Black ops pistols

Black ops pistols DEFAULT

A first-person shooter game is all about the arsenal of guns that you can play with. And Call of Duty: Black Ops Cold War has plenty of options.

Black Ops Cold War has everything from assault rifles and submachine guns to tactical rifles and rocket launchers. There’s something for everyone in this game.

And now with the Gunsmith, the weapons are customizable so anyone can find their favorite tool of the trade. Equipping weapons with different attachments can change them dramatically.

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With many more weapons expected to be added over time, here are all of the weapons in Black Ops Cold War right now.

Assault rifles

  • XM4
  • AK-47
  • Krig 6
  • QBZ-83
  • FFAR 1
  • Groza
  • FARA 83
  • C58
  • EM2
  • Grav

Submachine guns

  • MP5
  • Milano 821
  • AK-74u
  • KSP 45
  • Bullfrog
  • MAC-10
  • LC10
  • PPSh-41
  • OTs 9
  • TEC-9

Tactical rifles

  • Type 63
  • M16
  • AUG
  • DMR 14
  • CARV.2

Light machine guns

Sniper rifles

  • Pelington 703
  • LW3 – Tundra
  • M82
  • ZRG 20mm
  • Swiss K31



  • Hauer 77
  • Gallo SA12
  • Streetsweeper
  • .410 Ironhide



  • Knife
  • Sledgehammer
  • Wakizashi
  • E-Tool
  • Machete
  • Baseball bat
  • Mace
  • Cane
  • Sai
  • Battle Axe


  • M79
  • R1 Shadowhunter
  • Ballistic Knife
  • Nail Gun

Ghosts - Weapons List - Handguns

« Back to the Weapons List

Handguns are useful secondary weapons since they can be switched faster than any other weapon in the game. They are also very accurate at close to medium ranges with minimal recoil.

Handguns are ideal for poor close-range primary weapons like Sniper Rifles and Light Machine Guns. They are also useful when your primary weapon runs out of ammo mid-fight and you don't have time to reload.


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Call of Duty: Black Ops Cold War’s new season may have been delayed by a day, but that hasn’t stopped Treyarch from revealing the patch notes. The developer released the change list for the new season on Wednesday, giving players a preview of new updates to assault rifle balance, pistol nerfs, and the season’s new content.

The biggest change in this patch is the assault rifle balance update, which touches several different weapons in the category. The weapon with the most changes is the XM4 rifle, which has several attachments adjusted to help give each attachment a more unique role.

This patch also changes the FFAR 1. It will now have more damage up close, but slightly less at longer distances. The patch also adjusts a few more assault rifles with similar trade-offs, updating them without making them meaningfully better or significantly worse — at least on paper.

One thing that’s definitely getting worse in the season 5 patch is dual-wielding pistols. This tactic, which is one of the community’s most complained-about features, will now reduce players’ movement speed and strafe speed by 5%. This should hopefully curb some of the frustrating run-and-gun strategies that dual pistol players have used.

Along with these balance changes, Black Ops Cold War also got a new multiplayer mode called Double Agent, which has certain players working against their teammates by trying to stealthily kill them, kind of like Among Us. The patch also includes new weapons like the TEC-9, and EM2 assault rifle, as well as three new maps at launch, Echelon (6v6), Slums (6v6), and Showroom (2v2, 3v3).

Call of Duty: Black Ops Cold War’s season 5 patch was delayed by a day, and it’s now set to come out on Friday, Aug. 13. For a look at the all the changes in the patch, you can check out the full patch notes.

Call of Duty: Black Ops Cold War season 5 patch notes

Weapon Tuning

New Season Five weapon tuning includes changes for a selection of assault rifles, SMGs, and Dual Wield pistols. Starting with assault rifles, we’ve reduced Suppressor attachment Bullet Velocity penalties for all ARs to better focus on their potential for damage at long ranges.

Assault Rifles (All)

  • Reduced Bullet Velocity penalty on Agency Suppressor attachment from -30% to -15%.
  • Reduced Bullet Velocity penalty on Suppressor attachment from -15% to -8%.


  • Increased Reload Quickness from 2.6 sec to 2.5 sec.
  • Increased Vertical Recoil Control bonus on Infantry Compensator from +12% to +15%.
  • Reduced Horizontal Recoil Control penalty on Infantry Compensator from -8% to -5%.
  • Increased Reload Quickness on Jungle-Style Mag from +20% to +30%.
  • Removed ADS Time penalty from 40 Rnd Speed Mag.
  • Reduced extra ammo of 40 Rnd Speed Mag from +10 to +5.
  • Changed Salvo 50 Rnd Fast Mag attachment to 45 Rnd Fast Mag.
  • Reduced ADS Time penalty on 45 Rnd Fast Mag from -25% to -12%.
  • Replaced SAS Mag Clamp with unique “B-Ops Mini Clamp” attachment. This attachment increases Reload Quickness by 50%, improves ADS Time by 10%, and provides an additional starting magazine, but reduces magazine ammo from 30 to 25.

