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Call of Duty

The document provides details on the various guns available in the multiplayer mode of an unspecified game, organized by gun type. It lists the names and brief descriptions of over 100 different handguns, shotguns, submachine guns, assault rifles, sniper rifles, and other weapons.

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emresen2008
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0% found this document useful (0 votes)
220 views22 pages

Call of Duty

The document provides details on the various guns available in the multiplayer mode of an unspecified game, organized by gun type. It lists the names and brief descriptions of over 100 different handguns, shotguns, submachine guns, assault rifles, sniper rifles, and other weapons.

Uploaded by

emresen2008
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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MULTIPLAYER GUIDE:

GUNS:
Handgun: M9, M1911, Desert Eagle, Marshal 16, Skorpion, M93 Raffica,
Five-Seven, RATT, B23R, RW1, FMG-9, 9mm SAP, TMP, KAP-40
Shotgun: AA-12, SPAS-12, R9-0, M1216, M1887, S12, Striker, Rangers,
Remington 870, Bulldog, KRM-262, 725, Blunderbuss, KSG,
Submachine Guns: AK74u, MSMC, MP5, PDW-57, MP40, PPSh-41, MX9, Vector
CQB, MP7, ASM1, CBJ-MS, PP19 Bizon, PP90M1, UMP45, P90, Uzi, Chicom, Skorpion EVO,
Type 100, Ripper, Raijin-EMX, OTs 9, Daemon 3XB, Thompson, MTAR-X,
Assault Rifles: M4A1, M16A4, AK47, AK117, G36C, ARX-160, Type 25, Man-
O-War, Volkssturmgewehr, Peacekeeper MK2, SCAR-H, AS VAL, Galil ACE, Maddox RFB,
StG-44, M13, FAMAS, FAL, Bal-27, M8A1, ACR 6.8, Remington R5, Honey Badger
Sniper Rifles: Intervention, M21 EBR, SDK 9mm, Barrett .50cal, Locus,
MORS, SVD Dragunov, NA-45, M40A3, S-Tac Aggressor, M1 Garand, Drakon, Havelina
AA50, SVU-AS, Ballista, Kar98k, PTRS-41
Heavy Rifles: RPD, Holger 26, Hades, AUG HBAR, RPK, HAMR, Chain SAW,
Dingo, Atlas, BAR, M27-IAR, M60E4
Launcher: RPG-7, FHJ-18 AA, China Lake, Strela-P, D13 Sector, Ballistic
Knife
Melee: Combat Knife, Tidal, Ice Pick, Iron Jim, Baseball Bat, Axe, CQB
Bayonet, Machete, US Shovel, Kali Stciks, Wrench, Sai, Katana, Nunchucks,
Backhander
HANDGUNS:
M9: Semi-automatic handgun. Versatile and strong overall with a large
magazine.
M1911: American made semi-automatic handgun. Low ammo capacity. Good
damage at close range
Desert Eagle: Semi-automatic handgun with high power. Effective at
close range.
Marshal 16: Double-barreled shotgun handgun. 1 shot requires 2 shotgun
shells.
Skorpion: Fully automatic handgun with a medium rate of fire. Effective
at close range.
M93 Raffica: 3-round burst pistol. Fast cyclic rate of fire with a
short delay between bursts.
Five-Seven: Semi-automatic pistol. Versatile and strong overall with a
large magazine.
RATT: Fast-firing semi-automatic handgun. Effective at close range.
B23R: 3 round burst handgun. High rate of fire with moderate recoil
RW1: Break-action handheld railgun. Best in class damage and reload
speed.
FMG-9: Fully automatic machine pistol. SMG accuracy and range with
Pistol speed and handling.
9mm SAP: Semi-automatic handgun with high fire rate and moderate
damage.
TMP: Full-auto handgun with moderate recoil and good damage
KAP-40: Fully automatic handgun. Incorporates recoil-mitigation
technology.
SHOTGUN:
AA-12: Fully automatic open bolt shotgun with a recoil reducing gas
blowback system.
SPAS-12: Semi-auto shotgun. Reliable damage and pellet spread.
R9-0: Semi-auto shotgun. Double barrels provide two rapid shots before
each re-chamber.
M1216: Fully automatic shotgun with a rechamber every 4 rounds.
M1887: Lever-action shotgun. Deadly at close range with low fire rate
and reload speed.
S12: Semi-automatic shotgun with high mag size and good fire rate.
Striker: Full-auto shotgun. Superior fire rate with reliable damage and
the largest ammo pool in class. Hand loaded with slower reload speeds.
Rangers: Double Barreled akimbo shotguns. High fire rate and damage.
Can't ADS.
Remington 870: Reliable, well-rounded 12 gauge pump-action shotgun.
Strong damage and range.
Bulldog: Semi-auto shotgun. Best hip-fire accuarcy in its class.
Effective at close range.
KRM-262: Pump action shotgun. Strong damage and range.
725: Break action shotgun with 2 round capacity. Effective at close
range.
Blunderbuss: Muzzle-loading shotgun. The one shot wonder!
KSG: Pump action slug shotgun. Fires a single slug for high damage at
longer ranges when ADS.
SUBMACHINE GUNS:
AK74u: Fully automatic submachine gun with high power. Effective at
close to medium range.
MSMC: Full-auto submachine gun. Increased range and reduced recoil.
MP5: Fully automatic submachine gun with good accuracy. Effective at
close to medium range.
PDW-57: Fully automatic submachine gun. Good range and high magazine
size.
MP40: Fully automatic submachine gun. Medium recoil with medium rate of
fire.
PPSh-41: Russian submachine gun with a good rate of fire and ammo
capacity. Effective at close to medium range.
MX9: Fully automatic submachine gun. Increased range and reduced
recoil.
Vector CQB: Fully automatic submachine gun. Highest fire rate and
recoil
MP7: Fully automatic submachine gun. Versatile and strong overall.
ASM1: Fully automatic submachine gun. Firing over time increases
accuracy and lowers fire rate.
CBJ-MS: Fully automatic submachine gun. Very high fire rate with custom
Armor-Piercing FMJ rounds.
PP19 Bizon: Well-balanced automatic submachine gun with a high capacity
helical magazine
PP90M1: Full automatic submachine gun. High damage and fire rate but
very low range.
UMP45: Full-auto submachine gun. High stopping power at range despite a
low rate of fire.
P90: Fully automatic submachine gun with a high capacity. Effective at
close to medium range.
Uzi: Fully automatic open bolt submachine gun. Simple, steady,
effective.
Chicom: Full-auto submachine gun with integrated silencer. Select fire
allows this gun to change its fire rate to 3 round burst with low recoil which is
good for long ranges.
Skorpion EVO: Fully automatic blowback-operated submachine gun witha
fast fire rate
Type 100: High-accuracy and low recoil submachine gun offering
additional effective range.
Ripper: Full automatic submachine gun with an integrated Hybrid Sight
that toggles between Submachine Gun and Assault Rifle combat modes.
Raijin-EMX: 3-round burst submachine gun. Accurate at longer ranges.
Comes with a built in EMP launcher that detonates on impact.
OTs 9: Full-auto submachine gun. Impressive firepower at close range
with good visibility when firing. Reliable recoil control with smaller magazine
size.
Daemon 3XB: 3-round burst submachine gun. Fast cyclic rate of fire with
improved hip fire accuracy.
Thompson: Full-auto submachine gun. Highest ammo capacity in its class.
MTAR-X: Fully automatic submachine gun. Rifle-class range with large
ammo capacity and SMG handling.
ASSAULT RIFLES:
M4A1: Full automatic assault rifle with low recoil. Effective at medium
range.
M16A4: 3-round burst assault rifle. Excellent burst fire accuracy and
high damage in short range encounters.
AK47: Full automatic assault rifle. High damage with a marginally
slower fire rate
AK117: Full automatic assault rifle. High fire rate and mobility.
G36C: Full automatic assault rifle. Fast draw time, moderate damage and
low fire rate.
ARX-160: Fully automatic assault rifle. High rate of fire, reduced
recoil for the first 3 rounds.
Type 25: Fully automatic assault rifle. High rate of fire with moderate
recoil.
AN94: Fully automatic assault rifle with moderate recoil, power and a
hyperburst feature. First 2 round burst are fired at a higher fire rate.
Man-O-War: Fully automatic assault rifle. Slow rate of fire with high
damage.
Volkssturmgewehr: Fully automatic assault rifle. Quick and mobile.
Peacekeeper MK2: Fully automatic. Slow rate of fire with high damage.
SCAR-H: Fully automatic assault rifle. Increased damage and range.
AS VAL: Chambered in subsonic 9x39mm and integrally suppressed, the AS
VAL is a powerhouse built for stealth, accuracy, and penetration.
Galil ACE: Fully automatic assault rifle with medium fire rate.
Effective at medium range.
Maddox RFB: Fully automatic assault rifle. Fast fire rate with a larger
ammo pool. Mediocre recoil.
StG-44: Full automatic rifle with modest damage and low recoil.
M13: Assault rifle with an extremely high fire rate and strong headshot
multiplier.
FAMAS: Fully automatic assault rifle with high fire rate. Effective at
medium range.
FAL: Semi automatic assault rifle with a high rate of fire for faster
follow up shots. Effective at medium to long range.
Bal-27: Fully automatic assault rifle. Fires faster over time.
M8A1: 4 round burst assault rifle. Bursts can be fired in quick
succession.
ACR 6.8: Full-auto assault rifle. High damage with medium recoil but
low range.
Remington R5: Fully automatic assault rifle. High damage output and
range combined with a reduced fire rate for stability.
Honey Badger: Fully automatic assault rifle with a build in suppressor
that keeps you silent.
SNIPER RIFLES:
Intervention: Bolt-action sniper rifle. Renowned for superior
stability, handling, and unforgiving recoil.
M14 EBR: Semi-automatic sniper rifle. Higher rate of fire with better
stability and 1 shot kill to the head.
SDK 9mm: Bolt-action sniper rifle with built-in suppressor that offers
a generous one shot kill zone.
Barrett .50cal: Semi-auto sniper rifle. Heavy recoil with slow
handling. 1-shot kill to the head or upper chest.
Locus: Bolt-action sniper rifle. One-shot kill above the waist.
MORS: Bolt action railgun. Best in class handling.
SVD Dragunov: Semi-auto sniper rifle with high mobility but relatively
low damage.
NA-45: Semi-automatic two round fire system. First round explodes when
the second round hits nearby.
M40A3: Bolt-action sniper rifle. Good damage, recoil and mobility.
S-Tac Aggressor: Bolt-action sniper rifle. combines the high power of
bolt-action rifles with the quick reload speed. Low fire rate.
Drakon: Semi-auto sniper rifle. Eliminates enemies with 2 body shots,
or 1 shot to the head.
Havelina AA50: Semi-auto sniper rifle. High Damage with manual reload.
SVU-AS: Semi-automatic sniper rifle. High fire rate with low recoil.
Ballista: Bolt-action sniper rifle. Deadly from the chest up, with
faster handling speeds.
Kar98k: Bolt-action sniper rifle that offers a generous one shot kill
zone.
PTRS-41: Semi-automatic sniper rifle that one shot kills on every part
of the body.
HEAVY RIFLES:
RPD: Fully automatic light machine gun, suitable for medium & long
range firefights.
MG36: Full-auto light machine gun dealing high damage at long ranges
