of simply zooming in the user's view slightly.]]&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
The [[M79 grenade launcher]] is one of the launchers in the game. It appears in the missions &amp;quot;End of the Line&amp;quot; and the false Vietnam flashback mission &amp;quot;Desperate Measures,&amp;quot; as well as &amp;quot;Redlight, Greenlight&amp;quot; as part of an easter egg.&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|400px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:M79preview BOCW.jpg|thumb|none|600px|The M79.]]&lt;br /&gt;
[[File:M79idle BOCW.jpg|thumb|none|600px|The M79 in Nuketown.]]&lt;br /&gt;
[[File:M79ADS BOCW.jpg|thumb|none|600px|Looking down the ladder sight.]]&lt;br /&gt;
[[File:M79inspect BOCW.jpg|thumb|none|600px|The inspect animation for the M79 is very simple, with the player character turning it over from left to right.]]&lt;br /&gt;
[[File:M79inspect2 BOCW.jpg|thumb|none|600px|The other side.]]&lt;br /&gt;
[[File:M79reload BOCW.jpg|thumb|none|600px|Ejecting the spent 40mm casing.]]&lt;br /&gt;
[[File:M79reload2 BOCW.jpg|thumb|none|600px|Reloading with another round.]]&lt;br /&gt;
[[File:M79reload3 BOCW.jpg|thumb|none|600px|Flipping the breech shut.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is one of the launchers in ''BOCW''.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RPG7preview BOCW.jpg|thumb|none|600px|The RPG-7 in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==F-1 Hand Grenade==&lt;br /&gt;
Several multiplayer character skins have unusable [[F-1 Hand Grenade]]s attached to the belt.&lt;br /&gt;
[[Image:deactivated f1.jpg|thumb|none|350px|F-1 High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[File:BOCW-ArtistF1Grenade.jpg|thumb|none|600px|The &amp;quot;Artist&amp;quot; skin for the operator Portnova from season 2 in-game.]]&lt;br /&gt;
[[File:BOCW-F1Grenade1.jpg|thumb|none|600px|The &amp;quot;Violent Nature&amp;quot; skin in-game.]]&lt;br /&gt;
[[File:BOCW-F1Grenade2.jpg|thumb|none|600px|The &amp;quot;Meltdown&amp;quot; skin in-game.]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is carried by US soldiers in Vietnam in the campaign. M18s with inverted color scheme are also carried by Naga. On the 2021 released map &amp;quot;Apocalypse&amp;quot;, several M18s with purple smoke lying around the ruins.&lt;br /&gt;
[[File:M18yellow actual.jpg|thumb|none|150px|M18 smoke grenade, yellow]]&lt;br /&gt;
[[File:BOCW-M18-Smoke-1.jpg|thumb|none|600px|An M18 with an incorrect &amp;quot;WHITE&amp;quot; marking on a soldier.]]&lt;br /&gt;
[[File:BOCW-M18-Smoke-2.jpg|thumb|none|600px|An unusable unprimed M18 releasing endless, incorrectly-colored smoke.]]&lt;br /&gt;
[[File:AmericanSniperANM8.jpg|thumb|none|250px|Screen-used stunt AN/M8 smoke grenade (Marc Lee's; with a foam magazine) from ''[[American Sniper]]''. Image used to illustrate Naga's inverted color M18 grenades.]]&lt;br /&gt;
&lt;br /&gt;
==M26 hand grenade==&lt;br /&gt;
What appears to be an [[M26 hand grenade]] is carried by Woods in promotional media. The &amp;quot;Wrecking Ball&amp;quot; skin has an unusable M26 hanging from his belt.&lt;br /&gt;
[[File:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW-M26Grenade1.jpg|thumb|none|600px|The &amp;quot;Wrecking Ball&amp;quot; skin in-game.]]&lt;br /&gt;
&lt;br /&gt;
==M34 White Phosphorous grenade==&lt;br /&gt;
The [[M34 White Phosphorous grenade]] appears as the &amp;quot;Smoke Grenade&amp;quot;.&lt;br /&gt;
[[File:M34 2-1-.jpg|thumb|none|150px|M34 White Phosphorous grenade.]]&lt;br /&gt;
[[File:BOCW M34 WP.jpg|thumb|none|600px|The &amp;quot;Smoke Grenade&amp;quot; in the loadout.]]&lt;br /&gt;
&lt;br /&gt;
==M67 hand grenade==&lt;br /&gt;
The [[M67 hand grenade]] appears as the &amp;quot;Frag&amp;quot;. It is also depicted on the &amp;quot;Quartermaster&amp;quot; perk.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 fragmentation grenade.]]&lt;br /&gt;
[[File:BOCW M67.jpg|thumb|none|600px|A M67 frag grenade in the &amp;quot;Lethal&amp;quot; equipment section.]]&lt;br /&gt;
&lt;br /&gt;
==M83 smoke grenade==&lt;br /&gt;
An anachronistic M83 instead of the period-appropriate AN/M8 HC smoke grenades are carried by Sims and US troops in &amp;quot;Fracture Jaw&amp;quot;.&lt;br /&gt;
[[File:M87.JPG|thumb|none|200px|M83 TA smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
An [[M84 stun grenade]] is carried by Woods in the campaign and is seen in cinematics. The same fictionalized M84 from ''Modern Warfare'' is also carried by multiplayer operator Zeyna. It is anachronistic as it was used from 1995 in reality.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:BOCW M1911 trailer silencer.jpg|thumb|none|600px|M84 stun grenades seen in the arsenal of a Perseus team in the multiplayer reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 hand grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is seen in the key art for the game's beta.&lt;br /&gt;
[[file:MK2 grenade DoD.jpg|thumb|150px|none|Mk 2 hand grenade]]&lt;br /&gt;
[[File:COD CWBO Beta Key Art.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MK3A2 offensive hand grenade==&lt;br /&gt;
The [[MK3 offensive hand grenade|MK3A2]] concussion grenade appears as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
[[File:MK3A2.jpg|thumb|none|150px|MK3A2 offensive hand grenade]]&lt;br /&gt;
[[File:BOCW Mk3A2.jpg|thumb|none|600px|The MK3A2 as seen in the loadout section.]]&lt;br /&gt;
&lt;br /&gt;
==Rheinmetall MK13 Mod 0 BTV-EL flash grenade==&lt;br /&gt;
MK 13 flashbang grenades are carried by US troops in cutscenes and are seen on the default skins for multiplayer operators Adler and Song and Naga's &amp;quot;Warlord&amp;quot; skin. Most likely anachronistic.&lt;br /&gt;
[[File:MK13 Mod 0 BTV-EL.jpg|thumb|none|200px|Rheinmetall MK13 Mod 0 BTV-EL flash grenade]]&lt;br /&gt;
[[File:BOCW Adler M18.jpg|thumb|none|600px|Adler with an MK 13 flashbang on his belt.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgrante==&lt;br /&gt;
Seven unusable [[Model 24 Stielhandgranate]]s can be seen on the &amp;quot;Die Maschine&amp;quot; Zombies map, right behind the Kingtiger tank.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|350px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW-Stielhandgrante1.jpg|thumb|none|600px|Looking at &amp;quot;potato mashers&amp;quot;.]]&lt;br /&gt;
[[File:BOCW-Stielhandgrante2.jpg|thumb|none|600px|Closer view of three stick grenades, it appears that the model is reused from ''Black Ops III'' and ''Black Ops 4''.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5==&lt;br /&gt;
Unusable [[RGD-5]] grenades are visible on the harness of multiplayer operators Portnova and Garcia and on Naga's &amp;quot;Warlord&amp;quot; skin.&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|160px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW Garcia grenades.jpg|thumb|none|600px|Garcia's character model on the beta's main multiplayer screen.]]&lt;br /&gt;
&lt;br /&gt;
==RG-42==&lt;br /&gt;
Also seen hanging on Garcia's belt is an [[RG-42 hand grenade]].&lt;br /&gt;
[[File:RG-42 HG.jpg|thumb|none|160px|RG-42 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW Garcia grenades.jpg|thumb|none|600px|The RG-42 is just barely visible on Garcia's belt, by his left hip.]]&lt;br /&gt;
&lt;br /&gt;
==Simulator Hand Grenade M116A1==&lt;br /&gt;
The [[M116A1 training grenade|Simulator Hand Grenade M116A1]] appears as the &amp;quot;Flashbang&amp;quot;. In reality, this is a training grenade and not an actual combat device.&lt;br /&gt;
[[File:M116a1pullcord.jpg|thumb|none|300px|Simulator Hand Grenade M116A1 with pullcord fuse]]&lt;br /&gt;
[[File:M116A1Flashbang BOCW.jpg|thumb|none|600px|The M116A1 in the operator loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==TM-46 anti-tank mine==&lt;br /&gt;
A cosmetically modified [[TM-46 anti-tank mine]] appears as the &amp;quot;Proximity Mine&amp;quot; field upgrade.&lt;br /&gt;
[[File:Tm-46.jpg|thumb|none|450px|TM-46 anti-tank mine]]&lt;br /&gt;
[[File:BOCW Prox Mine.jpg|thumb|none|600px|The Proximity Mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Type 67 Stick Grenade==&lt;br /&gt;
Several unusable Chinese [[Type 67 stick grenade|Type 67 Grenades]] are seen on the Vietcong guerillas found in the campaign. In the multiplayer, an operator skin for Baker can be purchased with Season 2, which also has two Type 67 Stick Grenades attached to the belt.&lt;br /&gt;
[[File:Type67Grenade.jpg|thumb|none|350px|Type 67 High-Explosive Fragmentation stick grenade]]&lt;br /&gt;
[[File:BOCW-Type67grenade.jpg|thumb|none|600px|Bell looks at a dead Vietcong fighter.]]&lt;br /&gt;
[[File:BOCW-Type67grenade2.jpg|thumb|none|600px|The &amp;quot;Last One Standing&amp;quot; skin in-game.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==8.8 cm Flak 37==&lt;br /&gt;
Bell destroys several Flak 37s in &amp;quot;The Final Countdown&amp;quot;. It is inaccurately depicted as being mounted on Czechoslovakian type carriage and mount.&lt;br /&gt;
[[Image:FlaK37.jpg|thumb|none|400px|8.8 cm FlaK 37 (note the pointer dials, the rectangular boxes on the side of the gun cradle with two circles) - 88x571mm R]]&lt;br /&gt;
[[File:BOCW-Flak1.jpg|thumb|none|600px|In a truly Bond villain fashion, &amp;quot;Perseus&amp;quot; have mated the poor Flak 37 to a [http://www.frajasw.cz/gallery/lizard/pldvk_vz_53/pldvk_vz_53.html Czechoslovakian towed 30-mm anti-aircraft installation ZK.453].]]&lt;br /&gt;
[[File:BOCW-Flak2.jpg|thumb|none|600px|As evident from this image, the combination of a much larger Flak 37 with the ZK.453 carriage is dubious to work in reality as the latter is obviously designed for a smaller weapon.]]&lt;br /&gt;
&lt;br /&gt;
==30mm ZK.453==&lt;br /&gt;
In &amp;quot;Red Light, Green Light&amp;quot;, some 30mm ZK.453 anti-aircraft guns can be seen.&lt;br /&gt;
[[File:BOCW-AAZK1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
Five bent [[Browning M2 Aircraft]] Machine Guns in fixed and flexible mount are seen on a crashed Boeing B17 &amp;quot;Flying Fortress&amp;quot; on the Zombies map &amp;quot;Die Maschine&amp;quot;. This bomber is first seen during the &amp;quot;Nacht der Untoten&amp;quot; cutscene from ''[[Call of Duty: World at War|World at War]]''.&lt;br /&gt;
[[File:M2aircraft.jpg|thumb|none|450px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, flexible - .50 BMG]]&lt;br /&gt;
[[File:BOCW-BM2Air.jpg|thumb|none|600px|Looking at the top turret with two mounted Brownings.]]&lt;br /&gt;
[[File:BOCW-BM2Air1.jpg|thumb|none|600px|The barrel of a waist gunner position.]]&lt;br /&gt;
[[File:BOCW-BM2Air2.jpg|thumb|none|600px|A rear view of the same MG inside the bomber shows the spade grips of the flexible Browning variant. The last two MGs of the tail gunner position can be seen outside the map.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
[[Browning M2HB]]s are mounted on M1 Abrams tanks.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:M242 25mm gun.jpg|thumb|none|450px|M242 Bushmaster chaingun - 25mm]]&lt;br /&gt;
[[File:BOCW-M2HB1.jpg|thumb|none|600px|It appears that the M2HB has also been fictionalized somewhat, because &amp;quot;legal reasons&amp;quot;. Among these fictionalizations are reinforcing ribs added at the front of the receiver, an extension to the receiver that separates the receiver and the barrel shroud and also mounts the front sight, the barrel shroud only having 3 vent holes instead of 4 (none of which are actually modeled, but textured onto the gun) and also being bottlenecked similar to an [[M242 Bushmaster chaingun]], and lightening cuts added to the top cover. The Abrams tank it is mounted to is the M1A1 variant, easily identified by the different profile of the bore evacuator on the M256 120mm cannon and the lack of the M1A2's thermal viewer for the commander; the M1A1 Abrams is anachronistic to this level, set in 1983, as the M1A1 was only accepted into service some time between 1985 and 1986.]]&lt;br /&gt;
[[File:BOCW-M2HB2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==DShKM Heavy Machine Gun==&lt;br /&gt;
A [[DShK Heavy Machine Gun|DShKM Heavy Machine Gun]] appears to be mounted gunboats, tanks and bunkers in multiplayer and also on the ''Slava''-class, and inappropriately, the ''Ticonderoga''-class cruisers on the map Armada. It can be used in the campaign mission &amp;quot;Redlight, Greenlight&amp;quot;, mounted on an APC.&lt;br /&gt;
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
==General Electric M61 Vulcan==&lt;br /&gt;
F-14A Tomcats, armed with [[M61 Vulcan]] cannons, are seen taking off from a ''Nimitz''-class carrier in the reveal trailer. The carrier also sports Vulcan cannons in CIWS installations.&lt;br /&gt;
[[File:M61vulcan.jpg|thumb|none|450px|GE M61 Vulcan Cannon - 20x102mm]]&lt;br /&gt;
[[File:Phalanx.jpg|thumb|none|400px|Phalanx Block 1 CIWS - 20x102mm]]&lt;br /&gt;
[[File:BOCW Nimitz Carrier.jpg|thumb|none|600px|A Tomcat launching into the danger zone from the supercarrier, with CIWS visible on both sides of the bow.]]&lt;br /&gt;
&lt;br /&gt;
==M40 Recoilless Rifle==&lt;br /&gt;
The [[M40 Recoilless Rifle]] is seen on jeeps inside Camp Haskins.&lt;br /&gt;
[[File:M40 Type 73 jeep mount.jpg|thumb|none|400px|M40 Recoilless Rifle (Licensed in Japan as the Type 60) mounted on Type 73 Kyu jeep - 106mm Rocket]]&lt;br /&gt;
[[File:BOCW-M40Recoilless.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The Panzerkampfwagen VI Ausf. B Tiger II &amp;quot;Königstiger&amp;quot; heavy tank on the &amp;quot;Die Maschine&amp;quot; Zombies map has a hull-mounted [[MG34]].&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BOCW-MG34Panzerlauf.jpg|thumb|none|600px|The hull-mounted MG34. It appears that the weapon plus the entire tank model are reused from ''Black Ops III''.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
An [[MG42]] with a drum magazine appears only as an emplaced weapon in the Vietnam War flashback mission &amp;quot;Fracture Jaw&amp;quot;. It is confirmed that the MG34 was used in Vietnam as military aid from the Soviet Union which had captured stockpiles from WWII thus the appearance of the MG42 in this context is also plausible.&lt;br /&gt;
[[File:mg42drummag.jpg|thumb|none|450px|MG42 with drum magazine - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BOCW-MG42-1.jpg|thumb|none|600px|An MG42 in Vietnam. It appears that the model is lifted from ''Black Ops III''.]]&lt;br /&gt;
[[File:BOCW-MG42-2.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
&lt;br /&gt;
==Yakushev-Borzov Yak-B==&lt;br /&gt;
A [[Yakushev-Borzov Yak-B]] is mounted on in-game Hind-D attack helicopters.&lt;br /&gt;
[[File:Mil Mi-24D Yak-B closeup.jpg|thumb|none|400px|Closeup of Yakushev-Borzov Yak-B mounted on Mi-24 Hind-D - 12.7x108mm]]&lt;br /&gt;
[[File:YakB Hind BOCW.jpg|thumb|none|600px|The chin-mounted Yak-B as seen in the vehicle customization menu in Cold War.]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-23==&lt;br /&gt;
The &amp;quot;VTOL Escort&amp;quot; (Modeled after the Yak-38) has two [[Gryazev-Shipunov GSh-23]] autocannons mounted in underwing UPK-23 gunpods. While the pod itself is correctly modeled, it is incorrectly depicted as a flexible aiming system (independent from the Yak's nose direction) due to gameplay reasons and controls. It is also seen mounted with an NPPU-23 helicopter turret inaccurately onto a Mi-8 helicopter piloted by Kravchenko in &amp;quot;Mauer Der Toten&amp;quot;.&lt;br /&gt;
[[File:GSh-23-2.jpg|thumb|none|400px|Grayzev-Shipunov GSh-23 with ammo belt - 23x115mm]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==150 lb Crossbow==&lt;br /&gt;
A 150 lb crossbow similar to those by Velocity Archery and Wizard Archery appears as the &amp;quot;R1 Shadowhunter&amp;quot;. Those designs are most likely anachronistic.&lt;br /&gt;
[[File:R1crossbowpreview BOCW.jpg|thumb|none|600px|The &amp;quot;R1 Shadowhunter&amp;quot; in the gunsmith preview menu.]]&lt;br /&gt;
&lt;br /&gt;
==Recurve Bow==&lt;br /&gt;
A recurve bow which appears to be based on [[Rambo]]'s bows appears in the campaign and as a scorestreak in multiplayer. It is inaccurately depicted as being usable underwater which doesn't hinder in any way the arrow's movement nor the flame of the fire arrows.&lt;br /&gt;
&lt;br /&gt;
==Beretta 92F==&lt;br /&gt;
A [[Beretta 92F]] is seen on a movie poster in the map &amp;quot;Amerika&amp;quot;.&lt;br /&gt;
[[File:Beretta92F EarlyModel.jpg|thumb|none|300px|Beretta 92F - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Beretta92Fmovieposter BOCW.jpg|thumb|none|600px|The movie &amp;quot;Hot 'Nuff&amp;quot; with the Beretta 92F.]]&lt;br /&gt;
&lt;br /&gt;
==China Lake Grenade Launcher==&lt;br /&gt;
The [[M79 grenade launcher|M79]]'s master calling card shows a [[China Lake Launcher]] instead of a proper M79.&lt;br /&gt;
[[File:China Lake.jpg|thumb|none|450px|China Lake Launcher - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
Two [[Colt SAA]] revolvers are seen in the &amp;quot;Dead Still&amp;quot; calling card.&lt;br /&gt;
[[File:ColtSAALongBarrel.jpg|thumb|none|300px|Colt Single Action Army with 7.5&amp;quot; barrel known as the &amp;quot;Cavalry&amp;quot; model - .45 Long Colt]]&lt;br /&gt;
[[File:BOCW-SAACard.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
[[Enfield L85A2]] rifles are seen in the &amp;quot;Hardcore Kill Collector&amp;quot; calling card.&lt;br /&gt;
[[File:L85A2Iron.jpg|thumb|none|450px|L85A2 with iron sights - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BOCW CC L85.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Sci-Fi Rifle==&lt;br /&gt;
A fictional sci-fi rifle inspired by the [[M41A Pulse Rifle]] from the ''Alien'' franchise is featured in posters for the fictional movie &amp;quot;Two Days On The Moon&amp;quot; in the map Express.&lt;br /&gt;
[[File:M41a02.jpg|thumb|none|450px|Opposite side view of an M41A Pulse Rifle from ''Aliens''.]]&lt;br /&gt;
[[File:BOCW alien rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Sniper Rifle==&lt;br /&gt;
A fictional sniper rifle seemingly based on the &amp;quot;DKS-501 Sniper Rifle&amp;quot; from ''[[Fallout 3]]'' appears in the &amp;quot;Saving PhD Ryan&amp;quot; campaign calling card.&lt;br /&gt;
[[File:Fallout3sr.jpg|thumb|none|450px|DKS-501 Sniper Rifle from ''Fallout 3''.]]&lt;br /&gt;
[[File:BOCW CC F3SR.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Handflammpatrone DM34==&lt;br /&gt;
Handflammpatrone DM34 single-shot incendiary pistols are used in two executions - Woods' &amp;quot;Spare A Light&amp;quot; and Kitsune's &amp;quot;Tortured&amp;quot;.&lt;br /&gt;
[[File:Handflammpatrone.jpg|thumb|none|350px|Handflammpatrone DM34]]&lt;br /&gt;
&lt;br /&gt;
==IWI Galil ACE 21==&lt;br /&gt;
A soldier wields two [[Galil ACE 21]]s in the &amp;quot;Armed To The Teeth&amp;quot; calling card.&lt;br /&gt;
[[File:Galil ACE 21.jpg|thumb|none|450px|IWI Galil ACE 21 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
What appears to be [[M1 Garand]]s are seen on the &amp;quot;Down Range&amp;quot; bundle picture.&lt;br /&gt;
[[File:M1 Garand.jpg|thumb|none|450px|M1 Garand - .30-06.]]&lt;br /&gt;
[[File:BOCW-DownRange.jpg|thumb|none|600px|The last WWII-style American soldier on the right carries the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==M114 155 mm howitzer==&lt;br /&gt;
M114 155 mm howitzers are seen in firebase Ripcord in the mission &amp;quot;Fracture Jaw&amp;quot;. The &amp;quot;Artillery&amp;quot; scorestreak also consists of a barrage from M114 155 mm howitzers.&lt;br /&gt;
[[File:M114 155m howitzer.jpg|thumb|none|450px|M114 Howitzer - 155mm]]&lt;br /&gt;
[[File:M114Scorestreak BOCW.jpg|thumb|none|600px|The selection menu artwork for the &amp;quot;Artillery&amp;quot; scorestreak shows an M114 battery. This reflects their usage in the context of the Vietnam War through the game's Southeast Asian multiplayer maps are set in the 80s.]]&lt;br /&gt;
[[File:BOCW-M114Howitzer.jpg|thumb|none|600px|The barrels of the howitzers can be seen in the distance.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower (modified)==&lt;br /&gt;
A modified [[M2 Flamethrower]] was added as a scorestreak with Season 5. It consists of the gun group with added custom smaller fuel tanks, modified muzzle and a stock. Its icon shows it consisting of a normal M2 wand paired with M9 fuel tanks.&lt;br /&gt;
[[File:M9 with M2 wand.jpg|thumb|none|450px|M9 Flamethrower with M2 wand]]&lt;br /&gt;
&lt;br /&gt;
==M20 &amp;quot;Super Bazooka&amp;quot;==&lt;br /&gt;
An [[M20 &amp;quot;Super Bazooka&amp;quot;]] is seen in Vietnam War archival footage in the intro of &amp;quot;Fracture Jaw&amp;quot;.&lt;br /&gt;
[[File:M20 Super Bazooka.jpg|thumb|none|450px|M20 &amp;quot;Super Bazooka&amp;quot; - 3.5&amp;quot; rocket]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Marshal 16&amp;quot;==&lt;br /&gt;
The fictional [[Talk:Call of Duty: Black Ops III#&amp;quot;Marshal 16&amp;quot;|&amp;quot;Marshal 16&amp;quot;]] from ''Black Ops III'' appears as the &amp;quot;Classic Marshal&amp;quot; charm.&lt;br /&gt;
[[File:Marshal16 BO3.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Matchlock Musket==&lt;br /&gt;
A Spanish conquistador firing a [[Matchlock Musket]] is seen in the &amp;quot;Iron Sight Assassin&amp;quot; calling card that could be earned during season 2 at level 180.&lt;br /&gt;
[[file:MatchlockMusket.jpg|thumb|none|450px|European Matchlock musket.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M91/30==&lt;br /&gt;
A scoped [[Mosin-Nagant M91/30]] is seen in the &amp;quot;Power Killer&amp;quot; calling card.&lt;br /&gt;
[[file:M9130-Sniper-PE.jpg|thumb|none|450px|Mosin Nagant M1891/30 Sniper Rifle with PE scope - 7.62x54mm R]]&lt;br /&gt;
[[File:BOCW-MosinCard.jpg|thumb|none|600px|The rifle is equipped with a PEM sniper scope instead of the better-known PU scope.]]&lt;br /&gt;
&lt;br /&gt;
==Tippman 98 Custom==&lt;br /&gt;
In Season 4 Reloaded, the map &amp;quot;Rush&amp;quot; from ''Black Ops II'' was added. As with the original map, [[Air Guns#Tippmann 98 Custom|Tippmann 98 Customs]] appear in a store display of paintball guns, despite being anachronistic for the new setting of the 1980s (as opposed to ''BO2'''s 2025 setting).&lt;br /&gt;
[[Image:Tippmann 98 Custom.jpg|thumb|none|400px|Tippmann 98 Custom Paintball Marker - .62 caliber]]&lt;br /&gt;
&lt;br /&gt;
==Tippmann X7 G36==&lt;br /&gt;
In Season 4 Reloaded, the map &amp;quot;Rush&amp;quot; from ''Black Ops II'' was added. As with the original map, Tippmann X7 G36s appear in a store display of paintball guns, despite being anachronistic for the new setting of the 1980s (as opposed to ''BO2'''s 2025 setting).&lt;br /&gt;
[[File:Tippmann X7 G36.jpg|thumb|450px|none|A Tippmann X7 G36 paintball gun.]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified Repeating Rifle==&lt;br /&gt;
A scoped repeating rifle (possibly a [[Marlin Firearms|Marlin]]) is seen briefly in archival footage during the intro of &amp;quot;Brick in the Wall&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Valmet M76F==&lt;br /&gt;
A [[Valmet M76F]] is seen in the City Ripper bundle picture.&lt;br /&gt;
[[File:ValmetM76F.jpg|thumb|none|450px|Valmet M76F with side folding tubular stock - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK==&lt;br /&gt;
A suppressed [[Walther PPK]] is seen held by Adler in the &amp;quot;Action Packed&amp;quot; calling card.&lt;br /&gt;
[[File:WaltherPPkSilenced.jpg|thumb|none|350px|Walther PPK with a sound suppressor - .380 ACP (Brown factory grips).]]&lt;br /&gt;
[[File:BOCW-PPK1Card.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873==&lt;br /&gt;
What appears to be a [[Winchester Model 1873]] is seen in the &amp;quot;One Shot Kill&amp;quot; calling card.&lt;br /&gt;
[[File:Winchester1873.jpg‎|thumb|none|450px|Winchester Model 1873 carbine - 1st generation rifle - 44-40 Winchester]]&lt;br /&gt;
[[File:BOCW CC repeater.jpg‎|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
Three unusable [[Glock 18C]] pistols can be seen hanging on a wall on the multiplayer map &amp;quot;Checkmate&amp;quot;. Their appearance is anachronistic as the map takes place in January 1985, while the Glock 18 was produced in 1986 - the 3rd Generation variants were introduced after 1998. A Glock pistol is also seen in the &amp;quot;Grizzled Veteran Master&amp;quot; calling card.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|300px|Glock 18C (3rd Generation) - 9x19mm. This model has compensator cuts on the slide and barrel to reduce muzzle climb while firing.]]&lt;br /&gt;
[[File:BOCW-Glock.jpg|thumb|none|600px|The pistol in a highly unlikely place to be found, an East German training facility. Despite having the 18C's compensator cuts, the slide markings label it as a standard Glock 18.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Two [[Makarov PM]]s appear on Helen Park's &amp;quot;Scorched&amp;quot;, &amp;quot;Bad Blood&amp;quot;, &amp;quot;Hellion&amp;quot;, and &amp;quot;Commando&amp;quot; outfits, as well as on Samantha Maxis' &amp;quot;Dark Aether&amp;quot; outfit and Portnova's &amp;quot;Handler&amp;quot; outfit. Aleksandra Valentina also carries a holstered one in the Zombies mode cutscenes.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|300px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:BOCW Park Makarovs.jpg|thumb|none|600px|The grips of both Makarovs can be seen in weird waist holsters on her vest.]]&lt;br /&gt;
&lt;br /&gt;
==Sedgley Fist Gun==&lt;br /&gt;
Scattered throughout the CIA Safehouse used as the in-game mission hub are various unusable [[Sedgley Fist Gun|Sedgley Fist Guns]].&lt;br /&gt;
[[File:OPG Glove device.jpg|thumb|none|325px|Sedgley Fist Gun - .38]]&lt;br /&gt;
[[File:SedgleyFistGun BOCW.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:SedgleyFistGun2 BOCW.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Strife&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;Strife&amp;quot; pistol from ''[[Call of Duty: Black Ops 4|Black Ops 4]]'' can be seen on a table in the side mission &amp;quot;Operation Red Circus&amp;quot;. Unusable and completely anachronistic to the game's setting, the gun was likely originally used as a placeholder during the mapping process that went overlooked and wasn't removed.&lt;br /&gt;
[[File:S&amp;amp;WSigma9F.jpg|thumb|none|300px|Smith &amp;amp; Wesson Sigma SW9F - 9x19mm Parabellum]]&lt;br /&gt;
[[File:S&amp;amp;W SD40.jpg‎|thumb|none|300px|Smith &amp;amp; Wesson Sigma SD40 - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:S&amp;amp;W M&amp;amp;P 2.0.jpg|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P 2.0 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BOCWStrife.jpg|thumb|none|600px|Mason takes the time out of chasing a known enemy of the state to admire a time-traveling literal space pistol. While one could chalk it up to THE NUMBERS making him hallucinate guns that wouldn't exist for at least five (and at most seven) decades more, its appearance in the multiplayer map based off of this mission (Crossroads, taking place in 1983) marks it as a placeholder that never got removed.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33==&lt;br /&gt;
The [[Tokarev TT-33]] is used by some Red Army soldiers in the intro cutscene of the Zombies map Die Maschine.&lt;br /&gt;
[[File:TT-33-Wartime.jpg|thumb|none|300px|Tokarev TT-33 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:BOCWMaschine-TT1.jpg|thumb|none|600px|One soldier points his Tokarev at a suspicious German.]]&lt;br /&gt;
[[File:BOCWMaschine-TT2.jpg|thumb|none|600px|The cameraman defends himself with a TT-33.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
Unusable [[AKM]] rifles can be seen next to the Glock 18 pistols in the multiplayer map &amp;quot;Checkmate&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
The [[SVT-40]] is used by some Red Army soldiers in the intro cinematic of the Zombies map Die Maschine.&lt;br /&gt;
[[File:SVT-40.jpg|thumb|none|450px|Tokarev SVT-40 - 7.62x54mmR]]&lt;br /&gt;
[[File:BOCWMaschine-PPShSVT.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BOCWMaschine-SVT.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1518032</id>
		<title>Call of Duty: Black Ops Cold War</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1518032"/>
		<updated>2022-09-07T18:45:39Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: /* XM177E1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: Black Ops Cold War&lt;br /&gt;
|picture=CODBOCWCover1.jpeg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=November 13, 2020&lt;br /&gt;
|developer=Treyarch, Raven Software&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: Black Ops Cold War''''' is a first-person shooter developed by Treyarch and Raven Software and published by Activision. It is the sixth game in the ''Black Ops'' series and the seventeenth in the ''Call of Duty'' series. It is also a direct sequel to ''[[Call of Duty: Black Ops]]''. Like previous games in the series, it is composed of three main modes of play, a single-player campaign, a player-vs-player multiplayer mode, and a 1-4 player cooperative zombies mode. The campaign's setting takes place primarily in 1981 with several flashbacks dating to 1968 during the Vietnam War, and the zombies and multiplayer mode take place simultaneously in 1984, hence, certain weapons are available in these modes that aren't present in the campaign because of the time difference. The player character is a new, customizable operative codenamed &amp;quot;Bell&amp;quot;, who is part of a CIA task force, including Alex Mason, Frank Woods, and Jason Hudson, out to stop a Soviet agent codenamed &amp;quot;Perseus&amp;quot; (based on the real-life conspiracy) from carrying out a decades-long plan that could radically alter the balance of power of the Cold War.&lt;br /&gt;
&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;
=Overview=&lt;br /&gt;
''Black Ops Cold War'' maintains several weapon features from the 2019 ''Modern Warfare'', including Gunsmith and the ability to reload while aiming down sights.&lt;br /&gt;
&lt;br /&gt;
The game features an extensive swimming and underwater mechanic which inaccurately depicts weapons as being able to be fired underwater, something which would lead to malfunctions and possible complete weapon failures (i.e. exploded barrels) in reality, not to mention projectiles can't travel more than a few feet in such environment. Also, bullet velocities for most of the weapon are much slower in-game than in real life, and some weapons unrealistically share the same velocities despite their different calibers and designs.&lt;br /&gt;
&lt;br /&gt;
While Gunsmith offers a wide variety of attachments to equip, it lacks several features from ''Modern Warfare''. It also features some ''staggeringly'' poor attachment descriptions filled with inaccuracies and misused terms. For example, STANAG is used as a catch-all term for extended magazines, despite the real usage being almost the exact opposite of such an idea.&lt;br /&gt;
&lt;br /&gt;
Many of the cosmetic blueprints feature cerakoted designs which is anachronistic for the 80s as cerakoted weapons started appearing at some point in the 2000s or 2010s.&lt;br /&gt;
&lt;br /&gt;
Weapons from ''Black Ops Cold War'' also make appearances in ''Call of Duty: Warzone'', a standalone battle royale game mode originally released for (and developed on) ''[[Call of Duty: Modern Warfare (2019)]]''. While most weapons are identical between BOCW and ''Warzone'', a number of weapons, especially the ones added post-release, have more detailed animations in ''Warzone''. More rarely, some BOCW weapons have different weapon models when implemented in ''Warzone''.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] appears under the name &amp;quot;Diamatti&amp;quot;. It holds 15 rounds by default, despite having a visibly extended magazine. It also has a slightly shorter barrel by default; the “7.2&amp;quot; Reinforced Heavy” barrel attachment gives it a more correct barrel length, though this one is shown as fluted. Soviet forces use it in the campaign (which is incorrect), along with Alex Mason in &amp;quot;Echoes of a Cold War&amp;quot;.&lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm]]&lt;br /&gt;
[[File:M93Rpreview BOCW.jpg|thumb|none|600px|The Beretta 93R in Gunsmith.]]&lt;br /&gt;
[[File:Beretta93rIdle BOCW.jpg|thumb|none|600px|Sims wielding a &amp;quot;Diamatti&amp;quot; in Angola.]]&lt;br /&gt;
[[File:Beretta93rADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:Beretta93rInspect BOCW.jpg|thumb|none|600px|Sims admires what is possibly the most accurate Beretta 93R weapon model in a Call of Duty game to date.]]&lt;br /&gt;
[[File:Beretta93rInspect2 BOCW.jpg|thumb|none|600px|Pulling back the slide for a brass check.]]&lt;br /&gt;
[[File:Beretta93rReload BOCW.jpg|thumb|none|600px|Swapping magazines during a reload.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] is featured in the game, simply referred to as &amp;quot;1911&amp;quot; and featuring a nickel finish similar to the multiplayer 1911 weapon model from ''[[Call of Duty: Black Ops|Black Ops]]''. In the campaign, it is the main sidearm of almost everyone, including the Soviet and North Vietnamese forces, who would much more likely use the [[Makarov PM]] or [[Tokarev TT-33]] as their sidearms. It incorrectly holds 8 rounds in a standard 7-round magazine.&lt;br /&gt;
In alpha, beta, and pre-release materials, the M1911 appears with a parkerized finish and brown grips. The &amp;quot;Wingman&amp;quot; skin from the &amp;quot;Air Sea Land Pack&amp;quot; for the Ultimate Edition is also an M1911A1, featuring a paint-job similar to that of the P-51 Mustang fighters during WWII. The M1911A1 is also used in the Overpower finishing move.&lt;br /&gt;
[[File:NickelPlatedM1911A1.jpg|thumb|none|300px|Nickel Plated Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:1911preview BOCW.jpg|thumb|none|600px|The M1911A1 in Gunsmith.]]&lt;br /&gt;
[[File:1911Idle BOCW.jpg|thumb|none|600px|The M1911A1 in Angola.]]&lt;br /&gt;
[[File:1911ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:1911Inspect BOCW.jpg|thumb|none|600px|Inspecting the M1911.]]&lt;br /&gt;
[[File:1911Inspect2 BOCW.jpg|thumb|none|600px|Inspecting its other side.]]&lt;br /&gt;
[[File:1911reload BOCW.jpg|thumb|none|600px|Much like the 1911 in [[Call of Duty: Modern Warfare (2019)]], the 1911 in Black Ops Cold War features a nice detail in the slide stop engaging the slide after the last round is fired from a magazine.]]&lt;br /&gt;
[[File:1911reload2 BOCW.jpg|thumb|none|600px|The standard reload involves power slinging the slide, there are magazine options that change that to an animation where the player character hits the slide stop.]]&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:BOCW-M1911-2.jpeg|thumb|none|600px|The M1911A1 with a parkerized finish in the alpha multiplayer loadout menu.]]&lt;br /&gt;
[[File:BOCW-1911-1.jpg|thumb|none|600px|The M1911 tucked in Adler's pants in a pre-release trailer. In the final game, the player grabs the pistol to take down a guard - even though they have their own suppressed 1911 at this point with no way to replace it.]]&lt;br /&gt;
[[File:BOCW M1911 trailer silencer.jpg|thumb|none|600px|A suppressed M1911A1 is racked in the multiplayer reveal trailer. Note the Ak 5 with what appears to be Advanced Armament Corporation OMNI 5.56mm suppressor which doesn't appear in actual multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle==&lt;br /&gt;
An anachronistic and visually altered [[Desert Eagle]] fitted with a Laser Products Corporation LPC Model 7 laser sight and an enormous muzzle brake appears as the &amp;quot;Hand Cannon&amp;quot; in the campaign mission &amp;quot;Desperate Measures&amp;quot;. Inspiration for the weapon appears to come from the laser sighted [[AMT Hardballer]] from ''[[The Terminator]]''. Perhaps taking its moniker a little too literally, it fires explosive rounds. The campaign version feeds from an 8-round magazine (which could or could not be correct, its caliber never being stated) and cannot be reloaded; once all eight rounds have been fired, it is discarded.&lt;br /&gt;
&lt;br /&gt;
It was added as the &amp;quot;Hand Cannon&amp;quot; streak in Season 4, with 10 extremely powerful explosive rounds that can take out any streak you can shoot in one to four shots. It is the primary weapon of choice for the &amp;quot;One in the Chamber&amp;quot; gamemode. Its scorestreak icon shows a more accurate rendition of a Desert Eagle, though this one is an even more anachronistic picatinny railed Mark XIX than the Mark VII on which the actual weapon is based. The laser is now green, and aiming uses ironsights mounted on top of the laser. Its role is similar to the &amp;quot;Annihilator&amp;quot; revolver from ''[[Call of Duty: Black Ops III|BO3]]'' and ''[[Call of Duty: Black Ops 4|BO4]]'', even reusing the sounds of that gun from those games.&lt;br /&gt;
&lt;br /&gt;
[[File:DesertEagleMarkVIInickel.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark VII with nickel finish - .44 Magnum]]&lt;br /&gt;
[[Image:Longslide2.jpg|thumb|none|600px|The AMT Hardballer Longslide/LPC Model 7 laser sight combo from ''The Terminator'' which appears to have been the inspiration for the &amp;quot;Hand Cannon&amp;quot;. The in-game laser is incorrectly depicted as being switched on by pressing a fictional button at the rear, while the real thing has a separate switch connected via cables.]]&lt;br /&gt;
[[File:Desert eagle picatinny.JPG|thumb|none|350px|Magnum Research Desert Eagle Mark XIX, current production model with Picatinny railed barrel - .44 Magnum]]&lt;br /&gt;
[[File:COD CW Deagle Menu.jpg|thumb|none|600px|The &amp;quot;Hand Cannon&amp;quot; in the multiplayer menu. The description incorrectly calling it a &amp;quot;revolver&amp;quot; was reused from Black Ops 3/4, though the word has been changed to &amp;quot;handgun&amp;quot; after an update. A round can be seen in the spare magazine.]]&lt;br /&gt;
[[File:BOCWDeagle3rd.jpg|thumb|none|600px|Bell stops admiring his nice shoes to look upon the mutant Deagle in the middle of the KGB headquarters, of all places. This is the only place in the campaign it can be found.]]&lt;br /&gt;
[[File:BOCWDeagle.jpg|thumb|none|600px|Bell holds the Hand Cannon as he awaits enemy forces about to barge into the room. Here the laser sight can be seen more clearly.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Magnum&amp;quot;==&lt;br /&gt;
The &amp;quot;Magnum&amp;quot; is a fictional hybrid revolver that appears to have some influence from a variety of revolvers such as [[Smith &amp;amp; Wesson#Revolvers|Smith &amp;amp; Wesson]], [[Ruger#Revolvers|Ruger]], [[Arminius HW Revolver Series|Arminius]], Alfa, [[Astra#Revolvers|Astra]] and the [[Colt Trooper]]. The rear of the frame and the angle of the grip give it a strong resemblance to the G&amp;amp;G G733 airsoft revolver. The names of some of its muzzle attachments suggest that it is chambered in .45 ACP (misnamed &amp;quot;.45 APC&amp;quot;); this would contradict both the &amp;quot;Magnum&amp;quot; name, and its Warzone incarnation's stated chambering (.357 Magnum). Like other revolvers in previous ''Black Ops'' games, it is reloaded with single rounds by default, and still has the reload logic errors of the player character reloading only the rounds needed to refill the cylinder in gameplay despite the reload animation showing the entire cylinder being ejected.&lt;br /&gt;
&lt;br /&gt;
The Magnum can also accept a suppressor, even though it almost certainly wouldn't work on the revolver in reality due to the gap between the cylinder, which would leak enough propellant gases to render the suppressor useless. The Magnum also has nonsensical 9-round and 12-round cylinders as attachment options; these cylinders are completely identical to the base cylinder dimensionally, with the amount of rounds held in them ''visibly'' remaining 6 rounds. They're only different in their shapes, being an unfluted cylinder and a [[Mateba]]-like hexagonal cylinder respectively. These cylinder options are also very incorrectly referred to as magazines in their attachment names.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Minted&amp;quot; blueprint gives the revolver a barrel that appears similar to the anachronistic [[Smith &amp;amp; Wesson Model 986]], while others give it a [[Dan Wesson]]-style heavy barrel.&lt;br /&gt;
[[File:G&amp;amp;G G733.jpg|thumb|none|350px|'''Airsoft''' G&amp;amp;G G733 airsoft revolver]]&lt;br /&gt;
[[File:ColtPython6In.jpg|thumb|none|350px|Colt Python with 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:TrooperMKV.jpg|thumb|none|350px|Colt Trooper MK V with straight wood grips and a 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:S&amp;amp;WModel17A.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 17-6 - .22LR]]&lt;br /&gt;
[[File:Ruger Speed 6.jpg|thumb|none|350px|Ruger Speed Six with blued finish and 2.75-inch barrel - .357 Magnum]]&lt;br /&gt;
[[File:Astra357-01.jpg|thumb|none|350px|Astra 357, 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:Revolverpreview BOCW.jpg|thumb|none|600px|A close up look of the &amp;quot;Magnum&amp;quot; in Gunsmith, showing its many design inspirations - the sights come from Smith &amp;amp; Wesson revolvers, the cylinder, hammer, trigger &amp;amp; trigger guard from a Colt Python, the barrel seems to be a mix between that of a Python and a Colt Trooper (complete with a partial underlug rather awkwardly merged into a full one), and a Ruger-style recoil shield; the latter is supposed to have the cylinder release mounted on it, but the designer instead decided to put a conventional Astra-esque cylinder release behind it, forcing them to rather awkwardly stretch the frame forward to fit both.]]&lt;br /&gt;
[[File:Revolveridle BOCW.jpg|thumb|none|600px|The mutant &amp;quot;Magnum&amp;quot;, an amalgamation of the leading revolver brands.]]&lt;br /&gt;
[[File:RevolverADS BOCW.jpg|thumb|none|600px|Aiming down the Smith &amp;amp; Wesson sights.]]&lt;br /&gt;
[[File:Revolverinspect BOCW.jpg|thumb|none|600px|Inspecting the revolver involves flipping the Colt cylinder out.]]&lt;br /&gt;
[[File:Revolverinspect2 BOCW.jpg|thumb|none|600px|Inspecting the Colt-esque barrel.]]&lt;br /&gt;
[[File:Revolverreload BOCW.jpg|thumb|none|600px|Reloading by dumping all rounds in the cylinder.]]&lt;br /&gt;
[[File:Revolverreload2 BOCW.jpg|thumb|none|600px|The default reload animation has the player character individually insert rounds off screen; depending on the cylinder you choose in Gunsmith, a speed loader may be used instead (though dual-wielding will always reload both at once). The animation finishes with a wince-inducing flick of the wrist to shut the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Tranquilizer Gun&amp;quot;==&lt;br /&gt;
A hybrid of a [[Ruger Mk II]] and a [[Welrod]] mocked up to be a tranquilizer pistol is used by Bell in the campaign. The detachable magazine holds 8 rounds, and the animations are reused from the M1911 listed above. The bolt from the Welrod is used as a slide when it locks back on an empty magazine, however, the weapon does not eject casings of any kind, which begs the question of what the slide actually does. Some sort of air canister is seen under the barrel, and the weapon makes noises comparable to compressed air being released, which makes sense.&lt;br /&gt;