The XM4 is getting several new adjustments to assist with its handling, as well as a unique attachment. As one of our more popular weapons, the XM4 sees plenty of usage from experts and less experienced players alike, so we’ve made changes to specific attachments to appeal to players of all skill levels. Players may want to experiment with new attachment combinations after this update to find the sweet spot that works for them.


  • Reduced vertical recoil by 10%.

Though the QBZ-83 is a solid performer, it’s been underused compared to the rest of its class. We’ve reduced its recoil to help more players explore this weapon, develop a feel for it, and find success with it in-game.


  • Now deals 30 damage out to 12.7 meters for higher damage at short range.
  • Increased Hip Fire Accuracy by 14%.
  • Reduced Sprint to Fire Time penalty on Tiger Team Spotlight from -10% to -5%.
  • Reduced Aim Walking Movement Speed penalty on 21.2” Ranger Barrel from -20% to -5%.
  • Reduced Effective Damage Range bonus on 19.5” Reinforced Heavy Barrel from +100% to +40%.
  • Reduced Effective Damage Range bonus on 19.5” Task Force Barrel from +50% to +20%.
  • Reduced Effective Damage Range bonus on 20.3” Takedown Barrel from +150% to +80%.

As the fastest-firing AR, the FFAR 1 should be serviceable in a more aggressive, close-quarters play style. To accomplish this, we’ve given the weapon additional high-damage potential at short range while retaining its original damage values for mid- to long-range combat. Hip fire has also been improved to help with short-range encounters. As a result, several of its Barrel attachments have also been adjusted. These changes allow a skilled player to leverage the FFAR 1’s shorter-range capabilities for a more versatile play style.


  • Reduced vertical recoil by 15%.
  • Reduced weapon movement when walking in ADS.
  • Moved Iron Sights view farther away from the player camera.
  • Increased Horizontal Recoil Control bonus on Spetsnaz Grip from +17% to +25%.
  • Increased Vertical Recoil Control bonus on Spetsnaz Grip from +7% to +15%.
  • Increased ADS Time bonus on Spetsnaz Field Grip from +15% to +30%.
  • Reduced Flinch Resistance mitigation on Spetsnaz Field Grip from +80% to +70%.
  • Increased Sprint to Fire Time bonus on KGB Pad from +30% to +50%.
  • Reduced Hip Fire Accuracy penalty on KGB Pad from -30% to -20%.

With the Groza, handling speed is key. We’ve made visual improvements to help players take better advantage of this weapon’s quick handling, as well as attachment changes to lean into the Groza’s unique personality as a bullpup AR.


  • Reduced initial recoil when firing the weapon.
  • Moved Iron Sights view farther away from the player camera.

Mid- and long-range combat are important factors for the FARA 83. Currently boasting the best range of any AR as well as a fast fire rate, this weapon requires consistency for success. As such, we’ve improved recoil and visibility while firing. While this AR was originally concepted to fill more a marksman-like role on larger maps, it has proven to be reliable in most game modes. Developing a sense for controlled firing will lead to even more success with this weapon.


  • Overhauled recoil system.
  • Improved weapon visibility when initially firing.
  • Increased Effective Damage Range from 25.4m to 30.48m.
  • Reduced Effective Damage Range penalty on Suppressor attachment from -15% to -8%.

While the C58 is a powerful weapon in capable hands, some of its handling characteristics initially created a high barrier for proficiency. We’ve addressed this by improving the recoil, feel, and visibility while firing the weapon. The C58 isn’t recommended for close quarters, but with proper ammo management, this weapon can perform much like an LMG with the handling of an AR.

KSP 45

  • Reduced Effective Damage Range from 25.4m to 22.86m.
  • Slowed burst fire delay from 0.066 to 0.083.

Moving onto SMGs: the KSP 45 has recently overperformed at ranges we feel are better suited for other weapons. We’ve made slight adjustments to its burst fire speed and effective damage range to alter the feel of the weapon just enough that focused players won’t feel much of a difference, but others won’t feel as “lucky” with this weapon.

  • LC10
  • Reduced medium damage range from 50.8m to 45.72m.
  • Increased recoil on the first and 12th bullets.

In the weapon lore of Black Ops Cold War, the LC10 is an SMG created by a sniper rifle manufacturer. Accuracy – specifically at range – is part of its personality. The LC10 also features very little damage drop off to create a very consistent time to kill over a large distance. With the launch of Season Five, we’re making slight adjustments to recoil and range to raise the skill level required for success.

Pistols (All)

  • Dual Wield
  • Reduced movement speed by 5%.
  • Reduced strafe speed by 5%.

Dual wielding pistols now has a slight movement speed penalty. While not being able to aim down sights is a sizeable trade-off, movement speed has always been a top factor for success with short-range weapons. Lowering the movement speed while dual wielding creates more of a liability regarding range and positioning.


Battle Pass

Season Five

  • New 100-Tier Battle Pass available.


New “Kitsune” Operator available at Tier 0 in the Season Five Battle Pass.

  • “Kyubi” Operator Skin for Kitsune included with Battle Pass Bundle purchase before August 31, 2021.


EM2 assault rifle available for free at Tier 15 of the Battle Pass System.