with a fast firing rate.
Hades: Full-auto light machine gun with relatively high mobility and
fire rate.
AUG HBAR: Fully automatic light machine gun with high damage and low
reload speed.
RPK: Full-auto light machine gun. Strong damage with moderate recoil.
HAMR: Fully automatic light machine gun. Reduces fire rate over time,
becoming more accurate.
Chain SAW: Fully automatic light machine gun. Hip fire only with
increased accuracy from attached Laser Sight.
Dingo: Full-auto light machine gun. Fast fire rate with moderate
recoil.
Atlas: Full-auto light machine gun. Good accuracy and range but has
limited ammo capacity. The built in underbarrel fires a tactical Smoke Drone that
moves down range while producing visual cover.
BAR: High-caliber full-auto light machine gun with accuracy for long
distance engagements.
M27-IAR: Fully automatic light machine gun. Moderate recoil and rate of
fire with consistent damage over range.
M60E4: Full-auto light machine gun. Consistent ammo capacity with high
stopping power. Slower fire rate and handling speeds.
LAUNCHERS:
RPG-7: Free-fire rocket launcher. Increased blast radius with heavy
damage to vehicles, equipment and personnel.
FHJ-18 AA: Guided shoulder-mounted rocket launcher that can lock-on to
enemy vehicles and pointstreaks.
China Lake: Pump-action grenade launcher. Grenades explodes on impact.
XM25: Fires 25mm grenades that can explode mid-flight creating an
airburst effect to eliminate targets behind cover. Aiming down the sights at a
cover will lock in that distance.
D13 Sector: Single shot blade launcher. Shoots deadly, ricocheting
discs, each capable of slaying multiple foes.
Ballistic Knife : A knife that can fire its blade as a projectile.
MELEE:
Combat Knife: CQC tactical knife. Standard military issue, employed for
fast, quiet, and deadly wetwork.
Tidal: Small Indonesian curved knife that looks like a claw.
Ice Pick: Standart ice-pick. Effective at close-range
Iron Jim: Lethal melee crowbar. The right weapon in the wrong place can
make all the difference in battle.
Baseball Bat: Lethal sporting equipment. Swing for the fences to send
your enemies just a bit outside.
Axe: A standard axe, perfect for making kindling out of your enemies.
CQB Bayonet: Standart bayonet that heavily used in WW2.
Machete: Manufactured from a durable steel blade tempered to maximum
toughness to resist chipping and breaking. Popular in many tropical countries as
both a weapon and an agricultural tool.
US Shovel: Lightweight entrenching shovel effective in close quarters
combat. Offers enhanced mobility.
Kali Sticks: Dual wielding batons allow operators to approach their
targets with great agility. Sturdy, lightweight design enables rapid attacks for
zoning your enemies.
Wrench: Effective repair tool. Repair or Smash!
Sai: Dual wield melee. Famous for its use in the Japanese martial art
of Ninjutsu. Lightweight and versatile with fast attacks
Katana: Famously known as the companion sword to the Samurai's Katana.
Traditionally forged using a folded steel technique. Light to wield, resilient to
force, and durable to wear.
Nunchucks: Pulverize enemies with this melee weapons that acquires
targets in a wider range.
Backhander: Lethal melee weapon. The diseased and yet oddly resilient
arm of some unfortunate soul.
FIELD UPGRADES:
Guardian: A placeable dish that projects a cone of microwave radiation
that stuns and impairs enemies. Recharge Rate: Medium
Ammunition Box: Deploy a box of ammo for you and your teammates. Shoot
at your own risk. Recharge Rate: Fast
Armor: Reduces incoming bullet damage. Destroyed after it absorbs too
much damage. Recharge Rate: Slow
Field Mic: Deploys a recording device that highlights enemy sounds on
your minimap. Recharge Rate: Medium
Jammer: Electronic jamming device that disables nearby enemy radar and
equipment. Recharge Rate: Medium
Dead Drop: Records your current pointstreak score and awards it back
when you next respawn. Recharge Rate: Fast
Tactical Insert: Marks a location as your next spawn point. Recharge
Rate: Fast
Deployable Cover: Portable, rapidly-deployable ballistic cover.
Recharge Rate: Fast
Specialist: Equip every perks at once. Lasts 1 munite Recharge Rate:
Slow
Gas Mine: Proximity activated trap that expels a large cloud of harmful
gas. Recharge Rate: Medium
Dead Silence: Temporarily makes your footsteps quieter. Kills refresh
duration. Recharge Rate: Fast
Super-Ammo: Equip all of the ammo types at once temporary. Recharge
Rate: Medium
MUZZLE:
Flash Eliminator: +Muzzle Flash Concealment +Recoil Control -Bullet
Velocity
Recoil Booster: +Fire Rate -Accuarcy
Monolithic Suppressor: +Sound Suppression +Damage Range -Aim Down Sight
Speed -Aim Walking Steadines
Stabilizer: +Damage Range +Accuarcy -Hip Fire Accuarcy -Sprint To Fire
Time
Agency Suppressor: +Sound Suppression +Accuarcy -Aim Down Sight Time
Compensator: +Recoil Control -Aim Down Sight Speed -Aiming Stability
Quicksilver Suppressor: +Sound Suppression -Damage Range
BARREL:
Light Barrel: +Aim Down Sight Time +Movement Speed -Damage Range -
Recoil Control
Extended Barrel: +Damage Range +Reduced Scope Sway +Bullet Velocity -
Aim Down Sight Time -Movement Speed
Rapid Barrel: +Fire Rate -Recoil Control -Hip Fire Spread
Precision Barrel: +Recoil Control +Headshot Damage -Body Damage -Hip
Fire Accuarcy
OPTIC:
Iron Sight: +Aim Down Sight Time -Zoom Level #Only Snipers
G.I. Mini Reflex: +Precision Sight Picture
Corp Combat Holo Sight: +Precision Sight Picture -Aim Down Sight Speed
Aim-Op Reflex Sight: +Aiming Sight Picture -Aim Down Sight Speed
Scout Combat Optic: +Zoom Level -Aim Down Sight Speed
APX5 Holographic Sight: +Precision Sight Picture -Aim Down Sight Speed
4.0x Flip Hybrid: +Holo & Scout Toggle +Zoom Level -Aim Down Sight
Speed
Solozero Optics Mini Reflex: +Precision Sight Picture -Aim Down Sight
Speed
VLK 3.0x Optic: +Zoom Level -Aim Down Sight Speed
Operator Reflex Sight: +Precision Sight Picture
Sniper Scope: +Zoom Level -Aim Down Sight Speed
Integral Hybrid: +Reflex & Scout Toggle +Zoom Level -Aim Down Sight
Speed
Viper Reflex Sight: +Precision Sight Picture -Aim Down Sight Speed
PBX Holo 7 Sight: +Precision Sight Picture -Aim Down Sight Speed
Merc Thermal Optic: +Thermal Target Identification +Zoom Level -Aim
Down Sight Speed
Monocle Reflex Sight: +Aiming Sight Picture
Canted Hybrid: +Reflex & Scout Toggle +Zoom Level -Aim Down Sight Speed
Variable Zoom Scope: +Zoom Level +Magnification Toggle -Aim Down Sight
Speed
Cronen C480 Pro Optic: +Zoom Level
Cronen LP945 Mini Reflex: +Precision Sight Picture
Thermal Hybrid: +Reflex & Thermal Toggle +Zoom Level -Aim Down Sight
Speed
POS-M3 Thermal Scope: +Thermal Target Identification +Night Vision
+Zoom Level -Aim Down Sight Speed
Target Finder: +Enemies Will Be Highlighted In Bright Red Diamonds -Aim
Down Sight Speed
Milimeter Scanner: +See Enemy Through Walls At 10m if they are
stationary -Aim Down Sight Speed
STOCK:
FORGE TAC Ultralight: +Aiming Stability -Aim Walking Movement Speed
FSS Close Quarters Stock: +Aim Down Sight Speed -Aim Stability
No Stock: +Movement Speed +Aim Down Sight Time +Sprint To Time Speed +
Hip Fire Accuarcy -Accuarcy -Recoil Control
XRX StrikeLite III: +Aim Walking Movement Speed -Aiming Stability
Skeletal Stock: +Sprint to Fire Time +Aim Walking Movement Speed - Hip
Fire Accuracy
HANDLE:
Speed Tape: +Aim Down Sight Time
Dropshot Wrap: +Aim While Going Prone
Field Tape: +Flinch Resistance
Jungle Grip: +Aim Down Sight Time +Aim While Going Prone -Sprint to
Fire Time
Serpent Wrap: +Aim Down Sight Time -Sprint to Fire Time
Elastic Wrap: +Aim Down Sight Time +Flinch Resistance +Aim While Going
Prone -Shooting Movement Speed -Sprint to Fire Time
MAGAZINE:
Extended Mag: +Highly Increased Ammo Capacity -Aim Down Sight Speed -
Movement Speed
Ultra Mag: +Superiorly Increased Ammo Capacity -Aim Down Sight Speed -
Movement Speed -Aim Walking Movement Speed
Heavy Mag: +Bullet Velocity +Damage Range +Bullet Penetration +Damage -
Recoil Control -Aim Down Sight Time -Movement Speed
Fast Mag: +Reload Speed +Max Starting Ammo -Aim Down Sight Speed
Extended Fast Mag: +Slightly Increased Ammo Capacity +Reload Speed -Aim
Down Sight Speed -Movement Speed
Lightweight Mag: +Recoil Control +Aim Down Sight Time +Movement Speed
+Fire Rate -Bullet Velocity -Damage Range -Bullet Penetration -Damage
AMMO TYPE:
Subsonic: +No Minimap Ping +No Enemy Skulls +Firing Visibility To
Enemies
FMJ: +Bullet Penetration
Frangible: +Increased Flinch Dealt +Delays Enemy Healing +Hitting Enemy
Legs Slows Movement
Armor Piercing: +Damage To Vechiles, Pointstreaks And Armors
Incendiary: +Incendiary Damage -Bullet Velocity -Damage Range
Lengthened: +Bullet Relocity
Hollow Point: +Removes Damage Penalty When Hitting Limbs
UNDERBARREL:
Commando Foregrip: +Recoil Stabilization +Aiming Stability -Movement
Speed
Merc Foregrip: +Recoil Control +Hip Fire Accuracy -Aim Walking Movement
Speed -Aim Down Sight Speed
Tactical Foregrip: +Aiming Stability -Movement Speed
Bipod : +Crouch/Prone Recoil Control
Ranger Foregrip: +Recoil Control +Aiming Stability -Aim Walking
Movement Speed -Aim Down Sight Speed
Operator Foregrip: +Recoil Control -Aim Down Sight Speed
Bayonet: +Melee Damage +Melee Range -Melee Recovery
Underbarrel 40mm Explosive: +Underbarrel Explosive Launcher -Aim Down
Sight Speed -Movement Speed #Only Assault Rifles
Underbarrel 40mm Incendiary: +Underbarrel Incendiary Launcher -Aim Down
Sight Speed -Movement Speed #Only Assault Rifles
Underbarrel 40mm Smokescreen: +Underbarrel Smoke Launcher -Aim Down
Sight Speed -Movement Speed #Only Assault Rifles
Underbarrel 40mm Concussion: +Underbarrel Concussion Launcher -Aim Down
Sight Speed -Movement Speed #Only Assault Rifles
Underbarrel 40mm EMP: +Underbarrel EMP Launcher -Aim Down Sight Speed -
Movement Speed #Only Assault Rifles
Underbarrel 40mm Recon: +Underbarrel Sensor Launcher -Aim Down Sight
Speed -Movement Speed #Only Assault Rifles
Underbarrel 40mm Flash: +Underbarrel Flash Launcher -Aim Down Sight
Speed -Movement Speed #Only Assault Rifles
Underbarrel 40mm Cryo: +Underbarrel Cryo Launcher -Aim Down Sight Speed
-Movement Speed #Only Assault Rifles
12 Gauge Deputy: +Underbarrel Shotgun -Aim Down Sight Speed
50ml Flamethrower: +Underbarrel Flamethrower -Aim Down Sight Speed
KIT:
Fast Melee: +Fast Melee
Surplus: +Kill XP
Deep Breath: +Hold Breath Duration
Fully Loaded: +Max Starting Ammo
Defender: +Mounted Movement Speed
Heavy Hitter: +Melee Stun Power
On-Hand: +Equipment Dexderity
PROFICIENCY:
Pressure: +Reload Quickness While Injured
Acrobatic: +Prone Transition Accuarcy
Vital: +Increased Area For Critical Hits
Nerves Of Steel: +Accuarcy And Recoil While Injured