[[File:Ruger Mark II MK512.jpg|thumb|none|300px|Ruger Mark II - .22 LR]]&lt;br /&gt;
[[File:HPIM0965.jpg|thumb|none|300px|Welrod Mark II - .32 ACP.]]&lt;br /&gt;
[[File:TranqPistolEvidence BOCW.jpg|thumb|none|600px|From this angle, the grip is very clearly inspired by the Ruger Mk II.]]&lt;br /&gt;
[[File:TranqPistol BOCW.jpg|thumb|none|600px|But the ejection port and large knurled breech charging handle is very much Welrod-like.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
A [[Heckler &amp;amp; Koch MP5K]] with a collapsible stock and a threaded barrel is available as the &amp;quot;MP5&amp;quot;. It has an aftermarket and anachronistic Vector Arms MP5K style handstop handguard with perforations instead of a vertical foregrip by default. It uses an HK claw mount with an anachronistic rail when equipping optics. It can be customized into a number of MP5 variants as seen below, having a wide latitude of barrel and stock configurations akin to ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''.&lt;br /&gt;
&lt;br /&gt;
While not anachronistic for the 80s segments, the MP5K is used by US troops in Bell's Vietnam War flashbacks, which is both inaccurate and anachronistic (the MP5K was developed in 1976, and while the standard MP5 was first developed in 1966, it didn't see any form of service in Vietnam until 1975 as the MP5SD with the Green Berets). In this case (along with certain other weapons in the Vietnam missions), it can somewhat be excused by the fact that these are false flashbacks mixed with hallucinations.&lt;br /&gt;
&lt;br /&gt;
All blueprint variants of the MP5 have the same lower receiver as those of ''Modern Warfare'' (being based on the receiver of a [[PTR 9KT]], which is incredibly anachronistic to ''Cold War''), with the triangular parts still facing the opposite direction compared to real S-E-F lowers.&lt;br /&gt;
[[File:Heckler &amp;amp; Koch MP5K fitted with a A3 stock.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K &amp;quot;Reverse Stretch&amp;quot; with A3 stock - 9x19mm]]&lt;br /&gt;
[[File:MP5Kpreview BOCW.jpg|thumb|none|600px|The MP5K in Gunsmith. Note the gripless handguard resembling modern [https://hkparts.net/product/hk-mp5k-sp89-sp5k-forearm-with-handstop-usa-p16466.htm American examples] with added vent holes for creativity points.]]&lt;br /&gt;
[[File:MP5KIdle BOCW.jpg|thumb|none|600px|The MP5K used on board a Soviet salvage ship.]]&lt;br /&gt;
[[File:MP5KInspect BOCW.jpg|thumb|none|600px|Inspecting the default 30 round magazine of the MP5K.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A3===&lt;br /&gt;
The weapon has some barrel attachments that turn it into a full-sized [[MP5A3]]. The “9.5&amp;quot; Extended” barrel has an original slimline handguard, while the “9.5&amp;quot; Ranger” has a &amp;quot;tropical&amp;quot; wide handguard.&lt;br /&gt;
[[File:H&amp;amp;KMP5A3slimforearm.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; handguard - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5A3.jpg|thumb|none|600px|The MP5A3 with a &amp;quot;STANAG 50 Rnd Drum&amp;quot; and &amp;quot;Collapsed Stock&amp;quot;.]]&lt;br /&gt;
[[File:MP5A3Idle BOCW.jpg|thumb|none|600px|An MP5A3 in Moscow.]]&lt;br /&gt;
[[File:MP5A3Inspect BOCW.jpg|thumb|none|600px|Turning it over to look at the ejection port and the &amp;quot;40 Rnd Speed Mag&amp;quot;, which is a slightly longer version of the early straight &amp;quot;waffle&amp;quot;-style magazine.]]&lt;br /&gt;
[[File:MP5A3Inspect2 BOCW.jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:MP5A3ADS BOCW.jpg|thumb|none|600px|Looking through the iron sights.]]&lt;br /&gt;
[[File:MP5A3.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with &amp;quot;tropical&amp;quot; wide handguard - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2===&lt;br /&gt;
The combination of the aforementioned barrel with the &amp;quot;Tactical Stock&amp;quot; turns the gun into an [[MP5A2]].&lt;br /&gt;
[[File:HK MP-5 A3.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with original &amp;quot;slimline&amp;quot; handguard and straight &amp;quot;waffle&amp;quot;-style magazine - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5A2.jpg|thumb|none|600px|The MP5A2 from the public beta with a &amp;quot;40 Rnd Speed Mag&amp;quot;. The &amp;quot;Salvo 50 Rnd Fast Mag&amp;quot; uses the same magazine model for some reason, albeit with a different tape and pull loop.]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A2WideForearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with &amp;quot;tropical&amp;quot; wide handguard - 9x19mm]]&lt;br /&gt;
[[File:MP5A2gunsmith BOCW.jpg|thumb|none|600px|The post launch MP5A2, with the &amp;quot;tropical&amp;quot; handguard.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
Combining either of the sound suppressors with the “9.5&amp;quot; Ranger” barrel configurations produces a [[Heckler &amp;amp; Koch MP5SD]] configuration. The “9.5&amp;quot; Extended” and “9.5&amp;quot; Reinforced Heavy” barrels also create an MP5SD with the handguard missing.&lt;br /&gt;
[[File:MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 with S-E-F trigger group - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5SD2.jpg|thumb|none|600px|An MP5SD2 configuration from the public beta with the &amp;quot;Agency Suppressor&amp;quot;.]]&lt;br /&gt;
[[File:MP5SD2gunsmith BOCW.jpg|thumb|none|600px|The post launch MP5SD2 in gunsmith preview.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
Ditto to the above configuration but with the default or one of the collapsible stock variants produces an MP5SD3.&lt;br /&gt;
[[File:MP5SD3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5SD3.jpg|thumb|none|600px|The MP5SD3 with the &amp;quot;Sound Suppressor&amp;quot; and &amp;quot;Jungle-Style Mag&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9 Hybrid==&lt;br /&gt;
A mildly fictionalized [[Intratec TEC-9]] was added with season five. It is depicted with the bolt assembly and charging handle of an [[Interdynamic KG-9]], although it is shown firing from a closed bolt like an actual TEC-9. It also has the front sight of a [[PPSh-41]] and the stock of an Interdynamic MP-9, though the latter can be removed with the &amp;quot;No Stock&amp;quot; attachment. When equipping grip attachments, it uses the base of the factory grip with the actual grip chopped off and replaced with the grip attachment of choice.&lt;br /&gt;
&lt;br /&gt;
It fires in semi-auto by default, but there are attachments that convert it into full-auto (the fire rate of which appears to be slower than in real life) and an inaccurate burst fire mode. It incorrectly holds 21 and 24 rounds (in multiplayer and Warzone respectively) in the actual 32-round magazine, presumably to prevent a burst from having less than 3 rounds.&lt;br /&gt;
&lt;br /&gt;
In terms of chronology, while the earlier MP-9/KG-9 was produced from 1981 (thus being borderline period appropriate for the 1981-1985 multiplayer maps), the TEC-9 has the post-1987 rear sight, rendering it anachronistic for the game.&lt;br /&gt;
&lt;br /&gt;
Dual TEC-9s are used by Perseus operative Kitsune in the season five cinematic trailer. The weapon is also seen in the &amp;quot;Harbinger Of Doom&amp;quot; calling card.&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 (post-1987 version) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:InterDynamicKG99.jpg|thumb|none|300px|Interdynamic KG-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Interdynamic MP-9.jpg|thumb|none|450px|Interdynamic MP-9 with foregrip and telescoping stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Tec9preview BOCW.jpg|thumb|none|600px|The mutant TEC-9 in the preview screen for the season 5 battlepass.]]&lt;br /&gt;
[[File:Tec9idle BOCW.jpg|thumb|none|600px|The TEC-9 in action in the slums of Panama City.]]&lt;br /&gt;
[[File:Tec9ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Tec9inspect BOCW.jpg|thumb|none|600px|Inspecting the gun. Note how, in addition to having the KG-9's bolt and charging handle, it also has its safety notch; the TEC-9 instead used the charging handle itself as a safety, pushing it into the bolt instead of using it to lock the bolt back.]]&lt;br /&gt;
[[File:Tec9inspect2 BOCW.jpg|thumb|none|600px|Checking out the closed bolt on a stock TEC-9]]&lt;br /&gt;
[[File:Tec9reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Tec9reload2 BOCW.jpg|thumb|none|600px|Note the various markings and warnings stamped into the polymer lower.]]&lt;br /&gt;
[[File:Tec9reload3 BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Tec9reload4 BOCW.jpg|thumb|none|600px|Charging the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;KSP 45&amp;quot;==&lt;br /&gt;
The &amp;quot;KSP 45&amp;quot; is a fictional 3-round burst submachine gun. The overal shape is similar to the 9mm version of the [[T2 MK5|Australian Automatic Arms 9mm SAC]], but takes other cues from submachine guns such as the [[Heckler &amp;amp; Koch UMP45]] with its boxy design, selector switch style, and charging handle with lock open feature (though it is depicted on the right side rather than the left). It has an AR-like bolt release and an AK trigger guard with paddle magazine release. Notably, it also resembles the &amp;quot;MACHT 37&amp;quot; frankengun from ''[[Metal Gear Solid V: The Phantom Pain]]''. Its buttstock seems to combine the socket of a solid MP5 stock, the shape of one from the the AAA SAC or the Wieger StG-940, H&amp;amp;K G3 style sling attachment point and the foldability of the UMP stock; the &amp;quot;Tactical Stock&amp;quot; and &amp;quot;SAS Combat Stock&amp;quot; attachments swap this out for a [[PSG-1]]-style stock (without or with a cheek rest, respectively), while the &amp;quot;Wire Stock&amp;quot; attachment gives it a shortened Romanian AK wire stock and the &amp;quot;Duster Stock&amp;quot; gives it a UMP-style stock. Curiously, the &amp;quot;42 Rnd&amp;quot; and &amp;quot;48 Rnd STANAG&amp;quot; magazine attachments, while referred to as drums, are actually shrunken-down HK21 machine gun belt boxes with feed towers instead of belt feed openings; the &amp;quot;42 Rnd Speed Mag&amp;quot; and &amp;quot;SALVO 48 Rnd Fast Mag&amp;quot; are [[Spectre M4]]-esque quad stack mags (of the exact same size, with the only difference being the latter's cloth shroud). &lt;br /&gt;
&lt;br /&gt;
Although it isn't normally written in all caps, &amp;quot;Ksp&amp;quot; is the Swedish abbreviation for &amp;quot;machine gun&amp;quot; (short for ''Kulspruta''); however, the trademarks on the right side of the &amp;quot;KSP 45&amp;quot; identify it as a &amp;quot;Kühn &amp;amp; Schmidt MP-U&amp;quot; and state that it is of West German origin. There is also a &amp;quot;WARNING REFER TO OWNER'S MANUAL&amp;quot; stamp above the fire selector, which is similar to the markings on nonmilitary UMPs and USCs.&lt;br /&gt;
&lt;br /&gt;
It is also depicted as being used by a Vietcong guerilla in the &amp;quot;Brap Brap&amp;quot; calling card implying that it was used in Vietnam in the ''Black Ops'' universe, however, no H&amp;amp;K style weapons were used in the Vietnam War in reality.&lt;br /&gt;
[[File:AAA SAC 9mm.jpg|thumb|none|450px|Australian Automatic Arms 9mm SAC - 9x19mm]]&lt;br /&gt;
[[File:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:HKMP2000Prototype.jpg|thumb|none|450px|Experimental H&amp;amp;K MP2000 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:KSP45preview BOCW.jpg|thumb|none|600px|The &amp;quot;KSP 45&amp;quot; up close. At full size, the fire selector's 3 positions - &amp;quot;SAFE&amp;quot;, &amp;quot;BURST&amp;quot;, and &amp;quot;AUTO&amp;quot; - can be seen; ignoring the rather obvious fact that the weapon can't be set to full-auto in-game, the lack of a semi-auto position on a select-fire weapon is rather bizarre. Somewhat amusingly, the former is accompanied by a single large white block, while the latter features three small ones, and the three-round-burst position only features two.]]&lt;br /&gt;
[[File:KSP45Idle BOCW.jpg|thumb|none|600px|Holding the KSP 45.]]&lt;br /&gt;
[[File:KSP45ADS BOCW.jpg|thumb|none|600px|Aiming down the sights - here, the folding stock hinge is easily visible.]]&lt;br /&gt;
[[File:KSP45Inspect BOCW.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:KSP45Inspect2 BOCW.jpg|thumb|none|600px|Inspecting the right side. Note the UMP charging handle present over the ejection port and the small AR like brass deflector.]]&lt;br /&gt;
[[File:KSP45reload BOCW.jpg|thumb|none|600px|Reloading the KSP. Note the UMP like handguard covered with checkered texture like the early MP5 slimline forearm.]]&lt;br /&gt;
&lt;br /&gt;
==LAPA SM Modelo 3==&lt;br /&gt;
The [[LAPA SM Modelo 3]] was added during Season 6, under the name &amp;quot;LAPA&amp;quot; (an odd name, as LAPA is the manufacturer of the weapon). The SM Modelo 3 was a prototype weapon with only one example ever made rendering it virtually impossible to be used in any meaningful combat capacity.&lt;br /&gt;
[[File:LAPA SM MOD 3.jpg|thumb|none|450px|LAPA SM Modelo 3 - 9x19mm]]&lt;br /&gt;
[[File:LAPABPpreview BOCW.jpg|thumb|none|600px|The &amp;quot;LAPA&amp;quot; in the preview menu screen.]]&lt;br /&gt;
[[File:LAPAidle BOCW.jpg|thumb|none|600px|The &amp;quot;LAPA&amp;quot; and its owner checking out a parking garage in Miami Beach.]]&lt;br /&gt;
[[File:LAPAADS BOCW.jpg|thumb|none|600px|Aiming down the sights at a shifty looking garage door.]]&lt;br /&gt;
[[File:LAPAinspect1 BOCW.jpg|thumb|none|600px|Inspecting the firearm.]]&lt;br /&gt;
[[File:LAPAinspect2 BOCW.jpg|thumb|none|600px|Checking out the other side.]]&lt;br /&gt;
[[File:LAPAreload1 BOCW.jpg|thumb|none|600px|Reloading after dumping an entire magazine of 9mm into said garage door.]]&lt;br /&gt;
[[File:LAPAreload2 BOCW.jpg|thumb|none|600px|Giving the charging handle a good pull, cocking the gun.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;LC10&amp;quot;==&lt;br /&gt;
The &amp;quot;LC10&amp;quot; is a fictional submachine gun that was added in Season 2. It appears to be based on the [[Walther MPK]], with stylistic elements from (of all things) an [[Accuracy International Arctic Warfare]] sniper rifle ([https://youtu.be/0krEGBnWEag?t=903%20 the developers having stated that in-universe it was made by the same manufacturer as the game's Accuracy International-inspired &amp;quot;LW3 Tundra&amp;quot;]). Its Warzone incarnation was previously stated to be chambered in .45 ACP, but this was later changed to 9mm Parabellum. The muzzle brake and flash guard attachments still have the .45 caliber shown as part of their names (in which case it is mislabeled &amp;quot;.45 APC&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
[[File:Walther mpk unfolded.jpg|thumb|none|450px|Walther MPK with stock unfolded - 9x19mm]]&lt;br /&gt;
[[File:Arctic Warfare Folding Stock.jpg|thumb|none|450px|Accuracy International AW-F - 7.62x51mm NATO]]&lt;br /&gt;
[[File:LC10loadoutpreview BOCW.jpg|thumb|none|600px|The &amp;quot;LC10&amp;quot; in the loadout menu weapon preview screen. Peculiarly, the wire stock features a cheek pad.]]&lt;br /&gt;
[[File:LC10idle BOCW.jpg|thumb|none|600px|The &amp;quot;LC10&amp;quot; in the rather anachronistic Los Angeles high speed bullet train station ported from ''Black Ops 2''.]]&lt;br /&gt;
[[File:LC10ads BOCW.jpg|thumb|none|600px|Looking through the adjustable rear sight.]]&lt;br /&gt;
[[File:LC10reload1 BOCW.jpg|thumb|none|600px|Reloading from empty involves taking the fresh magazine and flicking the empty mag out by hitting the release paddle with the feed lip.]]&lt;br /&gt;
[[File:LC10reload2 BOCW.jpg|thumb|none|600px|Inserting the new magazine, then charging the bolt.]]&lt;br /&gt;
[[File:LC10inspect1 BOCW.jpg|thumb|none|600px|Much like the AUG, the LC10's transparent polymer magazine models the proper amount of ammunition in each magazine. Despite being depicted as a closed bolt gun, there is no round visible in the breech during the brass check section of the inspect animation.]]&lt;br /&gt;
[[File:LC10inspect2 BOCW.jpg|thumb|none|600px|Note the empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
The [[MAC-10]] was added in Season 1. It is depicted with a custom side cocking charging handle similar to low profile Uzi cocking levers and uses anachronistic front grip adapter and top rail when attaching grip and sight attachments respectively. The side is marked with &amp;quot;Cal .45 Auto&amp;quot;, which is contradicted by the use of a 32-round default magazine, the number &amp;quot;9&amp;quot; as part of some muzzle attachments names, and the use of 9mm Parabellum ammunition in Warzone. The weapon fires correctly from an open bolt in ''Cold War'', but incorrectly from a closed bolt in ''Warzone''.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Quick Judgement&amp;quot; blueprint is based on the Lawgiver MK II pistol from the ''Judge Dredd'' franchise.&lt;br /&gt;
[[File:IngramMAC10.jpg|thumb|none|300px|Ingram MAC-10 - 9x19mm]]&lt;br /&gt;
[[File:MAC10preview BOCW.jpg|thumb|none|600px|The MAC-10 in the battlepass preview screen.]]&lt;br /&gt;
[[File:MAC10idle BOCW.jpg|thumb|none|600px|The MAC-10 being used in a [[Back to the Future|New Jersey mall]].]]&lt;br /&gt;
[[File:MAC10ADS BOCW.jpg|thumb|none|600px|Looking through the basic notch sights. Note the misaligned front and rear sights.]]&lt;br /&gt;
[[File:MAC10inspect1 BOCW.jpg|thumb|none|600px|Inspecting the MAC-10.]]&lt;br /&gt;
[[File:MAC10inspect2 BOCW.jpg|thumb|none|600px|Checking the ejection port.]]&lt;br /&gt;
[[File:MAC10inspect3 BOCW.jpg|thumb|none|600px|Tugging on the charging handle.]]&lt;br /&gt;
[[File:MAC10reload BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:MAC10reload2 BOCW.jpg|thumb|none|600px|And then racking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-02 Kiparis==&lt;br /&gt;
The [[OTs-02 Kiparis]] was added in in the mid-season update for Season 4, under the name &amp;quot;OTs 9&amp;quot;. It is technically anachronistic to the 80s time period of the game, as while it was designed in the seventies, it was first serially produced in 1991. It uses 20-round magazines by default, though 25, 30, 32 and 40 round magazines are available as attachments, with the 30 rounder being the only real option. The 30 and 40 rounders are regular magazine extensions, while the 25 and 32 rounders are curved &amp;quot;speed mags&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Kiparis is one of the few weapons to have a distinctly different set of animations in ''Warzone'' compared to ''Cold War''.&lt;br /&gt;
[[File:Kiparis.jpg|thumb|none|450px|KBP OTs-02 &amp;quot;Kiparis&amp;quot; - 9x18mm Makarov]]&lt;br /&gt;
[[File:KiparisPreview BOCW.jpg|thumb|none|600px|The Kiparis in the gunsmith preview screen.]]&lt;br /&gt;
[[File:CW OTs9 idle.jpg|thumb|none|600px|Cpt. Price holds the OTs-02 Kiparis in the middle of a paintball arena.]]&lt;br /&gt;
[[File:CW OTs9 inspectleft.jpg|thumb|none|600px|Inspecting the Russian SMG; note that the selector is incorrectly pointing towards &amp;quot;ОД&amp;quot;, which is for semi-auto.]]&lt;br /&gt;
[[File:CW OTs9 inspectright.jpg|thumb|none|600px|Checking the SMG for any stray flecks of paint, here the bolt handle is clearly visible. It apparently moves independently of the rest of the gun during this animation; at the end (and after firing a shot), the bolt visibly drops down a couple of millimeters, suggesting that the animation doesn't quite loop like it's supposed to.]]&lt;br /&gt;
[[File:CW OTs9 irons.jpg|thumb|none|600px|Aiming down the clear ironsights.]]&lt;br /&gt;
[[File:CW OTs9 tacreload1.jpg|thumb|none|600px|Quickly using the magazine release before an employee notices the time-travelling SAS soldier in the middle of the arena.]]&lt;br /&gt;
[[File:CW OTs9 tacreload2.jpg|thumb|none|600px|Inserting a fresh magazine of 9x18mm Makarov.]]&lt;br /&gt;
[[File:CW OTs9 emptyreload beginflick.jpg|thumb|none|600px|The empty reload procedure involves flicking the magazine out, AK style...]]&lt;br /&gt;
[[File:CW OTs9 emptyreload flick.jpg|thumb|none|600px|...which results in the old magazine being knocked to the floor.]]&lt;br /&gt;
[[File:CW OTs9 emptyreload insert.jpg|thumb|none|600px|The penultimate step - loading a new stick mag.]]&lt;br /&gt;
[[File:CW OTs9 emptyreload bolt.jpg|thumb|none|600px|With an overarm tug on the bolt handle, Price is now free to travel back to [[Call of Duty: Modern Warfare (2019)|his own timeline]], taking his anachronistic SMG with him.]]&lt;br /&gt;
[[File:CW OTs9 melee.jpg|thumb|none|600px|But not before he waves the Kiparis around in the air, showing off the future of Russian SMG design to the bewildered paintball arena employees.]]&lt;br /&gt;
&lt;br /&gt;
==PM-63 RAK==&lt;br /&gt;
The [[PM-63 RAK]] was added during Season 3 as the &amp;quot;AMP63&amp;quot;; unlike its incarnation in ''[[Call of Duty: Black Ops|BO1]]'', it is classified as a pistol. Also unlike that incarnation, it has a correct 15-round capacity by default (with 20-, 22-, and 25-round optional magazines available, the latter being the only real one), as well as a more correct rate of fire. To avoid making anything too correct, its foregrip and stock are now permanently folded, and it erroneously fires from a closed bolt. Additionally, its Warzone incarnation is incorrectly chambered in 9mm Parabellum (a feature of the PM-70 prototype) rather than 9x18mm Makarov.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lawgiver&amp;quot; blueprint is based on the Lawgiver MK II pistol from the ''Judge Dredd'' franchise.&lt;br /&gt;
[[File:PM63.JPG|thumb|none|350px|PM-63 RAK - 9x18mm Makarov]]&lt;br /&gt;
[[File:PM63preview BOCW.jpg|thumb|none|600px|The PM-63 in a loadout menu.]]&lt;br /&gt;
[[File:PM63idle BOCW.jpg|thumb|none|600px|The PM-63 wielded by MI6 operative Park in New Mexico.]]&lt;br /&gt;
[[File:PM63ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:PM63inspect1 BOCW.jpg|thumb|none|600px|Inspecting the Polish submachine gun.]]&lt;br /&gt;
[[File:PM63inspect2 BOCW.jpg|thumb|none|600px|Checking the other side.]]&lt;br /&gt;
[[File:PM63reload1 BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:PM63reload2 BOCW.jpg|thumb|none|600px|Sliding in a new magazine.]]&lt;br /&gt;
[[File:PM63reload3 BOCW.jpg|thumb|none|600px|Racking the slide.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
An anachronistic and heavily stylized [[PP-19 Bizon-2]] (developed in the 1990s) appears under the name &amp;quot;Bullfrog&amp;quot;. It is depicted with a ribbed dust cover resembling that of an [[AS Val]], and the rear sight relocated to the rear of the receiver, along many other cosmetic changes. The default helical magazine only holds 50 rounds instead of 64 or 53 like its real-world counterpart (in 9x18mm Makarov and 9x19mm Parabellum, respectively), and its front attachment point is below the front sight (like the earlier Bizon-1). It has a top-folding stock by default, but can be fitted with a side-folding stock similar to that of other Bizon variants, via the &amp;quot;Duster Stock&amp;quot; or the &amp;quot;KGB Skeletal Stock&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:PP-19 Bizon top-folding stock.jpg|thumb|none|450px|PP-19 Bizon-2-01 with top-folding stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Bizonpreview BOCW.jpg|thumb|none|600px|The &amp;quot;Bullfrog&amp;quot; in Gunsmith. The stock is similar to the Dragunov MA prototype (a trials competitor to the AKS-74U) and the grip is shaped similar to the PP-71, another one of Dragunov's prototypes.]]&lt;br /&gt;
[[File:BizonIdle BOCW.jpg|thumb|none|600px|The &amp;quot;Bullfrog&amp;quot; in-game.]]&lt;br /&gt;
[[File:BizonADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:BizonInspect BOCW.jpg|thumb|none|600px|Inspecting involves popping out the helical magazine for a quick glance.]]&lt;br /&gt;
[[File:BizonInspect2 BOCW.jpg|thumb|none|600px|Then turning it over to look at the ejection port.]]&lt;br /&gt;
[[File:BizonReload BOCW.jpg|thumb|none|600px|Dropping an empty magazine.]]&lt;br /&gt;
[[File:BizonReload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine. Note the conspicuous lack of ammunition, made all the more conspicuous by its presence in the inspection animation.]]&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:BOCW Bizon stock.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] was added in Season 3. It is carried by some Red Army soldiers in the intro cutscene of the Zombies map Die Maschine and inaccurately by Soviet troops in the Season 3 cutscene, which is set in 1984. It is also seen in the &amp;quot;Combat Hardened&amp;quot; achievement icon which is based on the &amp;quot;Stand to Death&amp;quot; statue in Volgograd.&lt;br /&gt;
&lt;br /&gt;
By default, it holds 32 rounds; this is a characteristic of the MP41(r), a German 9x19mm conversion of the PPSh-41 from WWII, even though the in-game weapon is modeled with a standard PPSh-41's 35-round magazine. Interestingly, the &amp;quot;VDV 50 Round Fast Mag&amp;quot; attachment gives the weapon a straight magazine looking similar to that of the MP41(r). To confuse matters further, its muzzle attachments imply that it's chambered in .45 ACP (or rather, .45 &amp;quot;APC&amp;quot;), a feature of absolutely no version of the PPSh.&lt;br /&gt;
&lt;br /&gt;
The weapon has a variety of rather strange barrel options - the &amp;quot;15.7&amp;quot; Task Force&amp;quot; barrel, as well as the &amp;quot;Loud Pipe&amp;quot; variant, have a front forend and heat shield styled after the [[SVT-40]] (a setup extremely similar to the &amp;quot;Thrive&amp;quot; and &amp;quot;Snake&amp;quot; variations from ''[[Call of Duty: WWII]]''); the &amp;quot;14.9&amp;quot; Rifled&amp;quot; barrel gives it an [[Erma EMP-35]]'s barrel shroud and the small wooden forend of a [[PPD-40]]; the &amp;quot;14.9&amp;quot; Ranger&amp;quot; barrel has what appears to be a [[Browning M1919]] barrel shroud with a [[Karabiner 98k]] front sight; the &amp;quot;14.9&amp;quot; Reinforced Heavy&amp;quot; barrel is taken from the [[K-50M]] (albeit also fitted with a Kar98k's front sight); the &amp;quot;12.7&amp;quot; Cavalry Lancer&amp;quot; barrel is seemingly inspired by the PPD-40's (albeit shorter, with larger vents and no handguard); and the &amp;quot;14.3&amp;quot; Extended&amp;quot; barrel is taken from the [[PPS-43]]. Stock options include the &amp;quot;Tactical Stock&amp;quot; (an [[MP28]]-style stock with a leather cheekrest), the &amp;quot;Spetznaz Stock&amp;quot; (a regular-looking stock with a cheekrest and two seemingly-random bolts driven directly through the receiver), and the &amp;quot;Marathon&amp;quot;, &amp;quot;Duster&amp;quot;, and &amp;quot;CQB&amp;quot; stocks (all sawn off, with the former having the original wooden side panels, the latter having K-50M-esque metal side panels, and the Duster having the metal side panels of the experimental folding-stocked PPSh-45; these panels are also used by the &amp;quot;Raider Stock&amp;quot;, seemingly a grafted-on rifle stock).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Night Raid&amp;quot; blueprint (a promotional pre-order reward in BOCW for [[Call of Duty: Vanguard]]) is stylized after WWII planes like the P-40 Warhawk with the addition of a red dot sight stylized after WWII aircraft reflector gunsights like the Mk 20 Mod 4 sight.&lt;br /&gt;
[[File:Ppsh41.jpg‎|thumb|none|450px|PPSh-41 with 35-round box magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:PPSH41battlepasspreview BOCW.jpg|thumb|none|600px|The PPSh-41 in the battlepass preview. Note the 35-round box magazine inaccurately holding only 32 rounds.]]&lt;br /&gt;
[[File:PPSH41idle BOCW.jpg|thumb|none|600px|NATO operator Hunter wields a PPSh-41.]]&lt;br /&gt;
[[File:PPSH41ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:PPSH41inspect1 BOCW.jpg|thumb|none|600px|Inspecting the submachine gun.]]&lt;br /&gt;
[[File:PPSH41inspect2 BOCW.jpg|thumb|none|600px|Flipping it over.]]&lt;br /&gt;
[[File:PPSH41reload1 BOCW.jpg|thumb|none|600px|Taking out an empty magazine.]]&lt;br /&gt;
[[File:PPSH41reload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PPSH41reload3 BOCW.jpg|thumb|none|600px|Cocking the gun.]]&lt;br /&gt;
[[File:PPSH-01-SMG.jpg‎|thumb|none|450px|PPSh-41 with 71 round drum - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:BOCW PPSh drum.jpg|thumb|none|600px|The weapon loaded with a drum magazine, which only holds 55 rounds. A version of this drum with some canvas wrapped around the bottom holds 85, somehow.]]&lt;br /&gt;
[[File:BOCW PPSh SVT barrel.jpg|thumb|none|600px|The &amp;quot;Task Force&amp;quot; barrel makes the front end of the PPSh resemble the [[SVT-40]].]]&lt;br /&gt;
[[File:BOCWMaschine-PPShSVT.jpg|thumb|none|600px|Soviet soldiers with PPSh-41s in the &amp;quot;Die Maschine&amp;quot; intro.]]&lt;br /&gt;
[[File:PPSH 9MM.JPG|thumb|none|450px|PPSh-41 with 9mm conversion - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BOCW PPSh 9m.jpg|thumb|none|600px|The &amp;quot;VDV 50 round fast mag&amp;quot; resembles a 9x19mm converted PPSh.]]&lt;br /&gt;
&lt;br /&gt;
==SOCIMI Type 821==&lt;br /&gt;
The [[SOCIMI Type 821]] appears in-game. It was referred to as the &amp;quot;Type 821&amp;quot; during the alpha, but the name was changed to &amp;quot;Milano 821&amp;quot; in the Beta (with Milano being Italian for Milan, the city where this gun was made). It has an anachronistic Masterpiece Arms side cocking charging handle instead of the proper top mounted one like the [[Uzi]] it was based on. It is anachronistic to the campaign's 1981 time period, as it was designed in 1983 and produced in 1984 (the earlier Uzi would have been a better choice).&lt;br /&gt;
[[File:Socimi821.jpg|thumb|none|450px|Socimi Type 821 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Mpa10sst.jpg|thumb|none|300px|MasterPiece Arms MPA10SST - .45 ACP]]&lt;br /&gt;
[[File:Type821preview BOCW.jpg|thumb|none|600px|The Type 821 in Gunsmith. It lacks a stock by default.]]&lt;br /&gt;
[[File:Type821idle BOCW.jpg|thumb|none|600px|The Type 821 in a Nicaraguan cartel plantation, now fitted with a folding stock. Note that the weapon has been modified with a side cocking charging handle from modern Masterpiece Arms MAC 10/11 clones.]]&lt;br /&gt;
[[File:Type821ADS BOCW.jpg|thumb|none|600px|Looking down the notch sights.]]&lt;br /&gt;
[[File:Type821inspect BOCW.jpg|thumb|none|600px|Inspecting the Type 821.]]&lt;br /&gt;
[[File:Type821inspect2 BOCW.jpg|thumb|none|600px|Inspecting the other side. Unfortunately, like the Uzi from the previous [[Call of Duty: Modern Warfare (2019)|Call of Duty]], the open bolt design of the Type 821 is not reflected in the third person model.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] appears as the &amp;quot;Gallo SA12&amp;quot; (''gallo'' means &amp;quot;rooster&amp;quot; or &amp;quot;cock&amp;quot; in Italian). It is used in semi-automatic mode, and the stock is folded by default, but it can be modified with some unfolded stock options, as well as a fixed stock or no stock at all. Attaching optics will automatically unfold the stock as well. It is weirdly used by Soviet forces in the campaign, and also appears anachronistically in the false flashbacks to the Vietnam War.&lt;br /&gt;
&lt;br /&gt;
In a rare bit of realism, the carrier latch button is depressed during reloads to allow the user to load shells (unless an optical attachment is used, in which case the player character will grasp the shotgun from the heat shield instead). When not aiming, the weapon will be upended during reloads (as previously seen in ''[[Call of Duty: Modern Warfare 2|Modern Warfare 2 Campaign Remastered]]''), while the weapon will be held right-side up if reloading while aiming. However, the gun is never rechambered after an empty reload. It holds 7 shells, which is possible with 6 round tubes and a 7th shell in the chamber (or with an underloaded 8-round tube), but as this is never depicted, the tube length is fictional. The magazine tube itself looks more like a 5 or 6 shell tube rather than the 7 shells the weapon actually holds.&lt;br /&gt;
&lt;br /&gt;
The extended 9 and 12 round tubes are modeled incorrectly; while the tube does get longer, it only grows by about 0.5 shells length each time to avoid a comically large magazine tube sticking out of the front of the shotgun.&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 with stock folded - 12 gauge]]&lt;br /&gt;
[[File:SPAS12preview BOCW.jpg|thumb|none|600px|The SPAS-12 in Gunsmith.]]&lt;br /&gt;
[[File:SPAS12Idle BOCW.jpg|thumb|none|600px|The SPAS-12 in use on a CIA raid of an East German aircraft hangar.]]&lt;br /&gt;
[[File:SPAS12ADS BOCW.jpg|thumb|none|600px|Aiming down the sights with the stock folded up. This is inaccurate to the real SPAS-12; the end of the stock is solid and you cannot aim down the sights with the stock folded.]]&lt;br /&gt;
[[File:SPAS12Inspect BOCW.jpg|thumb|none|600px|Inspecting the SPAS-12.]]&lt;br /&gt;
[[File:SPAS12Inspect2 BOCW.jpg|thumb|none|600px|Checking the other side.]]&lt;br /&gt;
[[File:SPAS12Reload BOCW.jpg|thumb|none|600px|Loading up the magazine tube.]]&lt;br /&gt;
[[File:ADS SPAS-12 BLOPS CW.jpg|thumb|none|600px|When reloading while aiming, the shotgun is held right-side up with the support hand holding down the carrier latch button.]]&lt;br /&gt;
&lt;br /&gt;
==Henry .410 Lever Action Shotgun==&lt;br /&gt;
A stylized [[Henry USA rifle series#Henry .410 Lever Action Shotgun|Henry .410 Lever Action Shotgun]] was added with Season 6 as the &amp;quot;.410 Ironhide&amp;quot;. It is extremely anachronistic; not only were Henry lever action shotguns not produced until 2017, but the side loading gate version featured in-game was introduced in 2019. It is fitted with a Williams sight. Compared to the game's other shotguns, it is more precision-oriented, with the tightest spread, lowest fire rate, and worst hipfire spread (the weapon's barrel somehow spreading pellets differently based on how the user looks at it); somewhat bafflingly, it also does the most damage out of all the game's shotguns, despite firing the smallest shells by a substantial margin.&lt;br /&gt;
&lt;br /&gt;
In a reverse of the SPAS-12's errors, the Henry .410 is ''always'' cocked after every reload in ''Cold War''’s multiplayer. However, this is corrected in Warzone, where it is only cocked when empty.&lt;br /&gt;
[[File:H018G-410R.jpg|thumb|none|450px|Henry H018G-410R - .410 bore]]&lt;br /&gt;
[[File:Henry410BPpreview BOCW.jpg|thumb|none|600px|The Henry Lever Action Shotgun in the battlepass preview menu.]]&lt;br /&gt;
[[File:Henry410idle BOCW.jpg|thumb|none|600px|The Henry .410 wielded by NATO operator Park, in a Soviet live fire training compound,]]&lt;br /&gt;
[[File:Henry410ADS BOCW.jpg|thumb|none|600px|Aiming down Main Street, USA.]]&lt;br /&gt;
[[File:Henry410inspect1 BOCW.jpg|thumb|none|600px|Inspecting the time travelling lever action shotgun. Note the top of the receiver is drilled and tapped for an optic mount.]]&lt;br /&gt;
[[File:Henry410inspect2 BOCW.jpg|thumb|none|600px|Flipping the shotgun over and examining the loading gate and ejection port.]]&lt;br /&gt;
[[File:Henry410reload BOCW.jpg|thumb|none|600px|Inserting fresh shells into the loading gate.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
The [[Ithaca 37]] appears in-game as the &amp;quot;Hauer 77&amp;quot;, likely a reference to [[Rutger Hauer]], the late star of the film ''[[Hobo with a Shotgun]]''. The weapon is pumped after every single reload (in both Cold War and Warzone).&lt;br /&gt;
&lt;br /&gt;
A shortened version called the &amp;quot;Sucker Punch&amp;quot; is available as a skin via the &amp;quot;Air Sea Land&amp;quot; pack for the Ultimate Edition. The base weapon can also be shortened by equipping the “19.3&amp;quot; Hammer Forged” barrel and the &amp;quot;No Stock&amp;quot; attachment.&lt;br /&gt;
[[File:IthacaBayo.jpg|thumb|none|450px|Ithaca 37 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:Ithaca37preview BOCW.jpg|thumb|none|600px|The Ithaca 37 in Gunsmith. It is fitted with a heat shield by default, the bayonet lug is removed and the sling loop is attached to the magazine tube.]]&lt;br /&gt;
[[File:Ithaca37idle BOCW.jpg|thumb|none|600px|The Ithaca 37 used on board a Soviet salvage ship.]]&lt;br /&gt;
[[File:Ithaca37ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Ithaca37Inspect BOCW.jpg|thumb|none|600px|Inspecting the Ithaca 37.]]&lt;br /&gt;
[[File:Ithaca37Inspect2 BOCW.jpg|thumb|none|600px|Every weapon inspect for the Ithaca 37 involves the player character working the pump.]]&lt;br /&gt;
[[File:Ithaca37Reload BOCW.jpg|thumb|none|600px|Loading the magazine tube up.]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The [[Penn Arms Striker-12]] was added to the game during Season 1. It has the auto-ejection mechanism (and therefore the shell deflector) of late models, but lacks a rear drum advance lever like early models. The design is anachronistic, as the auto-ejection feature on Striker shotguns (developed in 1989) wasn't yet in existence during game's time period (when the company was called Sentinel Arms), and the original model wouldn't fit in the pre-1983 multiplayer maps either.&lt;br /&gt;
&lt;br /&gt;
It is referred to as the &amp;quot;Streetsweeper&amp;quot;, and incorrectly fires in fully-automatic mode. Unlike its counterpart from previous games, the winding key is correctly used to rotate the cylinder while reloading, although there is a missing step in which the player character is supposed to manually eject the last shell with the ejector rod.&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|400px|Penn Arms Striker-12 - 12 gauge]]&lt;br /&gt;
[[File:Striker12FullLength.jpg|thumb|none|400px|Sentinel Arms Striker-12 with civilian-legal 18&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:Striker12preview BOCW.jpg|thumb|none|600px|The Striker-12.]]&lt;br /&gt;
[[File:Striker12Idle BOCW.jpg|thumb|none|600px|The Striker-12 in service inside a West German US Army base.]]&lt;br /&gt;
[[File:Striker12ADS BOCW.jpg|thumb|none|600px|The Striker-12's iron sights.]]&lt;br /&gt;
[[File:Striker12Inspect BOCW.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:Striker12Inspect2 BOCW.jpg|thumb|none|600px|Carefully reading the warning label on the side of the receiver.]]&lt;br /&gt;
[[File:Striker12Reload BOCW.jpg|thumb|none|600px|Reloading by twisting the winding key for each new shell.]]&lt;br /&gt;
[[File:Striker12Reload2 BOCW.jpg|thumb|none|600px|Inserting a new shell.]]&lt;br /&gt;
&lt;br /&gt;
==TP-82==&lt;br /&gt;
A stylized [[TP-82]] was added in season five as the &amp;quot;Marshal&amp;quot;, an in-universe predecessor to ''BO3''’s [[Talk:Call of Duty: Black Ops III#&amp;quot;Marshal 16&amp;quot;|&amp;quot;Marshal 16&amp;quot;]]. It is used by Woods as a backup sidearm in the season five cinematic trailer. It is classed as a pistol instead of a shotgun.&lt;br /&gt;
&lt;br /&gt;
The weapon lacks the 5.45mm barrel that the actual weapon has, meaning it functions as a regular double-barrel shotgun. Furthermore, it has been rechambered for 12 gauge instead of the 12.5x70mm shells it actually uses. Owing to its pistol classification, it can be dual-wielded. The weapon only has 6 attachments, which include two optics (mounted on an anachronistic Picatinny rail), a cut-down barrel, a longer barrel and dual-wield. The final attachment is &amp;quot;Dragon's Breath&amp;quot; shells, which do not set enemies on fire, instead they just have a flat damage increase and a cosmetic fire effect, but they are still countered by Flak Jacket.&lt;br /&gt;
&lt;br /&gt;
The two hammers on the gun are not dynamically animated in BOCW, but are in ''Warzone''. In BOCW, the right hammer doesn't drop after firing the first shot (from the right barrel), and both hammers will only drop (simultaneously) after firing both shots; the ''Warzone'' animation correctly shows the right hammer dropping after the first shot. This also extends to the reload animations: the BOCW animation only shows the operator cocking both hammers when reloading both both barrels, while the ''Warzone'' animation has an additional animation showing the operator cocking the one dropped hammer when reloading a single barrel.&lt;br /&gt;
&lt;br /&gt;
Markings on the weapon read &amp;quot;Manufactured in the USA&amp;quot; and &amp;quot;Marshal 82&amp;quot;. In a nice bit of attention-to-detail, struck primers can be seen on the fired shells when reloading. &lt;br /&gt;
[[File:TP-82.jpg|thumb|none|400px|TP-82 - 5.45x39mm &amp;amp; 12.5x70mm (roughly 40 gauge)]]&lt;br /&gt;
[[File:TP82preview BOCW.jpg|thumb|none|600px|Gunsmith preview.]]&lt;br /&gt;
[[File:TP82idle BOCW.jpg|thumb|none|600px|The &amp;quot;Marshal&amp;quot; on the map &amp;quot;Diesel&amp;quot;.]]&lt;br /&gt;
[[File:TP82empty BOCW.jpg|thumb|none|600px|After depleting your ammo pool, the hammers will be correctly shown as uncocked.]]&lt;br /&gt;
[[File:TP82ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:TP82inspect1 BOCW.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:TP82inspect2 BOCW.jpg|thumb|none|600px|Flipping it over.]]&lt;br /&gt;
[[File:TP82inspect3 BOCW.jpg|thumb|none|600px|Checking the breech, note the unstruck primers on the shotgun shells.]]&lt;br /&gt;
[[File:TP82reload BOCW.jpg|thumb|none|600px|Reloading the &amp;quot;Marshal&amp;quot;, note the now struck primer on the right.]]&lt;br /&gt;
[[File:TP82reload2 BOCW.jpg|thumb|none|600px|Spent hulls ejected.]]&lt;br /&gt;
[[File:TP82reload3 BOCW.jpg|thumb|none|600px|Fresh shells inserted.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles / Carbines=&lt;br /&gt;
==Ak 5==&lt;br /&gt;
A stylized [[Ak 5]] is featured in the game as the &amp;quot;Krig 6&amp;quot; (''krig'' means &amp;quot;war&amp;quot; in Swedish). It anachronistically appears in the campaign's 1981 period and in the false flashbacks to Vietnam, as it was first produced in 1986 (the [[FN FNC]], from which the Ak 5 was derived, would have been a more appropriate choice for the 80s segments). It also uses an anachronistic upper rail when equipping optics. It is used inaccurately by the East German police and Soviet and American troops in the campaign, who would much more likely use the [[AKS-74|MPi-AKS-74N]] and [[M16]] respectively.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tactical Stock&amp;quot; gives it a synthetic fixed [[FN FAL]] stock (similar to some FNC configurations), and the &amp;quot;Commando Assembly&amp;quot; stock is taken from a [[SIG SG 550]] series rifle.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|450px|Bofors Ak 5 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Ak5preview BOCW.jpg|thumb|none|600px|The Ak 5 in Gunsmith. Note the stylistically fictionalized handguard, the early FN FNC-style trigger guard, the lack of reinforcement on the wire stock, as well as the addition of a bolt release paddle, something that the actual Ak 5 (lacking a bolt hold open device) does not have. In reality, the bolt hold open device and automatic nature of the feature would not be added to the weapon system until the Ak 5C became finalized and adopted in the mid-2000s.]]&lt;br /&gt;