TEC-9 SMG available for free at Tier 31 of the Battle Pass System.

War Tracks

  • Four Treyarch music tracks available for the Music Player in the free “World at War Mixtape” War Tracks in the Battle Pass System:“Black Cats”
  • “Dog Fire”
  • “Hell’s Gate”
  • “Wild Card”

Weapon Unlock Challenges

  • Cane
  • New Cane melee weapon available via in-game challenge in Multiplayer or Zombies, or via unique Blueprint version in the Store at the start of Season Five.
  • C58
  • Unlock Challenge available for the C58 assault rifle in Multiplayer and Zombies.
  • MG 82
  • Unlock Challenge available for the MG 82 LMG in Multiplayer and Zombies.


  • Challenge Tracker
  • Pause menu now displays and tracks Operator Mission Challenges in Multiplayer and Zombies.

Operator Missions

  • New Season Five Operator Missions available in Multiplayer and Zombies.


  • Addressed an issue where previous season Weapon Unlock Challenges could stop progressing.
  • Addressed an issue where certain hacked Field Upgrades would not contribute to Season Challenges.
  • Addressed an issue where previously unlocked Weapon Challenges would continue to display in the Challenges section of the After-Action Report.

Prestige Levels and Rewards

  • Added four new Prestige Levels (20-23) and Prestige Rewards:
  • Level 50: New Prestige, Emblem, Prestige Key, Weapon Blueprint, and Battle Pass Tier Skip
  • Level 100: New Prestige, Emblem, Prestige Key, and Battle Pass Tier Skip
  • Level 150: New Prestige, Emblem, Prestige Key, and Battle Pass Tier Skip
  • Level 190: All Season Challenges Available
  • Level 200: New Prestige, Emblem, Prestige Key, Battle Pass Tier Skip, Master Prestige Calling Card
  • Levels 250 - 1,000: New Prestige Key every 50 levels

Prestige Shop

  • New “Dream Crasher” Pistol Weapon Blueprint added to the Prestige Shop.
  • New Legacy Calling Cards added to the Prestige Shop, including the Level 50 Animated Calling Card from Black Ops 4.


  • Added information to unlocked Calling Cards and Emblems in the Player Identity section of the Barracks that lets players know how the item was unlocked.

Main Lobby

  • Updated main lobby theming for Season Five.


  • Addressed an issue where PlayStation 5 controller haptics would not be disabled when setting Trigger Haptics to Disabled on PC.



  • Echelon (6v6)
  • New map added to Multiplayer rotation in 6v6 modes.
  • Slums (6v6)
  • New map added to Multiplayer rotation in 6v6 modes.
  • Showroom (2v2, 3v3)
  • New map added to Multiplayer rotation in Gunfight and Face Off modes.


  • Double Agent
  • New mode added to Multiplayer.
  • Operatives and the Investigator must find clues and eliminate all Double Agents to win. Double Agents must eliminate all Operatives and the Investigator, or detonate all bombs to win.
  • Gunfight
  • Addressed an issue where health could show as 0 for all players while spectating.
  • Search & Destroy
  • Addressed an issue where the player could not consistently plant the bomb.
  • Multi-Team: Elimination
  • The party host can now bring their party back to the lobby if the team has been eliminated from the match.


  • Flamethrower
  • New Scorestreak available in Multiplayer.

Season Challenges

  • 20 new Multiplayer Season Challenges available to be revealed and unlocked with exclusive Calling Card and XP rewards.
  • Reveal a new Challenge every 10 Season Levels. Complete all 20 Season Challenges to unlock the Season Five Multiplayer Master Animated Calling Card.


  • Dirt Bike
  • Wheelie mechanic added in Combined Arms and Multi-Team modes.

Best Play

  • Fade to black before Best Plays will now only occur in Multi-Team modes.

Featured Playlists

  • Double Agent [NEW]
  • Echelon 24/7 [NEW]
  • Showroom Gunfight [NEW]
  • NukeJacked 24/7
  • Gunfight (Now includes Showroom)
  • Face Off 6v6 (Now includes Showroom)
  • Snipers Only Moshpit
  • Party Games
  • Multi-Team



  • Death Perception
  • New upgradeable Perk now available in the Der Wunderfizz machine in all round-based maps and Outbreak.
  • Obscured enemies are keylined.
  • Skill Tier I - Mini-map update rate is increased.
  • Skill Tier II - Enemies give danger indicators when behind the player.
  • Skill Tier III - Gain 20% more looted Salvage and High-Grade Salvage.
  • Skill Tier IV - Increase armor penetration damage by 25%.
  • Skill Tier V - Nearby chests, resources, and item drops are keylined through walls.
  • Tombstone
  • Players now take 25% less damage in shadow form.
  • Cost has been removed from the Tombstone stash.