Focus: +Flinch Resistance
Sleight Of Hand: +Reload Quickness
LETHALS:
Fragmentation Grenade: Cookable or impact grenade
Cluster Grenade: Powerful explosive grenade that sticks to surfaces and
releases sub-munitions upon detonation.
Combat Axe: Retrievable axe that causes instant death on impact. Can be
recovered after use.
Thermite: Incendiary grenade that explodes into a lethal heat zone. Can
stuck on the people.
Trip Mine: Magnetic mine that detonates when an enemy interrupts the
beam.
Proximity Mine: Throwable mine, explodes shortly after an enemy runs or
drives over it. Can be avoided by crouching. Destroys any vehicle that runs over
it.
Molotov Cocktail: Explodes on impact, setting the affected area on fire
for five seconds.
C4: High explosives that stick to surfaces and can be detonated
remotely.
TACTICALS:
Smoke Grenade: Produces a smoke screen immediately upon impact.
Concussion Grenade: Disorients enemies and slows movement via heavy
screen blur and tint, rendering them almost completley unable to fight.
Dome Grenade: Deployable electromagnetic dome that blocks projectiles.
EMP Grenade: Jams enemy minimap, movement, and aiming systems. Disables
nearby enemy electronic systems.
Cryo Grenade: Releases a surge of freezing air that slows the enemy.
Shock Charge: Proximity triggered mine that electrocutes and stuns
nearby enemies, does a small amount of damage.
Stimshot: Starts health regeneration instantly. Recharges overtime
Trophy System: Destroys incoming enemy projectiles within 10 meters.
Vehicle missiles have a chance to penetrate. Can be thrown.
TIER 1 PERKS:
Engineer: Detect enemy equipment, field upgrades, and pointstreaks
through walls. Mark them for your team by aiming down sights. Hack enemy equipment
and field upgrades.
High Alert: Your vision pulses when enemies outside of you view see
you.
Forward Intel: See indicators for enemy reinforcements on your minimap.
Minimap shows a larger area.
Restock: Recharge equipment over 25 seconds.
Tracker: Enemies leave behind a footprint trail. See markers at enemy
death locations and hide the death markers of enemies you kill.
Recon: After an enemy is killed, nearby enemies will be scanned and
displayed on the mini map.
Saboteur: Displays a mini-map indicator while disabling close enemies
mini-map.
Overkill: Take 2 primaries or 2 secondaries
TIER 2 PERKS:
Dauntless: Immune to movement reducing and burning effects while
running.
Scavenger: Replenish ammo from dead players
Cold Blooded: AI-controlled killstreaks will not target you, and
player-controlled killstreaks will not highlight you. You do not trigger High
Alert. Reduces the range at which awareness markers appear for enemies.
Serrated: Take a melee as a primary and melee much faster. Get 4 Combat
Axe.
Quick Fix: Heal faster and killing players immediately starts health
regeneration
Hardline: Pointstreak acquisition requires 1 less point and every two
assists earned add a point toward pointstreak acquisition.
Ghost: Undetectable by enemy Counter UAV, EMP and UAV whenever you are
moving, planting or defusing bombs, or controlling Pointstreaks. Detected by
Advanced UAV but removes direction.
Ninja: Move silently. Take reduced damage when falling.
TIER 3 PERKS:
Sleight Of Hand: Reload faster and swap weapons faster.
Gung-Ho: Hip fire, throw grenades and change mags while sprinting
Stalker: Full speed movement when ADS and delay enemy planted
explosives.
Lightweight: Increases movement speed.
Flak Jacket: Reduce damage taken from explosives. No slowdown from
explosive damage. Reset grenades time on throwback.
Tactical Mask: Reduces the duration of enemy tactical equipment
effects.
Shrapnel: Spawn with a extra piece of lethal equipament. Thrown lethals
and tacticals display an indicator showing the path of the lethal or tacticals.
Explosive damage delays enemy health regeneration.
Catalyst: Inject a serum that increased weapon handling. Serum
reacharges over time.
POINTSTREAKS (GET POINTS BY CAPTURING OBJECTIVE, KILLING ENEMIES ETC. ):
ASSAULT (KILL = POINT):
Shield Turret (3 Points): A manual shielded turret that can be deployed
on most surfaces. Turret has 200 ammo.
UAV (4 Points): Unmanned Aerial Vehicle that reveals enemy locations on
the minimap.
Care Package (4 Points): Airdrop a random pointstreak.
I.M.S (5 Points): The Intelligent Munitions System detects and
eliminates enemy combatants.
Hunter Killer Drone (5 Points): Infantry deployed drone that seeks out
an enemy or vehicle.
Sentry Gun (6 Points): Deploy an automated Sentry Gun. Can rip off the
turret head and carry on the battlefield.
Hellstorm Missile (6 Points): Steer a teio of missiles with boost and
air break controls.
Lightning Strike (6 Points): Launch a coordinated airstrike on three
locations
Napalm Strike (7 Points): Launch a targeted carpet bomb strike of
explosive napalm.
Dragon Fire (7 Points): Manually controlled drone with a machine gun as
the weapon.
Orbital Laser (8 Points): Deploy a Orbital Laser, move along the route
designed by the player.
Attack Chopper (8 Points): Call in an armed support helicopter that
targets enemy players.
Strafe Run (8 Points): win strafing planes attack with heavy machine
gun fire and air-to-air rockets .
Reaper (9 Points): Laser missile targets remotely from the Reaper.
Maniac (9 Points): Recieve an advanced armor with a Knife, Combat Axe
and EMP Grenade. The Maniac has unlimited sprint and move faster than players.
Escort Drone (10 Points): Get personal air support from an escort drone
that follows you throughout the map
Assault Drone (10 Points): Call in a Assault Drone by airdrop that
carries a machine gun and a grenade launcher on it. The grenades replenish
automatically after a short duration of time. Active for about a minute or until
destroyed,
AC-130 (12 Points): Be the gunner in a heavy assault gunship with three
types of armaments.
Pave Low (12 Points): A heavily armoured attack helicopter enters the
battlefield and attacks enemies in the open.
K9 Unit (12 Points): Spawns attack dogs that hunt down the enemy. Dogs
will continue to spawn if one is killed.
Juggernaut (15 Points): Recieve an advanced assault armor with a
Minigun. Unlimited ammo.
Osprey Gunner (15 Points): Get behind the guns of a V-22 Osprey that
you control as you deliver and defend three care packages for your teammates.
Carries two sets of flares for protection against enemy missiles.
DMB (25 kills): Launch a Dark Matter Bomb. After a countdown of 10
seconds, it kills all players in the map at the moment and end the game for the
sake of the user.
SUPPORT (KILL, OBJECTIVE, 2 ASSIST = POINT):
RC-XD (3 Points): Deploy a remote-controlled car rigged with an
explosive charge.
UAV (4 Points): Unmanned Aerial Vehicle that reveals enemy locations on
the minimap.
Care Package (4 Points): Airdrop a random pointstreak.
Counter-UAV (5 Points): Jams enemy reconnaissance by temporarily
disabiling the enemy minimap.
Airdrop Trap (5 Points): Aerial support drops in a rigged crate,
blasting away the first enemy to open its contents.
Ballistic Vests (6 Points): It adds a separate 100HP armor to the user
that will protect them from bullets to the body, dogs and explosives.
Shock RC (6 Points): Detects nearby 2 enemies and paralyzes them in a
continous eletric shock.
SAM Turret (7 Points): Deploy a turret that launches missiles at enemy
airpointstreaks and player-piloted helicopters 5 missiles.
Recon Drone (7 Points): Remote controlled drone that marks enemies and
fires EMP Grenades.
Night Owl (8 Points): A companion drone that detects enemies based on
proximity and protects you from explosives.
Emergancy Airdrop (8 Points): Drops three care packages, each rewarding
a random pointstreaks on pickup.
Swarm (9 Points): Call in a swarm of lethal Hunter Killer Drones for
20 seconds.
Support Squadmate (9 Points):
Advanced UAV (10 Points): Orbital UAV that reveals the enemy's
direction on the mini-map. Can be shot down only with EMP Systems.
EMP Systems (10 Points): Lauch an Electro Magnetic Pulse that disables
all enemy electronics. All items in enemy HUD will be removed and field of vision
will be affected. Enemies affected cannot use throwables, pointstreaks and field
upgrades.
Juggernaut Recon (12 Points): Receive advanced defensive armor with
personal radar tech via Care Package. Equipped with a Riot Shield and .44 Magnum.
Helo Scout (12 Points): Provide sniper support from a controllable
helicopter.
Oracle (15 Points): Oracle will detect and display enemies through
walls with GPS technology. Oracle cannot be shot down.
Escort Airdrop (15 Points): An Osprey enters the target vicinity and
drops a load of five Care Packages, sticking around for a brief period of time to
attack enemies that try to steal the goods.
DMB (25 kills): Launch a Dark Matter Bomb. After a countdown of 10
seconds, it kills all players in the map at the moment and end the game for the
sake of the user.
CARE PACKAGE SPECIFIC POINTSTREAKS:
War Machine: High Explosive grenade launcher. 6 ammo in reserve.
Death Machine: High capacity, multi-barreled minigun with an extremely
high rate of fire.
Annihilator: Massive high-caliber revolver that fires devastating
rounds with high bullet penetration.
Grim Reaper: Lock-on or free fire rocket launcher with very high
damage. There is a %50 chance that the explosion can kill a enemy with Flak Jacket
equiped. 4 ammo in reserve
Bull Charge: Equip a shield and then charge forward to kill all enemies
in your path.
GAME MODES:
Team Deathmatch: Eliminate the enemy at all costs.
Cranked: Get a kill, get cranked and get faster movement, reload and
Aim Down Sight. Rack up your next kill within 30 seconds or you'll explode!
Free-for-All: Eliminate other players.
Kill Confirmed: Eliminate hostiles and recover their dog tags.
Cyber Attack: Locate the bomb and disable the enemy data center.
Domination: Capture the zone and defend them.
Search and Destroy: (Attacker) Destroy targets A or B, (Defender)
Protect targets A and B.
HQ: Capture and hold the HQ.
Hardpoint: Hold the Hardpoint.
Hordepoint: It's the classic Hardpoint mode, but The World is under
attack by the undead!
Blitz: Enter the enemy objective zone to score
Infected: Suvive at all costs!
Gun Game: Get kills with all 32 guns.
Arsenal: Get kills with all guns.
One in the Chamber: One bullet in the chamber, a knife, three lives,
and instant kills. Players receive a bullet after each kill.
Sticks and Stones: Ballistic Knife and Bow only. Kill an enemy with the
Comat Axe to humiliate.
All Or Nothing: Start the game with a MK1911 with no ammo, Quick Fix
Pro, Hardline Pro, Upgraded Mags Pro and Extreme Conditioning Pro. Get 1 kill for