[[File:Ak5idle BOCW.jpg|thumb|none|600px|The Ak 5 enjoying a snow map, as its heritage demands.]]&lt;br /&gt;
[[File:Ak5ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Ak5inspect BOCW.jpg|thumb|none|600px|Holding up the gun for an inspect.]]&lt;br /&gt;
[[File:Ak5inspect2 BOCW.jpg|thumb|none|600px|Checking the other side. Note how the weapon also has an FNC-style charging handle.]]&lt;br /&gt;
[[File:Ak5reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Ak5reload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:Ak5reload3 BOCW.jpg|thumb|none|600px|Racking the charging handle to chamber a round. The fictional bolt release paddle is slapped instead in the reloads of some of the magazine options.]]&lt;br /&gt;
[[File:BOCW-Ak5-1.jpg|thumb|none|600px|Woods wields an Ak 5 with an upper rail in a trailer. Note the picatinny rail which is of the anachronistic modern style.]]&lt;br /&gt;
[[File:BOCW-Ak5-2.jpg|thumb|none|600px|The Ak 5 going down in a Michael Bay style sequence. For some reason, the flash hider is missing in this sequence, and the stock is clipping through the ground.]]&lt;br /&gt;
[[File:BOCW AK5 Trailer.jpeg|thumb|none|600px|Sims with an Ak 5 in the multiplayer reveal trailer.]]&lt;br /&gt;
[[File:FNC REM Sporter.jpg|thumb|450px|none|FN FNC - 5.56x45mm]]&lt;br /&gt;
[[File:BOCW Ak5-FNC.jpg|thumb|none|600px|The Ak 5 can be configured with an FNC handguard with the “19.7&amp;quot; Ranger” barrel configuration.]]&lt;br /&gt;
&lt;br /&gt;
==AK-47/AKM Hybrid==&lt;br /&gt;
An &amp;quot;[[AK-47]]&amp;quot; is featured in the game. During the alpha and beta stages, it was mostly modeled correctly after an AK-47, albeit with an [[AKM]]-style pistol grip and slant compensator. However, the model of the base gun was changed in the final game: now it also has an AKM's stamped receiver and ribbed top cover, while retaining the AK-47's gas block, gas tube, front sight block, handguard, and stock.&lt;br /&gt;
&lt;br /&gt;
It can be fitted with an [[RPK]]-style barrel and stock via the “20&amp;quot; Liberator” barrel and the &amp;quot;Tactical Stock&amp;quot; respectively. Other notable Eastern Bloc customizations include a Romanian/East German style coat-hanger stock with the added cheek strut piece as the &amp;quot;Wire Stock&amp;quot;. The &amp;quot;Foregrip&amp;quot; is a Romanian type wooden foregrip and the &amp;quot;Patrol Grip&amp;quot; is a Hungarian FEG-style foregrip. It uses a fictionalized Dragunov optics mount modified into a rail mount when equipping optics.&lt;br /&gt;
&lt;br /&gt;
The AK can also take an extended 40-round steel magazine or a 50-round orange Bakelite resin mag.&lt;br /&gt;
&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:AKpreview BOCW.jpg|thumb|none|600px|The launch version model of the &amp;quot;AK-47&amp;quot;, featuring the ribbed dust cover and stamped receiver.]]&lt;br /&gt;
[[File:AK47idle BOCW.jpg|thumb|none|600px|The AK hybrid in an East German training facility.]]&lt;br /&gt;
[[File:AK47ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:AK47inspect BOCW.jpg|thumb|none|600px|Adler removes the magazine during the weapon inspect.]]&lt;br /&gt;
[[File:AK47inspect2 BOCW.jpg|thumb|none|600px|Then does a chamber check. There will always be a round in the chamber, regardless of whether you have ammunition or not.]]&lt;br /&gt;
[[File:AK47reload BOCW.jpg|thumb|none|600px|Reloading from empty involves flinging the old magazine out by hitting the mag release with the feed lip of a new magazine.]]&lt;br /&gt;
[[File:AK47reload2 BOCW.jpg|thumb|none|600px|Then after rocking in the fresh magazine, racking the bolt with an anachronistic underhand charge. The underhand charge is a modern technique that appears to have developed after the 2000s. Interestingly, a more conventional reload was used in the beta but was changed to the underhand method in the final game presumably due to the community's dissatisfaction with the game's reload animations compared to ''Modern Warfare''.]]&lt;br /&gt;
&lt;br /&gt;
===AK-47===&lt;br /&gt;
Many blueprints, such as the &amp;quot;Iron Curtain&amp;quot; and &amp;quot;Soviet Standard&amp;quot;, retain the AK-47's appearance seen in earlier builds of the game. Additionally, some unusable AK-47s can be seen in the CIA Safehouse.&lt;br /&gt;
&lt;br /&gt;
The Season 1 &amp;quot;Prototype&amp;quot; blueprint gives the weapon a green M16-style stock and a modern barrel, and the &amp;quot;Lethal Damage&amp;quot; blueprint has a sporterized stock.&lt;br /&gt;
&lt;br /&gt;
[[File:PolyTechLegendAK47.jpg|thumb|none|450px|Poly Technologies Legend AK with original Russian style front sight, AKM muzzle brake, and bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:BOCW-AK-2.jpeg|thumb|none|600px|The older AK-47 model during the alpha. Note the presence of an AKM-type pistol grip, the opposite of the AKS-74U as seen below.]]&lt;br /&gt;
[[File:BOCW RPK.jpg|thumb|none|600px|A pseudo-RPK build on the loadout wall in the beta.]]&lt;br /&gt;
[[File:BOCW AK Proto.jpg|thumb|none|600px|The odd-looking &amp;quot;Prototype&amp;quot; blueprint.]]&lt;br /&gt;
[[Image:Radom Hunter.jpg|thumb|450px|none|Radom Hunter - 7.62x39mm. Image used to show the sporterized stock.]]&lt;br /&gt;
[[File:BOCW AK sport.jpg|thumb|none|600px|The sporterized stock on the &amp;quot;Lethal Damage&amp;quot; blueprint.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-47===&lt;br /&gt;
Equipping the &amp;quot;Duster Stock&amp;quot; on some blueprints turns the gun into an [[AKS-47]].&lt;br /&gt;
&lt;br /&gt;
[[File:DeactivatedAKS(1954-59).jpg|thumb|none|450px|AKS-47 - 7.62x39mm]]&lt;br /&gt;
[[File:BOCW AKS-47.jpg|thumb|none|600px|An AKS-47 build in the beta. The &amp;quot;Taped Mags&amp;quot; change the reload animations to be all done with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===Norinco Type 56===&lt;br /&gt;
The &amp;quot;AK-47&amp;quot; wielded by NVA and VC soldiers in the Vietnam flashback missions is modeled after the Chinese [[Norinco Type 56]].&lt;br /&gt;
&lt;br /&gt;
[[File:Early type 56.jpg|thumb|none|450px|Norinco Type 56, early milled receiver model with bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:Type56-2.jpg|thumb|none|450px|Norinco Type 56-2 - 7.62x39mm]]&lt;br /&gt;
[[File:Type56 BOCW.jpg|thumb|none|600px|Bell admiring her newly acquired Type 56.]]&lt;br /&gt;
[[File:Type56 BOCWsights.jpg|thumb|none|600px|Looking down the fully enclosed hood of the front sight post, also note the milled dust cover.]]&lt;br /&gt;
[[File:Type56 BOCWreload.jpg|thumb|none|600px|Reloading shows the early slab sided AK-47 magazine unique to the Type 56 weapon model in game, as well as the folded (and sadly unusable) spike bayonet.]]&lt;br /&gt;
[[File:Type56 BOCWreload2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Type56wm BOCW.jpg|thumb|none|600px|The world model of the Type 56 shows the Type 56-2 style folding stock, which is anachronistic to those (false) flashback missions, because the Type 56-2 was released after the war in 1980. Note how it also has an Type 56/AK-47 style pistol grip rather than the AKM one used on the base AK.]]&lt;br /&gt;
&lt;br /&gt;
===AMD-65===&lt;br /&gt;
The ''[[Rambo III]]'' inspired &amp;quot;Bloodstained&amp;quot; blueprint gives the gun a similar appearance to the [[AMD-65]], except that it retains the AK-47's front sight and gas system.&lt;br /&gt;
&lt;br /&gt;
[[File:AMD65Short.jpg‎|thumb|none|450px|Hungarian AMD-65 as seen in the film - 7.62x39mm. This one has an American copy of an Israeli blank fire adapter (which is slightly longer and thinner than most commonly seen external BFAs. This is the version seen in the movie.)]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is one of the weapons in ''Black Ops Cold War''. In classic ''Call of Duty'' tradition, it is incorrectly classified as a submachine gun and referred to as the &amp;quot;AK-74u&amp;quot;. While not anachronistic for the 80s segments, it's quite overrepresented even with Woods having one in his trunk at a time when the Soviets were just introducing it to service in Afghanistan. It also appears anachronistically in Bell's false flashbacks to the Vietnam War, where it's inaccurately used by the Vietcong.&lt;br /&gt;
&lt;br /&gt;
It has attachment configurations that approximate members of the [[AS Val]] family. The &amp;quot;Duster Stock&amp;quot; is similar the Val stock, the &amp;quot;Commando Assembly&amp;quot; stock is from the [[VSS Vintorez]], and the “10.3&amp;quot; Ranger” barrel configuration uses the SR-3M's handguard. The &amp;quot;40 Rd Speed Mag&amp;quot; is also a 20-round 6L25 9x39mm magazine.&lt;br /&gt;
&lt;br /&gt;
In addition, the drum magazine attachments are straighter-style 7.62x39mm drum magazines.&lt;br /&gt;
[[File:AKS74U.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:AKS-74upreview BOCW.jpg|thumb|none|600px|While this is the most accurately modeled AKS-74U in the ''Call of Duty'' series so far, it is shown with an AK-47 style pistol grip, apparently having traded grips with the Beta AK-47.]]&lt;br /&gt;
[[File:AKS-74uIdle BOCW.jpg|thumb|none|600px|Sims holds an AKS-74U while looking at some sand dunes.]]&lt;br /&gt;
[[File:AKS-74uADS BOCW.jpg|thumb|none|600px|Aiming down the distinctive rear notch of the AKS-74U.]]&lt;br /&gt;
[[File:AKS-74uInspect BOCW.jpg|thumb|none|600px|Inspecting the AKS-74U.]]&lt;br /&gt;
[[File:AKS-74uInspect2 BOCW.jpg|thumb|none|600px|Checking out the ejection port and correctly positioned safety lever.]]&lt;br /&gt;
[[File:AKS-74uReload BOCW.jpg|thumb|none|600px|Swapping magazines during a reload.]]&lt;br /&gt;
[[File:BOCW AKS-74U 9x39.jpg|thumb|none|600px|The AKS-74U with various 9x39mm components. Either of the suppressor attachments convert into a Val/VSS style suppressor with the &amp;quot;Ranger&amp;quot; and two of the other barrel mods.]]&lt;br /&gt;
[[File:Aks74uEscapeplanblackopscw.jpg|thumb|none|600px|The &amp;quot;Escape Plan&amp;quot; blueprint of the AKS-74U - as with the &amp;quot;Battleworn&amp;quot; AKM from ''Modern Warfare Remastered'', the dust cover is gone and reveals fully modeled internals. Note that the &amp;quot;Spetsnaz PKM Stock&amp;quot; attachment is just a regular AK-type stock in this blueprint. Also note that this game does not contain a PKM, which is odd, as many Warsaw Pact weapons feature stocks with &amp;quot;Spetsnaz PKM stock&amp;quot; as their name.]]&lt;br /&gt;
&lt;br /&gt;
==APS Underwater Rifle==&lt;br /&gt;
The [[APS Underwater Assault Rifle]] was added in an update on May 6, 2022. It is referred to as the &amp;quot;UGR&amp;quot;, and is incorrectly classified as a submachine gun (a fact even its own description seems to acknowledge, given that it is described as an &amp;quot;underwater rifle modified for improved land performance&amp;quot;; these &amp;quot;improvements&amp;quot; are presumably what stops the weapon from physically destroying itself within 180 rounds fired above water).&lt;br /&gt;
&lt;br /&gt;
Like many of the game's weapons, it features several visual alterations compared to its real-world counterpart; most notably, it feeds from a flat-bottomed magazine reminiscent of the QBS-06 (a Chinese derivative of the APS). This holds an incorrect 27 rounds (compared to the QBS's 25 and the APS's 26), presumably to prevent an incomplete burst at the end of a magazine when the unique &amp;quot;Burst Fire Repeater&amp;quot; muzzle device (which somehow makes the weapon fire in three-round bursts, despite being little more than an [[MG81]]-style flash hider) is used. A more appropriate staggered-bottomed magazine (albeit with an even more incorrect 30-round capacity) is the weapon's only alternate ammo option; this is full of explosive-tipped darts, presumably to help drive home the idea of this weapon as an in-universe predecessor to ''[[Call of Duty: Black Ops 4|BO4]]'''s &amp;quot;S6 Stingray&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Interestingly, this is the only weapon that is actually appropriate for the game's otherwise implausible underwater ballistic physics.&lt;br /&gt;
[[File:APS underwater rifle.jpg|thumb|none|450px|APS underwater assault rifle - 5.66x39mm MPS]]&lt;br /&gt;
[[File:QBS-06.jpg|thumb|none|450px|QBS-06 - 5.8x42mm DBS-06]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;CARV.2&amp;quot;==&lt;br /&gt;
The &amp;quot;CARV.2&amp;quot; added during Season 3 is a fictional burst-firing bullpup &amp;quot;tactical rifle&amp;quot; manufactured by the same (in-universe) company that manufactures the &amp;quot;KSP 45&amp;quot;. It appears to be based on the [[Heckler &amp;amp; Koch G11|Heckler &amp;amp; Koch G11 K2]], even using the latter's 4.73mm caseless ammunition in Warzone.&lt;br /&gt;
&lt;br /&gt;
Compared to the real G11, the &amp;quot;CARV.2&amp;quot; is a bullpup rifle with a a conventional bullpup configuration, with the magazine placed in the stock instead of above the barrel. This magazine holds 45 rounds by default, and bizarrely has &amp;quot;.437mm×33&amp;quot; written on it. Oddly, the magazine is also curved, despite the caseless 4.73mm round not being tapered (which is the reason for curved magazines, to allow for the round to feed properly); the in-game weapon apparently uses [https://www.artstation.com/artwork/zO2Qb6 a different, fictional type] of 4.73mm ammo with rounded (though still not tapered) propellant charges and exposed bullets, seemingly based on [https://militarycartridges.com/2018/04/12/5-56mm-x-24mm-caseless/ Frankford Arsenal's experimental 5.56x24mm caseless rounds.] It also features a typical charging handle, instead of the wind-up handle on the real G11.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;CARV.2&amp;quot;  appears shorter and slightly taller than the G11, with a carrying handle instead of the G11's integrated optic, and a rail where the real G11's magazine resides. The handguard is moulded, and the barrel is vented, presumably a way of alleviating the problems the G11 had with its barrel heating up during operation, as there are no brass shells to take the heat out of the rifle. The fire selector is further forward than the real G11, but still features semi-auto, 3-round burst and full-auto, although the rifle is not able to fire in semi-auto or full-auto in gameplay. A more true to the real thing handguard is available as the ''22.5&amp;quot; Task Force'' barrel attachment.&lt;br /&gt;
[[File:G11K2 left.jpg|thumb|none|450px|Heckler &amp;amp; Koch G11 K2 - 4.73x33mm]]&lt;br /&gt;
[[File:CARV2preview BOCW.jpg|thumb|none|600px|The &amp;quot;CARV.2&amp;quot; in the weapon model preview screen. Another fictional rifle inspired by the G11 but using the same feed layout is the [[Metal Gear Solid V: The Phantom Pain#&amp;quot;G44&amp;quot;|G44]] from ''[[Metal Gear Solid V: The Phantom Pain]]''.]]&lt;br /&gt;
[[File:CARV2idle BOCW.jpg|thumb|none|600px|The &amp;quot;CARV.2&amp;quot; in New Mexico.]]&lt;br /&gt;
[[File:CARV2ADS BOCW.jpg|thumb|none|600px|Aiming down the sights at a suspicious step van.]]&lt;br /&gt;
[[File:CARV2inspect1 BOCW.jpg|thumb|none|600px|Inspecting the pseudo-G11.]]&lt;br /&gt;
[[File:CARV2inspect2 BOCW.jpg|thumb|none|600px|Note the absence of an ejection port due to the caseless nature of 4.73mm; the real G11 actually does feature an ejection port, to allow removal of a live round from the chamber (either to get rid of a dud, or simply to clear the weapon).]]&lt;br /&gt;
[[File:CARV2reload1 BOCW.jpg|thumb|none|600px|Swapping out magazines...]]&lt;br /&gt;
[[File:CARV2reload2 BOCW.jpg|thumb|none|600px|...and pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==CETME Model C==&lt;br /&gt;
The [[CETME Model C]] was added in Season 4 as the &amp;quot;C58&amp;quot;, noted due to its slightly curved magazine.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;SASR Jungle Grip&amp;quot; gives it a similar pistol grip to the [[Heckler &amp;amp; Koch PSG-1]], and the &amp;quot;Raider Stock&amp;quot; also resembles a PSG-1 stock. The &amp;quot;CQB Stock&amp;quot; is a sliding design similar to the [[G3A4]].&lt;br /&gt;
&lt;br /&gt;
Interestingly, one of the magazine options is a caliber conversion (the first such attachment in the game), using 5.56x45mm NATO ammunition in a fictional 60-round drum; oddly, the only thing this does is decrease the damage in exchange for a larger-than-normal magazine, with no impact on fire rate, recoil, muzzle velocity, etc. This is not the case for the Warzone counterpart, as that one instead has a 55-round drum option that retains the base 7.62x51mm ammunition.&lt;br /&gt;
&lt;br /&gt;
The curved &amp;quot;25 Rnd Speed&amp;quot; and &amp;quot;Salvo 30 Rnd Fast Mag&amp;quot; resemble HK32 style magazines. The &amp;quot;18.7&amp;quot; Reinforced Heavy Barrel&amp;quot; will give it a handguard resembling that of an [[IMI Romat]]'s while the &amp;quot;18.2&amp;quot; Takedown&amp;quot; to its predecessor the Model B. &amp;quot;15.6&amp;quot; Ultralight&amp;quot; and &amp;quot;18.7&amp;quot; Ranger&amp;quot; will give it a handguard resembling that of a Model E.&lt;br /&gt;
&lt;br /&gt;
[[File:Cetme.jpg|thumb|none|450px|CETME Model C - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CETMEmodelCpreview BOCW.jpg|thumb|none|600px|The CETME Model C in the battlepass preview screen.]]&lt;br /&gt;
[[File:CETMEmodelCidle BOCW.jpg|thumb|none|600px|The CETME Model C in service in Algeria.]]&lt;br /&gt;
[[File:CETMEmodelCADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CETMEmodelCinspect1 BOCW.jpg|thumb|none|600px|Inspecting the Model C.]]&lt;br /&gt;
[[File:CETMEmodelCinspect2 BOCW.jpg|thumb|none|600px|Checking out the other side.]]&lt;br /&gt;
[[File:CETMEmodelCinspect3 BOCW.jpg|thumb|none|600px|Performing a chamber check.]]&lt;br /&gt;
[[File:CETMEmodelCreload1 BOCW.jpg|thumb|none|600px|Locking the bolt back on the reload. Note that it is not completely locked upwards into the locking recess in the cocking tube.]]&lt;br /&gt;
[[File:CETMEmodelCreload2 BOCW.jpg|thumb|none|600px|The empty magazine is removed.]]&lt;br /&gt;
[[File:CETMEmodelCreload3 BOCW.jpg|thumb|none|600px|A fresh magazine is inserted.]]&lt;br /&gt;
[[File:CETMEmodelCreload4 BOCW.jpg|thumb|none|600px|The operator then performs an aggressive &amp;quot;HK Slap&amp;quot; on the charging handle, sending the bolt into battery.]]&lt;br /&gt;
[[File:H&amp;amp;KPSG01LongMag.jpg|thumb|none|450px|Heckler &amp;amp; Koch PSG-1 with 20-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Cetme modelo E.jpg|thumb|none|450px|CETME Model E with Non-genuine translucent magazine. - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-CETME-PSGParts.jpg|thumb|none|600px|The &amp;quot;C58&amp;quot; combined with the &amp;quot;Raider Stock&amp;quot; and &amp;quot;SASR Jungle Grip&amp;quot;.]]&lt;br /&gt;
[[File:Fal13-1-.jpg|thumb|none|450px|IMI Romat - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-CETME-187HeavyBarrel.jpg|thumb|none|600px|The &amp;quot;18.7&amp;quot; Reinforced Heavy Barrel&amp;quot; attached to the &amp;quot;C58&amp;quot;.]]&lt;br /&gt;
[[File:Cetme b30.jpg|thumb|none|450px|CETME Model B - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-CETME-182TakedownBarrel.jpg|thumb|none|600px|The &amp;quot;18.2&amp;quot; Takedown&amp;quot; attached to the &amp;quot;C58&amp;quot; alongside the more curved 25-round speed mag which makes it almost identical to the reference image of the Model B.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield EM-2==&lt;br /&gt;
A stylised arctic model [[Enfield EM-2]] was added in season five. It features its built in scope by default. When equipped for the first time, the character properly presses the fire selector button to switch the weapon to full-auto mode. It is correctly referred as firing .280 British in Warzone and in the names of some of the muzzle attachments. While not anachronistic, its usage by anyone in the 80s is extremely unlikely due to only 59 examples being ever produced.&lt;br /&gt;
[[File:EM-2.jpg|thumb|none|450px|Enfield EM-2 - .280 British]]&lt;br /&gt;
[[File:EM-2 arctic model.jpg|thumb|none|450px|Enfield EM-2 arctic model with enlarged trigger guard for use with heavy cold weather gloves - .280 British]]&lt;br /&gt;
[[File:EM2preview BOCW.jpg|thumb|none|600px|The EM-2 in the preview menu for the season 5 battlepass; note the AR-style long birdcage flash hider, fictional checkered pistol grip, and curious setup of a trigger guard within another trigger guard. According to the markings above the magazine well, its full name in the Black Ops universe is &amp;quot;NIGHTFIELD EM280&amp;quot;, referencing the .280 British round the weapon fires.]]&lt;br /&gt;
[[File:EM2idle BOCW.jpg|thumb|none|600px|The EM-2 being used to defend an NSA facility in West Germany.]]&lt;br /&gt;
[[File:EM2ADS BOCW.jpg|thumb|none|600px|The EM-2's integral scope. Note the reticle which is essentially a turned upside down version of the original thing with the addition of a central dot.]]&lt;br /&gt;
[[File:EM2inspect1 BOCW.jpg|thumb|none|600px|Inspecting the EM-2. Note the stylized carry handle reminiscent of the AR pattern. The fire selector above the thumb is properly set to &amp;quot;full-auto&amp;quot; mode.]]&lt;br /&gt;
[[File:EM2inspect2 BOCW.jpg|thumb|none|600px|Admiring the tasteful woodgrain.]]&lt;br /&gt;
[[File:EM2reload1 BOCW.jpg|thumb|none|600px|Reloading from empty; empty reloads are done with the right hand, while non-empty ones are done with the left.]]&lt;br /&gt;
[[File:EM2reload2 BOCW.jpg|thumb|none|600px|As NATO operator Hunter inserts the fresh magazine, the bolt drops and chambers a new round.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Hybrid==&lt;br /&gt;
The &amp;quot;FFAR 1&amp;quot; is a weapon based on the [[FAMAS Valorisé]] combined with a trigger guard and magazine well from FAMAS G2 (both of which would be anachronistic to the game), with some visual features similar to the &amp;quot;FFAR&amp;quot; from ''[[Call of Duty: Black Ops III]]''. The default magazine correctly holds 25 rounds instead of 30 like in past ''Call of Duty'' games.&lt;br /&gt;
&lt;br /&gt;
In the game's lore it appears that this weapon is the successor of the FAMAS from the first ''Black Ops'' game and predecessor to the &amp;quot;FFAR&amp;quot; from ''Black Ops III''.&lt;br /&gt;
[[File:Famas Valorisé.jpg|thumb|none|450px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|450px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Famas g2.jpg|thumb|none|450px|FAMAS G2 with the charging handle pulled back - 5.56x45mm]]&lt;br /&gt;
[[File:FFARpreview BOCW.jpg|thumb|none|600px|The &amp;quot;FFAR 1&amp;quot; in Gunsmith. Note the front sight similar to the FAMAS Valorisé but the overall shape reminiscent of the prototype and the G2 trigger guard imposed over the now redundant standard one. Also note the return of the adjustable gas piston block, something that does not exist on the actual FAMAS.]]&lt;br /&gt;
[[File:FFARidle BOCW.jpg|thumb|none|600px|The heavily stylised FAMAS in East Germany.]]&lt;br /&gt;
[[File:FFARADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:FFARinspect BOCW.jpg|thumb|none|600px|Inspecting the bullpup rifle.]]&lt;br /&gt;
[[File:FFARinspect2 BOCW.jpg|thumb|none|600px|The player character giving it a loving caress.]]&lt;br /&gt;
[[File:FFARreload BOCW.jpg|thumb|none|600px|Removing the old magazine.]]&lt;br /&gt;
[[File:FFARreload2 BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FARA 83==&lt;br /&gt;
The [[FARA 83]] was added in Season 2 with the metal stock, marking its first appearance in a video game. The flash hider is of a different design to the real weapon and some sort of gas block is mounted underneath the front sight, which is absent on the real weapon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tactical Stock&amp;quot; uses the real fixed stock of the FARA. Oddly, the weapon features some AK stock, with the East German coat hangar AK stock as the &amp;quot;Wire Stock&amp;quot; and a [[Norinco Type 56-2|Type 56-2]] stock as the &amp;quot;Duster Stock&amp;quot;.&lt;br /&gt;
[[File:FARA83 2.jpg|thumb|none|450px|FARA 83 with metal stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FARA83loadoutpreview BOCW.jpg|thumb|none|600px|The FARA 83 in base form.]]&lt;br /&gt;
[[File:FARA83idle BOCW.jpg|thumb|none|600px|NATO operator Hunter wields a FARA 83 in a Laotian village.]]&lt;br /&gt;
[[File:FARA83ADS BOCW.jpg|thumb|none|600px|Aiming down the sights of the Argentinian rifle.]]&lt;br /&gt;
[[File:FARA83inspect1 BOCW.jpg|thumb|none|600px|Inspecting the rifle. The weapon features accurate marking and bears a serial number of [[Call of Duty: Modern Warfare 2|00141]]. The fire selector is also set to auto.]]&lt;br /&gt;
[[File:FARA83inspect2 BOCW.jpg|thumb|none|600px|Checking out the other side.]]&lt;br /&gt;
[[File:FARA83reload1 BOCW.jpg|thumb|none|600px|Ejecting the empty mag.]]&lt;br /&gt;
[[File:FARA83reload2 BOCW.jpg|thumb|none|600px|Rocking in a new mag.]]&lt;br /&gt;
[[File:FARA83reload3 BOCW.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:Fara 83.jpg|thumb|none|450px|FARA 83 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[IMI Galil ARM]] was added in Season 6, and is called the &amp;quot;Grav&amp;quot; like in ''[[Call of Duty: Black Ops 4|BO4]]''. It has an [[AS Val]] stock and a slightly shorter barrel by default, but can be fitted with a longer barrel in Gunsmith.&lt;br /&gt;
[[File:GalilARM-2.jpg|thumb|none|450px|IMI Galil ARM - 5.56x45mm NATO]]&lt;br /&gt;
[[File:GalilBPpreview BOCW.jpg|thumb|none|600px|The Galil ARM in the battlepass preview menu.]]&lt;br /&gt;
[[File:GalilIdle BOCW.jpg|thumb|none|600px|The Galil ARM used on a field trip to the Moscow Zoo.]]&lt;br /&gt;
[[File:GalilADS BOCW.jpg|thumb|none|600px|The iron sights of the Galil. For some reason, the Galil doesn't have its rear sights in ''Warzone''.]]&lt;br /&gt;
[[File:GalilInspect BOCW.jpg|thumb|none|600px|Inspecting the Galil; note the wooden handguard lacking the grooves and screws of the real deal. Also note the &amp;quot;F-S&amp;quot; selector markings, indicating that it is based on a civilian model.]]&lt;br /&gt;
[[File:GalilInspect2 BOCW.jpg|thumb|none|600px|Checking to see if the safety is disengaged.]]&lt;br /&gt;
[[File:GalilReload BOCW.jpg|thumb|none|600px|Reloading from an empty magazine.]]&lt;br /&gt;
[[File:GalilReload2 BOCW.jpg|thumb|none|600px|Rocking in the new magazine.]]&lt;br /&gt;
[[File:GalilReload3 BOCW.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:Galilarm-05.jpg|thumb|none|450px|IMI Galil ARM chambered in 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==K31==&lt;br /&gt;
The [[K31 Rifle]] was added to the sniper rifles category in Season 3, under the name &amp;quot;Swiss K31&amp;quot;. It has a shortened barrel by default, though the “24.9&amp;quot; Extended” barrel attachment gives it the correct barrel length.&lt;br /&gt;
&lt;br /&gt;
The Warzone incarnation of the K31 is correctly chambered in 7.5x55mm. Despite this, some barrel attachment make it seem like the weapon fires .308 Winchester/7.62x51mm NATO, which would be incorrect.&lt;br /&gt;
[[File:SchmidtRubinK31.jpg|thumb|none|450px|Karabiner K31 Rifle - 7.5x55mm Schmidt Rubin GP-11]]&lt;br /&gt;
[[File:K31battlepasspreview BOCW.jpg|thumb|none|600px|The K31 in the battlepass preview.]]&lt;br /&gt;
[[File:K31idle BOCW.jpg|thumb|none|600px|The K31 on Mount Yamantau, equipped with the aforementioned &amp;quot;24.9 Extended&amp;quot; barrel, along with its original iron sights.]]&lt;br /&gt;
[[File:K31ADS BOCW.jpg|thumb|none|600px|The K31's iron sights.]]&lt;br /&gt;
[[File:K31inspect1 BOCW.jpg|thumb|none|600px|Inspecting the K31.]]&lt;br /&gt;
[[File:K31inspect2 BOCW.jpg|thumb|none|600px|Hunter pulling the bolt back for a chamber check.]]&lt;br /&gt;
[[File:K31reload1 BOCW.jpg|thumb|none|600px|Reloading the K31 involves opening the action and removing the magazine.]]&lt;br /&gt;
[[File:K31reload2 BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:K31reload3 BOCW.jpg|thumb|none|600px|And closing the bolt, chambering a new round.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] appears in the game as the &amp;quot;DMR 14&amp;quot;. It sports a synthetic stock (though equipping the Duster Pad stock gives it a chequered wooden stock), fires semi-automatically, and is classified as a &amp;quot;tactical rifle&amp;quot; in multiplayer.&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Springfield Armory M1A Black.jpg|thumb|none|450px|Springfield Armory M1A with synthetic stock, for comparison - 7.62x51mm]]&lt;br /&gt;
[[File:M14preview BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:M14Idle BOCW.jpg|thumb|none|601px|The M14 on a bright Miami day.]]&lt;br /&gt;
[[File:M14ADS BOCW.jpg|thumb|none|601px|Looking down the iron sights.]]&lt;br /&gt;
[[File:M14ChamberCheck BOCW.jpg|thumb|none|601px|NATO operator Hunter holds the rifle up to inspect.]]&lt;br /&gt;
[[File:M14Inspect2 BOCW.jpg|thumb|none|600px|Checking the other side of the rifle.]]&lt;br /&gt;
[[File:M14Inspect3 BOCW.jpg|thumb|none|600px|Performing a chamber check.]]&lt;br /&gt;
[[File:M14Reload BOCW.jpg|thumb|none|601px|Swapping out magazines.]]&lt;br /&gt;
[[File:M14Reload2 BOCW.jpg|thumb|none|601px|Hunter inserting a fresh magazine.]]&lt;br /&gt;
[[File:M14Reload3 BOCW.jpg|thumb|none|600px|Tugging on the charging handle to chamber a round.]]&lt;br /&gt;
[[File:BOCWM14Wood.jpg|thumb|none|600px|The wooden M14 stock when equipping the Duster Pad.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] appears under the &amp;quot;tactical rifles&amp;quot; class. It is simply referred to as the &amp;quot;M16&amp;quot; in the HUD, but actually has &amp;quot;M16.A2&amp;quot; markings on the magwell. It incorrectly holds 30 rounds in a 20-round magazine, and the pin for the auto sear on the lower receiver is absent, which in reality would prevent the rifle from firing in bursts. It is anachronistic to the campaign's 1981 time period, as the M16A2 was not adopted for service yet, first being adopted in 1983 by the USMC and in 1986 by the Army. Rather than removing the carry handle as in previous Black Ops games, it uses an anachronistic carry handle rail when equipping optics. Said carry handle rail appears to be a modern 1913 rail attached using a clamp and screw system from a Colt 3x or 4x AR-15 scope somehow mated together. The weapon boasts surprisingly high damage, able to kill enemies in a single burst at some range compared to the fully-automatic rifles.&lt;br /&gt;
&lt;br /&gt;
The M16's alternate barrel options include “16.3&amp;quot; Rapid Fire”, “20.5&amp;quot; Cavalry Lancer”, “16.3&amp;quot; Titanium”, “20.2&amp;quot; Takedown”, and “15.9&amp;quot; Strike Team”; of these, the 20.5&amp;quot; barrel options are visually just the default barrel but fluted (&amp;quot;Cavalry Lancer&amp;quot;) or dimpled (&amp;quot;Takedown&amp;quot;). For the short barrel options, the &amp;quot;Rapid Fire&amp;quot; and &amp;quot;Strike Team&amp;quot; both give the gun a short triangular handguard (the difference is that &amp;quot;Rapid Fire&amp;quot; has a smooth barrel while &amp;quot;Strike Team&amp;quot;'s is fluted), while &amp;quot;Titanium&amp;quot; gives the gun a short round handguard, the end result somewhat resembling a Colt Model 723 14.5&amp;quot; A1 barrel.&lt;br /&gt;
&lt;br /&gt;
The M16's stock options include &amp;quot;Tactical Stock&amp;quot;, the normal M16A2 stock with a cheek pad, &amp;quot;Wire Stock&amp;quot;, an M231 FPW-like wire stock, &amp;quot;Duster Stock&amp;quot;, a Doublestar Ace skeleton stock (which might be anachronistic), &amp;quot;Commando Assembly&amp;quot;, a 2nd generation collapsible stock, and &amp;quot;Buffer Tube&amp;quot;, an exposed buffer tube with a rubber pad.&lt;br /&gt;
&lt;br /&gt;
Magazine options include the classic ''Black Ops'' jungle-style fast mags made with either duct tape or clamps, a 30-round STANAG magazine depicted as a 45-rounder, a 20-round STANAG magazine with an improvised duct tape magazine assists somehow also depicted as a 45-rounder, and a 54-round magazine (which also appears on the in-game XM4, where it holds 50 rounds).&lt;br /&gt;
[[File:M16A2.jpg|thumb|none|450px|Colt M16A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A2preview BOCW.jpg|thumb|none|600px|The M16A2 in Gunsmith.]]&lt;br /&gt;
[[File:M16A2Idle BOCW.jpg|thumb|none|600px|The M16A2 in service inside a Nevadan nuclear weapons test site.]]&lt;br /&gt;
[[File:M16A2ADS BOCW.jpg|thumb|none|600px|Aiming down the carry handle sights.]]&lt;br /&gt;
[[File:M16A2inspect BOCW.jpg|thumb|none|600px|Inspecting the rifle. Note that the in-universe stand in for Colt appears to be the fictional &amp;quot;Arrow Armory&amp;quot; (the same manufacturer stamped on the ''BOCW'' M1911A1) based in Hartford, Connecticut, standing in for Colt, the real life manufacturer of both weapons, which is also based in Hartford, CT.]]&lt;br /&gt;
[[File:M16A2inspect2 BOCW.jpg|thumb|none|600px|Performing a rather enthusiastic chamber check; pulling the bolt this far back would likely eject the currently-chambered round.]]&lt;br /&gt;
[[File:M16A2Reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:M16A2Reload2 BOCW.jpg|thumb|none|600px|Inserting a fresh 20 round steel GI mag.]]&lt;br /&gt;
[[File:BOCW M16A2 Constable.jpg|thumb|none|600px|The &amp;quot;Constable&amp;quot; blueprint, which has an anachronistic Aim Sports AR free float rifle length quad rail/V3 or Monstrum Tactical 12 inch free float quad rail.]]&lt;br /&gt;
&lt;br /&gt;
===Colt XM4 Carbine===&lt;br /&gt;
The combination of the “16.3&amp;quot; Titanium” barrel attachment with the &amp;quot;Commando Assembly&amp;quot; stock attachment approximates the [[M4 Carbine|XM4 Carbine]], sans the proper stepped barrel. The exact same configuration can be made by removing all attachments from the &amp;quot;Fly Trap&amp;quot;, &amp;quot;Inconspicuous&amp;quot;, or &amp;quot;SOG Commando&amp;quot; blueprints for the gun referred to as the &amp;quot;XM4&amp;quot; in game and then reattaching the longest barrel option.&lt;br /&gt;
[[File:XM4 1986 model.jpg|thumb|none|450px|XM4 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BOCW M16-XM4.jpg|thumb|none|600px|The psuedo-XM4 on the loadout workbench.]]&lt;br /&gt;
[[File:XM4Idle BOCW.jpg|thumb|none|600px|The pseudo-XM4 being used in Moscow.]]&lt;br /&gt;
[[File:XM4ADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:XM4Inspect BOCW.jpg|thumb|none|600px|Inspecting the XM4 build.]]&lt;br /&gt;
[[File:XM4Inspect2 BOCW.jpg|thumb|none|600px|Looking at the other side of the gun.]]&lt;br /&gt;
[[File:XM4Inspect3 BOCW.jpg|thumb|none|600px|The final part of the inspect animation involves tugging back on the charging handle for a chamber check.]]&lt;br /&gt;
[[File:XM4Reload BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:COD CWBO Beta Key Art.jpg|thumb|none|600px|A nearly identical build is seen in the key art for the beta, which is horizontally flipped. Some parts are missing from the gun's model, including the case deflector, the magazine release button, and a portion of the fence around it.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBZ-95-1==&lt;br /&gt;
An anachronistic [[Norinco QBZ-95-1]] rifle appears in the game, featuring several retro-styled cosmetic alterations. It was briefly seen in the Gunsmith trailer, labeled the &amp;quot;Type 15&amp;quot;, but the name was changed to &amp;quot;QBZ-83&amp;quot; in the Beta. The Type 95's development began in 1989, with the first prototypes being made in 1990. The in-game weapon bears some cosmetic resemblances to [http://www.163.com/dy/article/EK33QH8D05355H7O.html some of the Type 95's early prototypes], but is still clearly based on the QBZ-95-1, which began its development in 2004 and was adopted in 2010.&lt;br /&gt;
&lt;br /&gt;
The side of the gun is marked with &amp;quot;T97NSR-PWC-CAL 5.56 mm&amp;quot;; T97NSR refers to a semi-auto only civilian variant of the 5.56mm QBZ-97A sold in Canada named Type 97 NSR. This likely suggests that Treyarch modeled the gun after a Type 97 NSR then modified it to make it resemble a Chinese QBZ-95 (with its distinct magazine shape and paddle magazine release) and &amp;quot;retro-ified&amp;quot; it. Some of its muzzle attachments also have &amp;quot;5.56&amp;quot; as part of their names, though it is unclear if this is an intentional reference to the QBZ-97 connections or a result of the generally confused state of attachment name/descriptions in ''BOCW''; its Warzone incarnation is also supposedly chambered in 5.56 NATO.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;QBZ-83&amp;quot; name would suggest that it was adopted in 1983 in the ''Black Ops'' universe which would still be anachronistic to the pre-83 maps.&lt;br /&gt;
[[File:Norinco QBZ95-1.jpg|thumb|none|450px|Norinco QBZ-95-1 - 5.8x42mm]]&lt;br /&gt;
[[File:Norinco QBZ-97.jpg|thumb|none|450px|Norinco QBZ-97 - 5.56x45mm]]&lt;br /&gt;
[[file:BOCW QBZ-83.jpg|thumb|none|600px|The stylized, time-traveling QBZ on the loadout wall. The weapon's trigger and trigger guard shape come from the [[HS Produkt VHS|HS Produkt VHS-2]], with the latter being made from stamped metal rather like the FAMAS. Its magazines appear to be loosely based on Chinese steel AK magazines. It also has three vents on the upper handguard and a birdcage-like muzzle device, both elements of the QBZ-97.]]&lt;br /&gt;
[[File:QBZ95-1preview BOCW.jpg|thumb|none|600px|In Gunsmith, the Canadian Type 97 NSR markings are more easily seen. The space between the pistol grip and the magazine well is marked with the Chinese text &amp;quot;83式自动步枪&amp;quot; (Pinyin: 83 shì zì dòng bù qiāng), which means &amp;quot;Type 83 automatic rifle&amp;quot;. The word &amp;quot;中国&amp;quot; (Pinyin: zhōng guó), meaning &amp;quot;China&amp;quot;, can also be faintly seen marked on the magazine well. The rear of the stock is ''very'' faintly marked with what's apparently &amp;quot;梦想&amp;quot; (Pinyin: mèng xiǎng), or &amp;quot;dream&amp;quot;. Also note that the fire selector only has safe/fire positions like a civilian model.]]&lt;br /&gt;
[[File:QBZ95idle BOCW.jpg|thumb|none|600px|The &amp;quot;QBZ-83&amp;quot; in Nuketown.]]&lt;br /&gt;
[[File:QBZ95ADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:QBZ95inspect BOCW.jpg|thumb|none|600px|Inspecting the gun. Note Adler's jacket sleeve clipping through the magazine, a phenomenon also seen in ''[[Battlefield 4]]'''s depiction of the rifle.]]&lt;br /&gt;
[[File:QBZ95inspect2 BOCW.jpg|thumb|none|600px|Performing a chamber check.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco Type 63==&lt;br /&gt;
The [[Norinco Type 63]] is available in the game, classified as a &amp;quot;tactical rifle&amp;quot;. Despite being select-fire in reality, it is restricted to semi-automatic mode in-game; the spike bayonet is also unusable. It uses what appears to be an anachronistic M14 rifle style rail mount when equipping optics. The default magazine initially held a correct 20 rounds in the closed alpha, but this was increased to an incorrect 25 in the beta and final game.&lt;br /&gt;
&lt;br /&gt;
Player character Bell and Woods use this rifle in &amp;quot;Redlight, Greenlight&amp;quot; instead of a more appropriate American M14.&lt;br /&gt;
[[File:Type63.jpg|thumb|none|450px|Norinco Type 63 - 7.62x39mm]]&lt;br /&gt;
[[File:Type63preview BOCW.jpg|thumb|none|600px|The Type 63 in Gunsmith.]]&lt;br /&gt;
[[File:Type63idle BOCW.jpg|thumb|none|600px|The Type 63 in Uzbekistan.]]&lt;br /&gt;
[[File:Type63ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Type63inspect BOCW.jpg|thumb|none|600px|Inspecting the Type 63.]]&lt;br /&gt;
[[File:Type63inspect2 BOCW.jpg|thumb|none|600px|Turning it over.]]&lt;br /&gt;
[[File:Type63inspect3 BOCW.jpg|thumb|none|600px|Brass check time.]]&lt;br /&gt;
[[File:Type63reload BOCW.jpg|thumb|none|600px|Reloading by flicking the old magazine out with a fresh one, much like the AK-47 reload.]]&lt;br /&gt;
[[File:Type63reload2 BOCW.jpg|thumb|none|600px|Then chambering the gun with a tug of the bolt handle.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14 Groza==&lt;br /&gt;
A stylized [[OTs-14 Groza]] with a shortened receiver was added to the game in Season 1. It is anachronistic, as the real weapon was produced in 1992. It feeds from 5.45x39mm style magazines, something which is not confirmed to have existed on a real Groza, but is actually used on a Groza-inspired bullpup AK pistol developed in the late 2010s by US-based Bad Element Co. In contrast, its Warzone incarnation is stated to be chambered in &amp;quot;7.62 Soviet&amp;quot; (i.e. 7.62x39mm), and some of its muzzle attachments have &amp;quot;7.62&amp;quot; as part of their name.&lt;br /&gt;
&lt;br /&gt;
[[File:OTS-14.jpg|thumb|none|450px|OTs-14-4A-01 Groza - 9x39mm]]&lt;br /&gt;
[[File:Grozapreview BOCW.jpg|thumb|none|600px|The Groza in the battlepass preview screen. It isn't entirely clear why the weapon has been so heavily stylized, especially considering that one of the perks of adding a Groza to a game with other AKs is that you can re-use parts of their models (including more or less the entire receiver sans optic rail).]]&lt;br /&gt;
[[File:GrozaIdle BOCW.jpg|thumb|none|600px|The Groza in the hands of NATO operator Baker.]]&lt;br /&gt;
[[File:GrozaADS BOCW.jpg|thumb|none|600px|Looking through the Groza's iron sights. The rear sight notch is missing and the sights are misaligned.]]&lt;br /&gt;
[[File:GrozaInspect BOCW.jpg|thumb|none|600px|Inspecting the stylized Groza.]]&lt;br /&gt;
[[File:GrozaInspect2 BOCW.jpg|thumb|none|600px|Performing a chamber check, note the piston rod.]]&lt;br /&gt;
[[File:GrozaReload BOCW.jpg|thumb|none|600px|Removing the entirely fictional magazine.]]&lt;br /&gt;
[[File:GrozaReload2 BOCW.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:GrozaReload3 BOCW.jpg|thumb|none|600px|Performing an underhand charge. This would be impractical in reality, given the location of the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;RAI K-84&amp;quot;==&lt;br /&gt;
The &amp;quot;RAI K-84&amp;quot; (standing for &amp;quot;Reactorniy Avtomat-Izluchatel Kuhlklay-84&amp;quot;, translated &amp;quot;Reactor Automatic Radiator Kuhlklay-84&amp;quot;) is a &amp;quot;Wonder Weapon&amp;quot; in the Zombies map Firebase Z released during Season 1. It is based on an [[AK-74]] with the depiction of a milled receiver; such a configuration exists on the Waffen Werks WW-74M, a US-made semi-automatic rifle, though the in-game weapon has two rivets at the rear like the stamped receiver of a standard AK-74. It is fitted with an underbarrel &amp;quot;Vortex&amp;quot; grenade launcher called the &amp;quot;GP-6K2&amp;quot; and modeled after a [[GP-25]].&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:BOCW RAI K-84 1.jpg|thumb|none|600px|The &amp;quot;RAI K-84&amp;quot; as seen in the Firebase Z trailer.]]&lt;br /&gt;
[[File:BOCWRAIKHold.jpg|thumb|none|600px|Grumbling at the fact that Primis and Ultimis were replaced by literal nobodies, of which he is one of them, the Requiem Operator in Firebase Z consoles himself by looking at his shiny space AK. The jumbled mess of parts and components welded to a traditional assault rifle base at least backs up its designation as a prototype.]]&lt;br /&gt;