Field Upgrades

  • Tesla Storm
  • New Field Upgrade now available in all round-based maps and Outbreak.
  • For 10 seconds, lightning connects to other players, stunning and damaging normal enemies. Skill Tier I - Double the damage dealt to enemies stunned by Tesla Storm.
  • Skill Tier II - Increase the duration to 15 seconds.
  • Skill Tier III - Special enemies can be stunned and damaged by Tesla Storm.
  • Skill Tier IV - Players generating a field gain 25% increased movement speed.
  • Skill Tier V - Elite enemies can be stunned and damaged by Tesla Storm.


  • Flamethrower
  • New Flamethrower Support Weapon available in all round-based maps and Outbreak.


  • Regions
  • Collateral Region now available.
  • Objectives
  • Transport Objective added.
  • Vehicles
  • Tank vehicle added to several Regions.
  • Equipment
  • Grapple Gun added as new Equipment available at the Crafting Table.
  • Enemies
  • Disciple added to Outbreak.
  • Addressed an issue where fire FX were not being applied to Special enemies when using Napalm Burst.
  • Addressed an issue where the Mimic could appear to have two overlapping heads.
  • Intel
  • New Season Five story Intel added throughout Outbreak.
  • Gameplay
  • Omega Helicopter added.
  • Playlists
  • Endless
  • Standard Outbreak experience with the option to Warp or Exfil in all Regions.
  • 3 Region
  • New playlist added. The first two Regions only have the option to Warp, while the third Region will only have the Exfil option.

Round-Based Maps

  • “Mauer Der Toten”
  • Gameplay
  • Added a couple of hidden surprises. ;)
  • Main Quest
  • Addressed an issue where the boss could become stuck when players quickly moved to the next arena during the Main Quest boss fight.
  • Closed an exploit that allowed infinitely charging and activating the Field Upgrade for the canister during the Main Quest.
  • Support
  • Addressed an issue where the screen was too dark when using the Cruise Missile Support, making it difficult to aim.
  • Stability
  • Fixed various stability issues related to Klaus, the Main Quest, and Ammo Caches.
  • PC
  • Addressed an issue where the dials on the safe were not legible when playing at Low or Lowest texture quality settings on PC.
  • General
  • Reduced max Essence for respawning players in round-based maps to 25,000. This will now cap out at Round 25 instead of Round 50.

Dead Ops Arcade 3

  • Bonus Map
  • Added Ikari EggXit bonus map to The Wild.

Onslaught (PlayStation)

  • Maps
  • Echelon added to Onslaught map rotation.
  • Intel
  • Added new Dark Aether story Intel to discover in Onslaught.
  • Modes
  • Onslaught maps can now be selected when playing in Local.

Season Challenges

  • 20 new Zombies Season Challenges available to be revealed and unlocked with exclusive Calling Card and XP rewards.
  • Reveal a new Challenge every 10 Season Levels. Complete all 20 Season Challenges to unlock the Season Five Zombies Master Animated Calling Card.


  • Addressed an issue where applying a Blueprint to a weapon that had been Pack-a-Punched to Tier II or III would reset it to Pack-a-Punch Tier I camo.
  • Addressed an issue where Blueprint weapon skins were not retained when warping to the next Region in Outbreak.
  • Addressed an issue where attachments were being removed from weapons when applying Blueprints with Mule Kick.

Featured Playlists

  • Outbreak (Endless and 3 Region) [NEW]
  • Mauer der Toten
  • Firebase Z
  • Die Maschine
  • Dead Ops Arcade: First Person
  • Dead Ops Arcade
  • Onslaught (PlayStation)
  • Onslaught Echelon (PlayStation) [NEW]
  • Onslaught Accelerated (PlayStation)
  • Onslaught Containment (PlayStation)
Black Ops Cold War WORST to BEST - Pistols! (COD BOCW Multiplayer)

Call of Duty: Black Ops

Call of Duty: Black Ops
Cover BLACKOPS final.jpg

Official Box Art


Call of Duty: Black Ops (also known as CoD:BO or BO and often referred to as "Blops") is the seventh main installment of the 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.

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.

The following weapons appear in the video game Call of Duty: Black Ops:

See the discussion page for miscellaneous weapon information.


The ASP is featured in the game. In singleplayer, Mason uses an ASP in "Operation 40" 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 & 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.

ASP - 9x19mm. This is the firearm used in the production of the film Cobra.
The initial draw animation of the ASP has a quick racking of the slide.
An OP 40 holds an ASP in the "Hotel" DLC level.
Aiming down the unique "guttersnipe" sight.
Reloading. Due to the embargo on Cuba, shortages have forced the use of low-resolution ammunition.
Empty reload, with the spent mag visible.
Drawing dual ASPs - the slides are released to chamber both pistols.
Dual ASPs in idle.
Reloading; the left pistol's empty mag is barely visible.

Colt M1911

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.

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.

Two M1911s 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 "Sally" engraved on it (based on the gun's upgrade in zombie mode, the other weapon is presumably "Mustang").