Scavenger Pro. Get 3 kills for Lightweight Pro. 5 Kills for Foward Intel Pro.
Progress resets upon death.
Prop Hunt: One team hides as props in the map and the other team must
find them.
Training: Test your Loadouts, Specialist Weapons, Pointstreaks,
Deathstreaks and Perks.
KILL MEDALS:
Afterlife: Kill an enemy when you are dead.
Dead But Not Out: Kill an enemy while in Last Stand.
Assisted Suicide: Injure an enemy that kills themselves.
Avenger: Kill an enemy that recently killed a teammate.
Buzzkill: Kill an enemy before he reaches his next pointstreak.
Bullseye!: Kill an enemy with the Combat Axe.
Comback: Kill an enemy after dying 3 or more times in a row.
Execution!: Kill an enemy by executing.
First Blood: Achieve the first kill of the game or round.
Headshot: Kill an enemy by shooting them in the head.
Long Shot: Kill an enemy who’s away from you.
Puncture: Bullet penetration kill.
Return To Sender: Killed an enemy with a thrown back grenade.
Dogfight: Killed an enemy while you were both in the air.
One Shot, One Kill: Kill an enemy at full health with a single shot.
Strafe: Killed an enemy while you were in the air.
Skeet Shooter: Killed an enemy that was in the air.
Rabit Punch: Melee kill from behind.
Revenge: Kill an enemy who killed you before.
Point Blank: Kill an enemy at close range.
Kingslayer: Kill the first place player on the enemy team.
Near Death Kill: Got a kill while near death.
Low Blow: Kill an enemy while sliding.
Blind Fight: Kill an enemy while you're stunned, flashed, concussed or
EMP'd.
Deadeye: Kill an enemy with the Crossbow.
Smackdown: Kill an enemy while wallrunning.
Efficency: Get multiple kills with one bullet.
Think Fast: Get a direct impact kill.
Backfire: Killed an enemy with their own weapon.
Secretary of Defense: Destroy 2 projectiles with the Trophy System.
Savior: Kill an enemy before they kill a teammate.
Stuck!: Stick a semtex, thermite or molotov to an enemy.
KILLSTREAK MEDALS:
Bloodthirsty: Achieve a 5 kill streak.
Merciless: Achieve a 10 kill streak.
Ruthless: Achieve a 15 kill streak.
Brutal: Achieve 20 kill streak
Nuclear: Achieve 30 kill streak
Unstoppable: Achieve 30+ kill streak
RAPID KILL MEDALS:
Double Kill: Kill 2 enemies in rapid succession.
Triple Kill: Kill 3 enemies in rapid succession.
Fury Kill: Kill 4 enemies in rapid succession.
Frenzy Kill: Kill 5 enemies in rapid succession.
Super Kill: Kill 6 enemies in rapid succession.
Mega Kill: Kill 7 enemies in rapid succession.
Ultra Kill: Kill 8 enemies in rapid succession.
Omega Kill: Kill more than 8 enemies in rapid succession.
OBJECTIVE MEDALS:
Aggression: Kill an enemy while capturing an objective.
Bomber: Plant and detonate a bomb.
Clean Up: Retrieve 3 or more dog tags in a short space of time.
Foward Position: Capture a neutral hardpoint as soon as it appears.
Hero: Defuse a bomb.
Ninja; Defuse a bomb without being detected.
Share Package: Share your Care Package.
Thief: Steal an enemy Care Package.
Retrieved: Retrieve your own dog tags.
Secure: Capture an objective.
Takedown: Kill a bomb planter.
Last Man Standing: Become last player alive.
Clutch: With no teammates alive, defuse the bomb when enemies are
alive.
Bankrupted: Setback an enemy with the Combat Axe.
Gunslinger: Killed an enemy within 3 seconds of ranking up.
Humiliation: Setback an enemy player by knifing them.
END OF THE MATCHES:
Strength And Honor: Finish a match completely, regardless of loss of
the match.
Victor: Finish a match with a victory.
Traitor: Leave a match in progress
CLASSIC GUIDE:
Handguns: P38, P08, Ruby, M1911, Steyr M1912, Liberator, Type 94, PPK,
Welrod
Relvovers: MK VI, Model 27, MP-412, .44 Magnum, .38 Snub
Machine Pistols: TEC-9, G18C, 93R, MAC-10, MP9
Shotguns: 12g Automatic, USAS-12, M1897, 1887, M30
Carbines: Commando Carbine, M28 con Tromboncino, Jungle Carbine, SMLE
MKIII
Submachine Guns: Sten, Suomi KP/-31, MP40, MP28, MP34, Type 2A, M3
Grease Gun, ZK-383
Bolt Action Rifles: Kar98k, Ross MKIII, Krag-Jørgensen, K31
Self Loading Rifles: ZH-29, Autoloading 8, RSC 1917, Selbstlader 1906
Semi Auto Rifles: M1A1 Carbine, M1 Garand, M1941 Johnson, Karabin
1938M, Sturmgewehr 1-5
Assault Rifles: StG 44, M1907 SL, Ribeyrolles 1918, AK-47, M4A1
Sniper Rifles: M82A1, Type 88, SVD, L96A1, SKS, M417
Anti Material Rifles: Boys AT Rifle, Panzerbüchse 39
Light Machine Guns: FG-42, Type 11, Chauchat, BAR M1918, KE7, Type 97
MG
Medium Machine Guns: MG-42, MG-34, VGO, S2-200, M1922 MG, M1919
Browning
Rocket Launchers: Panzerschreck, Javelin, RPG-7, Fliegerfaust
Grenade Launchers: XM25, M320, M79, MGL
Melee Weapons: Bowie Knife, Shovel, Pickaxe, Wine Bottle
HANDGUNS:
P38: The P38 pistol was the standard German sidearm in World War II.
Some of its technical solutions are still in use today. It was chambered for the 9
mm Parabellum round.
P08: The P08 pistol is commonly known as the "Luger", named after the
man who patented it. The German military tried replacing it with the P38 during
World War II, but it would remain in production until 1943.
Ruby: The Ruby pistol was incredibly easy to use, which was why it
survived long after World War II. It first saw action in World War I, and it was a
great back-up weapon in trench warfare.
M1911: When people think of a .45, they often imagine the M1911 pistol.
Designed before World War I, they were so popular in World War II multiple gun
manufacturers were needed to meet the demand.
Steyr M1912: The M1912 was a rugged and dependable pistol with an
integral magazine. First used in World War I, the German Army ordered 60,000
pistols when Germany annexed Austria in 1938.
Liberator: The Americans created the Liberator pistol for use by
resistance groups. Simple to manufacture, it was known for its single-shot
functionality. The Allies gave large numbers to the French resistance.
Type 94:Manufactured in Japan since before the war, some viewed this
pistol as being unnecessarily complex in its design while others admired that it
was compact and lightweight.
PPK: Designed in 1929, the PPK is the short version of the PP. While
the newer P38 was the standard sidearm of German military during World War II the
PPK was adopted in small numbers throughout the war.
Welrod:The British developed the Welrod pistol to be as quiet as
possible. It was bolt operated and magazine fed. At only 73 dBA it was about as
loud as a present day car.
RELVOVERS:
MK VI: The Mk VI was the standard revolver for the British army in both
World War I and World War II. The earliest version, Mk I, was the first put into
service by the army in 1887.
Model 27: Utilized by several law enforcement agencies in the United
States before the war it remained popular due to its renowned reliability and
effectiveness at longer ranges.
MP-412: Developed for export in Russia, the MP412 is a compact .357
Magnum handgun with an interesting tilt open and auto extraction design
.44 Magnum: A .44 Magnum, the most powerful handgun in the world, this
particular model features a ported barrel, a compact frame for easy carry, and of
course, a round that will blow your head clean off.
.38 Snub: With a barrel length of fewer than 3", the .38 Snub is a
popular firearm with law enforcement. The .38 Snub will fire as fast as you can
work the trigger.
MACHINE PISTOLS:
TEC-9: The TEC-9 is an inexpensive blowback-operated automatic handgun.
This gun is more stable and controllable than the G18C in sustained fire
G18C: The G18 was developed for the Austrian EKO Cobra counter-
terrorist force
93R: A modified iteration of the M9, this 3 round burst pistol engages
with superb mobility and a high rate of fire compensating for low power. Ideal for
close quarters combat and personal defense scenarios.
MAC-10: The MAC-10 fires a .45 caliber round at a high rate of fire.
The high damage comes with short range and serious recoil to manage.
MP9: The Brügger & Thomet MP9 is a Swiss selective-fire Machine Pistol
first produced in 2001.
SHOTGUNS:
12g Automatic: The 12g Automatic served in both world wars. It was the
first successful semi-automatic shotgun used by the Allies, eventually inspiring
the German army to create their own version.
USAS-12: A South Korean produced Automatic Shotgun, the USAS-12 was
specifically developed for the combat Shotgun role. Feeding from a box magazine,
and capable of both Automatic and Semi-Automatic fire, the USAS-12’s high weight
makes recoil manageable. The open choke results in a wide pellet spread
M1897: The US-made M1897 is most famously known as the "Trench Gun".
More than one million were built. It was used by soldiers, policemen and hunters
around the world.
1887: The Model 1887 is an American lever-action Shotgun designed by
John Browning in 1887.
M30: In case Luftwaffe pilots got shot down, they had this weapon to
both hunt game and protect themselves with. The M30 had two shotgun barrels, and
one normal rifle barrel.
CARBINES:
Commando Carbine: Despite its French-sounding name, the De Lisle
carbine was a British weapon. It had an integrated suppressor, which was combined
with subsonic ammo to make it one of the quietest firearms ever.
M28 con Tromboncino: A modernized M91 carbine that comes with a grenade
launcher, useful both against infantry and vehicles.
Jungle Carbine: Formally called "Rifle No.5 Mk I", the No.5 Jungle
Carbine is based on the Lee-Enfield No.4 Mk I.
SMLE MKIII: A British bolt action rifle with a high magazine capacity,
excellent for medium to long range use.
SUBMACHINE GUNS:
Sten: The famous Sten submachine gun was wildly popular with the
British army during World War II. It compensated for its low accuracy with a high
rate of fire, and a cheap and simple design.
Suomi KP/-31: The KP/-31 was possibly the best submachine gun of World
War II. It had great accuracy and a high rate of fire. The Russians copied the
design, but their version never reached the same high standard.
MP40: The Germans used this gun in great numbers. The Allies called it
the "Schmeisser", but the weapon designer Hugo Schmeisser was never involved in its
design.
MP28: After World War I, Hugo Schmeisser made many improvements to the
MP18, such as replacing the drum magazine with a straight one. The resulting MP28
was sold to both China and Japan among others.
MP34: The MP34's design was based on the old MP18 submachine gun. Used
primarily by the German army, it was an extremely well-made gun although the
production costs were very high.
Type 2A: An experimental submachine gun design put into production due
to the urgent need of automatic firing infantry weapons.
M3 Grease Gun: Light, cheap, and easy to manufacture were the goals