[[File:BOCWRAIKInspect.jpg|thumb|none|600px|Inspecting the magazine-shaped cell holder used to power the rifle, vaguely resembling the Kalash magazines in the ''Metro'' games. It would probably not be wise to place one's fingers anywhere near the cells in the magazine, considering they are actively and visually ''sparking''.]]&lt;br /&gt;
[[File:BOCWRAIKReload.jpg|thumb|none|600px|At least reloading the weapon shows more careful finger placement. As a bit of trivia, intel in the map notes that the RAI K-84 was based off of a &amp;quot;Generator Khaosa Zavoyski-45&amp;quot; weapon that was developed in-universe in WWII. This is a reference to the otherwise completely fictional &amp;quot;GKZ-45 Mark3&amp;quot; Wonder Weapon from the ''[[Call of Duty: Black Ops III]]'' map Gorod Krovi, implying the RAI K is a successor to it. This is backed up by it operating like a more powerful version of the GKZ; a powerful laser bolt firing weapon with a secondary, grenade-type fire that explodes when shot at with the former.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1==&lt;br /&gt;
The [[Steyr AUG A1]] appears in the game as the &amp;quot;AUG&amp;quot; and is classified as a &amp;quot;tactical rifle&amp;quot; in multiplayer. It incorrectly fires in three-round bursts, a feature of the much later (2005) AUG A3. Its foregrip is folded by default, but it can be unfolded via the &amp;quot;Field Agent foregrip&amp;quot;; it also has some rail-mounted foregrip options. Like the M16A2, the weapon boasts surprisingly high damage, able to kill enemies in a single burst at some range compared to the fully-automatic rifles.&lt;br /&gt;
&lt;br /&gt;
For some reason, Soviet troops use this weapon in the side-mission &amp;quot;Operation Red Circus,&amp;quot; which is incorrect.&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|450px|Steyr AUG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:AUGidle BOCW.jpg|thumb|none|600px|The AUG A1 in service on an estate in the Hollywood Hills.]]&lt;br /&gt;
[[File:AUGADS BOCW.jpg|thumb|none|600px|Looking through the integral Swarovski scope. The offset backup iron sights are modelled correctly, but the reticle is incorrect.]]&lt;br /&gt;
[[File:AUGinspect1 BOCW.jpg|thumb|none|600px|Inspecting the rifle.]]&lt;br /&gt;
[[File:AUGinspect2 BOCW.jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:AUGEmpty BOCW.jpg|thumb|none|600px|The AUG is one of the few weapons in game to correctly track how many rounds are available in each mag, as can be seen with this empty magazine with follower visibly modeled. Unfortunately, ''Cold War'' does not model the last round bolt hold open mechanism that the IRL AUG A1 has.]]&lt;br /&gt;
[[File:AUGinspect3 BOCW.jpg|thumb|none|600px|Checking the ejection port.]]&lt;br /&gt;
[[File:AUGreload1 BOCW.jpg|thumb|none|600px|Removing the magazine during a reload.]]&lt;br /&gt;
[[File:AUGreload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:AUGreload3 BOCW.jpg|thumb|none|600px|Slapping the charging handle home.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A2===&lt;br /&gt;
Equipping any optical attachments turns the weapon into an anachronistic [[Steyr AUG A2|AUG A2]].&lt;br /&gt;
[[File:SteyrAUGSR.jpg|thumb|none|450px|Steyr AUG Special Receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[File:AUGA2gunsmithpreview BOCW.jpg|thumb|none|600px|The AUG A2 build.]]&lt;br /&gt;
&lt;br /&gt;
==VAHAN==&lt;br /&gt;
The [[VAHAN]], a somewhat obscure prototype Armenian assault rifle, was added in the 1.29 update; this makes ''BOCW'' the weapon's first known media appearance. The in-game version is somewhat stylized, and goes by the name &amp;quot;Vargo 52&amp;quot;; this presumably references the fact that design work on the project began in 1952 (with an earlier rifle called the &amp;quot;MBC-2&amp;quot;), though the VAHAN itself wasn't designed or built until 1992, making its in-game appearance anachronistic.&lt;br /&gt;
[[File:VAHAN.jpg|thumb|none|450px|VAHAN with Bushnell scope - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==XM16E1==&lt;br /&gt;
The fully-automatic [[XM16E1]] appears exclusively in the campaign. It is labeled &amp;quot;M16A1&amp;quot; in the HUD and on the magwell (though the pick-up text spells it with a lowercase &amp;quot;a&amp;quot;, for some reason), but it actually has the appearance of a 'faux' XM16E1, as seen in some movies where the guns are built from M16A1s. This is firstly evidenced by the combination of an XM16E1's 3-prong flash hider with an M16A1's full fence lower. The weapon also appears to have a chrome bolt carrier, which was present on the XM16E1, but not on the M16A1. For some reason, the XM16E1 has an anachronistic A2 pistol grip, while the XM4 has a A1 pistol grip.&lt;br /&gt;
&lt;br /&gt;
In a small though somewhat confusing detail, the receiver bears a forge code mark, C H. This would indicate a rifle with an upper receiver built from Harvey Aluminum billets, but this code would have been in use from the mid 1970s to the early 1980s, well after Vietnam and never on an actual XM16E1 (though M16A1s were made with this code). Due to the nature of the game's storyline, this could be justified as intentional anachronism, however. &lt;br /&gt;
&lt;br /&gt;
It appears in the two Vietnam flashback levels, as well as a few other missions where it is available alongside the M16A2. It is incredibly powerful, as the weapon's damage was balanced for occasional bursts rather than consistent fully-auto firing, made even easier with the game's rather controllable muzzle climb. It uses the same reloading animations as the M16A2, but has a different firing sound. It is also seen in the &amp;quot;Good Enough&amp;quot; calling card.&lt;br /&gt;
[[File:XM16E1.jpg|thumb|none|450px|Mockup of an XM16E1 rifle with 20-round magazine - 5.56x45mm NATO. This can be identified as a mockup by its full magazine fence and strengthened front pivot point, neither of which appeared on the XM16E1.]]&lt;br /&gt;
[[File:XM16E1 BOCW.jpg|thumb|none|600px|Bell holds an XM16E1 in a Vietnamese village.]]&lt;br /&gt;
[[File:BOCW-M16-2.jpg|thumb|none|600px|Note the full fence lower, indicating that this is not a true XM16E1.]]&lt;br /&gt;
&lt;br /&gt;
==XM177E1==&lt;br /&gt;
The [[XM177E1]], specifically the later model with a full fence lower, appears under the name &amp;quot;XM4&amp;quot;. It is depicted with a flat top, seeming to be the result of a chopped off carry handle with a bolted rail (which was done in the 1980s by Olympic Arms and some other manufacturers). It has an anachronistic rear sight which is a hybrid between the Troy Battle Sight and Midway Industries Flip Up Sight, and the flash hider has been altered to resemble an A1. It also appears to have been based on a civilian model, as it has semi-auto only selector markings (Fire/Safe).&lt;br /&gt;
&lt;br /&gt;
The weapon is wrapped in slings with a portion tucked behind the bolt catch like the &amp;quot;Commando&amp;quot; from the first ''[[Call of Duty: Black Ops|Black Ops]]'', although the default empty reload animation in this case correctly uses the charging handle instead of trying to hit the bolt release, which couldn't possibly work with a cloth strap tucked behind it (that said, some reload animations, like the jungle mags reload animation, still involve hitting the sling-padded bolt catch). Equipping any stock customization removes the sling wrap. Mounting optics removes the front sight but keeps the gas block.&lt;br /&gt;
&lt;br /&gt;
The XM4 designation is anachronistic for the time period of 1981, as the XM177 wouldn't be designated as &amp;quot;XM4&amp;quot; until 1983, and even then would be attached to an [[:File:XM4 Carbine &amp;amp; M16A2 (1982).jpg|improved model of the XM177E2]]. However, the “11.8” Ranger” give the weapon an 11.5 inch barrel making it the XM177E2. The A1 pistol grip is inaccurately depicted as being solid instead of hollow.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Black Tide&amp;quot; blueprint replaces the regular handguard with a carbine-length [[M203]] grenade launcher heat shield; it also has a yellow tiger stripe camouflage paint similar to the [[M79 grenade launcher|M79]] used by &amp;quot;The Roach&amp;quot; in ''[[Apocalypse Now]]''. The &amp;quot;Giantsbane&amp;quot; variant uses an anachronistic [[Z-M LR 300]] handguard and front sight (the LR 300 having been introduced in 2000). It is also seen in the &amp;quot;Reaper Of The Dead&amp;quot; calling card.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Inconspicuous&amp;quot; blueprint uses the M16A2's upper receiver, while retaining the XM177E1's earlier teardrop forward assist, however. It has an [[Olympic Arms OA-93]] style handguard with vents patterned after the Advanced Armament Corporation OMNI suppressor, an Israeli style elastic handguard band, what appears to be a faux suppressor, a tactical light, a stock cheek pad and a [[Talk:Call of Duty: Black Ops Cold War#SureFire MAG5-60|SureFire MAG5-60]] magazine. The &amp;quot;Fly Trap&amp;quot; blueprint has an A2 handguard, an A2 pistol grip, and an A2 forward assist. The &amp;quot;Ultimate Hunter&amp;quot; has an anachronistic quad rail handguard, a muzzle brake with a breach face, a scope with some cosmetic similarities to a Trijicon ACOG, and a collapsible stock modelled after various offerings from the late 2000's onwards. The 13.7” Takedown, and original SOCOM will make the weapon resembles to the current M4A1 Carbine, which is anachronistic.&lt;br /&gt;
&lt;br /&gt;
[[File:Colt 609-XM1771E1 Late.jpg|thumb|none|451px|Colt Model 609 / XM177E1 - 5.56x45mm NATO. This is a late model with a full fence lower.]]&lt;br /&gt;
[[File:Muzzle A1.jpg|thumb|none|350px|A1 &amp;quot;Birdcage&amp;quot; flash hider]]&lt;br /&gt;
[[File:XM177E1preview BOCW.jpg|thumb|none|600px|The XM177E1 in Gunsmith.]]&lt;br /&gt;
[[File:XM177E1Idle BOCW.jpg|thumb|none|600px|The XM177E1 wielded by CIA agent Russel Adler. Note the MACV-SOG patch on the sling, yet another throwback to the iconic ''Black Ops 1'' &amp;quot;Commando&amp;quot;.]]&lt;br /&gt;
[[File:XM177E1ADS BOCW.jpg|thumb|none|600px|Aiming down the sights at some communist concrete.]]&lt;br /&gt;
[[File:BOCW new XM4 sights.jpg|thumb|none|600px|The updated sights, which now block less of the screen. This was changed in Season 4 for a few other weapons too, including the QBZ and the Ak 5.]]&lt;br /&gt;
[[File:XM177E1Inspect BOCW.jpg|thumb|none|600px|Inspecting involves checking the magazine.]]&lt;br /&gt;
[[File:XM177E1Inspect2 BOCW.jpg|thumb|none|600px|Then tapping it against the magwell, reinserting the magazine, and performing a chamber check. The phrase &amp;quot;This is my rifle&amp;quot; can be seen marked on the ejection port's cover, a reference to the USMC's Rifleman's Creed.]]&lt;br /&gt;
[[File:XM177E1reload BOCW.jpg|thumb|none|600px|Note the animated bolt release catch, as well as an animated magazine release tab actuating as the player character ejects and inserts magazines.]]&lt;br /&gt;
[[File:XM177reload2 BOCW.jpg|thumb|none|600px|The last step for default reloads is a firm jerk of the charging handle.]]&lt;br /&gt;
[[File:BOCW Inconspicuous.jpg|thumb|none|600px|The &amp;quot;Inconspicuous&amp;quot; variant as seen the Warzone preview.]]&lt;br /&gt;
[[File:Pseudo-M4A1.jpg|thumb|none|600px|The &amp;quot;Ultimate Hunter&amp;quot; variant with some attachments to become a psuedo-M4A1 Carbine&lt;br /&gt;
 as seen the Black Ops Cold War preview]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International PM/AW Hybrid==&lt;br /&gt;
The &amp;quot;LW3 - Tundra&amp;quot; is a hybrid of the [[Accuracy International Arctic Warfare series#Accuracy International Precision Marksman|Accuracy International Precision Marksman]] and the [[Accuracy International Arctic Warfare series#Accuracy International Arctic Warfare|Arctic Warfare]], along with some fictional elements. It has a Precision Marksman-style stock, and lacks a finger cutout in the magwell like this model, but has the safety of an Arctic Warfare (incorrectly set to the rear position, which would lock the bolt and the trigger), as well as an adjustable cheek pad and a flash hider like the latter. Curiously enough, it also uses Picatinny rails like the AW, but with a PM-like scope mount and backup rear sight used on it. The rifle is mildly anachronistic, as the Precision Marksman wasn't developed until 1982 and the Arctic Warfare wasn't developed until 1988, while the campaign takes place in 1981 and multiplayer takes place between 1981-1985. The name Tundra suggests it was intended to be based off of the Artic Warfare, but they went with PM elements to keep it to the multiplayer's time period.&lt;br /&gt;
&lt;br /&gt;
[[File:L96A1G.jpg|thumb|none|450px|Accuracy International PM - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International AW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:AccuracyInternationalAW-PMpreview BOCW.jpg|thumb|none|600px|The hybrid Accuracy International rifle in Gunsmith.]]&lt;br /&gt;
[[File:AW-PMidle BOCW.jpg|thumb|none|600px|The hybrid Accuracy International rifle on a Miami Beach boardwalk.]]&lt;br /&gt;
[[File:AW-PMinspect BOCW.jpg|thumb|none|600px|Initiating the inspect animation.]]&lt;br /&gt;
[[File:AW-PMreload BOCW.jpg|thumb|none|600px|Good view of the other side.]]&lt;br /&gt;
[[File:AW-PMreload2 BOCW.jpg|thumb|none|600px|Taking out the magazine.]]&lt;br /&gt;
[[File:AW-PMreload3 BOCW.jpg|thumb|none|600px|Chambering new 7.62x51mm round.]]&lt;br /&gt;
[[File:AW-PMreload4 BOCW.jpg|thumb|none|600px|Ready to go.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M82A1M==&lt;br /&gt;
The [[Barrett M82A1M]] appears in the game as the &amp;quot;M82&amp;quot;. It is anachronistic to the game, since it was developed in the 1990s; the original M82 would be more accurate for some multiplayer maps. To balance out its semiautomatic firing mode, the M82A1M is comically the ''weakest'' sniper rifle in terms of per-shot damage, not even able to break the bulletproof armor scorestreak in one shot. Due to the lack of a Soviet sniper rifle, the Soviet forces use the Barrett as their sniper, which is incorrect.&lt;br /&gt;
[[File:Barrett M82A1M.jpg|thumb|none|450px|Barrett M82A1M - .50 BMG]]&lt;br /&gt;
[[File:M82preview BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:M82idle BOCW.jpg|thumb|none|600px|The M82A1M in Miami.]]&lt;br /&gt;
[[File:M82inspect BOCW.jpg|thumb|none|600px|Inspecting the M82A1M.]]&lt;br /&gt;
[[File:M82inspect2 BOCW.jpg|thumb|none|600px|Brass check.]]&lt;br /&gt;
[[File:M82inspect3.jpg|thumb|none|600px|Note the &amp;quot;MOD 82A1&amp;quot; stamped on the magwell.]]&lt;br /&gt;
&lt;br /&gt;
==Mechem NTW-20==&lt;br /&gt;
The [[Mechem NTW-20]] was added in the Season 2 Reloaded update as the &amp;quot;ZRG 20mm&amp;quot;. It is heavily stylized and fitted with a PSO-1 scope with incorrect reticle by default. It is also far shorter than the real weapon, making the weapon shorter then the in-game Barrett M82A1M, despite the NTW-20 being roughly twice the length of the Barrett. It is anachronistic by more than a decade (1998) and is set up for left-handed use, with the magazine and bolt handle on the right and left side respectively, opposite what it should be.&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Mechem NTW-20 - 20x82mm MG151]]&lt;br /&gt;
[[File:Svu.jpg|thumb|none|450px|SVU Dragunov - 7.62x54mmR, image used to show PSO-1 scope.]]&lt;br /&gt;
[[File:NTW20gunsmithpreview BOCW.jpg|thumb|none|600px|The &amp;quot;ZRG 20mm&amp;quot; in Gunsmith preview. Note the oversized PSO-1 and short appearance.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 700PSS==&lt;br /&gt;
The [[Remington 700PSS]] appears as the &amp;quot;Pelington 703&amp;quot;, complete with a permanently attached Harris bipod (which can be deployed by equipping the &amp;quot;Front Grip&amp;quot; or &amp;quot;Bipod&amp;quot; underbarrel attachments). Like the M40 and R700 rifles in ''[[Call of Duty 4: Modern Warfare]]'', it is reloaded with individual rounds. It is anachronistic for the game as it was designed in 1986 while the 80s segments of ''Black Ops Cold War'' take place in 1981-1985; the scope also mounts on an anachronistic rail. It also appears in Bell's Vietnam War false flashbacks, fitted with a wooden stock and is depicted as being used by the US troops, though it is likely standing in for a standard Remington 700 in this case. Its Warzone incarnation is stated to use .308 ammunition (most likely Winchester).&lt;br /&gt;
&lt;br /&gt;
[[File:RemingtonPSS700.jpg|thumb|none|450px|Remington 700PSS with Leupold Mark 4 scope and Harris bipod - .300 Win Mag]]&lt;br /&gt;
[[File:R700PSSpreview BOCW.jpg|thumb|none|600px|The Remington 700 in Gunsmith.]]&lt;br /&gt;
[[File:R700idle BOCW.jpg|thumb|none|600px|The Remington 700PSS in service in Soviet Uzbekistan.]]&lt;br /&gt;
[[File:R700inspect BOCW.jpg|thumb|none|600px|Turning the gun over to read the engraved &amp;quot;Pelington&amp;quot; manufacturer branding, which is very clearly meant to evoke the Remington trade dress on the real Remington 700.]]&lt;br /&gt;
[[File:R700inspect2 BOCW.jpg|thumb|none|600px|Inspecting the Remington 700 involves a very elaborate animation, where the player character will eject a live round...]]&lt;br /&gt;
[[File:R700inspect3 BOCW.jpg|thumb|none|600px|Catching it in their right hand...]]&lt;br /&gt;
[[File:R700inspect4 BOCW.jpg|thumb|none|600px|Then slipping it back into the chamber and sending the bolt into battery.]]&lt;br /&gt;
[[File:R700reload BOCW.jpg|thumb|none|600px|Reloading is done with individual rounds.]]&lt;br /&gt;
[[File:CODBOCWWoodsSniper1.jpeg|thumb|none|600px|Woods holding the sniper rifle in a promotional image.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==CETME Ameli==&lt;br /&gt;
The late NB model [[CETME Ameli]] was added in Season 4. It is inaccurately fitted with an early NA variant flash hider. It appears under the Spanish Army's designation &amp;quot;MG 82&amp;quot;.&lt;br /&gt;
[[File:CetmeAmeli556.jpg|thumb|none|450px|CETME Ameli (late NB model) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Amelipreview BOCW.jpg|thumb|none|600px|The CETME Ameli in the battlepass preview screen. Note the MG42 like conical muzzle from the early NA variant. Fitting this one to an NB model is dubious as the NA muzzle is part of the barrel shroud while the NB straight flash hider is part of the barrel.]]&lt;br /&gt;
[[File:AmeliIdle BOCW.jpg|thumb|none|600px|The CETME Ameli in the hands of NATO operator Baker, onboard a luxury yacht.]]&lt;br /&gt;
[[File:AmeliADS BOCW.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AmeliInspect1 BOCW.jpg|thumb|none|600px|Inspecting the Spanish LMG.]]&lt;br /&gt;
[[File:AmeliInspect2 BOCW.jpg|thumb|none|600px|The other side.]]&lt;br /&gt;
[[File:AmeliReload1 BOCW.jpg|thumb|none|600px|Reloading by racking the charging handle.]]&lt;br /&gt;
[[File:AmeliReload2 BOCW.jpg|thumb|none|600px|Opening the top cover.]]&lt;br /&gt;
[[File:AmeliReload3 BOCW.jpg|thumb|none|600px|Replacing the ammo box.]]&lt;br /&gt;
[[File:AmeliReload4 BOCW.jpg|thumb|none|600px|And inserting a fresh belt into the feed tray.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
A handheld [[M134 Minigun]] is featured in the game. It is shown with a 4-flange barrel clamp (like an original General Electric M134) combined with a Dillon Aero flash hider. It is obtainable in the campaign mission &amp;quot;The Final Countdown&amp;quot;, under the name &amp;quot;M134 Minigun&amp;quot;. It was later added to multiplayer and Zombies in Season 2 as the &amp;quot;Death Machine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It also appears mounted on helicopters, including the &amp;quot;Chopper Gunner&amp;quot; scorestreak in multiplayer, and as part of the &amp;quot;Sentry Turret&amp;quot; scorestreak. A helicopter-mounted version can be used by Bell during a setpiece in &amp;quot;Fracture Jaw&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|450px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M134deathmachine BOCW.jpg|thumb|none|600px|The &amp;quot;Death Machine&amp;quot; in the scorestreak selection menu. This configuration resembles the airsoft Classic Army M134-A2 CO2/HPA.]]&lt;br /&gt;
[[File:BOCW-Minigun-1.jpg|thumb|none|600px|The M134 at the far right, in both door and subsystem mounts. Note that ''Black Ops Cold War'' continues the ''Modern Warfare'' trend of fictionalizing its vehicles, evident by the addition of backwards Pave Low style air intakes and overall stylized appearance of the faux Huey.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Death Machine&amp;quot; (Dead Ops Arcade 3)===&lt;br /&gt;
The &amp;quot;Death Machine&amp;quot; model from ''[[Call of Duty: Black Ops III]]'', a futuristic man-portable rotary gun based on the [[General Dynamics GAU-19/A]], appears exclusively as a power-up in the Zombies map Dead Ops Arcade 3: Rise of the Mamaback.&lt;br /&gt;
&lt;br /&gt;
[[File:GAU19.jpg|thumb|none|450px|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The [[M60 machine gun|M60]] is one of the machine guns in ''BOCW''; it is the original model, as opposed to the M60E3 featured in past games.&lt;br /&gt;
&lt;br /&gt;
A mounted version can also be found in &amp;quot;End of the Line&amp;quot;. It is also seen in the &amp;quot;Harvest Time&amp;quot; calling card.&lt;br /&gt;
[[File:M60GPMG.jpg|thumb|none|450px|M60 gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M60preview BOCW.jpg|thumb|none|600px|The M60 in Gunsmith. The belt box only holds 75 rounds by default instead of 100, though it has a correct capacity in Warzone.]]&lt;br /&gt;
[[File:M60idle BOCW.jpg|thumb|none|600px|The M60 in the lobby of a fancy Miami Beach hotel.]]&lt;br /&gt;
[[File:M60ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:M60inspect BOCW.jpg|thumb|none|600px|Woods holds the M60 up in the inspect animation.]]&lt;br /&gt;
[[File:M60inspect2 BOCW.jpg|thumb|none|600px|Getting a good look at the ammo box, note the rounds in the belt appear to have struck primers.]]&lt;br /&gt;
[[File:M60inspect3 BOCW.jpg|thumb|none|600px|Checking out the charging handle and link ejection port.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-1-Pull.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-2-Push.jpg|thumb|none|600px|Pushing it back into position.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-3-ThrowCasings.jpg|thumb|none|600px|After the cover is opened, the remaining M13 belt link is swiped away. This is the only difference between an empty and partially-empty reload.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-4-BoxRemove.jpg|thumb|none|600px|Removing the ammo box.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-5-BoxNew.jpg|thumb|none|600px|Inserting a full ammo box into its hang slit.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-6-AlignBullets.jpg|thumb|none|600px|Aligning the belt.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-7-LidClose.jpg|thumb|none|600px|Closing the M60's cover lid. Using fast mags produces a different reloading animation where the cover isn't flipped up, and the belt is instead pushed into the gun, which is then charged twice to put the round in place.]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
The [[RPD]] appears under its real name, with an incorrect disintegrating ammunition belt. The &amp;quot;Fast Mag&amp;quot; reload animation shows the RPD reload in a unique manner by having the new belt pulled through the closed top cover, whereas the default reload involves using the feed tray cover.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it is used by Soviet forces in 1981, at a time when it had already been phased out in favor of the [[PKM]] and the [[RPK-74]].&lt;br /&gt;
&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:RPDpreview BOCW.jpg|thumb|none|600px|The RPD in Gunsmith. It only holds 50 rounds (formerly 75) by default instead of 100 in its belt container.]]&lt;br /&gt;
[[File:RPDidle BOCW.jpg|thumb|none|600px|The RPD in use on a Nicaraguan cartel plantation.]]&lt;br /&gt;
[[File:RPDADS BOCW.jpg|thumb|none|600px|Looking through the iron sights.]]&lt;br /&gt;
[[File:RPDinspect BOCW.jpg|thumb|none|600px|Inspecting the RPD.]]&lt;br /&gt;
[[File:RPDinspect2 BOCW.jpg|thumb|none|600px|Turning the RPD over.]]&lt;br /&gt;
[[File:RPDreload BOCW.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:RPDreload2 BOCW.jpg|thumb|none|600px|Lifting the dust cover.]]&lt;br /&gt;
[[File:RPDreload3 BOCW.jpg|thumb|none|600px|Feeding the new ammo belt in.]]&lt;br /&gt;
[[File:BOCW-RPD-1.jpg|thumb|none|600px|Adler and Belikov brandish RPDs as they prepare to shoot their way out of KGB headquarters.]]&lt;br /&gt;
&lt;br /&gt;
==Stoner 63A==&lt;br /&gt;
The [[Stoner 63A]] is available in-game. Its in-game configuration primarily matches the Commando configuration, feeding from the right and featuring a bottom cocking handle. By default, it has a long barrel generally associated with the LMG configuration, though it can be modified with a Commando barrel via the “16&amp;quot; SOR Cut Down” attachment; this is a rather strange name, given that the Commando-length barrel was a factory option. A few Soviet heavies in the campaign are seen using these instead of the more faction-appropriate RPD.&lt;br /&gt;
&lt;br /&gt;
The gun can use a 100-round drum modeled after the real gun's left-feeding 100-round drum, mirrored to feed from the right instead of the left (and also featuring some cosmetic differences). The gun also has a fictional 125-round box option.&lt;br /&gt;
[[File:Stoner 63A Commando Right Feed.jpg|thumb|none|450px|Stoner 63A, Commando configuration (Mark 23 Mod 0) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Stoner 63 LMG.jpg|thumb|none|450px|Stoner 63, light machine gun configuration (XM207) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Stoner63preview BOCW.jpg|thumb|none|600px|The Stoner 63 in Gunsmith. Like the M60, it only holds 75 rounds by default instead of 100 in its belt box.]]&lt;br /&gt;
[[File:Stoner63idle BOCW.jpg|thumb|none|600px|The Stoner 63 in Nuketown.]]&lt;br /&gt;
[[File:Stoner63ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Stoner63inspect BOCW.jpg|thumb|none|600px|Initiating inspect animation.]]&lt;br /&gt;
[[File:Stoner63inspect2 BOCW.jpg|thumb|none|600px|Checking the right hand side.]]&lt;br /&gt;
[[File:Stoner63reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Stoner63reload2 BOCW.jpg|thumb|none|600px|Taking out the ammo box.]]&lt;br /&gt;
[[File:Stoner63reload3 BOCW.jpg|thumb|none|600px|Inserting a fresh ammo box.]]&lt;br /&gt;
[[File:Stoner63reload4 BOCW.jpg|thumb|none|600px|Taking the new belt of 5.56x45mm. Like the RPD and the M60, the Fast Mags reload animation shows the belt being pulled through the gun rather than put into the gun after flipping up the feed tray cover.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==FIM-43 Redeye==&lt;br /&gt;
The [[FIM-43 Redeye]] appears under the name &amp;quot;Cigma 2&amp;quot;. Despite being a dedicated MANPADS in reality, the weapon can still be fired even without a lock-on and against ground targets.&lt;br /&gt;
[[File:FIM-43 Redeye display.jpg|thumb|none|450px|Dummy FIM-43 Redeye Block I/II with sling - 70mm]]&lt;br /&gt;
[[File:FIM43preview BOCW.jpg|thumb|none|600px|The Redeye in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
The &amp;quot;RAI K-84&amp;quot; wonder weapon in Zombies is fitted with an underbarrel &amp;quot;Vortex&amp;quot; grenade launcher, called the &amp;quot;GP-6K2&amp;quot; and taking the form of a [[GP-25]].&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:BOCWGP6K2.jpg|thumb|none|600px|The Requiem Operator readies his Vortex launcher. Rather than relying on its own source of ammunition, the launcher instead takes ten shots from the magazine every time it is fired.]]&lt;br /&gt;
[[File:BOCWRAIKReload.jpg|thumb|none|600px|Wires between the launcher and the main body of the gun can be better seen while reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Hawk MM1 grenade launcher==&lt;br /&gt;
The [[Hawk MM1 grenade launcher]] appears as the &amp;quot;War Machine&amp;quot; scorestreak. Bell wields one that somehow manages to hold 36 rounds in one of the final missions of the campaign.&lt;br /&gt;
[[File:MM1.jpg|thumb|none|400px|Hawk MM1 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:HawkMM1scorestreakmenu BOCW.jpg|thumb|none|600px|The Hawk MM1 in the scorestreak selection menu.]]&lt;br /&gt;
[[File:BOCW MM-1 Beta.jpg|thumb|none|600px|The MM1 as seen in the beta. Lacking sights of any sort, the MM1's &amp;quot;aiming&amp;quot; animation consists of simply zooming in the user's view slightly.]]&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
The [[M79 grenade launcher]] is one of the launchers in the game. It appears in the missions &amp;quot;End of the Line&amp;quot; and the false Vietnam flashback mission &amp;quot;Desperate Measures,&amp;quot; as well as &amp;quot;Redlight, Greenlight&amp;quot; as part of an easter egg.&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|400px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:M79preview BOCW.jpg|thumb|none|600px|The M79.]]&lt;br /&gt;
[[File:M79idle BOCW.jpg|thumb|none|600px|The M79 in Nuketown.]]&lt;br /&gt;
[[File:M79ADS BOCW.jpg|thumb|none|600px|Looking down the ladder sight.]]&lt;br /&gt;
[[File:M79inspect BOCW.jpg|thumb|none|600px|The inspect animation for the M79 is very simple, with the player character turning it over from left to right.]]&lt;br /&gt;
[[File:M79inspect2 BOCW.jpg|thumb|none|600px|The other side.]]&lt;br /&gt;
[[File:M79reload BOCW.jpg|thumb|none|600px|Ejecting the spent 40mm casing.]]&lt;br /&gt;
[[File:M79reload2 BOCW.jpg|thumb|none|600px|Reloading with another round.]]&lt;br /&gt;
[[File:M79reload3 BOCW.jpg|thumb|none|600px|Flipping the breech shut.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is one of the launchers in ''BOCW''.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RPG7preview BOCW.jpg|thumb|none|600px|The RPG-7 in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==F-1 Hand Grenade==&lt;br /&gt;
Several multiplayer character skins have unusable [[F-1 Hand Grenade]]s attached to the belt.&lt;br /&gt;
[[Image:deactivated f1.jpg|thumb|none|350px|F-1 High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[File:BOCW-ArtistF1Grenade.jpg|thumb|none|600px|The &amp;quot;Artist&amp;quot; skin for the operator Portnova from season 2 in-game.]]&lt;br /&gt;
[[File:BOCW-F1Grenade1.jpg|thumb|none|600px|The &amp;quot;Violent Nature&amp;quot; skin in-game.]]&lt;br /&gt;
[[File:BOCW-F1Grenade2.jpg|thumb|none|600px|The &amp;quot;Meltdown&amp;quot; skin in-game.]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is carried by US soldiers in Vietnam in the campaign. M18s with inverted color scheme are also carried by Naga. On the 2021 released map &amp;quot;Apocalypse&amp;quot;, several M18s with purple smoke lying around the ruins.&lt;br /&gt;
[[File:M18yellow actual.jpg|thumb|none|150px|M18 smoke grenade, yellow]]&lt;br /&gt;
[[File:BOCW-M18-Smoke-1.jpg|thumb|none|600px|An M18 with an incorrect &amp;quot;WHITE&amp;quot; marking on a soldier.]]&lt;br /&gt;
[[File:BOCW-M18-Smoke-2.jpg|thumb|none|600px|An unusable unprimed M18 releasing endless, incorrectly-colored smoke.]]&lt;br /&gt;
[[File:AmericanSniperANM8.jpg|thumb|none|250px|Screen-used stunt AN/M8 smoke grenade (Marc Lee's; with a foam magazine) from ''[[American Sniper]]''. Image used to illustrate Naga's inverted color M18 grenades.]]&lt;br /&gt;
&lt;br /&gt;
==M26 hand grenade==&lt;br /&gt;
What appears to be an [[M26 hand grenade]] is carried by Woods in promotional media. The &amp;quot;Wrecking Ball&amp;quot; skin has an unusable M26 hanging from his belt.&lt;br /&gt;
[[File:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW-M26Grenade1.jpg|thumb|none|600px|The &amp;quot;Wrecking Ball&amp;quot; skin in-game.]]&lt;br /&gt;
&lt;br /&gt;
==M34 White Phosphorous grenade==&lt;br /&gt;
The [[M34 White Phosphorous grenade]] appears as the &amp;quot;Smoke Grenade&amp;quot;.&lt;br /&gt;
[[File:M34 2-1-.jpg|thumb|none|150px|M34 White Phosphorous grenade.]]&lt;br /&gt;
[[File:BOCW M34 WP.jpg|thumb|none|600px|The &amp;quot;Smoke Grenade&amp;quot; in the loadout.]]&lt;br /&gt;
&lt;br /&gt;
==M67 hand grenade==&lt;br /&gt;
The [[M67 hand grenade]] appears as the &amp;quot;Frag&amp;quot;. It is also depicted on the &amp;quot;Quartermaster&amp;quot; perk.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 fragmentation grenade.]]&lt;br /&gt;
[[File:BOCW M67.jpg|thumb|none|600px|A M67 frag grenade in the &amp;quot;Lethal&amp;quot; equipment section.]]&lt;br /&gt;
&lt;br /&gt;
==M83 smoke grenade==&lt;br /&gt;
An anachronistic M83 instead of the period-appropriate AN/M8 HC smoke grenades are carried by Sims and US troops in &amp;quot;Fracture Jaw&amp;quot;.&lt;br /&gt;
[[File:M87.JPG|thumb|none|200px|M83 TA smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
An [[M84 stun grenade]] is carried by Woods in the campaign and is seen in cinematics. The same fictionalized M84 from ''Modern Warfare'' is also carried by multiplayer operator Zeyna. It is anachronistic as it was used from 1995 in reality.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:BOCW M1911 trailer silencer.jpg|thumb|none|600px|M84 stun grenades seen in the arsenal of a Perseus team in the multiplayer reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 hand grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is seen in the key art for the game's beta.&lt;br /&gt;
[[file:MK2 grenade DoD.jpg|thumb|150px|none|Mk 2 hand grenade]]&lt;br /&gt;
[[File:COD CWBO Beta Key Art.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MK3A2 offensive hand grenade==&lt;br /&gt;
The [[MK3 offensive hand grenade|MK3A2]] concussion grenade appears as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
[[File:MK3A2.jpg|thumb|none|150px|MK3A2 offensive hand grenade]]&lt;br /&gt;
[[File:BOCW Mk3A2.jpg|thumb|none|600px|The MK3A2 as seen in the loadout section.]]&lt;br /&gt;
&lt;br /&gt;
==Rheinmetall MK13 Mod 0 BTV-EL flash grenade==&lt;br /&gt;
MK 13 flashbang grenades are carried by US troops in cutscenes and are seen on the default skins for multiplayer operators Adler and Song and Naga's &amp;quot;Warlord&amp;quot; skin. Most likely anachronistic.&lt;br /&gt;
[[File:MK13 Mod 0 BTV-EL.jpg|thumb|none|200px|Rheinmetall MK13 Mod 0 BTV-EL flash grenade]]&lt;br /&gt;
[[File:BOCW Adler M18.jpg|thumb|none|600px|Adler with an MK 13 flashbang on his belt.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgrante==&lt;br /&gt;
Seven unusable [[Model 24 Stielhandgranate]]s can be seen on the &amp;quot;Die Maschine&amp;quot; Zombies map, right behind the Kingtiger tank.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|350px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW-Stielhandgrante1.jpg|thumb|none|600px|Looking at &amp;quot;potato mashers&amp;quot;.]]&lt;br /&gt;
[[File:BOCW-Stielhandgrante2.jpg|thumb|none|600px|Closer view of three stick grenades, it appears that the model is reused from ''Black Ops III'' and ''Black Ops 4''.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5==&lt;br /&gt;
Unusable [[RGD-5]] grenades are visible on the harness of multiplayer operators Portnova and Garcia and on Naga's &amp;quot;Warlord&amp;quot; skin.&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|160px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW Garcia grenades.jpg|thumb|none|600px|Garcia's character model on the beta's main multiplayer screen.]]&lt;br /&gt;
&lt;br /&gt;
==RG-42==&lt;br /&gt;
Also seen hanging on Garcia's belt is an [[RG-42 hand grenade]].&lt;br /&gt;
[[File:RG-42 HG.jpg|thumb|none|160px|RG-42 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW Garcia grenades.jpg|thumb|none|600px|The RG-42 is just barely visible on Garcia's belt, by his left hip.]]&lt;br /&gt;
&lt;br /&gt;
==Simulator Hand Grenade M116A1==&lt;br /&gt;
The [[M116A1 training grenade|Simulator Hand Grenade M116A1]] appears as the &amp;quot;Flashbang&amp;quot;. In reality, this is a training grenade and not an actual combat device.&lt;br /&gt;
[[File:M116a1pullcord.jpg|thumb|none|300px|Simulator Hand Grenade M116A1 with pullcord fuse]]&lt;br /&gt;
[[File:M116A1Flashbang BOCW.jpg|thumb|none|600px|The M116A1 in the operator loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==TM-46 anti-tank mine==&lt;br /&gt;
A cosmetically modified [[TM-46 anti-tank mine]] appears as the &amp;quot;Proximity Mine&amp;quot; field upgrade.&lt;br /&gt;
[[File:Tm-46.jpg|thumb|none|450px|TM-46 anti-tank mine]]&lt;br /&gt;
[[File:BOCW Prox Mine.jpg|thumb|none|600px|The Proximity Mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Type 67 Stick Grenade==&lt;br /&gt;
Several unusable Chinese [[Type 67 stick grenade|Type 67 Grenades]] are seen on the Vietcong guerillas found in the campaign. In the multiplayer, an operator skin for Baker can be purchased with Season 2, which also has two Type 67 Stick Grenades attached to the belt.&lt;br /&gt;
[[File:Type67Grenade.jpg|thumb|none|350px|Type 67 High-Explosive Fragmentation stick grenade]]&lt;br /&gt;
[[File:BOCW-Type67grenade.jpg|thumb|none|600px|Bell looks at a dead Vietcong fighter.]]&lt;br /&gt;
[[File:BOCW-Type67grenade2.jpg|thumb|none|600px|The &amp;quot;Last One Standing&amp;quot; skin in-game.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==8.8 cm Flak 37==&lt;br /&gt;
Bell destroys several Flak 37s in &amp;quot;The Final Countdown&amp;quot;. It is inaccurately depicted as being mounted on Czechoslovakian type carriage and mount.&lt;br /&gt;
[[Image:FlaK37.jpg|thumb|none|400px|8.8 cm FlaK 37 (note the pointer dials, the rectangular boxes on the side of the gun cradle with two circles) - 88x571mm R]]&lt;br /&gt;
[[File:BOCW-Flak1.jpg|thumb|none|600px|In a truly Bond villain fashion, &amp;quot;Perseus&amp;quot; have mated the poor Flak 37 to a [http://www.frajasw.cz/gallery/lizard/pldvk_vz_53/pldvk_vz_53.html Czechoslovakian towed 30-mm anti-aircraft installation ZK.453].]]&lt;br /&gt;
[[File:BOCW-Flak2.jpg|thumb|none|600px|As evident from this image, the combination of a much larger Flak 37 with the ZK.453 carriage is dubious to work in reality as the latter is obviously designed for a smaller weapon.]]&lt;br /&gt;
&lt;br /&gt;
==30mm ZK.453==&lt;br /&gt;
In &amp;quot;Red Light, Green Light&amp;quot;, some 30mm ZK.453 anti-aircraft guns can be seen.&lt;br /&gt;
[[File:BOCW-AAZK1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
Five bent [[Browning M2 Aircraft]] Machine Guns in fixed and flexible mount are seen on a crashed Boeing B17 &amp;quot;Flying Fortress&amp;quot; on the Zombies map &amp;quot;Die Maschine&amp;quot;. This bomber is first seen during the &amp;quot;Nacht der Untoten&amp;quot; cutscene from ''[[Call of Duty: World at War|World at War]]''.&lt;br /&gt;
[[File:M2aircraft.jpg|thumb|none|450px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, flexible - .50 BMG]]&lt;br /&gt;
[[File:BOCW-BM2Air.jpg|thumb|none|600px|Looking at the top turret with two mounted Brownings.]]&lt;br /&gt;
[[File:BOCW-BM2Air1.jpg|thumb|none|600px|The barrel of a waist gunner position.]]&lt;br /&gt;
[[File:BOCW-BM2Air2.jpg|thumb|none|600px|A rear view of the same MG inside the bomber shows the spade grips of the flexible Browning variant. The last two MGs of the tail gunner position can be seen outside the map.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
[[Browning M2HB]]s are mounted on M1 Abrams tanks.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:M242 25mm gun.jpg|thumb|none|450px|M242 Bushmaster chaingun - 25mm]]&lt;br /&gt;
[[File:BOCW-M2HB1.jpg|thumb|none|600px|It appears that the M2HB has also been fictionalized somewhat, because &amp;quot;legal reasons&amp;quot;. Among these fictionalizations are reinforcing ribs added at the front of the receiver, an extension to the receiver that separates the receiver and the barrel shroud and also mounts the front sight, the barrel shroud only having 3 vent holes instead of 4 (none of which are actually modeled, but textured onto the gun) and also being bottlenecked similar to an [[M242 Bushmaster chaingun]], and lightening cuts added to the top cover. The Abrams tank it is mounted to is the M1A1 variant, easily identified by the different profile of the bore evacuator on the M256 120mm cannon and the lack of the M1A2's thermal viewer for the commander; the M1A1 Abrams is anachronistic to this level, set in 1983, as the M1A1 was only accepted into service some time between 1985 and 1986.]]&lt;br /&gt;
[[File:BOCW-M2HB2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==DShKM Heavy Machine Gun==&lt;br /&gt;
A [[DShK Heavy Machine Gun|DShKM Heavy Machine Gun]] appears to be mounted gunboats, tanks and bunkers in multiplayer and also on the ''Slava''-class, and inappropriately, the ''Ticonderoga''-class cruisers on the map Armada. It can be used in the campaign mission &amp;quot;Redlight, Greenlight&amp;quot;, mounted on an APC.&lt;br /&gt;
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
==General Electric M61 Vulcan==&lt;br /&gt;
F-14A Tomcats, armed with [[M61 Vulcan]] cannons, are seen taking off from a ''Nimitz''-class carrier in the reveal trailer. The carrier also sports Vulcan cannons in CIWS installations.&lt;br /&gt;
[[File:M61vulcan.jpg|thumb|none|450px|GE M61 Vulcan Cannon - 20x102mm]]&lt;br /&gt;
[[File:Phalanx.jpg|thumb|none|400px|Phalanx Block 1 CIWS - 20x102mm]]&lt;br /&gt;
[[File:BOCW Nimitz Carrier.jpg|thumb|none|600px|A Tomcat launching into the danger zone from the supercarrier, with CIWS visible on both sides of the bow.]]&lt;br /&gt;
&lt;br /&gt;
==M40 Recoilless Rifle==&lt;br /&gt;
The [[M40 Recoilless Rifle]] is seen on jeeps inside Camp Haskins.&lt;br /&gt;
[[File:M40 Type 73 jeep mount.jpg|thumb|none|400px|M40 Recoilless Rifle (Licensed in Japan as the Type 60) mounted on Type 73 Kyu jeep - 106mm Rocket]]&lt;br /&gt;
[[File:BOCW-M40Recoilless.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The Panzerkampfwagen VI Ausf. B Tiger II &amp;quot;Königstiger&amp;quot; heavy tank on the &amp;quot;Die Maschine&amp;quot; Zombies map has a hull-mounted [[MG34]].&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BOCW-MG34Panzerlauf.jpg|thumb|none|600px|The hull-mounted MG34. It appears that the weapon plus the entire tank model are reused from ''Black Ops III''.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
An [[MG42]] with a drum magazine appears only as an emplaced weapon in the Vietnam War flashback mission &amp;quot;Fracture Jaw&amp;quot;. It is confirmed that the MG34 was used in Vietnam as military aid from the Soviet Union which had captured stockpiles from WWII thus the appearance of the MG42 in this context is also plausible.&lt;br /&gt;
[[File:mg42drummag.jpg|thumb|none|450px|MG42 with drum magazine - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BOCW-MG42-1.jpg|thumb|none|600px|An MG42 in Vietnam. It appears that the model is lifted from ''Black Ops III''.]]&lt;br /&gt;