Colt M1911A1 - .45 ACP
Blued Colt MK IV Series 80 - .45 ACP
Nickel Plated Colt M1911A1 - .45 ACP
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 cockedhammer. Treyarch understands how the Colt M1911 operates, unlike Infinity Ward, which insists on representing it as a DAO sidearm. Oddly, the slide is parkerized, but the frame and magazine are blued.
Aiming the campaign M1911.
Reloading the pistol.
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.
Mason points his uncocked .45 at the President in his trance. Note the portrait of Abraham Lincoln in the background.
The initial draw animation of the M1911. The character locks the slide back and then releases it.
The nickel-plated Colt in idle.
Aiming down the iron sights.
Reloading the pistol.
When drawing dual M1911 pistols, the character flashily locks back the slides on both pistols.
And then releases them.
Holding dual M1911s.
Ejecting spent magazines.

Colt Python

The Colt Python appears in-game as the "Python". In singleplayer, the Python appears to be Mason's preferred sidearm, as he starts with it in "Executive Order", and pulls one out of nowhere to save a downed Woods in "SOG" and clear Vietcong tunnels in "Victor Charlie." In "Payback," 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).

The Python has a rather nonsensical default reload animation, which shows the player character ejecting the entire contents of the cylinder 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.

Aside from the Snub Nose and the Speedloader, a Colt Sporter Scope is also available as an attachment for the Python, under the name "ACOG Scope". A Python with speedloaders appears as the first weapon tier in Gun Game.

Colt Python - .357 Magnum
Colt Python Snub Nose with 2.5" barrel - .357 Magnum
The draw animation has the player-character perform a quick brass check and cylinder spin.
Holding the Colt Python in Nuketown.
Iron sights.
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.
Properly closing the cylinder, MW2-style.
Ejecting all the rounds at the start of a speedloader reload.
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&W Model 27 in Call of Duty: World at War.
Drawing dual Colt Pythons.
Dual Colts in idle.
Reloading; also the same animations as the dual Colt Anacondas in MW2.
Pointing a snub-nosed Python at comrade Castro.
A VC Bookie hands a snub-nosed Colt Python to Mason.

CZ 75

The "Pre-B" 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 "Numbers" and Mason in "Payback", and the Soviet Spetsnaz use both the normal semi-auto and machine pistol variants. In multiplayer, the "Full-Auto Upgrade" attachment turns the weapon into the CZ 75 Automatic. Other multiplayer attachments include night sights, extended mags, suppressor, and dual-wielding.

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.

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.

"Pre-B" CZ 75 - 9x19mm
Racking the CZ 75's slide in the equip animation.
The CZ in-game.
ADS view.
Reloading the CZ 75.
Pulling the slide to chamber a round.
Equipping dual CZs.
Reloading the twin pistols.
CZ 75 Automatic with spare magazine - 9x19mm
Reloading the CZ 75 Automatic.

Makarov PM

The Makarov PM appears in in the game. 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.

Makarov PM - 9x18mm Makarov
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.
Drawing the Makarov PM; the second half of the same animation shown earlier on the M1911.
Holding the Makarov.
The Makarov PM in ADS; note the sights being incorrect for the military version.
Reloading. Note that the bullets in the magazine are obviously just a texture put on the side of the mag.
Double the Makarovs.
Reloading the two Makarovs.

Tokarev TT-33

Capt. Viktor Reznov uses a Tokarev TT-33 and flashlight to clear the ship in the World War II mission "Project Nova." 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).

Tokarev TT-33 - 7.62x25mm Tokarev. Pre-1947 version. Tula Arsenal (Soviet Union) Note CCCP printing around the star on the plastic grips.
The Tokarev TT-33/flashlight combo in idle.
Aiming down the sights.
Dropping a magazine while holding the flashlight with the left hand.
About to thumb the slide release on an empty reload.
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.

Walther P38

At the end of the first part of the World War II flashback mission "Project Nova," 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.

Walther P38 WWII dated with black grips - 9x19mm
The Walther P38 is in the right hand of Steiner.

Many of the submachine guns lack a buttstock by default, and gain one when the "Grip" attachment is used in multiplayer.

Heckler & Koch MP5K (#0001)

An early Heckler & 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 "Executive Order", a level set in 1963, while in reality the HK54 prototype of the MP5 was developed in 1964, and the H&K MP5 did not enter service until 1966. The first MP5K variant, depicted in the game, was not developed until 1976.

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).

Heckler & Koch MP5K serial number 0001 with 15-round "waffle" magazine - 9x19mm. Note wooden foregrip unique to this weapon.
Drawing the MP5K.
The MP5K being held.
Aiming down sights.
Pulling back the charging handle...
...inserting new magazine...
...and slapping the handle forwards.
An MP5K with an Elbit Falcon red dot sight (the "Red Dot Sight" attachment of Black Ops) attached via standard HK claw type mount in "Executive Order". The Elbit Falcon gunsight is anachronistic as it was produced in the 1980s in reality.
Aiming down the red dot sight.
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&K UMP. In the final game, Woods' MP5K appropriately has the foregrip.


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.

IMI Uzi - 9x19mm
Drawing the Uzi.
The Uzi in idle.
Iron sights.
Reloading. Note the magazine is slightly shorter than normal.
Racking the charging handle to finish the empty reload.
Unfolding the stock when the "Grip" is equipped. The extended mag is also present.