when designing this submachine gun. The result ended up being an effective weapon
for many years after its initial production.
ZK-383: Firing pistol rounds, the German Army used the ZK-383 as a
submachine gun despite it having many of the features found in a full-fledged
machine gun, such as a detachable barrel and integrated bipod.
BOLT ACTION GUNS:
Kar98k: The Kar98k was the most common bolt-action rifle in the German
army. Millions were produced before and during World War II. Many of them are still
in use today.
Ross MKIII: Although the Ross was exceptionally accurate, its length
and sensitivity to poor ammunition made the rifle unsuitable for infantry use. It
proved very popular with British and Canadian snipers though.
Krag-Jørgensen: The origins of the Danish Krag-Jørgensen rifle date
back to the late 19th century. The gun's main feature was a special type of
integral magazine which loaded from the side rather than the top.
K31: The sniper variant of the Swiss K31 service rifle, the K31 has an
integral periscopic scope.
SELF LOADING GUNS:
ZH-29: This was one of the first successful semi-automatic rifles, and
its design would go on to inspire the StG-44. The Chinese used it during World War
II, but it was developed in Czechoslovakia.
Autoloading 8: Remington made the Model 8 semi-automatic rifle in 1900.
US hunters and some police units would use it, but it was never formally adopted by
the US Army.
RSC 1917: By repurposing parts from the Lebel rifle it was designed to
replace, the RSC was cheaper to produce for the French army, though there were
complaints that it was unwieldy in the trenches.
Selbstlader 1906: The same toggle-lock mechanism used on the German P08
pistol was also used for a semi-automatic rifle. The design was a success but only
a few prototypes were ever built.
SEMI AUTO RIFLES:
M1A1 Carbine: The M1A1 was one of the most iconic weapons of World War
II. US troops loved it due to its firepower, light weight, and small size, and they
tried to get their hands on it whenever possible.
M1 Garand: A very reliable semi-automatic rifle that was standard issue
for American infantry during the war. Probably best known for the en-bloc clip it
utilizes, or rather the distinct sound it makes when the last round is fired.
M1941 Johnson: A semi-automatic rifle that featured a rotating bolt and
a cylindrical magazine. The reduced weight at the front of the rifle compared to
other rifles at the time made easy handling. While never formally adopted by US
forces, a number of them found their way into troops' hands.
Karabin 1938M: Influenced by the BAR, this Polish made rifle was in
early troop trials as war broke out. A semi-automatic, fixed magazine rifle
reminiscent of popular carbines that were already in use.
Sturmgewehr 1-5: The Sturmgewehr 1-5 was the selective-fire variant of
the Gewehr 1-5 semi-automatic rifle. As the concept of a fully automatic 1-5 was
ultimately rejected, very few were produced.
ASSAULT RIFLES:
StG 44: Many consider the Sturmgewehr 44 to be the first real assault
rifle. It combined a high rate of fire with high accuracy and stopping power.
Several modern weapons are based on its design.
M1907 SL: The M1907 SF was similar to the M1 carbine, only heavier and
more powerful. Some versions were modified so that they could fire on full auto. It
was mainly used by the French and the British.
Ribeyrolles 1918: With the Ribeyrolles, the French tried to produce an
early automatic rifle. Equipped with a detachable magazine and a light bipod, the
Ribeyrolles never entered mass-production.
AK-47: The AK-47 is a Soviet assault rifle designed by Mikhail
Kalashnikov in 1947. It is known as the most used and most produced firearm in the
world.
M4A1: Fully automatic, all-purpose battle rifle. Control your shots and
this weapon can be very effective at range.
SNIPER RIFLES:
M82A1: This is the top of the line .50 caliber M82A1 anti-materiel
rifle, able to damage light vehicles. It has to be deployed on a bipod in order to
be accurate
Type 88: The Type 88 is a new Chinese automatic rifle used as a
marksman weapon rather than a sniper rifle. Able to employ various optics, the
weapon has backup iron sights and a 10 round magazine.
SVD: Designed as a squad support weapon, the SVD Dragunov enhances a
squad’s ability by providing long range, rapid, accurate Semi-Automatic fire.
L96A1: The L96A1 is the replacement for the L42 Enfield sniper rifles.
It is reputed to be one of the world's best sniper rifles.
SKS: Millions of SKS rifles were produced originally for the Soviet
Army in 1945 and in China as the Type 56. The SKS is a popular rifle with civilian
shooters, and can still be found in a number of arsenals around the world.
M417: The high precision and stopping power of this rifle makes it
ideal as a sniper rifles, and it sees service in many armed forces worldwide.
ANTI MATERIAL RIFLES:
Boys AT Rifle: A British anti-tank rifle. Proving ineffective against
improved axis tanks, it was replaced by the PIAT during the war.
Panzerbüchse 39: Compared to most anti-tank rifles, the Panzerbüchse 39
fires a very light projectile at very high velocity, relying on speed rather than
mass to penetrate armor.
LIGHT MACHINE GUNS:
FG-42: With its selective fire functionality the FG 42 was way ahead of
its time. German paratroopers used and liked it, but it was never produced in great
numbers.
Type 11: This early Japanese machine gun design included a unique
offset hopper feed system that utilized the same cartridge clips as some of the
Japanese infantry rifles simplifying ammunition logistics on the battlefield.
Chauchat: In World War I, the standard French light machine gun was
called the Chauchat. It could be handled by a crew of just two, which was rare at
the time.
BAR M1918: An updated version of an automatic rifle that was developed
during the Great War. The new version made reloading easier and could be used with
a bipod.
KE7: Even though this light machine gun was designed in Switzerland,
the Swiss army never used it. It had a quick-change barrel, and a selective fire
mode similar to that on many submachine guns.
Type 97 MG: A machine gun based upon a Czech design, modified for use
in Japanese tanks. It was less commonly used as an infantry weapon due to the
excessive weight.
MEDIUM MACHINE GUNS:
MG-42: This ground-breaking machine gun was reliable, easy to use, and
had an extreme rate of fire. Due to the sound made by the high firing rate, the
Allies nicknamed the MG42 "Hitler's Buzzsaw". The MG42 saw action on all fronts.
MG-34: The MG34 was the first of a kind: a portable, air-cooled machine
gun with a high rate of fire.
VGO: The VGO began life as an airplane-mounted machine gun. But it was
soon adopted for land use. A high rate of fire made it a favorite among Allied
commando units.
S2-200: The S2-200 was a magazine-fed machine gun originally banned by
the Treaty of Versailles after World War I. Rejected by the German infantry, the
Luftwaffe eventually adopted them for use in their aircraft.
M1922 MG: The French never got to field their Modèle 33 light machine
gun during World War I. Many variants lived on into World War II however, where
they were mainly used in the French Navy.
M1919 Browning: The M1919 is mainly known as the .30 cal. machine gun.
A bipod and a carrying handle was added which resulted in the A6 model.
ROCKET LAUNCHERS:
Panzerschreck: Panzerschreck was the popular name for the
Raketenpanzerbüchse 54, an 88 mm reusable anti-tank rocket launcher developed by
Nazi Germany in World War II.
Javelin: Guided Anti-Tank missile launcher that locks on to land
vehicles. Warhead does medium damage to armor from any angle of attack. Launcher
must maintain lock until the missile hits the target.
RPG-7: Powerful rocket propelled Anti-Vehicle launcher capable of
disabling even heavily armored vehicles from the sides and rear.
Fliegerfaust: A German prototype man-portable anti-aircraft launcher.
Fires two salvos of unguided rockets.
GRENADE LAUNCHERS:
XM25: Fires 25mm grenades that can explode mid-flight creating an
airburst effect to eliminate targets behind cover. Aiming down the sights at a
cover will lock in that distance, allowing the grenade to explode in the air 3
meters past the cover.
M320: A single shot 40mm Grenade Launcher, the M320 replaced the old
M203 in service with the US Military.
M79: This surplus grenade launcher was probably not obtained through
legal channels. A breach-loading launcher, it fires a 40mm high explosive grenade
that is effective against light vehicles.
MGL: The MGL is a lightweight 40 mm six-shot revolver-type grenade
launcher developed and manufactured in South Africa by Milkor Ltd.
MELEE WEAPONS:
Bowie Knife: A fixed-blade fighting knife popularized in the 19th
century, the Bowie knife has a large blade, crossguard, and a clip point.
Shovel: The small size of shovels made them suitable for melee combat
in the trenches. One edge was often sharpened to make them able to cut into the
enemy.
Pickaxe: Useful as an engineering tool on the battlefield, pickaxes
were also used in melee combat to conserve ammunition or to stay relatively silent.
Wine Bottle: Improvised weapons were often a necessity during wartime.
Bottles tended to be in abundance both in urban and rural situations, whether they
were discovered or property of the soldiers.
ATTACHMENTS:
Scope: Red Dot Sight, Holographic Sight, ACOG Scope, Thermal Scope,
Iron Sight
Modifications: Suppressor, Grip, FMJ, Extended Mags, Akimbo
Accessories: M203, Masterkey, Heartbeat Sensor, Bayonet
GRENADES:
M67: Cookable frag grenade.
C4: High explosives that stick to surfaces and can be detonated
remotely.
Claymore: Directional anti-personnel mine that triggers a proximity-
based explosion.
Flashbang: Blinds enemies and impairs hearing and screen is filled with
white light and hearing is filled with very high-pitched buzzing sound.
Stun: Disorients enemies and slows movement via heavy screen blur and
tint, rendering them almost completley unable to fight.
Smoke: Creates a large plume of thick white smoke that lasts upwards of
10 seconds, but is slow to spread.
TIER 1 PERKS:
C4 x2: Gives the player two C4 packs.
M1A1 x2: Gives the player M1A1 with 2 rockets.
Special Grenades x3: Gives the player either 3 stuns, 3 flashbangs or 3
smokes.
Bomb Squad: Enemy explosives are marked in red.
Claymore x2: Gives the player two Claymores.
Bandolier: Gives the player extra starting ammo for their primary and
secondary weapons.
M67 x2: Gives the player 3 M67.
M2 Flamethrower: Equips the player with a Flamethrower.
TIER 2 PERKS:
Stopping Power: Increases bullet damage by 40%, cancels out Juggernaut.