[[File:BOCW-MG42-2.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
&lt;br /&gt;
==Yakushev-Borzov Yak-B==&lt;br /&gt;
A [[Yakushev-Borzov Yak-B]] is mounted on in-game Hind-D attack helicopters.&lt;br /&gt;
[[File:Mil Mi-24D Yak-B closeup.jpg|thumb|none|400px|Closeup of Yakushev-Borzov Yak-B mounted on Mi-24 Hind-D - 12.7x108mm]]&lt;br /&gt;
[[File:YakB Hind BOCW.jpg|thumb|none|600px|The chin-mounted Yak-B as seen in the vehicle customization menu in Cold War.]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-23==&lt;br /&gt;
The &amp;quot;VTOL Escort&amp;quot; (Modeled after the Yak-38) has two [[Gryazev-Shipunov GSh-23]] autocannons mounted in underwing UPK-23 gunpods. While the pod itself is correctly modeled, it is incorrectly depicted as a flexible aiming system (independent from the Yak's nose direction) due to gameplay reasons and controls. It is also seen mounted with an NPPU-23 helicopter turret inaccurately onto a Mi-8 helicopter piloted by Kravchenko in &amp;quot;Mauer Der Toten&amp;quot;.&lt;br /&gt;
[[File:GSh-23-2.jpg|thumb|none|400px|Grayzev-Shipunov GSh-23 with ammo belt - 23x115mm]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==150 lb Crossbow==&lt;br /&gt;
A 150 lb crossbow similar to those by Velocity Archery and Wizard Archery appears as the &amp;quot;R1 Shadowhunter&amp;quot;. Those designs are most likely anachronistic.&lt;br /&gt;
[[File:R1crossbowpreview BOCW.jpg|thumb|none|600px|The &amp;quot;R1 Shadowhunter&amp;quot; in the gunsmith preview menu.]]&lt;br /&gt;
&lt;br /&gt;
==Recurve Bow==&lt;br /&gt;
A recurve bow which appears to be based on [[Rambo]]'s bows appears in the campaign and as a scorestreak in multiplayer. It is inaccurately depicted as being usable underwater which doesn't hinder in any way the arrow's movement nor the flame of the fire arrows.&lt;br /&gt;
&lt;br /&gt;
==Beretta 92F==&lt;br /&gt;
A [[Beretta 92F]] is seen on a movie poster in the map &amp;quot;Amerika&amp;quot;.&lt;br /&gt;
[[File:Beretta92F EarlyModel.jpg|thumb|none|300px|Beretta 92F - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Beretta92Fmovieposter BOCW.jpg|thumb|none|600px|The movie &amp;quot;Hot 'Nuff&amp;quot; with the Beretta 92F.]]&lt;br /&gt;
&lt;br /&gt;
==China Lake Grenade Launcher==&lt;br /&gt;
The [[M79 grenade launcher|M79]]'s master calling card shows a [[China Lake Launcher]] instead of a proper M79.&lt;br /&gt;
[[File:China Lake.jpg|thumb|none|450px|China Lake Launcher - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
Two [[Colt SAA]] revolvers are seen in the &amp;quot;Dead Still&amp;quot; calling card.&lt;br /&gt;
[[File:ColtSAALongBarrel.jpg|thumb|none|300px|Colt Single Action Army with 7.5&amp;quot; barrel known as the &amp;quot;Cavalry&amp;quot; model - .45 Long Colt]]&lt;br /&gt;
[[File:BOCW-SAACard.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
[[Enfield L85A2]] rifles are seen in the &amp;quot;Hardcore Kill Collector&amp;quot; calling card.&lt;br /&gt;
[[File:L85A2Iron.jpg|thumb|none|450px|L85A2 with iron sights - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BOCW CC L85.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Sci-Fi Rifle==&lt;br /&gt;
A fictional sci-fi rifle inspired by the [[M41A Pulse Rifle]] from the ''Alien'' franchise is featured in posters for the fictional movie &amp;quot;Two Days On The Moon&amp;quot; in the map Express.&lt;br /&gt;
[[File:M41a02.jpg|thumb|none|450px|Opposite side view of an M41A Pulse Rifle from ''Aliens''.]]&lt;br /&gt;
[[File:BOCW alien rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Sniper Rifle==&lt;br /&gt;
A fictional sniper rifle seemingly based on the &amp;quot;DKS-501 Sniper Rifle&amp;quot; from ''[[Fallout 3]]'' appears in the &amp;quot;Saving PhD Ryan&amp;quot; campaign calling card.&lt;br /&gt;
[[File:Fallout3sr.jpg|thumb|none|450px|DKS-501 Sniper Rifle from ''Fallout 3''.]]&lt;br /&gt;
[[File:BOCW CC F3SR.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Handflammpatrone DM34==&lt;br /&gt;
Handflammpatrone DM34 single-shot incendiary pistols are used in two executions - Woods' &amp;quot;Spare A Light&amp;quot; and Kitsune's &amp;quot;Tortured&amp;quot;.&lt;br /&gt;
[[File:Handflammpatrone.jpg|thumb|none|350px|Handflammpatrone DM34]]&lt;br /&gt;
&lt;br /&gt;
==IWI Galil ACE 21==&lt;br /&gt;
A soldier wields two [[Galil ACE 21]]s in the &amp;quot;Armed To The Teeth&amp;quot; calling card.&lt;br /&gt;
[[File:Galil ACE 21.jpg|thumb|none|450px|IWI Galil ACE 21 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
What appears to be [[M1 Garand]]s are seen on the &amp;quot;Down Range&amp;quot; bundle picture.&lt;br /&gt;
[[File:M1 Garand.jpg|thumb|none|450px|M1 Garand - .30-06.]]&lt;br /&gt;
[[File:BOCW-DownRange.jpg|thumb|none|600px|The last WWII-style American soldier on the right carries the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==M114 155 mm howitzer==&lt;br /&gt;
M114 155 mm howitzers are seen in firebase Ripcord in the mission &amp;quot;Fracture Jaw&amp;quot;. The &amp;quot;Artillery&amp;quot; scorestreak also consists of a barrage from M114 155 mm howitzers.&lt;br /&gt;
[[File:M114 155m howitzer.jpg|thumb|none|450px|M114 Howitzer - 155mm]]&lt;br /&gt;
[[File:M114Scorestreak BOCW.jpg|thumb|none|600px|The selection menu artwork for the &amp;quot;Artillery&amp;quot; scorestreak shows an M114 battery. This reflects their usage in the context of the Vietnam War through the game's Southeast Asian multiplayer maps are set in the 80s.]]&lt;br /&gt;
[[File:BOCW-M114Howitzer.jpg|thumb|none|600px|The barrels of the howitzers can be seen in the distance.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower (modified)==&lt;br /&gt;
A modified [[M2 Flamethrower]] was added as a scorestreak with Season 5. It consists of the gun group with added custom smaller fuel tanks, modified muzzle and a stock. Its icon shows it consisting of a normal M2 wand paired with M9 fuel tanks.&lt;br /&gt;
[[File:M9 with M2 wand.jpg|thumb|none|450px|M9 Flamethrower with M2 wand]]&lt;br /&gt;
&lt;br /&gt;
==M20 &amp;quot;Super Bazooka&amp;quot;==&lt;br /&gt;
An [[M20 &amp;quot;Super Bazooka&amp;quot;]] is seen in Vietnam War archival footage in the intro of &amp;quot;Fracture Jaw&amp;quot;.&lt;br /&gt;
[[File:M20 Super Bazooka.jpg|thumb|none|450px|M20 &amp;quot;Super Bazooka&amp;quot; - 3.5&amp;quot; rocket]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Marshal 16&amp;quot;==&lt;br /&gt;
The fictional [[Talk:Call of Duty: Black Ops III#&amp;quot;Marshal 16&amp;quot;|&amp;quot;Marshal 16&amp;quot;]] from ''Black Ops III'' appears as the &amp;quot;Classic Marshal&amp;quot; charm.&lt;br /&gt;
[[File:Marshal16 BO3.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Matchlock Musket==&lt;br /&gt;
A Spanish conquistador firing a [[Matchlock Musket]] is seen in the &amp;quot;Iron Sight Assassin&amp;quot; calling card that could be earned during season 2 at level 180.&lt;br /&gt;
[[file:MatchlockMusket.jpg|thumb|none|450px|European Matchlock musket.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M91/30==&lt;br /&gt;
A scoped [[Mosin-Nagant M91/30]] is seen in the &amp;quot;Power Killer&amp;quot; calling card.&lt;br /&gt;
[[file:M9130-Sniper-PE.jpg|thumb|none|450px|Mosin Nagant M1891/30 Sniper Rifle with PE scope - 7.62x54mm R]]&lt;br /&gt;
[[File:BOCW-MosinCard.jpg|thumb|none|600px|The rifle is equipped with a PEM sniper scope instead of the better-known PU scope.]]&lt;br /&gt;
&lt;br /&gt;
==Tippman 98 Custom==&lt;br /&gt;
In Season 4 Reloaded, the map &amp;quot;Rush&amp;quot; from ''Black Ops II'' was added. As with the original map, [[Air Guns#Tippmann 98 Custom|Tippmann 98 Customs]] appear in a store display of paintball guns, despite being anachronistic for the new setting of the 1980s (as opposed to ''BO2'''s 2025 setting).&lt;br /&gt;
[[Image:Tippmann 98 Custom.jpg|thumb|none|400px|Tippmann 98 Custom Paintball Marker - .62 caliber]]&lt;br /&gt;
&lt;br /&gt;
==Tippmann X7 G36==&lt;br /&gt;
In Season 4 Reloaded, the map &amp;quot;Rush&amp;quot; from ''Black Ops II'' was added. As with the original map, Tippmann X7 G36s appear in a store display of paintball guns, despite being anachronistic for the new setting of the 1980s (as opposed to ''BO2'''s 2025 setting).&lt;br /&gt;
[[File:Tippmann X7 G36.jpg|thumb|450px|none|A Tippmann X7 G36 paintball gun.]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified Repeating Rifle==&lt;br /&gt;
A scoped repeating rifle (possibly a [[Marlin Firearms|Marlin]]) is seen briefly in archival footage during the intro of &amp;quot;Brick in the Wall&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Valmet M76F==&lt;br /&gt;
A [[Valmet M76F]] is seen in the City Ripper bundle picture.&lt;br /&gt;
[[File:ValmetM76F.jpg|thumb|none|450px|Valmet M76F with side folding tubular stock - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK==&lt;br /&gt;
A suppressed [[Walther PPK]] is seen held by Adler in the &amp;quot;Action Packed&amp;quot; calling card.&lt;br /&gt;
[[File:WaltherPPkSilenced.jpg|thumb|none|350px|Walther PPK with a sound suppressor - .380 ACP (Brown factory grips).]]&lt;br /&gt;
[[File:BOCW-PPK1Card.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873==&lt;br /&gt;
What appears to be a [[Winchester Model 1873]] is seen in the &amp;quot;One Shot Kill&amp;quot; calling card.&lt;br /&gt;
[[File:Winchester1873.jpg‎|thumb|none|450px|Winchester Model 1873 carbine - 1st generation rifle - 44-40 Winchester]]&lt;br /&gt;
[[File:BOCW CC repeater.jpg‎|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
Three unusable [[Glock 18C]] pistols can be seen hanging on a wall on the multiplayer map &amp;quot;Checkmate&amp;quot;. Their appearance is anachronistic as the map takes place in January 1985, while the Glock 18 was produced in 1986 - the 3rd Generation variants were introduced after 1998. A Glock pistol is also seen in the &amp;quot;Grizzled Veteran Master&amp;quot; calling card.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|300px|Glock 18C (3rd Generation) - 9x19mm. This model has compensator cuts on the slide and barrel to reduce muzzle climb while firing.]]&lt;br /&gt;
[[File:BOCW-Glock.jpg|thumb|none|600px|The pistol in a highly unlikely place to be found, an East German training facility. Despite having the 18C's compensator cuts, the slide markings label it as a standard Glock 18.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Two [[Makarov PM]]s appear on Helen Park's &amp;quot;Scorched&amp;quot;, &amp;quot;Bad Blood&amp;quot;, &amp;quot;Hellion&amp;quot;, and &amp;quot;Commando&amp;quot; outfits, as well as on Samantha Maxis' &amp;quot;Dark Aether&amp;quot; outfit and Portnova's &amp;quot;Handler&amp;quot; outfit. Aleksandra Valentina also carries a holstered one in the Zombies mode cutscenes.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|300px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:BOCW Park Makarovs.jpg|thumb|none|600px|The grips of both Makarovs can be seen in weird waist holsters on her vest.]]&lt;br /&gt;
&lt;br /&gt;
==Sedgley Fist Gun==&lt;br /&gt;
Scattered throughout the CIA Safehouse used as the in-game mission hub are various unusable [[Sedgley Fist Gun|Sedgley Fist Guns]].&lt;br /&gt;
[[File:OPG Glove device.jpg|thumb|none|325px|Sedgley Fist Gun - .38]]&lt;br /&gt;
[[File:SedgleyFistGun BOCW.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:SedgleyFistGun2 BOCW.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Strife&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;Strife&amp;quot; pistol from ''[[Call of Duty: Black Ops 4|Black Ops 4]]'' can be seen on a table in the side mission &amp;quot;Operation Red Circus&amp;quot;. Unusable and completely anachronistic to the game's setting, the gun was likely originally used as a placeholder during the mapping process that went overlooked and wasn't removed.&lt;br /&gt;
[[File:S&amp;amp;WSigma9F.jpg|thumb|none|300px|Smith &amp;amp; Wesson Sigma SW9F - 9x19mm Parabellum]]&lt;br /&gt;
[[File:S&amp;amp;W SD40.jpg‎|thumb|none|300px|Smith &amp;amp; Wesson Sigma SD40 - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:S&amp;amp;W M&amp;amp;P 2.0.jpg|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P 2.0 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BOCWStrife.jpg|thumb|none|600px|Mason takes the time out of chasing a known enemy of the state to admire a time-traveling literal space pistol. While one could chalk it up to THE NUMBERS making him hallucinate guns that wouldn't exist for at least five (and at most seven) decades more, its appearance in the multiplayer map based off of this mission (Crossroads, taking place in 1983) marks it as a placeholder that never got removed.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33==&lt;br /&gt;
The [[Tokarev TT-33]] is used by some Red Army soldiers in the intro cutscene of the Zombies map Die Maschine.&lt;br /&gt;
[[File:TT-33-Wartime.jpg|thumb|none|300px|Tokarev TT-33 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:BOCWMaschine-TT1.jpg|thumb|none|600px|One soldier points his Tokarev at a suspicious German.]]&lt;br /&gt;
[[File:BOCWMaschine-TT2.jpg|thumb|none|600px|The cameraman defends himself with a TT-33.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
Unusable [[AKM]] rifles can be seen next to the Glock 18 pistols in the multiplayer map &amp;quot;Checkmate&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
The [[SVT-40]] is used by some Red Army soldiers in the intro cinematic of the Zombies map Die Maschine.&lt;br /&gt;
[[File:SVT-40.jpg|thumb|none|450px|Tokarev SVT-40 - 7.62x54mmR]]&lt;br /&gt;
[[File:BOCWMaschine-PPShSVT.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BOCWMaschine-SVT.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1518018</id>
		<title>Call of Duty: Black Ops Cold War</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1518018"/>
		<updated>2022-09-07T16:23:30Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: /* XM177E1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: Black Ops Cold War&lt;br /&gt;
|picture=CODBOCWCover1.jpeg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=November 13, 2020&lt;br /&gt;
|developer=Treyarch, Raven Software&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: Black Ops Cold War''''' is a first-person shooter developed by Treyarch and Raven Software and published by Activision. It is the sixth game in the ''Black Ops'' series and the seventeenth in the ''Call of Duty'' series. It is also a direct sequel to ''[[Call of Duty: Black Ops]]''. Like previous games in the series, it is composed of three main modes of play, a single-player campaign, a player-vs-player multiplayer mode, and a 1-4 player cooperative zombies mode. The campaign's setting takes place primarily in 1981 with several flashbacks dating to 1968 during the Vietnam War, and the zombies and multiplayer mode take place simultaneously in 1984, hence, certain weapons are available in these modes that aren't present in the campaign because of the time difference. The player character is a new, customizable operative codenamed &amp;quot;Bell&amp;quot;, who is part of a CIA task force, including Alex Mason, Frank Woods, and Jason Hudson, out to stop a Soviet agent codenamed &amp;quot;Perseus&amp;quot; (based on the real-life conspiracy) from carrying out a decades-long plan that could radically alter the balance of power of the Cold War.&lt;br /&gt;
&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;
=Overview=&lt;br /&gt;
''Black Ops Cold War'' maintains several weapon features from the 2019 ''Modern Warfare'', including Gunsmith and the ability to reload while aiming down sights.&lt;br /&gt;
&lt;br /&gt;
The game features an extensive swimming and underwater mechanic which inaccurately depicts weapons as being able to be fired underwater, something which would lead to malfunctions and possible complete weapon failures (i.e. exploded barrels) in reality, not to mention projectiles can't travel more than a few feet in such environment. Also, bullet velocities for most of the weapon are much slower in-game than in real life, and some weapons unrealistically share the same velocities despite their different calibers and designs.&lt;br /&gt;
&lt;br /&gt;
While Gunsmith offers a wide variety of attachments to equip, it lacks several features from ''Modern Warfare''. It also features some ''staggeringly'' poor attachment descriptions filled with inaccuracies and misused terms. For example, STANAG is used as a catch-all term for extended magazines, despite the real usage being almost the exact opposite of such an idea.&lt;br /&gt;
&lt;br /&gt;
Many of the cosmetic blueprints feature cerakoted designs which is anachronistic for the 80s as cerakoted weapons started appearing at some point in the 2000s or 2010s.&lt;br /&gt;
&lt;br /&gt;
Weapons from ''Black Ops Cold War'' also make appearances in ''Call of Duty: Warzone'', a standalone battle royale game mode originally released for (and developed on) ''[[Call of Duty: Modern Warfare (2019)]]''. While most weapons are identical between BOCW and ''Warzone'', a number of weapons, especially the ones added post-release, have more detailed animations in ''Warzone''. More rarely, some BOCW weapons have different weapon models when implemented in ''Warzone''.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] appears under the name &amp;quot;Diamatti&amp;quot;. It holds 15 rounds by default, despite having a visibly extended magazine. It also has a slightly shorter barrel by default; the “7.2&amp;quot; Reinforced Heavy” barrel attachment gives it a more correct barrel length, though this one is shown as fluted. Soviet forces use it in the campaign (which is incorrect), along with Alex Mason in &amp;quot;Echoes of a Cold War&amp;quot;.&lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm]]&lt;br /&gt;
[[File:M93Rpreview BOCW.jpg|thumb|none|600px|The Beretta 93R in Gunsmith.]]&lt;br /&gt;
[[File:Beretta93rIdle BOCW.jpg|thumb|none|600px|Sims wielding a &amp;quot;Diamatti&amp;quot; in Angola.]]&lt;br /&gt;
[[File:Beretta93rADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:Beretta93rInspect BOCW.jpg|thumb|none|600px|Sims admires what is possibly the most accurate Beretta 93R weapon model in a Call of Duty game to date.]]&lt;br /&gt;
[[File:Beretta93rInspect2 BOCW.jpg|thumb|none|600px|Pulling back the slide for a brass check.]]&lt;br /&gt;
[[File:Beretta93rReload BOCW.jpg|thumb|none|600px|Swapping magazines during a reload.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] is featured in the game, simply referred to as &amp;quot;1911&amp;quot; and featuring a nickel finish similar to the multiplayer 1911 weapon model from ''[[Call of Duty: Black Ops|Black Ops]]''. In the campaign, it is the main sidearm of almost everyone, including the Soviet and North Vietnamese forces, who would much more likely use the [[Makarov PM]] or [[Tokarev TT-33]] as their sidearms. It incorrectly holds 8 rounds in a standard 7-round magazine.&lt;br /&gt;
In alpha, beta, and pre-release materials, the M1911 appears with a parkerized finish and brown grips. The &amp;quot;Wingman&amp;quot; skin from the &amp;quot;Air Sea Land Pack&amp;quot; for the Ultimate Edition is also an M1911A1, featuring a paint-job similar to that of the P-51 Mustang fighters during WWII. The M1911A1 is also used in the Overpower finishing move.&lt;br /&gt;
[[File:NickelPlatedM1911A1.jpg|thumb|none|300px|Nickel Plated Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:1911preview BOCW.jpg|thumb|none|600px|The M1911A1 in Gunsmith.]]&lt;br /&gt;
[[File:1911Idle BOCW.jpg|thumb|none|600px|The M1911A1 in Angola.]]&lt;br /&gt;
[[File:1911ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:1911Inspect BOCW.jpg|thumb|none|600px|Inspecting the M1911.]]&lt;br /&gt;
[[File:1911Inspect2 BOCW.jpg|thumb|none|600px|Inspecting its other side.]]&lt;br /&gt;
[[File:1911reload BOCW.jpg|thumb|none|600px|Much like the 1911 in [[Call of Duty: Modern Warfare (2019)]], the 1911 in Black Ops Cold War features a nice detail in the slide stop engaging the slide after the last round is fired from a magazine.]]&lt;br /&gt;
[[File:1911reload2 BOCW.jpg|thumb|none|600px|The standard reload involves power slinging the slide, there are magazine options that change that to an animation where the player character hits the slide stop.]]&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:BOCW-M1911-2.jpeg|thumb|none|600px|The M1911A1 with a parkerized finish in the alpha multiplayer loadout menu.]]&lt;br /&gt;
[[File:BOCW-1911-1.jpg|thumb|none|600px|The M1911 tucked in Adler's pants in a pre-release trailer. In the final game, the player grabs the pistol to take down a guard - even though they have their own suppressed 1911 at this point with no way to replace it.]]&lt;br /&gt;
[[File:BOCW M1911 trailer silencer.jpg|thumb|none|600px|A suppressed M1911A1 is racked in the multiplayer reveal trailer. Note the Ak 5 with what appears to be Advanced Armament Corporation OMNI 5.56mm suppressor which doesn't appear in actual multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle==&lt;br /&gt;
An anachronistic and visually altered [[Desert Eagle]] fitted with a Laser Products Corporation LPC Model 7 laser sight and an enormous muzzle brake appears as the &amp;quot;Hand Cannon&amp;quot; in the campaign mission &amp;quot;Desperate Measures&amp;quot;. Inspiration for the weapon appears to come from the laser sighted [[AMT Hardballer]] from ''[[The Terminator]]''. Perhaps taking its moniker a little too literally, it fires explosive rounds. The campaign version feeds from an 8-round magazine (which could or could not be correct, its caliber never being stated) and cannot be reloaded; once all eight rounds have been fired, it is discarded.&lt;br /&gt;
&lt;br /&gt;
It was added as the &amp;quot;Hand Cannon&amp;quot; streak in Season 4, with 10 extremely powerful explosive rounds that can take out any streak you can shoot in one to four shots. It is the primary weapon of choice for the &amp;quot;One in the Chamber&amp;quot; gamemode. Its scorestreak icon shows a more accurate rendition of a Desert Eagle, though this one is an even more anachronistic picatinny railed Mark XIX than the Mark VII on which the actual weapon is based. The laser is now green, and aiming uses ironsights mounted on top of the laser. Its role is similar to the &amp;quot;Annihilator&amp;quot; revolver from ''[[Call of Duty: Black Ops III|BO3]]'' and ''[[Call of Duty: Black Ops 4|BO4]]'', even reusing the sounds of that gun from those games.&lt;br /&gt;
&lt;br /&gt;
[[File:DesertEagleMarkVIInickel.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark VII with nickel finish - .44 Magnum]]&lt;br /&gt;
[[Image:Longslide2.jpg|thumb|none|600px|The AMT Hardballer Longslide/LPC Model 7 laser sight combo from ''The Terminator'' which appears to have been the inspiration for the &amp;quot;Hand Cannon&amp;quot;. The in-game laser is incorrectly depicted as being switched on by pressing a fictional button at the rear, while the real thing has a separate switch connected via cables.]]&lt;br /&gt;
[[File:Desert eagle picatinny.JPG|thumb|none|350px|Magnum Research Desert Eagle Mark XIX, current production model with Picatinny railed barrel - .44 Magnum]]&lt;br /&gt;
[[File:COD CW Deagle Menu.jpg|thumb|none|600px|The &amp;quot;Hand Cannon&amp;quot; in the multiplayer menu. The description incorrectly calling it a &amp;quot;revolver&amp;quot; was reused from Black Ops 3/4, though the word has been changed to &amp;quot;handgun&amp;quot; after an update. A round can be seen in the spare magazine.]]&lt;br /&gt;
[[File:BOCWDeagle3rd.jpg|thumb|none|600px|Bell stops admiring his nice shoes to look upon the mutant Deagle in the middle of the KGB headquarters, of all places. This is the only place in the campaign it can be found.]]&lt;br /&gt;
[[File:BOCWDeagle.jpg|thumb|none|600px|Bell holds the Hand Cannon as he awaits enemy forces about to barge into the room. Here the laser sight can be seen more clearly.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Magnum&amp;quot;==&lt;br /&gt;
The &amp;quot;Magnum&amp;quot; is a fictional hybrid revolver that appears to have some influence from a variety of revolvers such as [[Smith &amp;amp; Wesson#Revolvers|Smith &amp;amp; Wesson]], [[Ruger#Revolvers|Ruger]], [[Arminius HW Revolver Series|Arminius]], Alfa, [[Astra#Revolvers|Astra]] and the [[Colt Trooper]]. The rear of the frame and the angle of the grip give it a strong resemblance to the G&amp;amp;G G733 airsoft revolver. The names of some of its muzzle attachments suggest that it is chambered in .45 ACP (misnamed &amp;quot;.45 APC&amp;quot;); this would contradict both the &amp;quot;Magnum&amp;quot; name, and its Warzone incarnation's stated chambering (.357 Magnum). Like other revolvers in previous ''Black Ops'' games, it is reloaded with single rounds by default, and still has the reload logic errors of the player character reloading only the rounds needed to refill the cylinder in gameplay despite the reload animation showing the entire cylinder being ejected.&lt;br /&gt;
&lt;br /&gt;
The Magnum can also accept a suppressor, even though it almost certainly wouldn't work on the revolver in reality due to the gap between the cylinder, which would leak enough propellant gases to render the suppressor useless. The Magnum also has nonsensical 9-round and 12-round cylinders as attachment options; these cylinders are completely identical to the base cylinder dimensionally, with the amount of rounds held in them ''visibly'' remaining 6 rounds. They're only different in their shapes, being an unfluted cylinder and a [[Mateba]]-like hexagonal cylinder respectively. These cylinder options are also very incorrectly referred to as magazines in their attachment names.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Minted&amp;quot; blueprint gives the revolver a barrel that appears similar to the anachronistic [[Smith &amp;amp; Wesson Model 986]], while others give it a [[Dan Wesson]]-style heavy barrel.&lt;br /&gt;
[[File:G&amp;amp;G G733.jpg|thumb|none|350px|'''Airsoft''' G&amp;amp;G G733 airsoft revolver]]&lt;br /&gt;
[[File:ColtPython6In.jpg|thumb|none|350px|Colt Python with 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:TrooperMKV.jpg|thumb|none|350px|Colt Trooper MK V with straight wood grips and a 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:S&amp;amp;WModel17A.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 17-6 - .22LR]]&lt;br /&gt;
[[File:Ruger Speed 6.jpg|thumb|none|350px|Ruger Speed Six with blued finish and 2.75-inch barrel - .357 Magnum]]&lt;br /&gt;
[[File:Astra357-01.jpg|thumb|none|350px|Astra 357, 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:Revolverpreview BOCW.jpg|thumb|none|600px|A close up look of the &amp;quot;Magnum&amp;quot; in Gunsmith, showing its many design inspirations - the sights come from Smith &amp;amp; Wesson revolvers, the cylinder, hammer, trigger &amp;amp; trigger guard from a Colt Python, the barrel seems to be a mix between that of a Python and a Colt Trooper (complete with a partial underlug rather awkwardly merged into a full one), and a Ruger-style recoil shield; the latter is supposed to have the cylinder release mounted on it, but the designer instead decided to put a conventional Astra-esque cylinder release behind it, forcing them to rather awkwardly stretch the frame forward to fit both.]]&lt;br /&gt;
[[File:Revolveridle BOCW.jpg|thumb|none|600px|The mutant &amp;quot;Magnum&amp;quot;, an amalgamation of the leading revolver brands.]]&lt;br /&gt;
[[File:RevolverADS BOCW.jpg|thumb|none|600px|Aiming down the Smith &amp;amp; Wesson sights.]]&lt;br /&gt;
[[File:Revolverinspect BOCW.jpg|thumb|none|600px|Inspecting the revolver involves flipping the Colt cylinder out.]]&lt;br /&gt;
[[File:Revolverinspect2 BOCW.jpg|thumb|none|600px|Inspecting the Colt-esque barrel.]]&lt;br /&gt;
[[File:Revolverreload BOCW.jpg|thumb|none|600px|Reloading by dumping all rounds in the cylinder.]]&lt;br /&gt;
[[File:Revolverreload2 BOCW.jpg|thumb|none|600px|The default reload animation has the player character individually insert rounds off screen; depending on the cylinder you choose in Gunsmith, a speed loader may be used instead (though dual-wielding will always reload both at once). The animation finishes with a wince-inducing flick of the wrist to shut the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Tranquilizer Gun&amp;quot;==&lt;br /&gt;
A hybrid of a [[Ruger Mk II]] and a [[Welrod]] mocked up to be a tranquilizer pistol is used by Bell in the campaign. The detachable magazine holds 8 rounds, and the animations are reused from the M1911 listed above. The bolt from the Welrod is used as a slide when it locks back on an empty magazine, however, the weapon does not eject casings of any kind, which begs the question of what the slide actually does. Some sort of air canister is seen under the barrel, and the weapon makes noises comparable to compressed air being released, which makes sense.&lt;br /&gt;
[[File:Ruger Mark II MK512.jpg|thumb|none|300px|Ruger Mark II - .22 LR]]&lt;br /&gt;
[[File:HPIM0965.jpg|thumb|none|300px|Welrod Mark II - .32 ACP.]]&lt;br /&gt;
[[File:TranqPistolEvidence BOCW.jpg|thumb|none|600px|From this angle, the grip is very clearly inspired by the Ruger Mk II.]]&lt;br /&gt;
[[File:TranqPistol BOCW.jpg|thumb|none|600px|But the ejection port and large knurled breech charging handle is very much Welrod-like.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
A [[Heckler &amp;amp; Koch MP5K]] with a collapsible stock and a threaded barrel is available as the &amp;quot;MP5&amp;quot;. It has an aftermarket and anachronistic Vector Arms MP5K style handstop handguard with perforations instead of a vertical foregrip by default. It uses an HK claw mount with an anachronistic rail when equipping optics. It can be customized into a number of MP5 variants as seen below, having a wide latitude of barrel and stock configurations akin to ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''.&lt;br /&gt;
&lt;br /&gt;
While not anachronistic for the 80s segments, the MP5K is used by US troops in Bell's Vietnam War flashbacks, which is both inaccurate and anachronistic (the MP5K was developed in 1976, and while the standard MP5 was first developed in 1966, it didn't see any form of service in Vietnam until 1975 as the MP5SD with the Green Berets). In this case (along with certain other weapons in the Vietnam missions), it can somewhat be excused by the fact that these are false flashbacks mixed with hallucinations.&lt;br /&gt;
&lt;br /&gt;
All blueprint variants of the MP5 have the same lower receiver as those of ''Modern Warfare'' (being based on the receiver of a [[PTR 9KT]], which is incredibly anachronistic to ''Cold War''), with the triangular parts still facing the opposite direction compared to real S-E-F lowers.&lt;br /&gt;
[[File:Heckler &amp;amp; Koch MP5K fitted with a A3 stock.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K &amp;quot;Reverse Stretch&amp;quot; with A3 stock - 9x19mm]]&lt;br /&gt;
[[File:MP5Kpreview BOCW.jpg|thumb|none|600px|The MP5K in Gunsmith. Note the gripless handguard resembling modern [https://hkparts.net/product/hk-mp5k-sp89-sp5k-forearm-with-handstop-usa-p16466.htm American examples] with added vent holes for creativity points.]]&lt;br /&gt;
[[File:MP5KIdle BOCW.jpg|thumb|none|600px|The MP5K used on board a Soviet salvage ship.]]&lt;br /&gt;
[[File:MP5KInspect BOCW.jpg|thumb|none|600px|Inspecting the default 30 round magazine of the MP5K.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A3===&lt;br /&gt;
The weapon has some barrel attachments that turn it into a full-sized [[MP5A3]]. The “9.5&amp;quot; Extended” barrel has an original slimline handguard, while the “9.5&amp;quot; Ranger” has a &amp;quot;tropical&amp;quot; wide handguard.&lt;br /&gt;
[[File:H&amp;amp;KMP5A3slimforearm.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; handguard - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5A3.jpg|thumb|none|600px|The MP5A3 with a &amp;quot;STANAG 50 Rnd Drum&amp;quot; and &amp;quot;Collapsed Stock&amp;quot;.]]&lt;br /&gt;
[[File:MP5A3Idle BOCW.jpg|thumb|none|600px|An MP5A3 in Moscow.]]&lt;br /&gt;
[[File:MP5A3Inspect BOCW.jpg|thumb|none|600px|Turning it over to look at the ejection port and the &amp;quot;40 Rnd Speed Mag&amp;quot;, which is a slightly longer version of the early straight &amp;quot;waffle&amp;quot;-style magazine.]]&lt;br /&gt;
[[File:MP5A3Inspect2 BOCW.jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:MP5A3ADS BOCW.jpg|thumb|none|600px|Looking through the iron sights.]]&lt;br /&gt;
[[File:MP5A3.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with &amp;quot;tropical&amp;quot; wide handguard - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2===&lt;br /&gt;
The combination of the aforementioned barrel with the &amp;quot;Tactical Stock&amp;quot; turns the gun into an [[MP5A2]].&lt;br /&gt;
[[File:HK MP-5 A3.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with original &amp;quot;slimline&amp;quot; handguard and straight &amp;quot;waffle&amp;quot;-style magazine - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5A2.jpg|thumb|none|600px|The MP5A2 from the public beta with a &amp;quot;40 Rnd Speed Mag&amp;quot;. The &amp;quot;Salvo 50 Rnd Fast Mag&amp;quot; uses the same magazine model for some reason, albeit with a different tape and pull loop.]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A2WideForearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with &amp;quot;tropical&amp;quot; wide handguard - 9x19mm]]&lt;br /&gt;
[[File:MP5A2gunsmith BOCW.jpg|thumb|none|600px|The post launch MP5A2, with the &amp;quot;tropical&amp;quot; handguard.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
Combining either of the sound suppressors with the “9.5&amp;quot; Ranger” barrel configurations produces a [[Heckler &amp;amp; Koch MP5SD]] configuration. The “9.5&amp;quot; Extended” and “9.5&amp;quot; Reinforced Heavy” barrels also create an MP5SD with the handguard missing.&lt;br /&gt;
[[File:MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 with S-E-F trigger group - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5SD2.jpg|thumb|none|600px|An MP5SD2 configuration from the public beta with the &amp;quot;Agency Suppressor&amp;quot;.]]&lt;br /&gt;
[[File:MP5SD2gunsmith BOCW.jpg|thumb|none|600px|The post launch MP5SD2 in gunsmith preview.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
Ditto to the above configuration but with the default or one of the collapsible stock variants produces an MP5SD3.&lt;br /&gt;
[[File:MP5SD3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5SD3.jpg|thumb|none|600px|The MP5SD3 with the &amp;quot;Sound Suppressor&amp;quot; and &amp;quot;Jungle-Style Mag&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9 Hybrid==&lt;br /&gt;
A mildly fictionalized [[Intratec TEC-9]] was added with season five. It is depicted with the bolt assembly and charging handle of an [[Interdynamic KG-9]], although it is shown firing from a closed bolt like an actual TEC-9. It also has the front sight of a [[PPSh-41]] and the stock of an Interdynamic MP-9, though the latter can be removed with the &amp;quot;No Stock&amp;quot; attachment. When equipping grip attachments, it uses the base of the factory grip with the actual grip chopped off and replaced with the grip attachment of choice.&lt;br /&gt;
&lt;br /&gt;
It fires in semi-auto by default, but there are attachments that convert it into full-auto (the fire rate of which appears to be slower than in real life) and an inaccurate burst fire mode. It incorrectly holds 21 and 24 rounds (in multiplayer and Warzone respectively) in the actual 32-round magazine, presumably to prevent a burst from having less than 3 rounds.&lt;br /&gt;
&lt;br /&gt;
In terms of chronology, while the earlier MP-9/KG-9 was produced from 1981 (thus being borderline period appropriate for the 1981-1985 multiplayer maps), the TEC-9 has the post-1987 rear sight, rendering it anachronistic for the game.&lt;br /&gt;
&lt;br /&gt;
Dual TEC-9s are used by Perseus operative Kitsune in the season five cinematic trailer. The weapon is also seen in the &amp;quot;Harbinger Of Doom&amp;quot; calling card.&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 (post-1987 version) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:InterDynamicKG99.jpg|thumb|none|300px|Interdynamic KG-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Interdynamic MP-9.jpg|thumb|none|450px|Interdynamic MP-9 with foregrip and telescoping stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Tec9preview BOCW.jpg|thumb|none|600px|The mutant TEC-9 in the preview screen for the season 5 battlepass.]]&lt;br /&gt;
[[File:Tec9idle BOCW.jpg|thumb|none|600px|The TEC-9 in action in the slums of Panama City.]]&lt;br /&gt;
[[File:Tec9ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Tec9inspect BOCW.jpg|thumb|none|600px|Inspecting the gun. Note how, in addition to having the KG-9's bolt and charging handle, it also has its safety notch; the TEC-9 instead used the charging handle itself as a safety, pushing it into the bolt instead of using it to lock the bolt back.]]&lt;br /&gt;
[[File:Tec9inspect2 BOCW.jpg|thumb|none|600px|Checking out the closed bolt on a stock TEC-9]]&lt;br /&gt;
[[File:Tec9reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Tec9reload2 BOCW.jpg|thumb|none|600px|Note the various markings and warnings stamped into the polymer lower.]]&lt;br /&gt;
[[File:Tec9reload3 BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Tec9reload4 BOCW.jpg|thumb|none|600px|Charging the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;KSP 45&amp;quot;==&lt;br /&gt;
The &amp;quot;KSP 45&amp;quot; is a fictional 3-round burst submachine gun. The overal shape is similar to the 9mm version of the [[T2 MK5|Australian Automatic Arms 9mm SAC]], but takes other cues from submachine guns such as the [[Heckler &amp;amp; Koch UMP45]] with its boxy design, selector switch style, and charging handle with lock open feature (though it is depicted on the right side rather than the left). It has an AR-like bolt release and an AK trigger guard with paddle magazine release. Notably, it also resembles the &amp;quot;MACHT 37&amp;quot; frankengun from ''[[Metal Gear Solid V: The Phantom Pain]]''. Its buttstock seems to combine the socket of a solid MP5 stock, the shape of one from the the AAA SAC or the Wieger StG-940, H&amp;amp;K G3 style sling attachment point and the foldability of the UMP stock; the &amp;quot;Tactical Stock&amp;quot; and &amp;quot;SAS Combat Stock&amp;quot; attachments swap this out for a [[PSG-1]]-style stock (without or with a cheek rest, respectively), while the &amp;quot;Wire Stock&amp;quot; attachment gives it a shortened Romanian AK wire stock and the &amp;quot;Duster Stock&amp;quot; gives it a UMP-style stock. Curiously, the &amp;quot;42 Rnd&amp;quot; and &amp;quot;48 Rnd STANAG&amp;quot; magazine attachments, while referred to as drums, are actually shrunken-down HK21 machine gun belt boxes with feed towers instead of belt feed openings; the &amp;quot;42 Rnd Speed Mag&amp;quot; and &amp;quot;SALVO 48 Rnd Fast Mag&amp;quot; are [[Spectre M4]]-esque quad stack mags (of the exact same size, with the only difference being the latter's cloth shroud). &lt;br /&gt;
&lt;br /&gt;
Although it isn't normally written in all caps, &amp;quot;Ksp&amp;quot; is the Swedish abbreviation for &amp;quot;machine gun&amp;quot; (short for ''Kulspruta''); however, the trademarks on the right side of the &amp;quot;KSP 45&amp;quot; identify it as a &amp;quot;Kühn &amp;amp; Schmidt MP-U&amp;quot; and state that it is of West German origin. There is also a &amp;quot;WARNING REFER TO OWNER'S MANUAL&amp;quot; stamp above the fire selector, which is similar to the markings on nonmilitary UMPs and USCs.&lt;br /&gt;
&lt;br /&gt;
It is also depicted as being used by a Vietcong guerilla in the &amp;quot;Brap Brap&amp;quot; calling card implying that it was used in Vietnam in the ''Black Ops'' universe, however, no H&amp;amp;K style weapons were used in the Vietnam War in reality.&lt;br /&gt;
[[File:AAA SAC 9mm.jpg|thumb|none|450px|Australian Automatic Arms 9mm SAC - 9x19mm]]&lt;br /&gt;
[[File:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:HKMP2000Prototype.jpg|thumb|none|450px|Experimental H&amp;amp;K MP2000 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:KSP45preview BOCW.jpg|thumb|none|600px|The &amp;quot;KSP 45&amp;quot; up close. At full size, the fire selector's 3 positions - &amp;quot;SAFE&amp;quot;, &amp;quot;BURST&amp;quot;, and &amp;quot;AUTO&amp;quot; - can be seen; ignoring the rather obvious fact that the weapon can't be set to full-auto in-game, the lack of a semi-auto position on a select-fire weapon is rather bizarre. Somewhat amusingly, the former is accompanied by a single large white block, while the latter features three small ones, and the three-round-burst position only features two.]]&lt;br /&gt;
[[File:KSP45Idle BOCW.jpg|thumb|none|600px|Holding the KSP 45.]]&lt;br /&gt;
[[File:KSP45ADS BOCW.jpg|thumb|none|600px|Aiming down the sights - here, the folding stock hinge is easily visible.]]&lt;br /&gt;
[[File:KSP45Inspect BOCW.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:KSP45Inspect2 BOCW.jpg|thumb|none|600px|Inspecting the right side. Note the UMP charging handle present over the ejection port and the small AR like brass deflector.]]&lt;br /&gt;
[[File:KSP45reload BOCW.jpg|thumb|none|600px|Reloading the KSP. Note the UMP like handguard covered with checkered texture like the early MP5 slimline forearm.]]&lt;br /&gt;
&lt;br /&gt;
==LAPA SM Modelo 3==&lt;br /&gt;
The [[LAPA SM Modelo 3]] was added during Season 6, under the name &amp;quot;LAPA&amp;quot; (an odd name, as LAPA is the manufacturer of the weapon). The SM Modelo 3 was a prototype weapon with only one example ever made rendering it virtually impossible to be used in any meaningful combat capacity.&lt;br /&gt;
[[File:LAPA SM MOD 3.jpg|thumb|none|450px|LAPA SM Modelo 3 - 9x19mm]]&lt;br /&gt;
[[File:LAPABPpreview BOCW.jpg|thumb|none|600px|The &amp;quot;LAPA&amp;quot; in the preview menu screen.]]&lt;br /&gt;
[[File:LAPAidle BOCW.jpg|thumb|none|600px|The &amp;quot;LAPA&amp;quot; and its owner checking out a parking garage in Miami Beach.]]&lt;br /&gt;
[[File:LAPAADS BOCW.jpg|thumb|none|600px|Aiming down the sights at a shifty looking garage door.]]&lt;br /&gt;
[[File:LAPAinspect1 BOCW.jpg|thumb|none|600px|Inspecting the firearm.]]&lt;br /&gt;
[[File:LAPAinspect2 BOCW.jpg|thumb|none|600px|Checking out the other side.]]&lt;br /&gt;
[[File:LAPAreload1 BOCW.jpg|thumb|none|600px|Reloading after dumping an entire magazine of 9mm into said garage door.]]&lt;br /&gt;
[[File:LAPAreload2 BOCW.jpg|thumb|none|600px|Giving the charging handle a good pull, cocking the gun.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;LC10&amp;quot;==&lt;br /&gt;