Ingram MAC-11

The MAC-11 is available in the game. It lacks its telescoping stock by default, but can receive one via the Grip attachment. It can be found in the campaign level "Redemption" 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).

MAC-11 - .380 ACP
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.
Iron sights.
Racking the charging handle.
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.
MAC-11, now with its telescoping stock.
Reloading a MAC-11 with the stock and extended mag. The extended magazine model is bugged and never moves during the animation.
A suppressed MAC-11 on a promotional artwork.

M1A1 Thompson

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.

M1A1 Thompson with 20-round magazine and Cutts compensator - .45 ACP
The Thompson in Zombies.
View down the "V" notch of the iron sights.
Inserting a fresh magazine.
Pulling the bolt back, which is not recommended on an open-bolt weapon with the finger still on the trigger.


The MP40 is available for purchasing for 1,000 points in the Zombies maps "Kino der Toten," "Verrückt," "Shi No Numa," "Der Riese" and "Call of the Dead." It is also used by the Germans in the World War II flashback mission "Project Nova". The MP40 in Zombies mode has a blued finish.

MP40 - 9x19mm
The MP40 in "Project Nova."
ADS view.
Reloading the SMG.
Pulling the bolt handle.
A not-frosty MP40 in "Kino der Toten."

OTs-02 Kiparis

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 "Grip" attachment, like other submachine guns in the game. The final "classified" 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.

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).

OTs-02 Kiparis with suppressor and LAM - 9x18mm Makarov
Holding the Kiparis.
Iron sights.
Inserting a magazine.
Charging the weapon.
Dual OTs-02 Kiparis submachine guns.
Unfolding the Kiparis equipped with a stock.
A Kiparis with reflex sight during the mission "Numbers". 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.
A multiplayer character inserts a 30-round magazine into his gold plated OTs-02 Kiparis.


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).

PM-63 RAK - 9x18mm
Drawing the weapon.
Holding a PM-63.
Iron sights.
Dual PM-63s. The front grips are folded down.
Pulling out the retractable stock. This PM-63 also has the extended magazine.
Holding the stocked PM-63.


The Russian soldiers, including Capt. Viktor Reznov and Pvt. Dimitri Petrenko, use the PPSh-41 in the World War II flashback mission "Project Nova." 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.

Soviet PPSh-41 Submachine Gun with 35 round stick magazine - 7.62x25mm Tokarev
The PPSh-41 in "Project Nova."
Aiming the PPSh.
Reloading a 35-round stick magazine.
Pulling the bolt.
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.

Sa vz. 61 Skorpion

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 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.

It first appears in 1961 segment during the mission "Operation 40"; 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 vz. 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.

Sa vz. 61 Skorpion - .32 ACP
Drawing the Skorpion.
Holding a Vz.61.
Aiming down the rather small sights of the Vz. 61.
Reloading the Skorpion.
Racking the bolt, though the ejection port shows the bolt never moves.
The Skorpion with a suppressor and its folding stock.
Tossing out spent magazines.

SITES Spectre M4

The Italian Spectre M4 is one of the available SMGs under the name "Spectre", and has a 30-round capacity (increasing to 45 with extended mags). Its folding stock is absent by default, but is added when the "Grip" 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 Model 12 (1959), which saw use by American forces during the Tet Offensive in 1968.

Spectre M4 - 9x19mm
A player character holds a Spectre M4.
Iron sights.
Reloading the weapon.
Inserting a 45-round extended mag. Note that the magazine well is visibly modeled as a solid block.
Pulling back the bolt.
Unfolding the folding stock in the draw animation when the stock is equipped.
Holding the Spectre M4 with the stock, and also a suppressor.

Sten Mk II

The Sten Mk II is carried by British commandos in the World War II flashback mission "Project Nova", and is usable by the player.

Sten Mk II - 9x19mm
The Sten in first person. As with most entries in the series, it is improperly held by the magazine.
Looking through the weapon's rather simple iron sights. Like the Type 100, it is held at a slightly canted angle due to sharing the latter's animations.
Reloading the Sten, with the uncharacteristically helpful aid of an empty magazine, also like the Type 100.
Charging the SMG.
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 "holding" 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.
A Sten Mk II on the ground.

Type 100

The Type 100 appears in Shi No Numa and Der Riese for 1000 points.

Arisaka Type 100 submachine gun (1944 - 1945 model) with magazine removed - 8x22mm Nambu
Holding the Type 100.
Aiming down sights. Note the rear sight appears to have been updated with white dots.
Pulling the bolt handle as Nikolai's wadded sleeves conspire to block out everything in the image.

Walther MPL

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 "Grip" 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.

Walther MPL with stock extended - 9x19mm
Drawing the MPL.
The weapon in idle.
Iron sights.
The Walther MPL being reloaded.
Pulling the bolt handle.
The alternate draw animation when the weapon is equipped with the "Grip" attachment, which unfolds the "Grip".
An MPL with Elbit Falcon red dot sight and red camo. Note the HK claw mount.

AK Hybrid

The weapon referred to as the "AK47" 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 a smooth AK-47 style handguard without palm swell, 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.

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.