Juggernaut: Reduces incoming damage by 25%, cancels out Stopping Power.


Sonic Boom: Increases explosives damage by 25%, cancels out Flak
Jacket.
Flak Jacket: Reduces incoming explosive damage by 25%. Cancels out
Fireworks.
UAV Jammer: Player becomes invisible against enemy UAVs.
Sleight of Hand: Halves reloading time.
Double Tap: Increases rate of fire by 33%.
Overkill: Allows the player to have an extra primary weapon instead of
a pistol.
TIER 3 PERKS:
Deep Impact: Extra bullet damage when shooting through walls.
Extreme Conditioning: Doubles the player's sprinting time.
Steady Aim: Increases hipfiring accuracy.
Last Stand: Player pulls out a pistol before dying. Headshots, grenade
explosions, knife stabs, shotgun blasts, sniper rifle one-hit-kills, killstreaks
and other directly lethal attacks will cancel this out. Falling a great height will
also render this useless.
Martyrdom: Drop a live grenade after death.
Toss Back: Resets the fuse of thrown-back grenades.
Iron Lungs: Longer breath hold for sniper rifles.
Eavesdrop: Hear near by enemy's voice chat.
Dead Silence: Foot steps are 75% more silent.
KILLSTREAKS:
UAV Recon: Deploys a UAV to scan the maps for 30 seconds and reveal
enemy locations. Enemies with the second tier perk UAV Jammer will not be detected
by the UAV.
Airstrike: Call in 3 aircraft to cluster-bomb a targeted area of the
map.
Helicopter: Deploys an attack helicopter to engage enemy players for
one minute. It can be shot down with RPGs, launched grenades, or concentrated gun
fire.
K9 Unit: Calls in a pack of vicious dogs for one minute time. If dogs
are killed, more spawn
CO-OP GUIDE:
ROLES:
Heavy, Recon, Demolition, Medic, Assault, Engineer
HEAVY:
Active: Team Armor: Give team heavy armor. Passive: Launcher +: 100%
more ammo in launchers.
RECON:
Active: Recon Drone: Remote controlled drone thet markes enemies.
Passive: Steady Aim: Weapon have very low recoil.
DEMOLITION:
Active: Thermite Launcher: Grenade Launcher with Thermite Rounds that
sticks and deals damage over time. Passive: Scavenge Grenades: Enemies drop grenade
pickups.
MEDIC:
Active: Team Revive: Revive all downed teammates. Passive: Quick
Revive: Revive downed players faster.
ASSAULT:
Active: Team Stopping Power: Gives team stopping power rounds that deal
extra damage. Passive: Fast Reload: Reload your weapon much faster.
ENGINEER:
Active: EMP Drone: Launch and control a drone that disables enemy
vehicles and equiment Passive: Armor Piercing: Extra damage to armored targets and
vehicles.
ZOMBIES GUIDE:

WONDER WEAPONS:
Ray Gun, Ray Gun MK II, Wave Gun, Wunderwaffe, Apothicon Servant,
Thundergun, Tesla Gun, D.I.E, GKZ-45 MK3, RAI K-84
AMMO MODS:
Cryofreeze: Each bullet has a chance to slow down enemies. 1 second
cooldown
Napalm Burst: Each bullet has a chance to burn enemies. Burned enemies
take more damage. 3 second cooldown.
Dead Wire: Each bullet has a chance to stun enemies. 15 second
cooldown.
Thunder Wall: Each bullet has a chance to blast zombies in a small
radius. 10 second cooldown.
Brain Rot: Each bullet has a chance to turn a normal enemy into an ally
for 15 seconds. 40 second cooldown.
Shatter Blast: Each bullet has a chance to explode that destroys any
impacted armor and deals little damage. 25 second cooldown.
Fire Works: Each bullet has a chance to release fireworks that shoots
zombies for 5 seconds. 20 second cooldown
PERK-A-COLA'S:
Juggernog: Drink a soda to increase health
Dying Wish: Read a special book to enter the Dark Aether instead of the
last stand with a cooldown.
Stone Cold Stronghold: Eject yourself a potion to create a circle that
boosts damage and gives armor over time
Double Tap Beer: Massage your fingers to increase the fire rate and
double the damage
Blaze Phase: Equip a jet to dash forward when crouched and untouched.
Stamin-Up: Get better shoes to increase speed and stamina
Zombshell: Eject an unknown matter into your mag to have a chance to
create a contamination field that slows down the zombies
Speed Cola: Replace your mag with a fast mag to reload faster, fire
while sprinting and use equipment while sprinting.
Etheral Razor: Replace your knife with a new one that has a spell on it
to make melee swipes affect multiple enemies in an arc, lunge attacks always kill
the normal enemies, increased swipe damage and lung damage, and gain health when
using melee attacks.
Mule Kick: Replace your bag to carry 3 weapons at once and get the
third weapon back when repurchasing Mule Kick back.
Victorious Tortoise: Get a shield and get a pill to equip a shield that
protects you from all sides with a cooldown.
Quick Revive: Get a syringe to revive faster, lower the heath
regeneration delay and regenerate health faster.
Death Perception: Launch a recon mortar to see enemies through walls
and get a better HUD.
Electric Cherry: Shock yourself to release an electric shockwave that
damages and stuns enemies when reloading and downed
Winter's Wail: Eat ice cream to freeze the attacker enemy and nearby
zombies when hit by a projectile
Supply Tea: Drink a tea to call in a care package per 3 rounds that
includes what you need.
Vulture Aid: Eject a medicine and make the zombie explode to see perks,
wall weapons, mystery box and etc., camouflage yourself when standing inside a
green gas and killed zombies have a chance to drop ammo, points and power.
Bandolier Bandit: Press the button to increase stock ammo and reload
the weapon you're not using slowly.
Who's Who: Enter the password to use your primary weapon when downed
and summon a doppelganger to help you when downed.
PhD Flopper: Equip an armor to remove all self-inflicted damage and
create an explosion when falling from a great height.
Timeslip: Break a clock to speed up the mystery box, pack-a-punch, Dark
Aether travel and field upgrade progress
Lucky Lime: Roll the dice to get a random buff each round.
Elemental Pop: Equip an attachment to get a chance to trigger a random
AAT
Blood Wolf Bite: Use the flute to spawn a wolf that helps you when
dealing a lot of damage quickly with a cooldown.
Tombstone: Get a tombstone to have a chance to revive yourself when
downed and get your equipment, perks, essence etc. by getting your tombstone back
when respawning but Tombstone is lost when you revive yourself.
Deadshot Daiquiri: Use an eye drop to improve aiming down sights,
refuse recoil, remove idle sway and gain a damage boost when on a headshot streak.
Widow's Wine: Drink a cola to slow down the zombies near you when hit
by a melee attack but you get 3 spider charges that regenerates over time ad every
melee hit uses a charge.