The &amp;quot;LC10&amp;quot; is a fictional submachine gun that was added in Season 2. It appears to be based on the [[Walther MPK]], with stylistic elements from (of all things) an [[Accuracy International Arctic Warfare]] sniper rifle ([https://youtu.be/0krEGBnWEag?t=903%20 the developers having stated that in-universe it was made by the same manufacturer as the game's Accuracy International-inspired &amp;quot;LW3 Tundra&amp;quot;]). Its Warzone incarnation was previously stated to be chambered in .45 ACP, but this was later changed to 9mm Parabellum. The muzzle brake and flash guard attachments still have the .45 caliber shown as part of their names (in which case it is mislabeled &amp;quot;.45 APC&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
[[File:Walther mpk unfolded.jpg|thumb|none|450px|Walther MPK with stock unfolded - 9x19mm]]&lt;br /&gt;
[[File:Arctic Warfare Folding Stock.jpg|thumb|none|450px|Accuracy International AW-F - 7.62x51mm NATO]]&lt;br /&gt;
[[File:LC10loadoutpreview BOCW.jpg|thumb|none|600px|The &amp;quot;LC10&amp;quot; in the loadout menu weapon preview screen. Peculiarly, the wire stock features a cheek pad.]]&lt;br /&gt;
[[File:LC10idle BOCW.jpg|thumb|none|600px|The &amp;quot;LC10&amp;quot; in the rather anachronistic Los Angeles high speed bullet train station ported from ''Black Ops 2''.]]&lt;br /&gt;
[[File:LC10ads BOCW.jpg|thumb|none|600px|Looking through the adjustable rear sight.]]&lt;br /&gt;
[[File:LC10reload1 BOCW.jpg|thumb|none|600px|Reloading from empty involves taking the fresh magazine and flicking the empty mag out by hitting the release paddle with the feed lip.]]&lt;br /&gt;
[[File:LC10reload2 BOCW.jpg|thumb|none|600px|Inserting the new magazine, then charging the bolt.]]&lt;br /&gt;
[[File:LC10inspect1 BOCW.jpg|thumb|none|600px|Much like the AUG, the LC10's transparent polymer magazine models the proper amount of ammunition in each magazine. Despite being depicted as a closed bolt gun, there is no round visible in the breech during the brass check section of the inspect animation.]]&lt;br /&gt;
[[File:LC10inspect2 BOCW.jpg|thumb|none|600px|Note the empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
The [[MAC-10]] was added in Season 1. It is depicted with a custom side cocking charging handle similar to low profile Uzi cocking levers and uses anachronistic front grip adapter and top rail when attaching grip and sight attachments respectively. The side is marked with &amp;quot;Cal .45 Auto&amp;quot;, which is contradicted by the use of a 32-round default magazine, the number &amp;quot;9&amp;quot; as part of some muzzle attachments names, and the use of 9mm Parabellum ammunition in Warzone. The weapon fires correctly from an open bolt in ''Cold War'', but incorrectly from a closed bolt in ''Warzone''.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Quick Judgement&amp;quot; blueprint is based on the Lawgiver MK II pistol from the ''Judge Dredd'' franchise.&lt;br /&gt;
[[File:IngramMAC10.jpg|thumb|none|300px|Ingram MAC-10 - 9x19mm]]&lt;br /&gt;
[[File:MAC10preview BOCW.jpg|thumb|none|600px|The MAC-10 in the battlepass preview screen.]]&lt;br /&gt;
[[File:MAC10idle BOCW.jpg|thumb|none|600px|The MAC-10 being used in a [[Back to the Future|New Jersey mall]].]]&lt;br /&gt;
[[File:MAC10ADS BOCW.jpg|thumb|none|600px|Looking through the basic notch sights. Note the misaligned front and rear sights.]]&lt;br /&gt;
[[File:MAC10inspect1 BOCW.jpg|thumb|none|600px|Inspecting the MAC-10.]]&lt;br /&gt;
[[File:MAC10inspect2 BOCW.jpg|thumb|none|600px|Checking the ejection port.]]&lt;br /&gt;
[[File:MAC10inspect3 BOCW.jpg|thumb|none|600px|Tugging on the charging handle.]]&lt;br /&gt;
[[File:MAC10reload BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:MAC10reload2 BOCW.jpg|thumb|none|600px|And then racking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-02 Kiparis==&lt;br /&gt;
The [[OTs-02 Kiparis]] was added in in the mid-season update for Season 4, under the name &amp;quot;OTs 9&amp;quot;. It is technically anachronistic to the 80s time period of the game, as while it was designed in the seventies, it was first serially produced in 1991. It uses 20-round magazines by default, though 25, 30, 32 and 40 round magazines are available as attachments, with the 30 rounder being the only real option. The 30 and 40 rounders are regular magazine extensions, while the 25 and 32 rounders are curved &amp;quot;speed mags&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Kiparis is one of the few weapons to have a distinctly different set of animations in ''Warzone'' compared to ''Cold War''.&lt;br /&gt;
[[File:Kiparis.jpg|thumb|none|450px|KBP OTs-02 &amp;quot;Kiparis&amp;quot; - 9x18mm Makarov]]&lt;br /&gt;
[[File:KiparisPreview BOCW.jpg|thumb|none|600px|The Kiparis in the gunsmith preview screen.]]&lt;br /&gt;
[[File:CW OTs9 idle.jpg|thumb|none|600px|Cpt. Price holds the OTs-02 Kiparis in the middle of a paintball arena.]]&lt;br /&gt;
[[File:CW OTs9 inspectleft.jpg|thumb|none|600px|Inspecting the Russian SMG; note that the selector is incorrectly pointing towards &amp;quot;ОД&amp;quot;, which is for semi-auto.]]&lt;br /&gt;
[[File:CW OTs9 inspectright.jpg|thumb|none|600px|Checking the SMG for any stray flecks of paint, here the bolt handle is clearly visible. It apparently moves independently of the rest of the gun during this animation; at the end (and after firing a shot), the bolt visibly drops down a couple of millimeters, suggesting that the animation doesn't quite loop like it's supposed to.]]&lt;br /&gt;
[[File:CW OTs9 irons.jpg|thumb|none|600px|Aiming down the clear ironsights.]]&lt;br /&gt;
[[File:CW OTs9 tacreload1.jpg|thumb|none|600px|Quickly using the magazine release before an employee notices the time-travelling SAS soldier in the middle of the arena.]]&lt;br /&gt;
[[File:CW OTs9 tacreload2.jpg|thumb|none|600px|Inserting a fresh magazine of 9x18mm Makarov.]]&lt;br /&gt;
[[File:CW OTs9 emptyreload beginflick.jpg|thumb|none|600px|The empty reload procedure involves flicking the magazine out, AK style...]]&lt;br /&gt;
[[File:CW OTs9 emptyreload flick.jpg|thumb|none|600px|...which results in the old magazine being knocked to the floor.]]&lt;br /&gt;
[[File:CW OTs9 emptyreload insert.jpg|thumb|none|600px|The penultimate step - loading a new stick mag.]]&lt;br /&gt;
[[File:CW OTs9 emptyreload bolt.jpg|thumb|none|600px|With an overarm tug on the bolt handle, Price is now free to travel back to [[Call of Duty: Modern Warfare (2019)|his own timeline]], taking his anachronistic SMG with him.]]&lt;br /&gt;
[[File:CW OTs9 melee.jpg|thumb|none|600px|But not before he waves the Kiparis around in the air, showing off the future of Russian SMG design to the bewildered paintball arena employees.]]&lt;br /&gt;
&lt;br /&gt;
==PM-63 RAK==&lt;br /&gt;
The [[PM-63 RAK]] was added during Season 3 as the &amp;quot;AMP63&amp;quot;; unlike its incarnation in ''[[Call of Duty: Black Ops|BO1]]'', it is classified as a pistol. Also unlike that incarnation, it has a correct 15-round capacity by default (with 20-, 22-, and 25-round optional magazines available, the latter being the only real one), as well as a more correct rate of fire. To avoid making anything too correct, its foregrip and stock are now permanently folded, and it erroneously fires from a closed bolt. Additionally, its Warzone incarnation is incorrectly chambered in 9mm Parabellum (a feature of the PM-70 prototype) rather than 9x18mm Makarov.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lawgiver&amp;quot; blueprint is based on the Lawgiver MK II pistol from the ''Judge Dredd'' franchise.&lt;br /&gt;
[[File:PM63.JPG|thumb|none|350px|PM-63 RAK - 9x18mm Makarov]]&lt;br /&gt;
[[File:PM63preview BOCW.jpg|thumb|none|600px|The PM-63 in a loadout menu.]]&lt;br /&gt;
[[File:PM63idle BOCW.jpg|thumb|none|600px|The PM-63 wielded by MI6 operative Park in New Mexico.]]&lt;br /&gt;
[[File:PM63ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:PM63inspect1 BOCW.jpg|thumb|none|600px|Inspecting the Polish submachine gun.]]&lt;br /&gt;
[[File:PM63inspect2 BOCW.jpg|thumb|none|600px|Checking the other side.]]&lt;br /&gt;
[[File:PM63reload1 BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:PM63reload2 BOCW.jpg|thumb|none|600px|Sliding in a new magazine.]]&lt;br /&gt;
[[File:PM63reload3 BOCW.jpg|thumb|none|600px|Racking the slide.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
An anachronistic and heavily stylized [[PP-19 Bizon-2]] (developed in the 1990s) appears under the name &amp;quot;Bullfrog&amp;quot;. It is depicted with a ribbed dust cover resembling that of an [[AS Val]], and the rear sight relocated to the rear of the receiver, along many other cosmetic changes. The default helical magazine only holds 50 rounds instead of 64 or 53 like its real-world counterpart (in 9x18mm Makarov and 9x19mm Parabellum, respectively), and its front attachment point is below the front sight (like the earlier Bizon-1). It has a top-folding stock by default, but can be fitted with a side-folding stock similar to that of other Bizon variants, via the &amp;quot;Duster Stock&amp;quot; or the &amp;quot;KGB Skeletal Stock&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:PP-19 Bizon top-folding stock.jpg|thumb|none|450px|PP-19 Bizon-2-01 with top-folding stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Bizonpreview BOCW.jpg|thumb|none|600px|The &amp;quot;Bullfrog&amp;quot; in Gunsmith. The stock is similar to the Dragunov MA prototype (a trials competitor to the AKS-74U) and the grip is shaped similar to the PP-71, another one of Dragunov's prototypes.]]&lt;br /&gt;
[[File:BizonIdle BOCW.jpg|thumb|none|600px|The &amp;quot;Bullfrog&amp;quot; in-game.]]&lt;br /&gt;
[[File:BizonADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:BizonInspect BOCW.jpg|thumb|none|600px|Inspecting involves popping out the helical magazine for a quick glance.]]&lt;br /&gt;
[[File:BizonInspect2 BOCW.jpg|thumb|none|600px|Then turning it over to look at the ejection port.]]&lt;br /&gt;
[[File:BizonReload BOCW.jpg|thumb|none|600px|Dropping an empty magazine.]]&lt;br /&gt;
[[File:BizonReload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine. Note the conspicuous lack of ammunition, made all the more conspicuous by its presence in the inspection animation.]]&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:BOCW Bizon stock.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] was added in Season 3. It is carried by some Red Army soldiers in the intro cutscene of the Zombies map Die Maschine and inaccurately by Soviet troops in the Season 3 cutscene, which is set in 1984. It is also seen in the &amp;quot;Combat Hardened&amp;quot; achievement icon which is based on the &amp;quot;Stand to Death&amp;quot; statue in Volgograd.&lt;br /&gt;
&lt;br /&gt;
By default, it holds 32 rounds; this is a characteristic of the MP41(r), a German 9x19mm conversion of the PPSh-41 from WWII, even though the in-game weapon is modeled with a standard PPSh-41's 35-round magazine. Interestingly, the &amp;quot;VDV 50 Round Fast Mag&amp;quot; attachment gives the weapon a straight magazine looking similar to that of the MP41(r). To confuse matters further, its muzzle attachments imply that it's chambered in .45 ACP (or rather, .45 &amp;quot;APC&amp;quot;), a feature of absolutely no version of the PPSh.&lt;br /&gt;
&lt;br /&gt;
The weapon has a variety of rather strange barrel options - the &amp;quot;15.7&amp;quot; Task Force&amp;quot; barrel, as well as the &amp;quot;Loud Pipe&amp;quot; variant, have a front forend and heat shield styled after the [[SVT-40]] (a setup extremely similar to the &amp;quot;Thrive&amp;quot; and &amp;quot;Snake&amp;quot; variations from ''[[Call of Duty: WWII]]''); the &amp;quot;14.9&amp;quot; Rifled&amp;quot; barrel gives it an [[Erma EMP-35]]'s barrel shroud and the small wooden forend of a [[PPD-40]]; the &amp;quot;14.9&amp;quot; Ranger&amp;quot; barrel has what appears to be a [[Browning M1919]] barrel shroud with a [[Karabiner 98k]] front sight; the &amp;quot;14.9&amp;quot; Reinforced Heavy&amp;quot; barrel is taken from the [[K-50M]] (albeit also fitted with a Kar98k's front sight); the &amp;quot;12.7&amp;quot; Cavalry Lancer&amp;quot; barrel is seemingly inspired by the PPD-40's (albeit shorter, with larger vents and no handguard); and the &amp;quot;14.3&amp;quot; Extended&amp;quot; barrel is taken from the [[PPS-43]]. Stock options include the &amp;quot;Tactical Stock&amp;quot; (an [[MP28]]-style stock with a leather cheekrest), the &amp;quot;Spetznaz Stock&amp;quot; (a regular-looking stock with a cheekrest and two seemingly-random bolts driven directly through the receiver), and the &amp;quot;Marathon&amp;quot;, &amp;quot;Duster&amp;quot;, and &amp;quot;CQB&amp;quot; stocks (all sawn off, with the former having the original wooden side panels, the latter having K-50M-esque metal side panels, and the Duster having the metal side panels of the experimental folding-stocked PPSh-45; these panels are also used by the &amp;quot;Raider Stock&amp;quot;, seemingly a grafted-on rifle stock).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Night Raid&amp;quot; blueprint (a promotional pre-order reward in BOCW for [[Call of Duty: Vanguard]]) is stylized after WWII planes like the P-40 Warhawk with the addition of a red dot sight stylized after WWII aircraft reflector gunsights like the Mk 20 Mod 4 sight.&lt;br /&gt;
[[File:Ppsh41.jpg‎|thumb|none|450px|PPSh-41 with 35-round box magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:PPSH41battlepasspreview BOCW.jpg|thumb|none|600px|The PPSh-41 in the battlepass preview. Note the 35-round box magazine inaccurately holding only 32 rounds.]]&lt;br /&gt;
[[File:PPSH41idle BOCW.jpg|thumb|none|600px|NATO operator Hunter wields a PPSh-41.]]&lt;br /&gt;
[[File:PPSH41ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:PPSH41inspect1 BOCW.jpg|thumb|none|600px|Inspecting the submachine gun.]]&lt;br /&gt;
[[File:PPSH41inspect2 BOCW.jpg|thumb|none|600px|Flipping it over.]]&lt;br /&gt;
[[File:PPSH41reload1 BOCW.jpg|thumb|none|600px|Taking out an empty magazine.]]&lt;br /&gt;
[[File:PPSH41reload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PPSH41reload3 BOCW.jpg|thumb|none|600px|Cocking the gun.]]&lt;br /&gt;
[[File:PPSH-01-SMG.jpg‎|thumb|none|450px|PPSh-41 with 71 round drum - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:BOCW PPSh drum.jpg|thumb|none|600px|The weapon loaded with a drum magazine, which only holds 55 rounds. A version of this drum with some canvas wrapped around the bottom holds 85, somehow.]]&lt;br /&gt;
[[File:BOCW PPSh SVT barrel.jpg|thumb|none|600px|The &amp;quot;Task Force&amp;quot; barrel makes the front end of the PPSh resemble the [[SVT-40]].]]&lt;br /&gt;
[[File:BOCWMaschine-PPShSVT.jpg|thumb|none|600px|Soviet soldiers with PPSh-41s in the &amp;quot;Die Maschine&amp;quot; intro.]]&lt;br /&gt;
[[File:PPSH 9MM.JPG|thumb|none|450px|PPSh-41 with 9mm conversion - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BOCW PPSh 9m.jpg|thumb|none|600px|The &amp;quot;VDV 50 round fast mag&amp;quot; resembles a 9x19mm converted PPSh.]]&lt;br /&gt;
&lt;br /&gt;
==SOCIMI Type 821==&lt;br /&gt;
The [[SOCIMI Type 821]] appears in-game. It was referred to as the &amp;quot;Type 821&amp;quot; during the alpha, but the name was changed to &amp;quot;Milano 821&amp;quot; in the Beta (with Milano being Italian for Milan, the city where this gun was made). It has an anachronistic Masterpiece Arms side cocking charging handle instead of the proper top mounted one like the [[Uzi]] it was based on. It is anachronistic to the campaign's 1981 time period, as it was designed in 1983 and produced in 1984 (the earlier Uzi would have been a better choice).&lt;br /&gt;
[[File:Socimi821.jpg|thumb|none|450px|Socimi Type 821 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Mpa10sst.jpg|thumb|none|300px|MasterPiece Arms MPA10SST - .45 ACP]]&lt;br /&gt;
[[File:Type821preview BOCW.jpg|thumb|none|600px|The Type 821 in Gunsmith. It lacks a stock by default.]]&lt;br /&gt;
[[File:Type821idle BOCW.jpg|thumb|none|600px|The Type 821 in a Nicaraguan cartel plantation, now fitted with a folding stock. Note that the weapon has been modified with a side cocking charging handle from modern Masterpiece Arms MAC 10/11 clones.]]&lt;br /&gt;
[[File:Type821ADS BOCW.jpg|thumb|none|600px|Looking down the notch sights.]]&lt;br /&gt;
[[File:Type821inspect BOCW.jpg|thumb|none|600px|Inspecting the Type 821.]]&lt;br /&gt;
[[File:Type821inspect2 BOCW.jpg|thumb|none|600px|Inspecting the other side. Unfortunately, like the Uzi from the previous [[Call of Duty: Modern Warfare (2019)|Call of Duty]], the open bolt design of the Type 821 is not reflected in the third person model.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] appears as the &amp;quot;Gallo SA12&amp;quot; (''gallo'' means &amp;quot;rooster&amp;quot; or &amp;quot;cock&amp;quot; in Italian). It is used in semi-automatic mode, and the stock is folded by default, but it can be modified with some unfolded stock options, as well as a fixed stock or no stock at all. Attaching optics will automatically unfold the stock as well. It is weirdly used by Soviet forces in the campaign, and also appears anachronistically in the false flashbacks to the Vietnam War.&lt;br /&gt;
&lt;br /&gt;
In a rare bit of realism, the carrier latch button is depressed during reloads to allow the user to load shells (unless an optical attachment is used, in which case the player character will grasp the shotgun from the heat shield instead). When not aiming, the weapon will be upended during reloads (as previously seen in ''[[Call of Duty: Modern Warfare 2|Modern Warfare 2 Campaign Remastered]]''), while the weapon will be held right-side up if reloading while aiming. However, the gun is never rechambered after an empty reload. It holds 7 shells, which is possible with 6 round tubes and a 7th shell in the chamber (or with an underloaded 8-round tube), but as this is never depicted, the tube length is fictional. The magazine tube itself looks more like a 5 or 6 shell tube rather than the 7 shells the weapon actually holds.&lt;br /&gt;
&lt;br /&gt;
The extended 9 and 12 round tubes are modeled incorrectly; while the tube does get longer, it only grows by about 0.5 shells length each time to avoid a comically large magazine tube sticking out of the front of the shotgun.&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 with stock folded - 12 gauge]]&lt;br /&gt;
[[File:SPAS12preview BOCW.jpg|thumb|none|600px|The SPAS-12 in Gunsmith.]]&lt;br /&gt;
[[File:SPAS12Idle BOCW.jpg|thumb|none|600px|The SPAS-12 in use on a CIA raid of an East German aircraft hangar.]]&lt;br /&gt;
[[File:SPAS12ADS BOCW.jpg|thumb|none|600px|Aiming down the sights with the stock folded up. This is inaccurate to the real SPAS-12; the end of the stock is solid and you cannot aim down the sights with the stock folded.]]&lt;br /&gt;
[[File:SPAS12Inspect BOCW.jpg|thumb|none|600px|Inspecting the SPAS-12.]]&lt;br /&gt;
[[File:SPAS12Inspect2 BOCW.jpg|thumb|none|600px|Checking the other side.]]&lt;br /&gt;
[[File:SPAS12Reload BOCW.jpg|thumb|none|600px|Loading up the magazine tube.]]&lt;br /&gt;
[[File:ADS SPAS-12 BLOPS CW.jpg|thumb|none|600px|When reloading while aiming, the shotgun is held right-side up with the support hand holding down the carrier latch button.]]&lt;br /&gt;
&lt;br /&gt;
==Henry .410 Lever Action Shotgun==&lt;br /&gt;
A stylized [[Henry USA rifle series#Henry .410 Lever Action Shotgun|Henry .410 Lever Action Shotgun]] was added with Season 6 as the &amp;quot;.410 Ironhide&amp;quot;. It is extremely anachronistic; not only were Henry lever action shotguns not produced until 2017, but the side loading gate version featured in-game was introduced in 2019. It is fitted with a Williams sight. Compared to the game's other shotguns, it is more precision-oriented, with the tightest spread, lowest fire rate, and worst hipfire spread (the weapon's barrel somehow spreading pellets differently based on how the user looks at it); somewhat bafflingly, it also does the most damage out of all the game's shotguns, despite firing the smallest shells by a substantial margin.&lt;br /&gt;
&lt;br /&gt;
In a reverse of the SPAS-12's errors, the Henry .410 is ''always'' cocked after every reload in ''Cold War''’s multiplayer. However, this is corrected in Warzone, where it is only cocked when empty.&lt;br /&gt;
[[File:H018G-410R.jpg|thumb|none|450px|Henry H018G-410R - .410 bore]]&lt;br /&gt;
[[File:Henry410BPpreview BOCW.jpg|thumb|none|600px|The Henry Lever Action Shotgun in the battlepass preview menu.]]&lt;br /&gt;
[[File:Henry410idle BOCW.jpg|thumb|none|600px|The Henry .410 wielded by NATO operator Park, in a Soviet live fire training compound,]]&lt;br /&gt;
[[File:Henry410ADS BOCW.jpg|thumb|none|600px|Aiming down Main Street, USA.]]&lt;br /&gt;
[[File:Henry410inspect1 BOCW.jpg|thumb|none|600px|Inspecting the time travelling lever action shotgun. Note the top of the receiver is drilled and tapped for an optic mount.]]&lt;br /&gt;
[[File:Henry410inspect2 BOCW.jpg|thumb|none|600px|Flipping the shotgun over and examining the loading gate and ejection port.]]&lt;br /&gt;
[[File:Henry410reload BOCW.jpg|thumb|none|600px|Inserting fresh shells into the loading gate.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
The [[Ithaca 37]] appears in-game as the &amp;quot;Hauer 77&amp;quot;, likely a reference to [[Rutger Hauer]], the late star of the film ''[[Hobo with a Shotgun]]''. The weapon is pumped after every single reload (in both Cold War and Warzone).&lt;br /&gt;
&lt;br /&gt;
A shortened version called the &amp;quot;Sucker Punch&amp;quot; is available as a skin via the &amp;quot;Air Sea Land&amp;quot; pack for the Ultimate Edition. The base weapon can also be shortened by equipping the “19.3&amp;quot; Hammer Forged” barrel and the &amp;quot;No Stock&amp;quot; attachment.&lt;br /&gt;
[[File:IthacaBayo.jpg|thumb|none|450px|Ithaca 37 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:Ithaca37preview BOCW.jpg|thumb|none|600px|The Ithaca 37 in Gunsmith. It is fitted with a heat shield by default, the bayonet lug is removed and the sling loop is attached to the magazine tube.]]&lt;br /&gt;
[[File:Ithaca37idle BOCW.jpg|thumb|none|600px|The Ithaca 37 used on board a Soviet salvage ship.]]&lt;br /&gt;
[[File:Ithaca37ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Ithaca37Inspect BOCW.jpg|thumb|none|600px|Inspecting the Ithaca 37.]]&lt;br /&gt;
[[File:Ithaca37Inspect2 BOCW.jpg|thumb|none|600px|Every weapon inspect for the Ithaca 37 involves the player character working the pump.]]&lt;br /&gt;
[[File:Ithaca37Reload BOCW.jpg|thumb|none|600px|Loading the magazine tube up.]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The [[Penn Arms Striker-12]] was added to the game during Season 1. It has the auto-ejection mechanism (and therefore the shell deflector) of late models, but lacks a rear drum advance lever like early models. The design is anachronistic, as the auto-ejection feature on Striker shotguns (developed in 1989) wasn't yet in existence during game's time period (when the company was called Sentinel Arms), and the original model wouldn't fit in the pre-1983 multiplayer maps either.&lt;br /&gt;
&lt;br /&gt;
It is referred to as the &amp;quot;Streetsweeper&amp;quot;, and incorrectly fires in fully-automatic mode. Unlike its counterpart from previous games, the winding key is correctly used to rotate the cylinder while reloading, although there is a missing step in which the player character is supposed to manually eject the last shell with the ejector rod.&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|400px|Penn Arms Striker-12 - 12 gauge]]&lt;br /&gt;
[[File:Striker12FullLength.jpg|thumb|none|400px|Sentinel Arms Striker-12 with civilian-legal 18&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:Striker12preview BOCW.jpg|thumb|none|600px|The Striker-12.]]&lt;br /&gt;
[[File:Striker12Idle BOCW.jpg|thumb|none|600px|The Striker-12 in service inside a West German US Army base.]]&lt;br /&gt;
[[File:Striker12ADS BOCW.jpg|thumb|none|600px|The Striker-12's iron sights.]]&lt;br /&gt;
[[File:Striker12Inspect BOCW.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:Striker12Inspect2 BOCW.jpg|thumb|none|600px|Carefully reading the warning label on the side of the receiver.]]&lt;br /&gt;
[[File:Striker12Reload BOCW.jpg|thumb|none|600px|Reloading by twisting the winding key for each new shell.]]&lt;br /&gt;
[[File:Striker12Reload2 BOCW.jpg|thumb|none|600px|Inserting a new shell.]]&lt;br /&gt;
&lt;br /&gt;
==TP-82==&lt;br /&gt;
A stylized [[TP-82]] was added in season five as the &amp;quot;Marshal&amp;quot;, an in-universe predecessor to ''BO3''’s [[Talk:Call of Duty: Black Ops III#&amp;quot;Marshal 16&amp;quot;|&amp;quot;Marshal 16&amp;quot;]]. It is used by Woods as a backup sidearm in the season five cinematic trailer. It is classed as a pistol instead of a shotgun.&lt;br /&gt;
&lt;br /&gt;
The weapon lacks the 5.45mm barrel that the actual weapon has, meaning it functions as a regular double-barrel shotgun. Furthermore, it has been rechambered for 12 gauge instead of the 12.5x70mm shells it actually uses. Owing to its pistol classification, it can be dual-wielded. The weapon only has 6 attachments, which include two optics (mounted on an anachronistic Picatinny rail), a cut-down barrel, a longer barrel and dual-wield. The final attachment is &amp;quot;Dragon's Breath&amp;quot; shells, which do not set enemies on fire, instead they just have a flat damage increase and a cosmetic fire effect, but they are still countered by Flak Jacket.&lt;br /&gt;
&lt;br /&gt;
The two hammers on the gun are not dynamically animated in BOCW, but are in ''Warzone''. In BOCW, the right hammer doesn't drop after firing the first shot (from the right barrel), and both hammers will only drop (simultaneously) after firing both shots; the ''Warzone'' animation correctly shows the right hammer dropping after the first shot. This also extends to the reload animations: the BOCW animation only shows the operator cocking both hammers when reloading both both barrels, while the ''Warzone'' animation has an additional animation showing the operator cocking the one dropped hammer when reloading a single barrel.&lt;br /&gt;
&lt;br /&gt;
Markings on the weapon read &amp;quot;Manufactured in the USA&amp;quot; and &amp;quot;Marshal 82&amp;quot;. In a nice bit of attention-to-detail, struck primers can be seen on the fired shells when reloading. &lt;br /&gt;
[[File:TP-82.jpg|thumb|none|400px|TP-82 - 5.45x39mm &amp;amp; 12.5x70mm (roughly 40 gauge)]]&lt;br /&gt;
[[File:TP82preview BOCW.jpg|thumb|none|600px|Gunsmith preview.]]&lt;br /&gt;
[[File:TP82idle BOCW.jpg|thumb|none|600px|The &amp;quot;Marshal&amp;quot; on the map &amp;quot;Diesel&amp;quot;.]]&lt;br /&gt;
[[File:TP82empty BOCW.jpg|thumb|none|600px|After depleting your ammo pool, the hammers will be correctly shown as uncocked.]]&lt;br /&gt;
[[File:TP82ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:TP82inspect1 BOCW.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:TP82inspect2 BOCW.jpg|thumb|none|600px|Flipping it over.]]&lt;br /&gt;
[[File:TP82inspect3 BOCW.jpg|thumb|none|600px|Checking the breech, note the unstruck primers on the shotgun shells.]]&lt;br /&gt;
[[File:TP82reload BOCW.jpg|thumb|none|600px|Reloading the &amp;quot;Marshal&amp;quot;, note the now struck primer on the right.]]&lt;br /&gt;
[[File:TP82reload2 BOCW.jpg|thumb|none|600px|Spent hulls ejected.]]&lt;br /&gt;
[[File:TP82reload3 BOCW.jpg|thumb|none|600px|Fresh shells inserted.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles / Carbines=&lt;br /&gt;
==Ak 5==&lt;br /&gt;
A stylized [[Ak 5]] is featured in the game as the &amp;quot;Krig 6&amp;quot; (''krig'' means &amp;quot;war&amp;quot; in Swedish). It anachronistically appears in the campaign's 1981 period and in the false flashbacks to Vietnam, as it was first produced in 1986 (the [[FN FNC]], from which the Ak 5 was derived, would have been a more appropriate choice for the 80s segments). It also uses an anachronistic upper rail when equipping optics. It is used inaccurately by the East German police and Soviet and American troops in the campaign, who would much more likely use the [[AKS-74|MPi-AKS-74N]] and [[M16]] respectively.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tactical Stock&amp;quot; gives it a synthetic fixed [[FN FAL]] stock (similar to some FNC configurations), and the &amp;quot;Commando Assembly&amp;quot; stock is taken from a [[SIG SG 550]] series rifle.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|450px|Bofors Ak 5 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Ak5preview BOCW.jpg|thumb|none|600px|The Ak 5 in Gunsmith. Note the stylistically fictionalized handguard, the early FN FNC-style trigger guard, the lack of reinforcement on the wire stock, as well as the addition of a bolt release paddle, something that the actual Ak 5 (lacking a bolt hold open device) does not have. In reality, the bolt hold open device and automatic nature of the feature would not be added to the weapon system until the Ak 5C became finalized and adopted in the mid-2000s.]]&lt;br /&gt;
[[File:Ak5idle BOCW.jpg|thumb|none|600px|The Ak 5 enjoying a snow map, as its heritage demands.]]&lt;br /&gt;
[[File:Ak5ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Ak5inspect BOCW.jpg|thumb|none|600px|Holding up the gun for an inspect.]]&lt;br /&gt;
[[File:Ak5inspect2 BOCW.jpg|thumb|none|600px|Checking the other side. Note how the weapon also has an FNC-style charging handle.]]&lt;br /&gt;
[[File:Ak5reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Ak5reload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:Ak5reload3 BOCW.jpg|thumb|none|600px|Racking the charging handle to chamber a round. The fictional bolt release paddle is slapped instead in the reloads of some of the magazine options.]]&lt;br /&gt;
[[File:BOCW-Ak5-1.jpg|thumb|none|600px|Woods wields an Ak 5 with an upper rail in a trailer. Note the picatinny rail which is of the anachronistic modern style.]]&lt;br /&gt;
[[File:BOCW-Ak5-2.jpg|thumb|none|600px|The Ak 5 going down in a Michael Bay style sequence. For some reason, the flash hider is missing in this sequence, and the stock is clipping through the ground.]]&lt;br /&gt;
[[File:BOCW AK5 Trailer.jpeg|thumb|none|600px|Sims with an Ak 5 in the multiplayer reveal trailer.]]&lt;br /&gt;
[[File:FNC REM Sporter.jpg|thumb|450px|none|FN FNC - 5.56x45mm]]&lt;br /&gt;
[[File:BOCW Ak5-FNC.jpg|thumb|none|600px|The Ak 5 can be configured with an FNC handguard with the “19.7&amp;quot; Ranger” barrel configuration.]]&lt;br /&gt;
&lt;br /&gt;
==AK-47/AKM Hybrid==&lt;br /&gt;
An &amp;quot;[[AK-47]]&amp;quot; is featured in the game. During the alpha and beta stages, it was mostly modeled correctly after an AK-47, albeit with an [[AKM]]-style pistol grip and slant compensator. However, the model of the base gun was changed in the final game: now it also has an AKM's stamped receiver and ribbed top cover, while retaining the AK-47's gas block, gas tube, front sight block, handguard, and stock.&lt;br /&gt;
&lt;br /&gt;
It can be fitted with an [[RPK]]-style barrel and stock via the “20&amp;quot; Liberator” barrel and the &amp;quot;Tactical Stock&amp;quot; respectively. Other notable Eastern Bloc customizations include a Romanian/East German style coat-hanger stock with the added cheek strut piece as the &amp;quot;Wire Stock&amp;quot;. The &amp;quot;Foregrip&amp;quot; is a Romanian type wooden foregrip and the &amp;quot;Patrol Grip&amp;quot; is a Hungarian FEG-style foregrip. It uses a fictionalized Dragunov optics mount modified into a rail mount when equipping optics.&lt;br /&gt;
&lt;br /&gt;
The AK can also take an extended 40-round steel magazine or a 50-round orange Bakelite resin mag.&lt;br /&gt;
&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:AKpreview BOCW.jpg|thumb|none|600px|The launch version model of the &amp;quot;AK-47&amp;quot;, featuring the ribbed dust cover and stamped receiver.]]&lt;br /&gt;
[[File:AK47idle BOCW.jpg|thumb|none|600px|The AK hybrid in an East German training facility.]]&lt;br /&gt;
[[File:AK47ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:AK47inspect BOCW.jpg|thumb|none|600px|Adler removes the magazine during the weapon inspect.]]&lt;br /&gt;
[[File:AK47inspect2 BOCW.jpg|thumb|none|600px|Then does a chamber check. There will always be a round in the chamber, regardless of whether you have ammunition or not.]]&lt;br /&gt;
[[File:AK47reload BOCW.jpg|thumb|none|600px|Reloading from empty involves flinging the old magazine out by hitting the mag release with the feed lip of a new magazine.]]&lt;br /&gt;
[[File:AK47reload2 BOCW.jpg|thumb|none|600px|Then after rocking in the fresh magazine, racking the bolt with an anachronistic underhand charge. The underhand charge is a modern technique that appears to have developed after the 2000s. Interestingly, a more conventional reload was used in the beta but was changed to the underhand method in the final game presumably due to the community's dissatisfaction with the game's reload animations compared to ''Modern Warfare''.]]&lt;br /&gt;
&lt;br /&gt;
===AK-47===&lt;br /&gt;
Many blueprints, such as the &amp;quot;Iron Curtain&amp;quot; and &amp;quot;Soviet Standard&amp;quot;, retain the AK-47's appearance seen in earlier builds of the game. Additionally, some unusable AK-47s can be seen in the CIA Safehouse.&lt;br /&gt;
&lt;br /&gt;
The Season 1 &amp;quot;Prototype&amp;quot; blueprint gives the weapon a green M16-style stock and a modern barrel, and the &amp;quot;Lethal Damage&amp;quot; blueprint has a sporterized stock.&lt;br /&gt;
&lt;br /&gt;
[[File:PolyTechLegendAK47.jpg|thumb|none|450px|Poly Technologies Legend AK with original Russian style front sight, AKM muzzle brake, and bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:BOCW-AK-2.jpeg|thumb|none|600px|The older AK-47 model during the alpha. Note the presence of an AKM-type pistol grip, the opposite of the AKS-74U as seen below.]]&lt;br /&gt;
[[File:BOCW RPK.jpg|thumb|none|600px|A pseudo-RPK build on the loadout wall in the beta.]]&lt;br /&gt;
[[File:BOCW AK Proto.jpg|thumb|none|600px|The odd-looking &amp;quot;Prototype&amp;quot; blueprint.]]&lt;br /&gt;
[[Image:Radom Hunter.jpg|thumb|450px|none|Radom Hunter - 7.62x39mm. Image used to show the sporterized stock.]]&lt;br /&gt;
[[File:BOCW AK sport.jpg|thumb|none|600px|The sporterized stock on the &amp;quot;Lethal Damage&amp;quot; blueprint.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-47===&lt;br /&gt;
Equipping the &amp;quot;Duster Stock&amp;quot; on some blueprints turns the gun into an [[AKS-47]].&lt;br /&gt;
&lt;br /&gt;
[[File:DeactivatedAKS(1954-59).jpg|thumb|none|450px|AKS-47 - 7.62x39mm]]&lt;br /&gt;
[[File:BOCW AKS-47.jpg|thumb|none|600px|An AKS-47 build in the beta. The &amp;quot;Taped Mags&amp;quot; change the reload animations to be all done with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===Norinco Type 56===&lt;br /&gt;
The &amp;quot;AK-47&amp;quot; wielded by NVA and VC soldiers in the Vietnam flashback missions is modeled after the Chinese [[Norinco Type 56]].&lt;br /&gt;
&lt;br /&gt;
[[File:Early type 56.jpg|thumb|none|450px|Norinco Type 56, early milled receiver model with bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:Type56-2.jpg|thumb|none|450px|Norinco Type 56-2 - 7.62x39mm]]&lt;br /&gt;
[[File:Type56 BOCW.jpg|thumb|none|600px|Bell admiring her newly acquired Type 56.]]&lt;br /&gt;
[[File:Type56 BOCWsights.jpg|thumb|none|600px|Looking down the fully enclosed hood of the front sight post, also note the milled dust cover.]]&lt;br /&gt;
[[File:Type56 BOCWreload.jpg|thumb|none|600px|Reloading shows the early slab sided AK-47 magazine unique to the Type 56 weapon model in game, as well as the folded (and sadly unusable) spike bayonet.]]&lt;br /&gt;
[[File:Type56 BOCWreload2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Type56wm BOCW.jpg|thumb|none|600px|The world model of the Type 56 shows the Type 56-2 style folding stock, which is anachronistic to those (false) flashback missions, because the Type 56-2 was released after the war in 1980. Note how it also has an Type 56/AK-47 style pistol grip rather than the AKM one used on the base AK.]]&lt;br /&gt;
&lt;br /&gt;
===AMD-65===&lt;br /&gt;
The ''[[Rambo III]]'' inspired &amp;quot;Bloodstained&amp;quot; blueprint gives the gun a similar appearance to the [[AMD-65]], except that it retains the AK-47's front sight and gas system.&lt;br /&gt;
&lt;br /&gt;
[[File:AMD65Short.jpg‎|thumb|none|450px|Hungarian AMD-65 as seen in the film - 7.62x39mm. This one has an American copy of an Israeli blank fire adapter (which is slightly longer and thinner than most commonly seen external BFAs. This is the version seen in the movie.)]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is one of the weapons in ''Black Ops Cold War''. In classic ''Call of Duty'' tradition, it is incorrectly classified as a submachine gun and referred to as the &amp;quot;AK-74u&amp;quot;. While not anachronistic for the 80s segments, it's quite overrepresented even with Woods having one in his trunk at a time when the Soviets were just introducing it to service in Afghanistan. It also appears anachronistically in Bell's false flashbacks to the Vietnam War, where it's inaccurately used by the Vietcong.&lt;br /&gt;
&lt;br /&gt;
It has attachment configurations that approximate members of the [[AS Val]] family. The &amp;quot;Duster Stock&amp;quot; is similar the Val stock, the &amp;quot;Commando Assembly&amp;quot; stock is from the [[VSS Vintorez]], and the “10.3&amp;quot; Ranger” barrel configuration uses the SR-3M's handguard. The &amp;quot;40 Rd Speed Mag&amp;quot; is also a 20-round 6L25 9x39mm magazine.&lt;br /&gt;
&lt;br /&gt;
In addition, the drum magazine attachments are straighter-style 7.62x39mm drum magazines.&lt;br /&gt;
[[File:AKS74U.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:AKS-74upreview BOCW.jpg|thumb|none|600px|While this is the most accurately modeled AKS-74U in the ''Call of Duty'' series so far, it is shown with an AK-47 style pistol grip, apparently having traded grips with the Beta AK-47.]]&lt;br /&gt;
[[File:AKS-74uIdle BOCW.jpg|thumb|none|600px|Sims holds an AKS-74U while looking at some sand dunes.]]&lt;br /&gt;
[[File:AKS-74uADS BOCW.jpg|thumb|none|600px|Aiming down the distinctive rear notch of the AKS-74U.]]&lt;br /&gt;
[[File:AKS-74uInspect BOCW.jpg|thumb|none|600px|Inspecting the AKS-74U.]]&lt;br /&gt;
[[File:AKS-74uInspect2 BOCW.jpg|thumb|none|600px|Checking out the ejection port and correctly positioned safety lever.]]&lt;br /&gt;
[[File:AKS-74uReload BOCW.jpg|thumb|none|600px|Swapping magazines during a reload.]]&lt;br /&gt;
[[File:BOCW AKS-74U 9x39.jpg|thumb|none|600px|The AKS-74U with various 9x39mm components. Either of the suppressor attachments convert into a Val/VSS style suppressor with the &amp;quot;Ranger&amp;quot; and two of the other barrel mods.]]&lt;br /&gt;
[[File:Aks74uEscapeplanblackopscw.jpg|thumb|none|600px|The &amp;quot;Escape Plan&amp;quot; blueprint of the AKS-74U - as with the &amp;quot;Battleworn&amp;quot; AKM from ''Modern Warfare Remastered'', the dust cover is gone and reveals fully modeled internals. Note that the &amp;quot;Spetsnaz PKM Stock&amp;quot; attachment is just a regular AK-type stock in this blueprint. Also note that this game does not contain a PKM, which is odd, as many Warsaw Pact weapons feature stocks with &amp;quot;Spetsnaz PKM stock&amp;quot; as their name.]]&lt;br /&gt;
&lt;br /&gt;
==APS Underwater Rifle==&lt;br /&gt;
The [[APS Underwater Assault Rifle]] was added in an update on May 6, 2022. It is referred to as the &amp;quot;UGR&amp;quot;, and is incorrectly classified as a submachine gun (a fact even its own description seems to acknowledge, given that it is described as an &amp;quot;underwater rifle modified for improved land performance&amp;quot;; these &amp;quot;improvements&amp;quot; are presumably what stops the weapon from physically destroying itself within 180 rounds fired above water).&lt;br /&gt;
&lt;br /&gt;
Like many of the game's weapons, it features several visual alterations compared to its real-world counterpart; most notably, it feeds from a flat-bottomed magazine reminiscent of the QBS-06 (a Chinese derivative of the APS). This holds an incorrect 27 rounds (compared to the QBS's 25 and the APS's 26), presumably to prevent an incomplete burst at the end of a magazine when the unique &amp;quot;Burst Fire Repeater&amp;quot; muzzle device (which somehow makes the weapon fire in three-round bursts, despite being little more than an [[MG81]]-style flash hider) is used. A more appropriate staggered-bottomed magazine (albeit with an even more incorrect 30-round capacity) is the weapon's only alternate ammo option; this is full of explosive-tipped darts, presumably to help drive home the idea of this weapon as an in-universe predecessor to ''[[Call of Duty: Black Ops 4|BO4]]'''s &amp;quot;S6 Stingray&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Interestingly, this is the only weapon that is actually appropriate for the game's otherwise implausible underwater ballistic physics.&lt;br /&gt;
[[File:APS underwater rifle.jpg|thumb|none|450px|APS underwater assault rifle - 5.66x39mm MPS]]&lt;br /&gt;
[[File:QBS-06.jpg|thumb|none|450px|QBS-06 - 5.8x42mm DBS-06]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;CARV.2&amp;quot;==&lt;br /&gt;
The &amp;quot;CARV.2&amp;quot; added during Season 3 is a fictional burst-firing bullpup &amp;quot;tactical rifle&amp;quot; manufactured by the same (in-universe) company that manufactures the &amp;quot;KSP 45&amp;quot;. It appears to be based on the [[Heckler &amp;amp; Koch G11|Heckler &amp;amp; Koch G11 K2]], even using the latter's 4.73mm caseless ammunition in Warzone.&lt;br /&gt;
&lt;br /&gt;
Compared to the real G11, the &amp;quot;CARV.2&amp;quot; is a bullpup rifle with a a conventional bullpup configuration, with the magazine placed in the stock instead of above the barrel. This magazine holds 45 rounds by default, and bizarrely has &amp;quot;.437mm×33&amp;quot; written on it. Oddly, the magazine is also curved, despite the caseless 4.73mm round not being tapered (which is the reason for curved magazines, to allow for the round to feed properly); the in-game weapon apparently uses [https://www.artstation.com/artwork/zO2Qb6 a different, fictional type] of 4.73mm ammo with rounded (though still not tapered) propellant charges and exposed bullets, seemingly based on [https://militarycartridges.com/2018/04/12/5-56mm-x-24mm-caseless/ Frankford Arsenal's experimental 5.56x24mm caseless rounds.] It also features a typical charging handle, instead of the wind-up handle on the real G11.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;CARV.2&amp;quot;  appears shorter and slightly taller than the G11, with a carrying handle instead of the G11's integrated optic, and a rail where the real G11's magazine resides. The handguard is moulded, and the barrel is vented, presumably a way of alleviating the problems the G11 had with its barrel heating up during operation, as there are no brass shells to take the heat out of the rifle. The fire selector is further forward than the real G11, but still features semi-auto, 3-round burst and full-auto, although the rifle is not able to fire in semi-auto or full-auto in gameplay. A more true to the real thing handguard is available as the ''22.5&amp;quot; Task Force'' barrel attachment.&lt;br /&gt;