AKS-74 - 5.45x39mm. Image used to show the receiver.
AKM - 7.62x39mm
Type II AK-47 - 7.62x39mm. Image used to show the handguard and stock.
Prototype AK-74 - 5.45x39mm. Image used to show the steel 5.45x39mm magazine.
The AK in idle.
Aiming down the hybrid AK's sights.
Reloading; note the weapon lacking vent holes on the handguard 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.
Racking the charging handle.
An on-screen blip for picking up a dropped AK with the "Dual Mag" 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 "ACOG Scope" attachment for the AK-type and AK-like weapons in multiplayer, including the RPK, AKS-74U, Galil, and the SVD.
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.


The AKS-74U appears with the same "AK-74u" 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.

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.

AKS-74U - 5.45x39mm
The AKS-74U in idle.
Looking through the sights.
Reloading. Note the odd shape of the gas tube/top handguard.
Charging the weapon.

Colt USAF M16 (Colt Model 604)

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 Colt Commando below).

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 "an early prototype", 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.

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 Commando in Black Ops. Pre-release footage however, showed that the front sight was originally not removed when optics are mounted.

Upgrading the M16 with the Pack-A-Punch machine in zombie mode turns it into the "Skullcrusher," 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.

USAF M16 (Colt Model 604) - 5.56x45mm. This is an early model as indicated by its M16E1 type partial magazine fence lower.
Drawing the M16.
An M16 in idle. Note the 20-round mag.
Iron sights.
Pressing the bolt release.
Reloading a 45-round-sized-30-round magazine.
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.
Frank Woods with his M16. Note that the 3rd person model for the M16 is smaller than its real life counterpart.
Mason gets ready to start blasting with his M16. The charging handle is not fully seated for some reason.


The weapon referred to in-game as the "Commando" 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.

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.

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.

Upgrading the "Commando" with the Pack-A-Punch machine in zombie mode turns it into the "Predator" (a reference to the Schwarzenegger movie Predator. Commando is also the name of another movie in which Schwarzenegger starred, hence the reference). The "Predator" fires laser-like rounds and has a forty-round magazine instead of thirty.

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.

GAU-5A/A with birdcage flash hider in place of the standard moderator - 5.56x45mm
"Commando" 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.
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.
Reloading the Commando.
Slapping the bolt release button.
Reloading a Commando with several attachments, including dual mags.
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.
Frank Woods with his Commando and early Colt Scope. Note the early modeling mistake of the magazine.
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 "ACOG Scope" attachment (none of which being the Trijicon ACOG, which would be an anachronism).

Enfield XL60

The Enfield XL60 is one the assault rifles available in the game, under the name "Enfield". Hudson carries an Enfield fitted with an infrared scope and a Masterkey under-barrel shotgun during the singleplayer mission "Rebirth." The Enfield is anachronistic as it was introduced after June 14, 1976; the presence of the Enfield EM-2Mamba (1951) would be more accurate. 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.

XL64E5 - 4.85x49mm
Drawing the XL60.
XL60 in idle.
Aiming through the iron sights, which are the same anachronistic Troy Battle iron sights as used on some of the other guns.
Reloading the XL60.
As in MW2, the "ACOG scope" model for the XL64 is a SUSAT. The SUSAT is also used as the "ACOG Scope" model for the AWM.
Aiming through the SUSAT.
An XL60 on the ground with an IR scope attached.

FAMAS Valorisé

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, "Redemption". 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.

If upgraded with the Pack-A-Punch machine in zombies mode, it will turn into the "G16-GL35" (leet speak for GIGGLES), which fires laser-like rounds, has a forty-five round magazine instead of thirty, and a custom red dot sight.

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.
Holding the FAMAS. Note it has the standard FAMAS bipod, compared to the Valorisé's bent bipod legs.
Aiming through the rail-mounted iron sights.
Reloading the FAMAS.
Pulling the charging handle.

FG 42

The FG 42 can be purchased in the Zombies map Der Riese for 1800 points and incorrectly holds 32 rounds instead of 20.

First pattern FG 42 - 7.92x57mm Mauser
Holding the FG42 on Der Riese, near its spawn point.
Aiming down sights, which still have a lot of zoom as they did in World at Waroutside of its multiplayer mode. The weapon is also visible on the wall here.
Takeo works the charging handle.


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 "G Series" FAL, the civilian version of the FAL which was imported into the US in the 1960s. It has an L1A1 "Hythe" foldable rear sight with the front leaf of the sight absent and only the rear leaf with enlarged aperture being used in game.

It appears to stand in for the so called "Cuban FALs", 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.

FN FAL "G Series" - 7.62x51mm NATO
The FN FAL in idle.
Looking through the "Hythe" sights, the presence of which on Cuban FALs would be historically questionable.
Inserting a new magazine, which is visibly empty.
Pulling the charging handle.
Reloading the jungle-style dual mags on a FAL with a custom weapon finish.

Gewehr 43

The Gewehr 43 costs 600 points in the Zombies maps Verrückt, Shi No Numa, and Der Riese. Holds 10 shots in the magazine.