[[File:G11K2 left.jpg|thumb|none|450px|Heckler &amp;amp; Koch G11 K2 - 4.73x33mm]]&lt;br /&gt;
[[File:CARV2preview BOCW.jpg|thumb|none|600px|The &amp;quot;CARV.2&amp;quot; in the weapon model preview screen. Another fictional rifle inspired by the G11 but using the same feed layout is the [[Metal Gear Solid V: The Phantom Pain#&amp;quot;G44&amp;quot;|G44]] from ''[[Metal Gear Solid V: The Phantom Pain]]''.]]&lt;br /&gt;
[[File:CARV2idle BOCW.jpg|thumb|none|600px|The &amp;quot;CARV.2&amp;quot; in New Mexico.]]&lt;br /&gt;
[[File:CARV2ADS BOCW.jpg|thumb|none|600px|Aiming down the sights at a suspicious step van.]]&lt;br /&gt;
[[File:CARV2inspect1 BOCW.jpg|thumb|none|600px|Inspecting the pseudo-G11.]]&lt;br /&gt;
[[File:CARV2inspect2 BOCW.jpg|thumb|none|600px|Note the absence of an ejection port due to the caseless nature of 4.73mm; the real G11 actually does feature an ejection port, to allow removal of a live round from the chamber (either to get rid of a dud, or simply to clear the weapon).]]&lt;br /&gt;
[[File:CARV2reload1 BOCW.jpg|thumb|none|600px|Swapping out magazines...]]&lt;br /&gt;
[[File:CARV2reload2 BOCW.jpg|thumb|none|600px|...and pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==CETME Model C==&lt;br /&gt;
The [[CETME Model C]] was added in Season 4 as the &amp;quot;C58&amp;quot;, noted due to its slightly curved magazine.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;SASR Jungle Grip&amp;quot; gives it a similar pistol grip to the [[Heckler &amp;amp; Koch PSG-1]], and the &amp;quot;Raider Stock&amp;quot; also resembles a PSG-1 stock. The &amp;quot;CQB Stock&amp;quot; is a sliding design similar to the [[G3A4]].&lt;br /&gt;
&lt;br /&gt;
Interestingly, one of the magazine options is a caliber conversion (the first such attachment in the game), using 5.56x45mm NATO ammunition in a fictional 60-round drum; oddly, the only thing this does is decrease the damage in exchange for a larger-than-normal magazine, with no impact on fire rate, recoil, muzzle velocity, etc. This is not the case for the Warzone counterpart, as that one instead has a 55-round drum option that retains the base 7.62x51mm ammunition.&lt;br /&gt;
&lt;br /&gt;
The curved &amp;quot;25 Rnd Speed&amp;quot; and &amp;quot;Salvo 30 Rnd Fast Mag&amp;quot; resemble HK32 style magazines. The &amp;quot;18.7&amp;quot; Reinforced Heavy Barrel&amp;quot; will give it a handguard resembling that of an [[IMI Romat]]'s while the &amp;quot;18.2&amp;quot; Takedown&amp;quot; to its predecessor the Model B. &amp;quot;15.6&amp;quot; Ultralight&amp;quot; and &amp;quot;18.7&amp;quot; Ranger&amp;quot; will give it a handguard resembling that of a Model E.&lt;br /&gt;
&lt;br /&gt;
[[File:Cetme.jpg|thumb|none|450px|CETME Model C - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CETMEmodelCpreview BOCW.jpg|thumb|none|600px|The CETME Model C in the battlepass preview screen.]]&lt;br /&gt;
[[File:CETMEmodelCidle BOCW.jpg|thumb|none|600px|The CETME Model C in service in Algeria.]]&lt;br /&gt;
[[File:CETMEmodelCADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CETMEmodelCinspect1 BOCW.jpg|thumb|none|600px|Inspecting the Model C.]]&lt;br /&gt;
[[File:CETMEmodelCinspect2 BOCW.jpg|thumb|none|600px|Checking out the other side.]]&lt;br /&gt;
[[File:CETMEmodelCinspect3 BOCW.jpg|thumb|none|600px|Performing a chamber check.]]&lt;br /&gt;
[[File:CETMEmodelCreload1 BOCW.jpg|thumb|none|600px|Locking the bolt back on the reload. Note that it is not completely locked upwards into the locking recess in the cocking tube.]]&lt;br /&gt;
[[File:CETMEmodelCreload2 BOCW.jpg|thumb|none|600px|The empty magazine is removed.]]&lt;br /&gt;
[[File:CETMEmodelCreload3 BOCW.jpg|thumb|none|600px|A fresh magazine is inserted.]]&lt;br /&gt;
[[File:CETMEmodelCreload4 BOCW.jpg|thumb|none|600px|The operator then performs an aggressive &amp;quot;HK Slap&amp;quot; on the charging handle, sending the bolt into battery.]]&lt;br /&gt;
[[File:H&amp;amp;KPSG01LongMag.jpg|thumb|none|450px|Heckler &amp;amp; Koch PSG-1 with 20-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Cetme modelo E.jpg|thumb|none|450px|CETME Model E with Non-genuine translucent magazine. - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-CETME-PSGParts.jpg|thumb|none|600px|The &amp;quot;C58&amp;quot; combined with the &amp;quot;Raider Stock&amp;quot; and &amp;quot;SASR Jungle Grip&amp;quot;.]]&lt;br /&gt;
[[File:Fal13-1-.jpg|thumb|none|450px|IMI Romat - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-CETME-187HeavyBarrel.jpg|thumb|none|600px|The &amp;quot;18.7&amp;quot; Reinforced Heavy Barrel&amp;quot; attached to the &amp;quot;C58&amp;quot;.]]&lt;br /&gt;
[[File:Cetme b30.jpg|thumb|none|450px|CETME Model B - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-CETME-182TakedownBarrel.jpg|thumb|none|600px|The &amp;quot;18.2&amp;quot; Takedown&amp;quot; attached to the &amp;quot;C58&amp;quot; alongside the more curved 25-round speed mag which makes it almost identical to the reference image of the Model B.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield EM-2==&lt;br /&gt;
A stylised arctic model [[Enfield EM-2]] was added in season five. It features its built in scope by default. When equipped for the first time, the character properly presses the fire selector button to switch the weapon to full-auto mode. It is correctly referred as firing .280 British in Warzone and in the names of some of the muzzle attachments. While not anachronistic, its usage by anyone in the 80s is extremely unlikely due to only 59 examples being ever produced.&lt;br /&gt;
[[File:EM-2.jpg|thumb|none|450px|Enfield EM-2 - .280 British]]&lt;br /&gt;
[[File:EM-2 arctic model.jpg|thumb|none|450px|Enfield EM-2 arctic model with enlarged trigger guard for use with heavy cold weather gloves - .280 British]]&lt;br /&gt;
[[File:EM2preview BOCW.jpg|thumb|none|600px|The EM-2 in the preview menu for the season 5 battlepass; note the AR-style long birdcage flash hider, fictional checkered pistol grip, and curious setup of a trigger guard within another trigger guard. According to the markings above the magazine well, its full name in the Black Ops universe is &amp;quot;NIGHTFIELD EM280&amp;quot;, referencing the .280 British round the weapon fires.]]&lt;br /&gt;
[[File:EM2idle BOCW.jpg|thumb|none|600px|The EM-2 being used to defend an NSA facility in West Germany.]]&lt;br /&gt;
[[File:EM2ADS BOCW.jpg|thumb|none|600px|The EM-2's integral scope. Note the reticle which is essentially a turned upside down version of the original thing with the addition of a central dot.]]&lt;br /&gt;
[[File:EM2inspect1 BOCW.jpg|thumb|none|600px|Inspecting the EM-2. Note the stylized carry handle reminiscent of the AR pattern. The fire selector above the thumb is properly set to &amp;quot;full-auto&amp;quot; mode.]]&lt;br /&gt;
[[File:EM2inspect2 BOCW.jpg|thumb|none|600px|Admiring the tasteful woodgrain.]]&lt;br /&gt;
[[File:EM2reload1 BOCW.jpg|thumb|none|600px|Reloading from empty; empty reloads are done with the right hand, while non-empty ones are done with the left.]]&lt;br /&gt;
[[File:EM2reload2 BOCW.jpg|thumb|none|600px|As NATO operator Hunter inserts the fresh magazine, the bolt drops and chambers a new round.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Hybrid==&lt;br /&gt;
The &amp;quot;FFAR 1&amp;quot; is a weapon based on the [[FAMAS Valorisé]] combined with a trigger guard and magazine well from FAMAS G2 (both of which would be anachronistic to the game), with some visual features similar to the &amp;quot;FFAR&amp;quot; from ''[[Call of Duty: Black Ops III]]''. The default magazine correctly holds 25 rounds instead of 30 like in past ''Call of Duty'' games.&lt;br /&gt;
&lt;br /&gt;
In the game's lore it appears that this weapon is the successor of the FAMAS from the first ''Black Ops'' game and predecessor to the &amp;quot;FFAR&amp;quot; from ''Black Ops III''.&lt;br /&gt;
[[File:Famas Valorisé.jpg|thumb|none|450px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|450px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Famas g2.jpg|thumb|none|450px|FAMAS G2 with the charging handle pulled back - 5.56x45mm]]&lt;br /&gt;
[[File:FFARpreview BOCW.jpg|thumb|none|600px|The &amp;quot;FFAR 1&amp;quot; in Gunsmith. Note the front sight similar to the FAMAS Valorisé but the overall shape reminiscent of the prototype and the G2 trigger guard imposed over the now redundant standard one. Also note the return of the adjustable gas piston block, something that does not exist on the actual FAMAS.]]&lt;br /&gt;
[[File:FFARidle BOCW.jpg|thumb|none|600px|The heavily stylised FAMAS in East Germany.]]&lt;br /&gt;
[[File:FFARADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:FFARinspect BOCW.jpg|thumb|none|600px|Inspecting the bullpup rifle.]]&lt;br /&gt;
[[File:FFARinspect2 BOCW.jpg|thumb|none|600px|The player character giving it a loving caress.]]&lt;br /&gt;
[[File:FFARreload BOCW.jpg|thumb|none|600px|Removing the old magazine.]]&lt;br /&gt;
[[File:FFARreload2 BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FARA 83==&lt;br /&gt;
The [[FARA 83]] was added in Season 2 with the metal stock, marking its first appearance in a video game. The flash hider is of a different design to the real weapon and some sort of gas block is mounted underneath the front sight, which is absent on the real weapon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tactical Stock&amp;quot; uses the real fixed stock of the FARA. Oddly, the weapon features some AK stock, with the East German coat hangar AK stock as the &amp;quot;Wire Stock&amp;quot; and a [[Norinco Type 56-2|Type 56-2]] stock as the &amp;quot;Duster Stock&amp;quot;.&lt;br /&gt;
[[File:FARA83 2.jpg|thumb|none|450px|FARA 83 with metal stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FARA83loadoutpreview BOCW.jpg|thumb|none|600px|The FARA 83 in base form.]]&lt;br /&gt;
[[File:FARA83idle BOCW.jpg|thumb|none|600px|NATO operator Hunter wields a FARA 83 in a Laotian village.]]&lt;br /&gt;
[[File:FARA83ADS BOCW.jpg|thumb|none|600px|Aiming down the sights of the Argentinian rifle.]]&lt;br /&gt;
[[File:FARA83inspect1 BOCW.jpg|thumb|none|600px|Inspecting the rifle. The weapon features accurate marking and bears a serial number of [[Call of Duty: Modern Warfare 2|00141]]. The fire selector is also set to auto.]]&lt;br /&gt;
[[File:FARA83inspect2 BOCW.jpg|thumb|none|600px|Checking out the other side.]]&lt;br /&gt;
[[File:FARA83reload1 BOCW.jpg|thumb|none|600px|Ejecting the empty mag.]]&lt;br /&gt;
[[File:FARA83reload2 BOCW.jpg|thumb|none|600px|Rocking in a new mag.]]&lt;br /&gt;
[[File:FARA83reload3 BOCW.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:Fara 83.jpg|thumb|none|450px|FARA 83 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[IMI Galil ARM]] was added in Season 6, and is called the &amp;quot;Grav&amp;quot; like in ''[[Call of Duty: Black Ops 4|BO4]]''. It has an [[AS Val]] stock and a slightly shorter barrel by default, but can be fitted with a longer barrel in Gunsmith.&lt;br /&gt;
[[File:GalilARM-2.jpg|thumb|none|450px|IMI Galil ARM - 5.56x45mm NATO]]&lt;br /&gt;
[[File:GalilBPpreview BOCW.jpg|thumb|none|600px|The Galil ARM in the battlepass preview menu.]]&lt;br /&gt;
[[File:GalilIdle BOCW.jpg|thumb|none|600px|The Galil ARM used on a field trip to the Moscow Zoo.]]&lt;br /&gt;
[[File:GalilADS BOCW.jpg|thumb|none|600px|The iron sights of the Galil. For some reason, the Galil doesn't have its rear sights in ''Warzone''.]]&lt;br /&gt;
[[File:GalilInspect BOCW.jpg|thumb|none|600px|Inspecting the Galil; note the wooden handguard lacking the grooves and screws of the real deal. Also note the &amp;quot;F-S&amp;quot; selector markings, indicating that it is based on a civilian model.]]&lt;br /&gt;
[[File:GalilInspect2 BOCW.jpg|thumb|none|600px|Checking to see if the safety is disengaged.]]&lt;br /&gt;
[[File:GalilReload BOCW.jpg|thumb|none|600px|Reloading from an empty magazine.]]&lt;br /&gt;
[[File:GalilReload2 BOCW.jpg|thumb|none|600px|Rocking in the new magazine.]]&lt;br /&gt;
[[File:GalilReload3 BOCW.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:Galilarm-05.jpg|thumb|none|450px|IMI Galil ARM chambered in 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==K31==&lt;br /&gt;
The [[K31 Rifle]] was added to the sniper rifles category in Season 3, under the name &amp;quot;Swiss K31&amp;quot;. It has a shortened barrel by default, though the “24.9&amp;quot; Extended” barrel attachment gives it the correct barrel length.&lt;br /&gt;
&lt;br /&gt;
The Warzone incarnation of the K31 is correctly chambered in 7.5x55mm. Despite this, some barrel attachment make it seem like the weapon fires .308 Winchester/7.62x51mm NATO, which would be incorrect.&lt;br /&gt;
[[File:SchmidtRubinK31.jpg|thumb|none|450px|Karabiner K31 Rifle - 7.5x55mm Schmidt Rubin GP-11]]&lt;br /&gt;
[[File:K31battlepasspreview BOCW.jpg|thumb|none|600px|The K31 in the battlepass preview.]]&lt;br /&gt;
[[File:K31idle BOCW.jpg|thumb|none|600px|The K31 on Mount Yamantau, equipped with the aforementioned &amp;quot;24.9 Extended&amp;quot; barrel, along with its original iron sights.]]&lt;br /&gt;
[[File:K31ADS BOCW.jpg|thumb|none|600px|The K31's iron sights.]]&lt;br /&gt;
[[File:K31inspect1 BOCW.jpg|thumb|none|600px|Inspecting the K31.]]&lt;br /&gt;
[[File:K31inspect2 BOCW.jpg|thumb|none|600px|Hunter pulling the bolt back for a chamber check.]]&lt;br /&gt;
[[File:K31reload1 BOCW.jpg|thumb|none|600px|Reloading the K31 involves opening the action and removing the magazine.]]&lt;br /&gt;
[[File:K31reload2 BOCW.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:K31reload3 BOCW.jpg|thumb|none|600px|And closing the bolt, chambering a new round.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] appears in the game as the &amp;quot;DMR 14&amp;quot;. It sports a synthetic stock (though equipping the Duster Pad stock gives it a chequered wooden stock), fires semi-automatically, and is classified as a &amp;quot;tactical rifle&amp;quot; in multiplayer.&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Springfield Armory M1A Black.jpg|thumb|none|450px|Springfield Armory M1A with synthetic stock, for comparison - 7.62x51mm]]&lt;br /&gt;
[[File:M14preview BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:M14Idle BOCW.jpg|thumb|none|601px|The M14 on a bright Miami day.]]&lt;br /&gt;
[[File:M14ADS BOCW.jpg|thumb|none|601px|Looking down the iron sights.]]&lt;br /&gt;
[[File:M14ChamberCheck BOCW.jpg|thumb|none|601px|NATO operator Hunter holds the rifle up to inspect.]]&lt;br /&gt;
[[File:M14Inspect2 BOCW.jpg|thumb|none|600px|Checking the other side of the rifle.]]&lt;br /&gt;
[[File:M14Inspect3 BOCW.jpg|thumb|none|600px|Performing a chamber check.]]&lt;br /&gt;
[[File:M14Reload BOCW.jpg|thumb|none|601px|Swapping out magazines.]]&lt;br /&gt;
[[File:M14Reload2 BOCW.jpg|thumb|none|601px|Hunter inserting a fresh magazine.]]&lt;br /&gt;
[[File:M14Reload3 BOCW.jpg|thumb|none|600px|Tugging on the charging handle to chamber a round.]]&lt;br /&gt;
[[File:BOCWM14Wood.jpg|thumb|none|600px|The wooden M14 stock when equipping the Duster Pad.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] appears under the &amp;quot;tactical rifles&amp;quot; class. It is simply referred to as the &amp;quot;M16&amp;quot; in the HUD, but actually has &amp;quot;M16.A2&amp;quot; markings on the magwell. It incorrectly holds 30 rounds in a 20-round magazine, and the pin for the auto sear on the lower receiver is absent, which in reality would prevent the rifle from firing in bursts. It is anachronistic to the campaign's 1981 time period, as the M16A2 was not adopted for service yet, first being adopted in 1983 by the USMC and in 1986 by the Army. Rather than removing the carry handle as in previous Black Ops games, it uses an anachronistic carry handle rail when equipping optics. Said carry handle rail appears to be a modern 1913 rail attached using a clamp and screw system from a Colt 3x or 4x AR-15 scope somehow mated together. The weapon boasts surprisingly high damage, able to kill enemies in a single burst at some range compared to the fully-automatic rifles.&lt;br /&gt;
&lt;br /&gt;
The M16's alternate barrel options include “16.3&amp;quot; Rapid Fire”, “20.5&amp;quot; Cavalry Lancer”, “16.3&amp;quot; Titanium”, “20.2&amp;quot; Takedown”, and “15.9&amp;quot; Strike Team”; of these, the 20.5&amp;quot; barrel options are visually just the default barrel but fluted (&amp;quot;Cavalry Lancer&amp;quot;) or dimpled (&amp;quot;Takedown&amp;quot;). For the short barrel options, the &amp;quot;Rapid Fire&amp;quot; and &amp;quot;Strike Team&amp;quot; both give the gun a short triangular handguard (the difference is that &amp;quot;Rapid Fire&amp;quot; has a smooth barrel while &amp;quot;Strike Team&amp;quot;'s is fluted), while &amp;quot;Titanium&amp;quot; gives the gun a short round handguard, the end result somewhat resembling a Colt Model 723 14.5&amp;quot; A1 barrel.&lt;br /&gt;
&lt;br /&gt;
The M16's stock options include &amp;quot;Tactical Stock&amp;quot;, the normal M16A2 stock with a cheek pad, &amp;quot;Wire Stock&amp;quot;, an M231 FPW-like wire stock, &amp;quot;Duster Stock&amp;quot;, a Doublestar Ace skeleton stock (which might be anachronistic), &amp;quot;Commando Assembly&amp;quot;, a 2nd generation collapsible stock, and &amp;quot;Buffer Tube&amp;quot;, an exposed buffer tube with a rubber pad.&lt;br /&gt;
&lt;br /&gt;
Magazine options include the classic ''Black Ops'' jungle-style fast mags made with either duct tape or clamps, a 30-round STANAG magazine depicted as a 45-rounder, a 20-round STANAG magazine with an improvised duct tape magazine assists somehow also depicted as a 45-rounder, and a 54-round magazine (which also appears on the in-game XM4, where it holds 50 rounds).&lt;br /&gt;
[[File:M16A2.jpg|thumb|none|450px|Colt M16A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A2preview BOCW.jpg|thumb|none|600px|The M16A2 in Gunsmith.]]&lt;br /&gt;
[[File:M16A2Idle BOCW.jpg|thumb|none|600px|The M16A2 in service inside a Nevadan nuclear weapons test site.]]&lt;br /&gt;
[[File:M16A2ADS BOCW.jpg|thumb|none|600px|Aiming down the carry handle sights.]]&lt;br /&gt;
[[File:M16A2inspect BOCW.jpg|thumb|none|600px|Inspecting the rifle. Note that the in-universe stand in for Colt appears to be the fictional &amp;quot;Arrow Armory&amp;quot; (the same manufacturer stamped on the ''BOCW'' M1911A1) based in Hartford, Connecticut, standing in for Colt, the real life manufacturer of both weapons, which is also based in Hartford, CT.]]&lt;br /&gt;
[[File:M16A2inspect2 BOCW.jpg|thumb|none|600px|Performing a rather enthusiastic chamber check; pulling the bolt this far back would likely eject the currently-chambered round.]]&lt;br /&gt;
[[File:M16A2Reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:M16A2Reload2 BOCW.jpg|thumb|none|600px|Inserting a fresh 20 round steel GI mag.]]&lt;br /&gt;
[[File:BOCW M16A2 Constable.jpg|thumb|none|600px|The &amp;quot;Constable&amp;quot; blueprint, which has an anachronistic Aim Sports AR free float rifle length quad rail/V3 or Monstrum Tactical 12 inch free float quad rail.]]&lt;br /&gt;
&lt;br /&gt;
===Colt XM4 Carbine===&lt;br /&gt;
The combination of the “16.3&amp;quot; Titanium” barrel attachment with the &amp;quot;Commando Assembly&amp;quot; stock attachment approximates the [[M4 Carbine|XM4 Carbine]], sans the proper stepped barrel. The exact same configuration can be made by removing all attachments from the &amp;quot;Fly Trap&amp;quot;, &amp;quot;Inconspicuous&amp;quot;, or &amp;quot;SOG Commando&amp;quot; blueprints for the gun referred to as the &amp;quot;XM4&amp;quot; in game and then reattaching the longest barrel option.&lt;br /&gt;
[[File:XM4 1986 model.jpg|thumb|none|450px|XM4 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BOCW M16-XM4.jpg|thumb|none|600px|The psuedo-XM4 on the loadout workbench.]]&lt;br /&gt;
[[File:XM4Idle BOCW.jpg|thumb|none|600px|The pseudo-XM4 being used in Moscow.]]&lt;br /&gt;
[[File:XM4ADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:XM4Inspect BOCW.jpg|thumb|none|600px|Inspecting the XM4 build.]]&lt;br /&gt;
[[File:XM4Inspect2 BOCW.jpg|thumb|none|600px|Looking at the other side of the gun.]]&lt;br /&gt;
[[File:XM4Inspect3 BOCW.jpg|thumb|none|600px|The final part of the inspect animation involves tugging back on the charging handle for a chamber check.]]&lt;br /&gt;
[[File:XM4Reload BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:COD CWBO Beta Key Art.jpg|thumb|none|600px|A nearly identical build is seen in the key art for the beta, which is horizontally flipped. Some parts are missing from the gun's model, including the case deflector, the magazine release button, and a portion of the fence around it.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBZ-95-1==&lt;br /&gt;
An anachronistic [[Norinco QBZ-95-1]] rifle appears in the game, featuring several retro-styled cosmetic alterations. It was briefly seen in the Gunsmith trailer, labeled the &amp;quot;Type 15&amp;quot;, but the name was changed to &amp;quot;QBZ-83&amp;quot; in the Beta. The Type 95's development began in 1989, with the first prototypes being made in 1990. The in-game weapon bears some cosmetic resemblances to [http://www.163.com/dy/article/EK33QH8D05355H7O.html some of the Type 95's early prototypes], but is still clearly based on the QBZ-95-1, which began its development in 2004 and was adopted in 2010.&lt;br /&gt;
&lt;br /&gt;
The side of the gun is marked with &amp;quot;T97NSR-PWC-CAL 5.56 mm&amp;quot;; T97NSR refers to a semi-auto only civilian variant of the 5.56mm QBZ-97A sold in Canada named Type 97 NSR. This likely suggests that Treyarch modeled the gun after a Type 97 NSR then modified it to make it resemble a Chinese QBZ-95 (with its distinct magazine shape and paddle magazine release) and &amp;quot;retro-ified&amp;quot; it. Some of its muzzle attachments also have &amp;quot;5.56&amp;quot; as part of their names, though it is unclear if this is an intentional reference to the QBZ-97 connections or a result of the generally confused state of attachment name/descriptions in ''BOCW''; its Warzone incarnation is also supposedly chambered in 5.56 NATO.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;QBZ-83&amp;quot; name would suggest that it was adopted in 1983 in the ''Black Ops'' universe which would still be anachronistic to the pre-83 maps.&lt;br /&gt;
[[File:Norinco QBZ95-1.jpg|thumb|none|450px|Norinco QBZ-95-1 - 5.8x42mm]]&lt;br /&gt;
[[File:Norinco QBZ-97.jpg|thumb|none|450px|Norinco QBZ-97 - 5.56x45mm]]&lt;br /&gt;
[[file:BOCW QBZ-83.jpg|thumb|none|600px|The stylized, time-traveling QBZ on the loadout wall. The weapon's trigger and trigger guard shape come from the [[HS Produkt VHS|HS Produkt VHS-2]], with the latter being made from stamped metal rather like the FAMAS. Its magazines appear to be loosely based on Chinese steel AK magazines. It also has three vents on the upper handguard and a birdcage-like muzzle device, both elements of the QBZ-97.]]&lt;br /&gt;
[[File:QBZ95-1preview BOCW.jpg|thumb|none|600px|In Gunsmith, the Canadian Type 97 NSR markings are more easily seen. The space between the pistol grip and the magazine well is marked with the Chinese text &amp;quot;83式自动步枪&amp;quot; (Pinyin: 83 shì zì dòng bù qiāng), which means &amp;quot;Type 83 automatic rifle&amp;quot;. The word &amp;quot;中国&amp;quot; (Pinyin: zhōng guó), meaning &amp;quot;China&amp;quot;, can also be faintly seen marked on the magazine well. The rear of the stock is ''very'' faintly marked with what's apparently &amp;quot;梦想&amp;quot; (Pinyin: mèng xiǎng), or &amp;quot;dream&amp;quot;. Also note that the fire selector only has safe/fire positions like a civilian model.]]&lt;br /&gt;
[[File:QBZ95idle BOCW.jpg|thumb|none|600px|The &amp;quot;QBZ-83&amp;quot; in Nuketown.]]&lt;br /&gt;
[[File:QBZ95ADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:QBZ95inspect BOCW.jpg|thumb|none|600px|Inspecting the gun. Note Adler's jacket sleeve clipping through the magazine, a phenomenon also seen in ''[[Battlefield 4]]'''s depiction of the rifle.]]&lt;br /&gt;
[[File:QBZ95inspect2 BOCW.jpg|thumb|none|600px|Performing a chamber check.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco Type 63==&lt;br /&gt;
The [[Norinco Type 63]] is available in the game, classified as a &amp;quot;tactical rifle&amp;quot;. Despite being select-fire in reality, it is restricted to semi-automatic mode in-game; the spike bayonet is also unusable. It uses what appears to be an anachronistic M14 rifle style rail mount when equipping optics. The default magazine initially held a correct 20 rounds in the closed alpha, but this was increased to an incorrect 25 in the beta and final game.&lt;br /&gt;
&lt;br /&gt;
Player character Bell and Woods use this rifle in &amp;quot;Redlight, Greenlight&amp;quot; instead of a more appropriate American M14.&lt;br /&gt;
[[File:Type63.jpg|thumb|none|450px|Norinco Type 63 - 7.62x39mm]]&lt;br /&gt;
[[File:Type63preview BOCW.jpg|thumb|none|600px|The Type 63 in Gunsmith.]]&lt;br /&gt;
[[File:Type63idle BOCW.jpg|thumb|none|600px|The Type 63 in Uzbekistan.]]&lt;br /&gt;
[[File:Type63ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Type63inspect BOCW.jpg|thumb|none|600px|Inspecting the Type 63.]]&lt;br /&gt;
[[File:Type63inspect2 BOCW.jpg|thumb|none|600px|Turning it over.]]&lt;br /&gt;
[[File:Type63inspect3 BOCW.jpg|thumb|none|600px|Brass check time.]]&lt;br /&gt;
[[File:Type63reload BOCW.jpg|thumb|none|600px|Reloading by flicking the old magazine out with a fresh one, much like the AK-47 reload.]]&lt;br /&gt;
[[File:Type63reload2 BOCW.jpg|thumb|none|600px|Then chambering the gun with a tug of the bolt handle.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14 Groza==&lt;br /&gt;
A stylized [[OTs-14 Groza]] with a shortened receiver was added to the game in Season 1. It is anachronistic, as the real weapon was produced in 1992. It feeds from 5.45x39mm style magazines, something which is not confirmed to have existed on a real Groza, but is actually used on a Groza-inspired bullpup AK pistol developed in the late 2010s by US-based Bad Element Co. In contrast, its Warzone incarnation is stated to be chambered in &amp;quot;7.62 Soviet&amp;quot; (i.e. 7.62x39mm), and some of its muzzle attachments have &amp;quot;7.62&amp;quot; as part of their name.&lt;br /&gt;
&lt;br /&gt;
[[File:OTS-14.jpg|thumb|none|450px|OTs-14-4A-01 Groza - 9x39mm]]&lt;br /&gt;
[[File:Grozapreview BOCW.jpg|thumb|none|600px|The Groza in the battlepass preview screen. It isn't entirely clear why the weapon has been so heavily stylized, especially considering that one of the perks of adding a Groza to a game with other AKs is that you can re-use parts of their models (including more or less the entire receiver sans optic rail).]]&lt;br /&gt;
[[File:GrozaIdle BOCW.jpg|thumb|none|600px|The Groza in the hands of NATO operator Baker.]]&lt;br /&gt;
[[File:GrozaADS BOCW.jpg|thumb|none|600px|Looking through the Groza's iron sights. The rear sight notch is missing and the sights are misaligned.]]&lt;br /&gt;
[[File:GrozaInspect BOCW.jpg|thumb|none|600px|Inspecting the stylized Groza.]]&lt;br /&gt;
[[File:GrozaInspect2 BOCW.jpg|thumb|none|600px|Performing a chamber check, note the piston rod.]]&lt;br /&gt;
[[File:GrozaReload BOCW.jpg|thumb|none|600px|Removing the entirely fictional magazine.]]&lt;br /&gt;
[[File:GrozaReload2 BOCW.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:GrozaReload3 BOCW.jpg|thumb|none|600px|Performing an underhand charge. This would be impractical in reality, given the location of the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;RAI K-84&amp;quot;==&lt;br /&gt;
The &amp;quot;RAI K-84&amp;quot; (standing for &amp;quot;Reactorniy Avtomat-Izluchatel Kuhlklay-84&amp;quot;, translated &amp;quot;Reactor Automatic Radiator Kuhlklay-84&amp;quot;) is a &amp;quot;Wonder Weapon&amp;quot; in the Zombies map Firebase Z released during Season 1. It is based on an [[AK-74]] with the depiction of a milled receiver; such a configuration exists on the Waffen Werks WW-74M, a US-made semi-automatic rifle, though the in-game weapon has two rivets at the rear like the stamped receiver of a standard AK-74. It is fitted with an underbarrel &amp;quot;Vortex&amp;quot; grenade launcher called the &amp;quot;GP-6K2&amp;quot; and modeled after a [[GP-25]].&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:BOCW RAI K-84 1.jpg|thumb|none|600px|The &amp;quot;RAI K-84&amp;quot; as seen in the Firebase Z trailer.]]&lt;br /&gt;
[[File:BOCWRAIKHold.jpg|thumb|none|600px|Grumbling at the fact that Primis and Ultimis were replaced by literal nobodies, of which he is one of them, the Requiem Operator in Firebase Z consoles himself by looking at his shiny space AK. The jumbled mess of parts and components welded to a traditional assault rifle base at least backs up its designation as a prototype.]]&lt;br /&gt;
[[File:BOCWRAIKInspect.jpg|thumb|none|600px|Inspecting the magazine-shaped cell holder used to power the rifle, vaguely resembling the Kalash magazines in the ''Metro'' games. It would probably not be wise to place one's fingers anywhere near the cells in the magazine, considering they are actively and visually ''sparking''.]]&lt;br /&gt;
[[File:BOCWRAIKReload.jpg|thumb|none|600px|At least reloading the weapon shows more careful finger placement. As a bit of trivia, intel in the map notes that the RAI K-84 was based off of a &amp;quot;Generator Khaosa Zavoyski-45&amp;quot; weapon that was developed in-universe in WWII. This is a reference to the otherwise completely fictional &amp;quot;GKZ-45 Mark3&amp;quot; Wonder Weapon from the ''[[Call of Duty: Black Ops III]]'' map Gorod Krovi, implying the RAI K is a successor to it. This is backed up by it operating like a more powerful version of the GKZ; a powerful laser bolt firing weapon with a secondary, grenade-type fire that explodes when shot at with the former.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1==&lt;br /&gt;
The [[Steyr AUG A1]] appears in the game as the &amp;quot;AUG&amp;quot; and is classified as a &amp;quot;tactical rifle&amp;quot; in multiplayer. It incorrectly fires in three-round bursts, a feature of the much later (2005) AUG A3. Its foregrip is folded by default, but it can be unfolded via the &amp;quot;Field Agent foregrip&amp;quot;; it also has some rail-mounted foregrip options. Like the M16A2, the weapon boasts surprisingly high damage, able to kill enemies in a single burst at some range compared to the fully-automatic rifles.&lt;br /&gt;
&lt;br /&gt;
For some reason, Soviet troops use this weapon in the side-mission &amp;quot;Operation Red Circus,&amp;quot; which is incorrect.&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|450px|Steyr AUG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:AUGidle BOCW.jpg|thumb|none|600px|The AUG A1 in service on an estate in the Hollywood Hills.]]&lt;br /&gt;
[[File:AUGADS BOCW.jpg|thumb|none|600px|Looking through the integral Swarovski scope. The offset backup iron sights are modelled correctly, but the reticle is incorrect.]]&lt;br /&gt;
[[File:AUGinspect1 BOCW.jpg|thumb|none|600px|Inspecting the rifle.]]&lt;br /&gt;
[[File:AUGinspect2 BOCW.jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:AUGEmpty BOCW.jpg|thumb|none|600px|The AUG is one of the few weapons in game to correctly track how many rounds are available in each mag, as can be seen with this empty magazine with follower visibly modeled. Unfortunately, ''Cold War'' does not model the last round bolt hold open mechanism that the IRL AUG A1 has.]]&lt;br /&gt;
[[File:AUGinspect3 BOCW.jpg|thumb|none|600px|Checking the ejection port.]]&lt;br /&gt;
[[File:AUGreload1 BOCW.jpg|thumb|none|600px|Removing the magazine during a reload.]]&lt;br /&gt;
[[File:AUGreload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:AUGreload3 BOCW.jpg|thumb|none|600px|Slapping the charging handle home.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A2===&lt;br /&gt;
Equipping any optical attachments turns the weapon into an anachronistic [[Steyr AUG A2|AUG A2]].&lt;br /&gt;
[[File:SteyrAUGSR.jpg|thumb|none|450px|Steyr AUG Special Receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[File:AUGA2gunsmithpreview BOCW.jpg|thumb|none|600px|The AUG A2 build.]]&lt;br /&gt;
&lt;br /&gt;
==VAHAN==&lt;br /&gt;
The [[VAHAN]], a somewhat obscure prototype Armenian assault rifle, was added in the 1.29 update; this makes ''BOCW'' the weapon's first known media appearance. The in-game version is somewhat stylized, and goes by the name &amp;quot;Vargo 52&amp;quot;; this presumably references the fact that design work on the project began in 1952 (with an earlier rifle called the &amp;quot;MBC-2&amp;quot;), though the VAHAN itself wasn't designed or built until 1992, making its in-game appearance anachronistic.&lt;br /&gt;
[[File:VAHAN.jpg|thumb|none|450px|VAHAN with Bushnell scope - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==XM16E1==&lt;br /&gt;
The fully-automatic [[XM16E1]] appears exclusively in the campaign. It is labeled &amp;quot;M16A1&amp;quot; in the HUD and on the magwell (though the pick-up text spells it with a lowercase &amp;quot;a&amp;quot;, for some reason), but it actually has the appearance of a 'faux' XM16E1, as seen in some movies where the guns are built from M16A1s. This is firstly evidenced by the combination of an XM16E1's 3-prong flash hider with an M16A1's full fence lower. The weapon also appears to have a chrome bolt carrier, which was present on the XM16E1, but not on the M16A1. For some reason, the XM16E1 has an anachronistic A2 pistol grip, while the XM4 has a A1 pistol grip.&lt;br /&gt;
&lt;br /&gt;
In a small though somewhat confusing detail, the receiver bears a forge code mark, C H. This would indicate a rifle with an upper receiver built from Harvey Aluminum billets, but this code would have been in use from the mid 1970s to the early 1980s, well after Vietnam and never on an actual XM16E1 (though M16A1s were made with this code). Due to the nature of the game's storyline, this could be justified as intentional anachronism, however. &lt;br /&gt;
&lt;br /&gt;
It appears in the two Vietnam flashback levels, as well as a few other missions where it is available alongside the M16A2. It is incredibly powerful, as the weapon's damage was balanced for occasional bursts rather than consistent fully-auto firing, made even easier with the game's rather controllable muzzle climb. It uses the same reloading animations as the M16A2, but has a different firing sound. It is also seen in the &amp;quot;Good Enough&amp;quot; calling card.&lt;br /&gt;
[[File:XM16E1.jpg|thumb|none|450px|Mockup of an XM16E1 rifle with 20-round magazine - 5.56x45mm NATO. This can be identified as a mockup by its full magazine fence and strengthened front pivot point, neither of which appeared on the XM16E1.]]&lt;br /&gt;
[[File:XM16E1 BOCW.jpg|thumb|none|600px|Bell holds an XM16E1 in a Vietnamese village.]]&lt;br /&gt;
[[File:BOCW-M16-2.jpg|thumb|none|600px|Note the full fence lower, indicating that this is not a true XM16E1.]]&lt;br /&gt;
&lt;br /&gt;
==XM177E1==&lt;br /&gt;
The [[XM177E1]], specifically the later model with a full fence lower, appears under the name &amp;quot;XM4&amp;quot;. It is depicted with a flat top, seeming to be the result of a chopped off carry handle with a bolted rail (which was done in the 1980s by Olympic Arms and some other manufacturers). It has an anachronistic rear sight which is a hybrid between the Troy Battle Sight and Midway Industries Flip Up Sight, and the flash hider has been altered to resemble an A1. It also appears to have been based on a civilian model, as it has semi-auto only selector markings (Fire/Safe).&lt;br /&gt;
&lt;br /&gt;
The weapon is wrapped in slings with a portion tucked behind the bolt catch like the &amp;quot;Commando&amp;quot; from the first ''[[Call of Duty: Black Ops|Black Ops]]'', although the default empty reload animation in this case correctly uses the charging handle instead of trying to hit the bolt release, which couldn't possibly work with a cloth strap tucked behind it (that said, some reload animations, like the jungle mags reload animation, still involve hitting the sling-padded bolt catch). Equipping any stock customization removes the sling wrap. Mounting optics removes the front sight but keeps the gas block.&lt;br /&gt;
&lt;br /&gt;
The XM4 designation is anachronistic for the time period of 1981, as the XM177 wouldn't be designated as &amp;quot;XM4&amp;quot; until 1983, and even then would be attached to an [[:File:XM4 Carbine &amp;amp; M16A2 (1982).jpg|improved model of the XM177E2]]. However, the “11.8” Ranger” give the weapon an 11.5 inch barrel making it the XM177E2. The A1 pistol grip is inaccurately depicted as being solid instead of hollow.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Black Tide&amp;quot; blueprint replaces the regular handguard with a carbine-length [[M203]] grenade launcher heat shield; it also has a yellow tiger stripe camouflage paint similar to the [[M79 grenade launcher|M79]] used by &amp;quot;The Roach&amp;quot; in ''[[Apocalypse Now]]''. The &amp;quot;Giantsbane&amp;quot; variant uses an anachronistic [[Z-M LR 300]] handguard and front sight (the LR 300 having been introduced in 2000). It is also seen in the &amp;quot;Reaper Of The Dead&amp;quot; calling card.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Inconspicuous&amp;quot; blueprint uses the M16A2's upper receiver, while retaining the XM177E1's earlier teardrop forward assist, however. It has an [[Olympic Arms OA-93]] style handguard with vents patterned after the Advanced Armament Corporation OMNI suppressor, an Israeli style elastic handguard band, what appears to be a faux suppressor, a tactical light, a stock cheek pad and a [[Talk:Call of Duty: Black Ops Cold War#SureFire MAG5-60|SureFire MAG5-60]] magazine. The &amp;quot;Fly Trap&amp;quot; blueprint has an A2 handguard, an A2 pistol grip, and an A2 forward assist. The &amp;quot;Ultimate Hunter&amp;quot; has an anachronistic quad rail handguard, a muzzle brake with a breach face, a scope with some cosmetic similarities to a Trijicon ACOG, and a collapsible stock modelled after various offerings from the late 2000's onwards. The 13.7” Takedown, and original SOCOM will make the weapon resembles to the current M4A1 Carbine, which is anachronistic. To make it more anachronistic.&lt;br /&gt;
&lt;br /&gt;
[[File:Colt 609-XM1771E1 Late.jpg|thumb|none|451px|Colt Model 609 / XM177E1 - 5.56x45mm NATO. This is a late model with a full fence lower.]]&lt;br /&gt;
[[File:Muzzle A1.jpg|thumb|none|350px|A1 &amp;quot;Birdcage&amp;quot; flash hider]]&lt;br /&gt;
[[File:XM177E1preview BOCW.jpg|thumb|none|600px|The XM177E1 in Gunsmith.]]&lt;br /&gt;
[[File:XM177E1Idle BOCW.jpg|thumb|none|600px|The XM177E1 wielded by CIA agent Russel Adler. Note the MACV-SOG patch on the sling, yet another throwback to the iconic ''Black Ops 1'' &amp;quot;Commando&amp;quot;.]]&lt;br /&gt;
[[File:XM177E1ADS BOCW.jpg|thumb|none|600px|Aiming down the sights at some communist concrete.]]&lt;br /&gt;
[[File:BOCW new XM4 sights.jpg|thumb|none|600px|The updated sights, which now block less of the screen. This was changed in Season 4 for a few other weapons too, including the QBZ and the Ak 5.]]&lt;br /&gt;
[[File:XM177E1Inspect BOCW.jpg|thumb|none|600px|Inspecting involves checking the magazine.]]&lt;br /&gt;
[[File:XM177E1Inspect2 BOCW.jpg|thumb|none|600px|Then tapping it against the magwell, reinserting the magazine, and performing a chamber check. The phrase &amp;quot;This is my rifle&amp;quot; can be seen marked on the ejection port's cover, a reference to the USMC's Rifleman's Creed.]]&lt;br /&gt;
[[File:XM177E1reload BOCW.jpg|thumb|none|600px|Note the animated bolt release catch, as well as an animated magazine release tab actuating as the player character ejects and inserts magazines.]]&lt;br /&gt;
[[File:XM177reload2 BOCW.jpg|thumb|none|600px|The last step for default reloads is a firm jerk of the charging handle.]]&lt;br /&gt;
[[File:BOCW Inconspicuous.jpg|thumb|none|600px|The &amp;quot;Inconspicuous&amp;quot; variant as seen the Warzone preview.]]&lt;br /&gt;
[[File:Pseudo-M4A1.jpg|thumb|none|600px|The &amp;quot;Ultimate Hunter&amp;quot; variant with some attachments to become a psuedo-M4A1 Carbine&lt;br /&gt;
 as seen the Black Ops Cold War preview]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International PM/AW Hybrid==&lt;br /&gt;
The &amp;quot;LW3 - Tundra&amp;quot; is a hybrid of the [[Accuracy International Arctic Warfare series#Accuracy International Precision Marksman|Accuracy International Precision Marksman]] and the [[Accuracy International Arctic Warfare series#Accuracy International Arctic Warfare|Arctic Warfare]], along with some fictional elements. It has a Precision Marksman-style stock, and lacks a finger cutout in the magwell like this model, but has the safety of an Arctic Warfare (incorrectly set to the rear position, which would lock the bolt and the trigger), as well as an adjustable cheek pad and a flash hider like the latter. Curiously enough, it also uses Picatinny rails like the AW, but with a PM-like scope mount and backup rear sight used on it. The rifle is mildly anachronistic, as the Precision Marksman wasn't developed until 1982 and the Arctic Warfare wasn't developed until 1988, while the campaign takes place in 1981 and multiplayer takes place between 1981-1985. The name Tundra suggests it was intended to be based off of the Artic Warfare, but they went with PM elements to keep it to the multiplayer's time period.&lt;br /&gt;
&lt;br /&gt;
[[File:L96A1G.jpg|thumb|none|450px|Accuracy International PM - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International AW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:AccuracyInternationalAW-PMpreview BOCW.jpg|thumb|none|600px|The hybrid Accuracy International rifle in Gunsmith.]]&lt;br /&gt;
[[File:AW-PMidle BOCW.jpg|thumb|none|600px|The hybrid Accuracy International rifle on a Miami Beach boardwalk.]]&lt;br /&gt;
[[File:AW-PMinspect BOCW.jpg|thumb|none|600px|Initiating the inspect animation.]]&lt;br /&gt;
[[File:AW-PMreload BOCW.jpg|thumb|none|600px|Good view of the other side.]]&lt;br /&gt;
[[File:AW-PMreload2 BOCW.jpg|thumb|none|600px|Taking out the magazine.]]&lt;br /&gt;
[[File:AW-PMreload3 BOCW.jpg|thumb|none|600px|Chambering new 7.62x51mm round.]]&lt;br /&gt;
[[File:AW-PMreload4 BOCW.jpg|thumb|none|600px|Ready to go.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M82A1M==&lt;br /&gt;
The [[Barrett M82A1M]] appears in the game as the &amp;quot;M82&amp;quot;. It is anachronistic to the game, since it was developed in the 1990s; the original M82 would be more accurate for some multiplayer maps. To balance out its semiautomatic firing mode, the M82A1M is comically the ''weakest'' sniper rifle in terms of per-shot damage, not even able to break the bulletproof armor scorestreak in one shot. Due to the lack of a Soviet sniper rifle, the Soviet forces use the Barrett as their sniper, which is incorrect.&lt;br /&gt;
[[File:Barrett M82A1M.jpg|thumb|none|450px|Barrett M82A1M - .50 BMG]]&lt;br /&gt;
[[File:M82preview BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:M82idle BOCW.jpg|thumb|none|600px|The M82A1M in Miami.]]&lt;br /&gt;
[[File:M82inspect BOCW.jpg|thumb|none|600px|Inspecting the M82A1M.]]&lt;br /&gt;
[[File:M82inspect2 BOCW.jpg|thumb|none|600px|Brass check.]]&lt;br /&gt;
[[File:M82inspect3.jpg|thumb|none|600px|Note the &amp;quot;MOD 82A1&amp;quot; stamped on the magwell.]]&lt;br /&gt;
&lt;br /&gt;
==Mechem NTW-20==&lt;br /&gt;
The [[Mechem NTW-20]] was added in the Season 2 Reloaded update as the &amp;quot;ZRG 20mm&amp;quot;. It is heavily stylized and fitted with a PSO-1 scope with incorrect reticle by default. It is also far shorter than the real weapon, making the weapon shorter then the in-game Barrett M82A1M, despite the NTW-20 being roughly twice the length of the Barrett. It is anachronistic by more than a decade (1998) and is set up for left-handed use, with the magazine and bolt handle on the right and left side respectively, opposite what it should be.&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Mechem NTW-20 - 20x82mm MG151]]&lt;br /&gt;
[[File:Svu.jpg|thumb|none|450px|SVU Dragunov - 7.62x54mmR, image used to show PSO-1 scope.]]&lt;br /&gt;
[[File:NTW20gunsmithpreview BOCW.jpg|thumb|none|600px|The &amp;quot;ZRG 20mm&amp;quot; in Gunsmith preview. Note the oversized PSO-1 and short appearance.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 700PSS==&lt;br /&gt;
The [[Remington 700PSS]] appears as the &amp;quot;Pelington 703&amp;quot;, complete with a permanently attached Harris bipod (which can be deployed by equipping the &amp;quot;Front Grip&amp;quot; or &amp;quot;Bipod&amp;quot; underbarrel attachments). Like the M40 and R700 rifles in ''[[Call of Duty 4: Modern Warfare]]'', it is reloaded with individual rounds. It is anachronistic for the game as it was designed in 1986 while the 80s segments of ''Black Ops Cold War'' take place in 1981-1985; the scope also mounts on an anachronistic rail. It also appears in Bell's Vietnam War false flashbacks, fitted with a wooden stock and is depicted as being used by the US troops, though it is likely standing in for a standard Remington 700 in this case. Its Warzone incarnation is stated to use .308 ammunition (most likely Winchester).&lt;br /&gt;
&lt;br /&gt;
[[File:RemingtonPSS700.jpg|thumb|none|450px|Remington 700PSS with Leupold Mark 4 scope and Harris bipod - .300 Win Mag]]&lt;br /&gt;
[[File:R700PSSpreview BOCW.jpg|thumb|none|600px|The Remington 700 in Gunsmith.]]&lt;br /&gt;
[[File:R700idle BOCW.jpg|thumb|none|600px|The Remington 700PSS in service in Soviet Uzbekistan.]]&lt;br /&gt;
[[File:R700inspect BOCW.jpg|thumb|none|600px|Turning the gun over to read the engraved &amp;quot;Pelington&amp;quot; manufacturer branding, which is very clearly meant to evoke the Remington trade dress on the real Remington 700.]]&lt;br /&gt;
[[File:R700inspect2 BOCW.jpg|thumb|none|600px|Inspecting the Remington 700 involves a very elaborate animation, where the player character will eject a live round...]]&lt;br /&gt;
[[File:R700inspect3 BOCW.jpg|thumb|none|600px|Catching it in their right hand...]]&lt;br /&gt;
[[File:R700inspect4 BOCW.jpg|thumb|none|600px|Then slipping it back into the chamber and sending the bolt into battery.]]&lt;br /&gt;
[[File:R700reload BOCW.jpg|thumb|none|600px|Reloading is done with individual rounds.]]&lt;br /&gt;
[[File:CODBOCWWoodsSniper1.jpeg|thumb|none|600px|Woods holding the sniper rifle in a promotional image.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==CETME Ameli==&lt;br /&gt;
The late NB model [[CETME Ameli]] was added in Season 4. It is inaccurately fitted with an early NA variant flash hider. It appears under the Spanish Army's designation &amp;quot;MG 82&amp;quot;.&lt;br /&gt;
[[File:CetmeAmeli556.jpg|thumb|none|450px|CETME Ameli (late NB model) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Amelipreview BOCW.jpg|thumb|none|600px|The CETME Ameli in the battlepass preview screen. Note the MG42 like conical muzzle from the early NA variant. Fitting this one to an NB model is dubious as the NA muzzle is part of the barrel shroud while the NB straight flash hider is part of the barrel.]]&lt;br /&gt;
[[File:AmeliIdle BOCW.jpg|thumb|none|600px|The CETME Ameli in the hands of NATO operator Baker, onboard a luxury yacht.]]&lt;br /&gt;
[[File:AmeliADS BOCW.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AmeliInspect1 BOCW.jpg|thumb|none|600px|Inspecting the Spanish LMG.]]&lt;br /&gt;
[[File:AmeliInspect2 BOCW.jpg|thumb|none|600px|The other side.]]&lt;br /&gt;
[[File:AmeliReload1 BOCW.jpg|thumb|none|600px|Reloading by racking the charging handle.]]&lt;br /&gt;
[[File:AmeliReload2 BOCW.jpg|thumb|none|600px|Opening the top cover.]]&lt;br /&gt;
[[File:AmeliReload3 BOCW.jpg|thumb|none|600px|Replacing the ammo box.]]&lt;br /&gt;
[[File:AmeliReload4 BOCW.jpg|thumb|none|600px|And inserting a fresh belt into the feed tray.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
A handheld [[M134 Minigun]] is featured in the game. It is shown with a 4-flange barrel clamp (like an original General Electric M134) combined with a Dillon Aero flash hider. It is obtainable in the campaign mission &amp;quot;The Final Countdown&amp;quot;, under the name &amp;quot;M134 Minigun&amp;quot;. It was later added to multiplayer and Zombies in Season 2 as the &amp;quot;Death Machine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It also appears mounted on helicopters, including the &amp;quot;Chopper Gunner&amp;quot; scorestreak in multiplayer, and as part of the &amp;quot;Sentry Turret&amp;quot; scorestreak. A helicopter-mounted version can be used by Bell during a setpiece in &amp;quot;Fracture Jaw&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|450px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M134deathmachine BOCW.jpg|thumb|none|600px|The &amp;quot;Death Machine&amp;quot; in the scorestreak selection menu. This configuration resembles the airsoft Classic Army M134-A2 CO2/HPA.]]&lt;br /&gt;
[[File:BOCW-Minigun-1.jpg|thumb|none|600px|The M134 at the far right, in both door and subsystem mounts. Note that ''Black Ops Cold War'' continues the ''Modern Warfare'' trend of fictionalizing its vehicles, evident by the addition of backwards Pave Low style air intakes and overall stylized appearance of the faux Huey.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Death Machine&amp;quot; (Dead Ops Arcade 3)===&lt;br /&gt;
The &amp;quot;Death Machine&amp;quot; model from ''[[Call of Duty: Black Ops III]]'', a futuristic man-portable rotary gun based on the [[General Dynamics GAU-19/A]], appears exclusively as a power-up in the Zombies map Dead Ops Arcade 3: Rise of the Mamaback.&lt;br /&gt;
&lt;br /&gt;
[[File:GAU19.jpg|thumb|none|450px|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The [[M60 machine gun|M60]] is one of the machine guns in ''BOCW''; it is the original model, as opposed to the M60E3 featured in past games.&lt;br /&gt;
&lt;br /&gt;
A mounted version can also be found in &amp;quot;End of the Line&amp;quot;. It is also seen in the &amp;quot;Harvest Time&amp;quot; calling card.&lt;br /&gt;
[[File:M60GPMG.jpg|thumb|none|450px|M60 gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M60preview BOCW.jpg|thumb|none|600px|The M60 in Gunsmith. The belt box only holds 75 rounds by default instead of 100, though it has a correct capacity in Warzone.]]&lt;br /&gt;
[[File:M60idle BOCW.jpg|thumb|none|600px|The M60 in the lobby of a fancy Miami Beach hotel.]]&lt;br /&gt;
[[File:M60ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:M60inspect BOCW.jpg|thumb|none|600px|Woods holds the M60 up in the inspect animation.]]&lt;br /&gt;
[[File:M60inspect2 BOCW.jpg|thumb|none|600px|Getting a good look at the ammo box, note the rounds in the belt appear to have struck primers.]]&lt;br /&gt;
[[File:M60inspect3 BOCW.jpg|thumb|none|600px|Checking out the charging handle and link ejection port.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-1-Pull.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-2-Push.jpg|thumb|none|600px|Pushing it back into position.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-3-ThrowCasings.jpg|thumb|none|600px|After the cover is opened, the remaining M13 belt link is swiped away. This is the only difference between an empty and partially-empty reload.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-4-BoxRemove.jpg|thumb|none|600px|Removing the ammo box.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-5-BoxNew.jpg|thumb|none|600px|Inserting a full ammo box into its hang slit.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-6-AlignBullets.jpg|thumb|none|600px|Aligning the belt.]]&lt;br /&gt;
[[File:COD-BOCW-M60-Reload-7-LidClose.jpg|thumb|none|600px|Closing the M60's cover lid. Using fast mags produces a different reloading animation where the cover isn't flipped up, and the belt is instead pushed into the gun, which is then charged twice to put the round in place.]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
The [[RPD]] appears under its real name, with an incorrect disintegrating ammunition belt. The &amp;quot;Fast Mag&amp;quot; reload animation shows the RPD reload in a unique manner by having the new belt pulled through the closed top cover, whereas the default reload involves using the feed tray cover.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it is used by Soviet forces in 1981, at a time when it had already been phased out in favor of the [[PKM]] and the [[RPK-74]].&lt;br /&gt;
&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:RPDpreview BOCW.jpg|thumb|none|600px|The RPD in Gunsmith. It only holds 50 rounds (formerly 75) by default instead of 100 in its belt container.]]&lt;br /&gt;
[[File:RPDidle BOCW.jpg|thumb|none|600px|The RPD in use on a Nicaraguan cartel plantation.]]&lt;br /&gt;
[[File:RPDADS BOCW.jpg|thumb|none|600px|Looking through the iron sights.]]&lt;br /&gt;
[[File:RPDinspect BOCW.jpg|thumb|none|600px|Inspecting the RPD.]]&lt;br /&gt;
[[File:RPDinspect2 BOCW.jpg|thumb|none|600px|Turning the RPD over.]]&lt;br /&gt;
[[File:RPDreload BOCW.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:RPDreload2 BOCW.jpg|thumb|none|600px|Lifting the dust cover.]]&lt;br /&gt;
[[File:RPDreload3 BOCW.jpg|thumb|none|600px|Feeding the new ammo belt in.]]&lt;br /&gt;
[[File:BOCW-RPD-1.jpg|thumb|none|600px|Adler and Belikov brandish RPDs as they prepare to shoot their way out of KGB headquarters.]]&lt;br /&gt;
&lt;br /&gt;
==Stoner 63A==&lt;br /&gt;
The [[Stoner 63A]] is available in-game. Its in-game configuration primarily matches the Commando configuration, feeding from the right and featuring a bottom cocking handle. By default, it has a long barrel generally associated with the LMG configuration, though it can be modified with a Commando barrel via the “16&amp;quot; SOR Cut Down” attachment; this is a rather strange name, given that the Commando-length barrel was a factory option. A few Soviet heavies in the campaign are seen using these instead of the more faction-appropriate RPD.&lt;br /&gt;
&lt;br /&gt;
The gun can use a 100-round drum modeled after the real gun's left-feeding 100-round drum, mirrored to feed from the right instead of the left (and also featuring some cosmetic differences). The gun also has a fictional 125-round box option.&lt;br /&gt;
[[File:Stoner 63A Commando Right Feed.jpg|thumb|none|450px|Stoner 63A, Commando configuration (Mark 23 Mod 0) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Stoner 63 LMG.jpg|thumb|none|450px|Stoner 63, light machine gun configuration (XM207) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Stoner63preview BOCW.jpg|thumb|none|600px|The Stoner 63 in Gunsmith. Like the M60, it only holds 75 rounds by default instead of 100 in its belt box.]]&lt;br /&gt;
[[File:Stoner63idle BOCW.jpg|thumb|none|600px|The Stoner 63 in Nuketown.]]&lt;br /&gt;
[[File:Stoner63ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Stoner63inspect BOCW.jpg|thumb|none|600px|Initiating inspect animation.]]&lt;br /&gt;
[[File:Stoner63inspect2 BOCW.jpg|thumb|none|600px|Checking the right hand side.]]&lt;br /&gt;
[[File:Stoner63reload BOCW.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Stoner63reload2 BOCW.jpg|thumb|none|600px|Taking out the ammo box.]]&lt;br /&gt;
[[File:Stoner63reload3 BOCW.jpg|thumb|none|600px|Inserting a fresh ammo box.]]&lt;br /&gt;
[[File:Stoner63reload4 BOCW.jpg|thumb|none|600px|Taking the new belt of 5.56x45mm. Like the RPD and the M60, the Fast Mags reload animation shows the belt being pulled through the gun rather than put into the gun after flipping up the feed tray cover.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==FIM-43 Redeye==&lt;br /&gt;
The [[FIM-43 Redeye]] appears under the name &amp;quot;Cigma 2&amp;quot;. Despite being a dedicated MANPADS in reality, the weapon can still be fired even without a lock-on and against ground targets.&lt;br /&gt;
[[File:FIM-43 Redeye display.jpg|thumb|none|450px|Dummy FIM-43 Redeye Block I/II with sling - 70mm]]&lt;br /&gt;
[[File:FIM43preview BOCW.jpg|thumb|none|600px|The Redeye in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
The &amp;quot;RAI K-84&amp;quot; wonder weapon in Zombies is fitted with an underbarrel &amp;quot;Vortex&amp;quot; grenade launcher, called the &amp;quot;GP-6K2&amp;quot; and taking the form of a [[GP-25]].&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:BOCWGP6K2.jpg|thumb|none|600px|The Requiem Operator readies his Vortex launcher. Rather than relying on its own source of ammunition, the launcher instead takes ten shots from the magazine every time it is fired.]]&lt;br /&gt;
[[File:BOCWRAIKReload.jpg|thumb|none|600px|Wires between the launcher and the main body of the gun can be better seen while reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Hawk MM1 grenade launcher==&lt;br /&gt;
The [[Hawk MM1 grenade launcher]] appears as the &amp;quot;War Machine&amp;quot; scorestreak. Bell wields one that somehow manages to hold 36 rounds in one of the final missions of the campaign.&lt;br /&gt;
[[File:MM1.jpg|thumb|none|400px|Hawk MM1 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:HawkMM1scorestreakmenu BOCW.jpg|thumb|none|600px|The Hawk MM1 in the scorestreak selection menu.]]&lt;br /&gt;
[[File:BOCW MM-1 Beta.jpg|thumb|none|600px|The MM1 as seen in the beta. Lacking sights of any sort, the MM1's &amp;quot;aiming&amp;quot; animation consists of simply zooming in the user's view slightly.]]&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
The [[M79 grenade launcher]] is one of the launchers in the game. It appears in the missions &amp;quot;End of the Line&amp;quot; and the false Vietnam flashback mission &amp;quot;Desperate Measures,&amp;quot; as well as &amp;quot;Redlight, Greenlight&amp;quot; as part of an easter egg.&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|400px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:M79preview BOCW.jpg|thumb|none|600px|The M79.]]&lt;br /&gt;
[[File:M79idle BOCW.jpg|thumb|none|600px|The M79 in Nuketown.]]&lt;br /&gt;
[[File:M79ADS BOCW.jpg|thumb|none|600px|Looking down the ladder sight.]]&lt;br /&gt;
[[File:M79inspect BOCW.jpg|thumb|none|600px|The inspect animation for the M79 is very simple, with the player character turning it over from left to right.]]&lt;br /&gt;
[[File:M79inspect2 BOCW.jpg|thumb|none|600px|The other side.]]&lt;br /&gt;
[[File:M79reload BOCW.jpg|thumb|none|600px|Ejecting the spent 40mm casing.]]&lt;br /&gt;
[[File:M79reload2 BOCW.jpg|thumb|none|600px|Reloading with another round.]]&lt;br /&gt;
[[File:M79reload3 BOCW.jpg|thumb|none|600px|Flipping the breech shut.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is one of the launchers in ''BOCW''.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RPG7preview BOCW.jpg|thumb|none|600px|The RPG-7 in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==F-1 Hand Grenade==&lt;br /&gt;
Several multiplayer character skins have unusable [[F-1 Hand Grenade]]s attached to the belt.&lt;br /&gt;
[[Image:deactivated f1.jpg|thumb|none|350px|F-1 High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[File:BOCW-ArtistF1Grenade.jpg|thumb|none|600px|The &amp;quot;Artist&amp;quot; skin for the operator Portnova from season 2 in-game.]]&lt;br /&gt;
[[File:BOCW-F1Grenade1.jpg|thumb|none|600px|The &amp;quot;Violent Nature&amp;quot; skin in-game.]]&lt;br /&gt;
[[File:BOCW-F1Grenade2.jpg|thumb|none|600px|The &amp;quot;Meltdown&amp;quot; skin in-game.]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is carried by US soldiers in Vietnam in the campaign. M18s with inverted color scheme are also carried by Naga. On the 2021 released map &amp;quot;Apocalypse&amp;quot;, several M18s with purple smoke lying around the ruins.&lt;br /&gt;
[[File:M18yellow actual.jpg|thumb|none|150px|M18 smoke grenade, yellow]]&lt;br /&gt;
[[File:BOCW-M18-Smoke-1.jpg|thumb|none|600px|An M18 with an incorrect &amp;quot;WHITE&amp;quot; marking on a soldier.]]&lt;br /&gt;
[[File:BOCW-M18-Smoke-2.jpg|thumb|none|600px|An unusable unprimed M18 releasing endless, incorrectly-colored smoke.]]&lt;br /&gt;
[[File:AmericanSniperANM8.jpg|thumb|none|250px|Screen-used stunt AN/M8 smoke grenade (Marc Lee's; with a foam magazine) from ''[[American Sniper]]''. Image used to illustrate Naga's inverted color M18 grenades.]]&lt;br /&gt;
&lt;br /&gt;
==M26 hand grenade==&lt;br /&gt;
What appears to be an [[M26 hand grenade]] is carried by Woods in promotional media. The &amp;quot;Wrecking Ball&amp;quot; skin has an unusable M26 hanging from his belt.&lt;br /&gt;
[[File:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW-M26Grenade1.jpg|thumb|none|600px|The &amp;quot;Wrecking Ball&amp;quot; skin in-game.]]&lt;br /&gt;
&lt;br /&gt;
==M34 White Phosphorous grenade==&lt;br /&gt;
The [[M34 White Phosphorous grenade]] appears as the &amp;quot;Smoke Grenade&amp;quot;.&lt;br /&gt;
[[File:M34 2-1-.jpg|thumb|none|150px|M34 White Phosphorous grenade.]]&lt;br /&gt;
[[File:BOCW M34 WP.jpg|thumb|none|600px|The &amp;quot;Smoke Grenade&amp;quot; in the loadout.]]&lt;br /&gt;
&lt;br /&gt;
==M67 hand grenade==&lt;br /&gt;
The [[M67 hand grenade]] appears as the &amp;quot;Frag&amp;quot;. It is also depicted on the &amp;quot;Quartermaster&amp;quot; perk.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 fragmentation grenade.]]&lt;br /&gt;
[[File:BOCW M67.jpg|thumb|none|600px|A M67 frag grenade in the &amp;quot;Lethal&amp;quot; equipment section.]]&lt;br /&gt;
&lt;br /&gt;
==M83 smoke grenade==&lt;br /&gt;
An anachronistic M83 instead of the period-appropriate AN/M8 HC smoke grenades are carried by Sims and US troops in &amp;quot;Fracture Jaw&amp;quot;.&lt;br /&gt;
[[File:M87.JPG|thumb|none|200px|M83 TA smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
An [[M84 stun grenade]] is carried by Woods in the campaign and is seen in cinematics. The same fictionalized M84 from ''Modern Warfare'' is also carried by multiplayer operator Zeyna. It is anachronistic as it was used from 1995 in reality.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:BOCW M1911 trailer silencer.jpg|thumb|none|600px|M84 stun grenades seen in the arsenal of a Perseus team in the multiplayer reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 hand grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is seen in the key art for the game's beta.&lt;br /&gt;
[[file:MK2 grenade DoD.jpg|thumb|150px|none|Mk 2 hand grenade]]&lt;br /&gt;
[[File:COD CWBO Beta Key Art.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MK3A2 offensive hand grenade==&lt;br /&gt;
The [[MK3 offensive hand grenade|MK3A2]] concussion grenade appears as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
[[File:MK3A2.jpg|thumb|none|150px|MK3A2 offensive hand grenade]]&lt;br /&gt;
[[File:BOCW Mk3A2.jpg|thumb|none|600px|The MK3A2 as seen in the loadout section.]]&lt;br /&gt;
&lt;br /&gt;
==Rheinmetall MK13 Mod 0 BTV-EL flash grenade==&lt;br /&gt;
MK 13 flashbang grenades are carried by US troops in cutscenes and are seen on the default skins for multiplayer operators Adler and Song and Naga's &amp;quot;Warlord&amp;quot; skin. Most likely anachronistic.&lt;br /&gt;
[[File:MK13 Mod 0 BTV-EL.jpg|thumb|none|200px|Rheinmetall MK13 Mod 0 BTV-EL flash grenade]]&lt;br /&gt;
[[File:BOCW Adler M18.jpg|thumb|none|600px|Adler with an MK 13 flashbang on his belt.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgrante==&lt;br /&gt;
Seven unusable [[Model 24 Stielhandgranate]]s can be seen on the &amp;quot;Die Maschine&amp;quot; Zombies map, right behind the Kingtiger tank.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|350px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW-Stielhandgrante1.jpg|thumb|none|600px|Looking at &amp;quot;potato mashers&amp;quot;.]]&lt;br /&gt;
[[File:BOCW-Stielhandgrante2.jpg|thumb|none|600px|Closer view of three stick grenades, it appears that the model is reused from ''Black Ops III'' and ''Black Ops 4''.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5==&lt;br /&gt;
Unusable [[RGD-5]] grenades are visible on the harness of multiplayer operators Portnova and Garcia and on Naga's &amp;quot;Warlord&amp;quot; skin.&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|160px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW Garcia grenades.jpg|thumb|none|600px|Garcia's character model on the beta's main multiplayer screen.]]&lt;br /&gt;
&lt;br /&gt;
==RG-42==&lt;br /&gt;
Also seen hanging on Garcia's belt is an [[RG-42 hand grenade]].&lt;br /&gt;
[[File:RG-42 HG.jpg|thumb|none|160px|RG-42 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW Garcia grenades.jpg|thumb|none|600px|The RG-42 is just barely visible on Garcia's belt, by his left hip.]]&lt;br /&gt;
&lt;br /&gt;
==Simulator Hand Grenade M116A1==&lt;br /&gt;
The [[M116A1 training grenade|Simulator Hand Grenade M116A1]] appears as the &amp;quot;Flashbang&amp;quot;. In reality, this is a training grenade and not an actual combat device.&lt;br /&gt;
[[File:M116a1pullcord.jpg|thumb|none|300px|Simulator Hand Grenade M116A1 with pullcord fuse]]&lt;br /&gt;
[[File:M116A1Flashbang BOCW.jpg|thumb|none|600px|The M116A1 in the operator loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==TM-46 anti-tank mine==&lt;br /&gt;
A cosmetically modified [[TM-46 anti-tank mine]] appears as the &amp;quot;Proximity Mine&amp;quot; field upgrade.&lt;br /&gt;
[[File:Tm-46.jpg|thumb|none|450px|TM-46 anti-tank mine]]&lt;br /&gt;
[[File:BOCW Prox Mine.jpg|thumb|none|600px|The Proximity Mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Type 67 Stick Grenade==&lt;br /&gt;
Several unusable Chinese [[Type 67 stick grenade|Type 67 Grenades]] are seen on the Vietcong guerillas found in the campaign. In the multiplayer, an operator skin for Baker can be purchased with Season 2, which also has two Type 67 Stick Grenades attached to the belt.&lt;br /&gt;
[[File:Type67Grenade.jpg|thumb|none|350px|Type 67 High-Explosive Fragmentation stick grenade]]&lt;br /&gt;
[[File:BOCW-Type67grenade.jpg|thumb|none|600px|Bell looks at a dead Vietcong fighter.]]&lt;br /&gt;
[[File:BOCW-Type67grenade2.jpg|thumb|none|600px|The &amp;quot;Last One Standing&amp;quot; skin in-game.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==8.8 cm Flak 37==&lt;br /&gt;
Bell destroys several Flak 37s in &amp;quot;The Final Countdown&amp;quot;. It is inaccurately depicted as being mounted on Czechoslovakian type carriage and mount.&lt;br /&gt;
[[Image:FlaK37.jpg|thumb|none|400px|8.8 cm FlaK 37 (note the pointer dials, the rectangular boxes on the side of the gun cradle with two circles) - 88x571mm R]]&lt;br /&gt;
[[File:BOCW-Flak1.jpg|thumb|none|600px|In a truly Bond villain fashion, &amp;quot;Perseus&amp;quot; have mated the poor Flak 37 to a [http://www.frajasw.cz/gallery/lizard/pldvk_vz_53/pldvk_vz_53.html Czechoslovakian towed 30-mm anti-aircraft installation ZK.453].]]&lt;br /&gt;
[[File:BOCW-Flak2.jpg|thumb|none|600px|As evident from this image, the combination of a much larger Flak 37 with the ZK.453 carriage is dubious to work in reality as the latter is obviously designed for a smaller weapon.]]&lt;br /&gt;
&lt;br /&gt;
==30mm ZK.453==&lt;br /&gt;
In &amp;quot;Red Light, Green Light&amp;quot;, some 30mm ZK.453 anti-aircraft guns can be seen.&lt;br /&gt;
[[File:BOCW-AAZK1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
Five bent [[Browning M2 Aircraft]] Machine Guns in fixed and flexible mount are seen on a crashed Boeing B17 &amp;quot;Flying Fortress&amp;quot; on the Zombies map &amp;quot;Die Maschine&amp;quot;. This bomber is first seen during the &amp;quot;Nacht der Untoten&amp;quot; cutscene from ''[[Call of Duty: World at War|World at War]]''.&lt;br /&gt;
[[File:M2aircraft.jpg|thumb|none|450px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:M2 aircraft flexible.jpg|thumb|none|450px|Browning M2 Aircraft, flexible - .50 BMG]]&lt;br /&gt;
[[File:BOCW-BM2Air.jpg|thumb|none|600px|Looking at the top turret with two mounted Brownings.]]&lt;br /&gt;
[[File:BOCW-BM2Air1.jpg|thumb|none|600px|The barrel of a waist gunner position.]]&lt;br /&gt;
[[File:BOCW-BM2Air2.jpg|thumb|none|600px|A rear view of the same MG inside the bomber shows the spade grips of the flexible Browning variant. The last two MGs of the tail gunner position can be seen outside the map.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
[[Browning M2HB]]s are mounted on M1 Abrams tanks.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:M242 25mm gun.jpg|thumb|none|450px|M242 Bushmaster chaingun - 25mm]]&lt;br /&gt;
[[File:BOCW-M2HB1.jpg|thumb|none|600px|It appears that the M2HB has also been fictionalized somewhat, because &amp;quot;legal reasons&amp;quot;. Among these fictionalizations are reinforcing ribs added at the front of the receiver, an extension to the receiver that separates the receiver and the barrel shroud and also mounts the front sight, the barrel shroud only having 3 vent holes instead of 4 (none of which are actually modeled, but textured onto the gun) and also being bottlenecked similar to an [[M242 Bushmaster chaingun]], and lightening cuts added to the top cover. The Abrams tank it is mounted to is the M1A1 variant, easily identified by the different profile of the bore evacuator on the M256 120mm cannon and the lack of the M1A2's thermal viewer for the commander; the M1A1 Abrams is anachronistic to this level, set in 1983, as the M1A1 was only accepted into service some time between 1985 and 1986.]]&lt;br /&gt;
[[File:BOCW-M2HB2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==DShKM Heavy Machine Gun==&lt;br /&gt;
A [[DShK Heavy Machine Gun|DShKM Heavy Machine Gun]] appears to be mounted gunboats, tanks and bunkers in multiplayer and also on the ''Slava''-class, and inappropriately, the ''Ticonderoga''-class cruisers on the map Armada. It can be used in the campaign mission &amp;quot;Redlight, Greenlight&amp;quot;, mounted on an APC.&lt;br /&gt;
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
==General Electric M61 Vulcan==&lt;br /&gt;
F-14A Tomcats, armed with [[M61 Vulcan]] cannons, are seen taking off from a ''Nimitz''-class carrier in the reveal trailer. The carrier also sports Vulcan cannons in CIWS installations.&lt;br /&gt;
[[File:M61vulcan.jpg|thumb|none|450px|GE M61 Vulcan Cannon - 20x102mm]]&lt;br /&gt;
[[File:Phalanx.jpg|thumb|none|400px|Phalanx Block 1 CIWS - 20x102mm]]&lt;br /&gt;
[[File:BOCW Nimitz Carrier.jpg|thumb|none|600px|A Tomcat launching into the danger zone from the supercarrier, with CIWS visible on both sides of the bow.]]&lt;br /&gt;
&lt;br /&gt;
==M40 Recoilless Rifle==&lt;br /&gt;
The [[M40 Recoilless Rifle]] is seen on jeeps inside Camp Haskins.&lt;br /&gt;
[[File:M40 Type 73 jeep mount.jpg|thumb|none|400px|M40 Recoilless Rifle (Licensed in Japan as the Type 60) mounted on Type 73 Kyu jeep - 106mm Rocket]]&lt;br /&gt;
[[File:BOCW-M40Recoilless.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The Panzerkampfwagen VI Ausf. B Tiger II &amp;quot;Königstiger&amp;quot; heavy tank on the &amp;quot;Die Maschine&amp;quot; Zombies map has a hull-mounted [[MG34]].&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BOCW-MG34Panzerlauf.jpg|thumb|none|600px|The hull-mounted MG34. It appears that the weapon plus the entire tank model are reused from ''Black Ops III''.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
An [[MG42]] with a drum magazine appears only as an emplaced weapon in the Vietnam War flashback mission &amp;quot;Fracture Jaw&amp;quot;. It is confirmed that the MG34 was used in Vietnam as military aid from the Soviet Union which had captured stockpiles from WWII thus the appearance of the MG42 in this context is also plausible.&lt;br /&gt;
[[File:mg42drummag.jpg|thumb|none|450px|MG42 with drum magazine - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BOCW-MG42-1.jpg|thumb|none|600px|An MG42 in Vietnam. It appears that the model is lifted from ''Black Ops III''.]]&lt;br /&gt;
[[File:BOCW-MG42-2.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
&lt;br /&gt;
==Yakushev-Borzov Yak-B==&lt;br /&gt;
A [[Yakushev-Borzov Yak-B]] is mounted on in-game Hind-D attack helicopters.&lt;br /&gt;
[[File:Mil Mi-24D Yak-B closeup.jpg|thumb|none|400px|Closeup of Yakushev-Borzov Yak-B mounted on Mi-24 Hind-D - 12.7x108mm]]&lt;br /&gt;
[[File:YakB Hind BOCW.jpg|thumb|none|600px|The chin-mounted Yak-B as seen in the vehicle customization menu in Cold War.]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-23==&lt;br /&gt;
The &amp;quot;VTOL Escort&amp;quot; (Modeled after the Yak-38) has two [[Gryazev-Shipunov GSh-23]] autocannons mounted in underwing UPK-23 gunpods. While the pod itself is correctly modeled, it is incorrectly depicted as a flexible aiming system (independent from the Yak's nose direction) due to gameplay reasons and controls. It is also seen mounted with an NPPU-23 helicopter turret inaccurately onto a Mi-8 helicopter piloted by Kravchenko in &amp;quot;Mauer Der Toten&amp;quot;.&lt;br /&gt;
[[File:GSh-23-2.jpg|thumb|none|400px|Grayzev-Shipunov GSh-23 with ammo belt - 23x115mm]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==150 lb Crossbow==&lt;br /&gt;
A 150 lb crossbow similar to those by Velocity Archery and Wizard Archery appears as the &amp;quot;R1 Shadowhunter&amp;quot;. Those designs are most likely anachronistic.&lt;br /&gt;
[[File:R1crossbowpreview BOCW.jpg|thumb|none|600px|The &amp;quot;R1 Shadowhunter&amp;quot; in the gunsmith preview menu.]]&lt;br /&gt;
&lt;br /&gt;
==Recurve Bow==&lt;br /&gt;
A recurve bow which appears to be based on [[Rambo]]'s bows appears in the campaign and as a scorestreak in multiplayer. It is inaccurately depicted as being usable underwater which doesn't hinder in any way the arrow's movement nor the flame of the fire arrows.&lt;br /&gt;
&lt;br /&gt;
==Beretta 92F==&lt;br /&gt;
A [[Beretta 92F]] is seen on a movie poster in the map &amp;quot;Amerika&amp;quot;.&lt;br /&gt;
[[File:Beretta92F EarlyModel.jpg|thumb|none|300px|Beretta 92F - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Beretta92Fmovieposter BOCW.jpg|thumb|none|600px|The movie &amp;quot;Hot 'Nuff&amp;quot; with the Beretta 92F.]]&lt;br /&gt;
&lt;br /&gt;
==China Lake Grenade Launcher==&lt;br /&gt;
The [[M79 grenade launcher|M79]]'s master calling card shows a [[China Lake Launcher]] instead of a proper M79.&lt;br /&gt;
[[File:China Lake.jpg|thumb|none|450px|China Lake Launcher - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
Two [[Colt SAA]] revolvers are seen in the &amp;quot;Dead Still&amp;quot; calling card.&lt;br /&gt;
[[File:ColtSAALongBarrel.jpg|thumb|none|300px|Colt Single Action Army with 7.5&amp;quot; barrel known as the &amp;quot;Cavalry&amp;quot; model - .45 Long Colt]]&lt;br /&gt;
[[File:BOCW-SAACard.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
[[Enfield L85A2]] rifles are seen in the &amp;quot;Hardcore Kill Collector&amp;quot; calling card.&lt;br /&gt;
[[File:L85A2Iron.jpg|thumb|none|450px|L85A2 with iron sights - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BOCW CC L85.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Sci-Fi Rifle==&lt;br /&gt;
A fictional sci-fi rifle inspired by the [[M41A Pulse Rifle]] from the ''Alien'' franchise is featured in posters for the fictional movie &amp;quot;Two Days On The Moon&amp;quot; in the map Express.&lt;br /&gt;
[[File:M41a02.jpg|thumb|none|450px|Opposite side view of an M41A Pulse Rifle from ''Aliens''.]]&lt;br /&gt;
[[File:BOCW alien rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Sniper Rifle==&lt;br /&gt;
A fictional sniper rifle seemingly based on the &amp;quot;DKS-501 Sniper Rifle&amp;quot; from ''[[Fallout 3]]'' appears in the &amp;quot;Saving PhD Ryan&amp;quot; campaign calling card.&lt;br /&gt;
[[File:Fallout3sr.jpg|thumb|none|450px|DKS-501 Sniper Rifle from ''Fallout 3''.]]&lt;br /&gt;
[[File:BOCW CC F3SR.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Handflammpatrone DM34==&lt;br /&gt;
Handflammpatrone DM34 single-shot incendiary pistols are used in two executions - Woods' &amp;quot;Spare A Light&amp;quot; and Kitsune's &amp;quot;Tortured&amp;quot;.&lt;br /&gt;
[[File:Handflammpatrone.jpg|thumb|none|350px|Handflammpatrone DM34]]&lt;br /&gt;
&lt;br /&gt;
==IWI Galil ACE 21==&lt;br /&gt;
A soldier wields two [[Galil ACE 21]]s in the &amp;quot;Armed To The Teeth&amp;quot; calling card.&lt;br /&gt;
[[File:Galil ACE 21.jpg|thumb|none|450px|IWI Galil ACE 21 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
What appears to be [[M1 Garand]]s are seen on the &amp;quot;Down Range&amp;quot; bundle picture.&lt;br /&gt;
[[File:M1 Garand.jpg|thumb|none|450px|M1 Garand - .30-06.]]&lt;br /&gt;
[[File:BOCW-DownRange.jpg|thumb|none|600px|The last WWII-style American soldier on the right carries the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==M114 155 mm howitzer==&lt;br /&gt;
M114 155 mm howitzers are seen in firebase Ripcord in the mission &amp;quot;Fracture Jaw&amp;quot;. The &amp;quot;Artillery&amp;quot; scorestreak also consists of a barrage from M114 155 mm howitzers.&lt;br /&gt;
[[File:M114 155m howitzer.jpg|thumb|none|450px|M114 Howitzer - 155mm]]&lt;br /&gt;
[[File:M114Scorestreak BOCW.jpg|thumb|none|600px|The selection menu artwork for the &amp;quot;Artillery&amp;quot; scorestreak shows an M114 battery. This reflects their usage in the context of the Vietnam War through the game's Southeast Asian multiplayer maps are set in the 80s.]]&lt;br /&gt;
[[File:BOCW-M114Howitzer.jpg|thumb|none|600px|The barrels of the howitzers can be seen in the distance.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower (modified)==&lt;br /&gt;
A modified [[M2 Flamethrower]] was added as a scorestreak with Season 5. It consists of the gun group with added custom smaller fuel tanks, modified muzzle and a stock. Its icon shows it consisting of a normal M2 wand paired with M9 fuel tanks.&lt;br /&gt;
[[File:M9 with M2 wand.jpg|thumb|none|450px|M9 Flamethrower with M2 wand]]&lt;br /&gt;
&lt;br /&gt;
==M20 &amp;quot;Super Bazooka&amp;quot;==&lt;br /&gt;
An [[M20 &amp;quot;Super Bazooka&amp;quot;]] is seen in Vietnam War archival footage in the intro of &amp;quot;Fracture Jaw&amp;quot;.&lt;br /&gt;
[[File:M20 Super Bazooka.jpg|thumb|none|450px|M20 &amp;quot;Super Bazooka&amp;quot; - 3.5&amp;quot; rocket]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Marshal 16&amp;quot;==&lt;br /&gt;
The fictional [[Talk:Call of Duty: Black Ops III#&amp;quot;Marshal 16&amp;quot;|&amp;quot;Marshal 16&amp;quot;]] from ''Black Ops III'' appears as the &amp;quot;Classic Marshal&amp;quot; charm.&lt;br /&gt;
[[File:Marshal16 BO3.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Matchlock Musket==&lt;br /&gt;
A Spanish conquistador firing a [[Matchlock Musket]] is seen in the &amp;quot;Iron Sight Assassin&amp;quot; calling card that could be earned during season 2 at level 180.&lt;br /&gt;
[[file:MatchlockMusket.jpg|thumb|none|450px|European Matchlock musket.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M91/30==&lt;br /&gt;
A scoped [[Mosin-Nagant M91/30]] is seen in the &amp;quot;Power Killer&amp;quot; calling card.&lt;br /&gt;
[[file:M9130-Sniper-PE.jpg|thumb|none|450px|Mosin Nagant M1891/30 Sniper Rifle with PE scope - 7.62x54mm R]]&lt;br /&gt;
[[File:BOCW-MosinCard.jpg|thumb|none|600px|The rifle is equipped with a PEM sniper scope instead of the better-known PU scope.]]&lt;br /&gt;
&lt;br /&gt;
==Tippman 98 Custom==&lt;br /&gt;
In Season 4 Reloaded, the map &amp;quot;Rush&amp;quot; from ''Black Ops II'' was added. As with the original map, [[Air Guns#Tippmann 98 Custom|Tippmann 98 Customs]] appear in a store display of paintball guns, despite being anachronistic for the new setting of the 1980s (as opposed to ''BO2'''s 2025 setting).&lt;br /&gt;
[[Image:Tippmann 98 Custom.jpg|thumb|none|400px|Tippmann 98 Custom Paintball Marker - .62 caliber]]&lt;br /&gt;
&lt;br /&gt;
==Tippmann X7 G36==&lt;br /&gt;
In Season 4 Reloaded, the map &amp;quot;Rush&amp;quot; from ''Black Ops II'' was added. As with the original map, Tippmann X7 G36s appear in a store display of paintball guns, despite being anachronistic for the new setting of the 1980s (as opposed to ''BO2'''s 2025 setting).&lt;br /&gt;
[[File:Tippmann X7 G36.jpg|thumb|450px|none|A Tippmann X7 G36 paintball gun.]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified Repeating Rifle==&lt;br /&gt;
A scoped repeating rifle (possibly a [[Marlin Firearms|Marlin]]) is seen briefly in archival footage during the intro of &amp;quot;Brick in the Wall&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Valmet M76F==&lt;br /&gt;
A [[Valmet M76F]] is seen in the City Ripper bundle picture.&lt;br /&gt;
[[File:ValmetM76F.jpg|thumb|none|450px|Valmet M76F with side folding tubular stock - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK==&lt;br /&gt;
A suppressed [[Walther PPK]] is seen held by Adler in the &amp;quot;Action Packed&amp;quot; calling card.&lt;br /&gt;
[[File:WaltherPPkSilenced.jpg|thumb|none|350px|Walther PPK with a sound suppressor - .380 ACP (Brown factory grips).]]&lt;br /&gt;
[[File:BOCW-PPK1Card.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873==&lt;br /&gt;
What appears to be a [[Winchester Model 1873]] is seen in the &amp;quot;One Shot Kill&amp;quot; calling card.&lt;br /&gt;
[[File:Winchester1873.jpg‎|thumb|none|450px|Winchester Model 1873 carbine - 1st generation rifle - 44-40 Winchester]]&lt;br /&gt;
[[File:BOCW CC repeater.jpg‎|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
Three unusable [[Glock 18C]] pistols can be seen hanging on a wall on the multiplayer map &amp;quot;Checkmate&amp;quot;. Their appearance is anachronistic as the map takes place in January 1985, while the Glock 18 was produced in 1986 - the 3rd Generation variants were introduced after 1998. A Glock pistol is also seen in the &amp;quot;Grizzled Veteran Master&amp;quot; calling card.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|300px|Glock 18C (3rd Generation) - 9x19mm. This model has compensator cuts on the slide and barrel to reduce muzzle climb while firing.]]&lt;br /&gt;
[[File:BOCW-Glock.jpg|thumb|none|600px|The pistol in a highly unlikely place to be found, an East German training facility. Despite having the 18C's compensator cuts, the slide markings label it as a standard Glock 18.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Two [[Makarov PM]]s appear on Helen Park's &amp;quot;Scorched&amp;quot;, &amp;quot;Bad Blood&amp;quot;, &amp;quot;Hellion&amp;quot;, and &amp;quot;Commando&amp;quot; outfits, as well as on Samantha Maxis' &amp;quot;Dark Aether&amp;quot; outfit and Portnova's &amp;quot;Handler&amp;quot; outfit. Aleksandra Valentina also carries a holstered one in the Zombies mode cutscenes.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|300px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:BOCW Park Makarovs.jpg|thumb|none|600px|The grips of both Makarovs can be seen in weird waist holsters on her vest.]]&lt;br /&gt;
&lt;br /&gt;
==Sedgley Fist Gun==&lt;br /&gt;
Scattered throughout the CIA Safehouse used as the in-game mission hub are various unusable [[Sedgley Fist Gun|Sedgley Fist Guns]].&lt;br /&gt;
[[File:OPG Glove device.jpg|thumb|none|325px|Sedgley Fist Gun - .38]]&lt;br /&gt;
[[File:SedgleyFistGun BOCW.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:SedgleyFistGun2 BOCW.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Strife&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;Strife&amp;quot; pistol from ''[[Call of Duty: Black Ops 4|Black Ops 4]]'' can be seen on a table in the side mission &amp;quot;Operation Red Circus&amp;quot;. Unusable and completely anachronistic to the game's setting, the gun was likely originally used as a placeholder during the mapping process that went overlooked and wasn't removed.&lt;br /&gt;
[[File:S&amp;amp;WSigma9F.jpg|thumb|none|300px|Smith &amp;amp; Wesson Sigma SW9F - 9x19mm Parabellum]]&lt;br /&gt;
[[File:S&amp;amp;W SD40.jpg‎|thumb|none|300px|Smith &amp;amp; Wesson Sigma SD40 - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:S&amp;amp;W M&amp;amp;P 2.0.jpg|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P 2.0 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BOCWStrife.jpg|thumb|none|600px|Mason takes the time out of chasing a known enemy of the state to admire a time-traveling literal space pistol. While one could chalk it up to THE NUMBERS making him hallucinate guns that wouldn't exist for at least five (and at most seven) decades more, its appearance in the multiplayer map based off of this mission (Crossroads, taking place in 1983) marks it as a placeholder that never got removed.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33==&lt;br /&gt;
The [[Tokarev TT-33]] is used by some Red Army soldiers in the intro cutscene of the Zombies map Die Maschine.&lt;br /&gt;
[[File:TT-33-Wartime.jpg|thumb|none|300px|Tokarev TT-33 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:BOCWMaschine-TT1.jpg|thumb|none|600px|One soldier points his Tokarev at a suspicious German.]]&lt;br /&gt;
[[File:BOCWMaschine-TT2.jpg|thumb|none|600px|The cameraman defends himself with a TT-33.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
Unusable [[AKM]] rifles can be seen next to the Glock 18 pistols in the multiplayer map &amp;quot;Checkmate&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
The [[SVT-40]] is used by some Red Army soldiers in the intro cinematic of the Zombies map Die Maschine.&lt;br /&gt;
[[File:SVT-40.jpg|thumb|none|450px|Tokarev SVT-40 - 7.62x54mmR]]&lt;br /&gt;
[[File:BOCWMaschine-PPShSVT.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BOCWMaschine-SVT.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Treliazz</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Pseudo-M4A1.jpg&amp;diff=1518017</id>
		<title>File:Pseudo-M4A1.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Pseudo-M4A1.jpg&amp;diff=1518017"/>
		<updated>2022-09-07T16:23:01Z</updated>

		<summary type="html">&lt;p&gt;Treliazz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A blueprint from Black Ops Cold War called the “Ultimate Hunter”, with attachments that resembles the M4A1.&lt;/div&gt;</summary>
		<author><name>Treliazz</name></author>
	</entry>
</feed>