Gewehr 43 - 7.92x57mm Mauser
Holding the G43.
Inserting a new magazine on empty.
Releasing the bolt.

Heckler & Koch G11 K2

The Heckler & Koch G11 K2 is one of the assault rifles in the game, and is used by Dr. Daniel Clarke in the level "Numbers." 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.

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: "Low Power Scope" or "Variable Zoom". 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.

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.

Upgrading the G11K2 with the Pack-A-Punch machine in zombies mode turns it into a more powerful version called "G115 Generator"; it fires laser-like rounds, but has the normal ammunition capacity.

Heckler & Koch G11 K2 - 4.73x33mm
Drawing the G11 shows its cocking animation, which is a full rotation of the charging knob.
Holding the default railed G11.
Aiming down through the Troy Battle Sights.
The G11 with its Low Power Scope.
The reticle of the Low Power Scope.
Reloading the G11.
Inserting a new magazine stick. The two extra mags are never used.
Looking at the Aurora australiswith a white, scoped G11 K2.


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.

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.

Upgrading a Galil with the Pack-A-Punch machine in zombie mode will turn it into the "Lamentation"; 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.

IMI Galil ARM - 5.56x45mm
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.
Holding a Galil ARM.
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.
Inserting a new magazine.
Pulling the charging handle.
Upgraded Galil in Zombies mode. Note the added rail mount mounting the red dot sight.
Looking through the red dot sight of the upgraded weapon. Note the unusual reticle.

M1 Carbine

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).

WW2 era M1 Carbine with spare magazine pouch - .30 Carbine
An M1 Carbine in "Nacht der Untoten."
View down the aperture sights.
Reloading the M1 after seeing off some of the Third Reich's undead.
Chambering a fresh round.

M1 Garand

The M1 Garand is available for 600 points in the Zombies maps Verrückt and Shi No Numa.

M1 Garand - .30-06
Holding the Garand.
Iron sights.
Reloading the Garand mid-clip.
Inserting a new clip.


The M14 Rifle is one of the assault rifles (correctly, battle rifle) used in-game and also distinguished by its firepower. For some reason, it uses an eight-round magazine in zombie mode despite using a twenty-round one in single-player and multiplayer modes.

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.

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.

M14 rifle - 7.62x51mm NATO
M14E2 Light Machine Gun - 7.62x51mm NATO
Drawing the M14.
Holding the M14.
Aiming down sights.
Pulling the bolt.
The M14 with a foregrip.
The M14 with the M203 grenade launcher, which gives it big M16-styled heat shields.
M14 with Colt scope and Ice camo in idle. Note the cut-off front sight.

Steyr AUG

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 "ACOG Scope" 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.

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&K G3 (1958) or HK33 (1968). An AUG appears as the eleventh weapon tier in Gun Game.

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.

If upgraded with the Pack-A-Punch machine in zombie mode, it will turn into the "AUG-50M3" (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.

The AUG lacked its foregrip in the beta, but has it in the final game.


Pistols black ops

All Call of Duty: Black Ops Cold War Weapons (COD 2020)

In this page, you can find all the Base Weapons available in Call of Duty: Black Ops Cold War. The full list of COD Black Ops Cold War weapons includes every weapon released at the launch of the game and playable in the multiplayer modes, and will be updated with the additional Season's free DLC weapons.

At the start of Season One in December, every weapon you’ve unlocked in Black Ops Cold War will be accessible in Warzone, including Blueprints and camo variants. 

Click on a Weapon from the Database to see their Blueprints List, Stats, Attachments, Unlock Levels, and more.

COD Black Ops Cold War Weapons List:

COD Cold War Assault Rifles (ARs):

COD Cold War Sub Machine Guns (SMGs):

COD Cold War Tactical Rifles:

COD Cold War Light Machine Guns (LMGs):

COD Cold War Sniper Rifles:

COD Cold War Shotguns:

COD Cold War Pistols:

COD Cold War Launchers:

COD Cold War Melee Weapons:

COD Cold War Special Weapons:


Call of Duty: Black Ops Cold War released on November 13, 2020, for Xbox One, PlayStation 4, Windows PC, Xbox Series X|S, and PlayStation 5.

I unlocked DIAMOND PISTOLS then COLD WAR made me unlock them twice..

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Pistols are accurate weapons that pack a punch at close range and have very quick switch times. This allows you to switch out your primary weapon when you dump a magazine, and finish off wounded targets before they can reload. Because of this trait, Pistols are ideal backup weapons for SMGs or ARs, as they can help you come out on top in a close-range engagement when your ammo runs dry.


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Black Ops 3 III - Weapons - Pistols

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Pistols are ideal fast-switching backup weapons after your primary weapons magazine runs dry.


MR6 Main
MR6 Stats

Semi-auto. Highest damage in its class.

MR6 stats and attachments »


RK5 Main
RK5 Stats

Three-round burst with a fast burst cycle rate.

RK5 stats and attachments »


L-CAR 9 Main
L-CAR 9 Stats

Full-auto machine pistol with medium fire rate and decent damage.

L-CAR 9 stats and attachments »


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