1st Perk-A-Cola: 2500Ƶ


2nd Perk-A-Cola: 3000Ƶ
3rd Perk-A-Cola: 3500Ƶ
4th Perk-A-Cola: 4000Ƶ
5th Perk-A-Cola: 4500Ƶ
6th Perk-A-Cola: 5000Ƶ
7th Perk-A-Cola: 5500Ƶ
7th+ Perk-A-Cola: 6000Ƶ

Der Wunderfizz (1500Ƶ): Select the perk you want.


Perk Bar (100000Ƶ): Get all perks at once!

FIELD UPGRADES:
Aether Shroud: Phase into the Dark Aether for 5 seconds becoming hidden
from enemy detection
Energy Mine: Create a mine of pure energy that detonates on proximity
of enemies, dealing explosive damage.
Fire Ring: Create a ring of ethereal fire. Normal enemies who enter
gain a burning effect that deals fire damage. Ammo is taken from stock. Last 15
seconds
Healing Aura: Summon beams of energy down on yourself and allies to
instantly heal to full health.
Frost Blast: Create a frigid blast of wind that deals frost damage and
slows enemies caught inside of it. Normal enemies are frozen for 5 seconds and
insta-killed when damaged.
Toxic Growth: Summon a deadly growth of thorns in front of you. Enemies
moving through it are slowed by 50% and take toxic damage.
Frenzied Guard: All zombies will target you but during that time, only
armor will take damage. Activation repairs all armor.
POWER UPS:
Insta Kill: Enables players to instantly kill zombies with any weapon
for 20 seconds.
Double Points: Doubles the point values for damaging or killing all
kinds of enemies for zombies.
Bonus Points: Grants everyone 1250 points.
Max Ammo: Gives player's weapons full reserve ammo and refills
grenades.
Nuke: Kills all normal zombies on the map at the time of detonation and
gives 400 points to every player in the game.
Carpenter: Repairs all armor on the team and gives players 200 points.
Fire Sale: Lowers the price of the Mystery Box from 950 to 10 points
for 20 seconds.
Death Machine: Grants the player a minigun that has infinite ammo for
30 seconds.
Rangers: Grants the player an akimbo sawed off shotgun that has
infinite ammo for 30 seconds.
Full Power: Instantly recharges Field Upgrade.
Perk Bottle: Grants Player a random perk.
BATTLE ROYALE GUIDE:
VECHILES:
ATV (2 Players): The ATV is the smallest and nimblest of the ground
vehicles, offering great speed on all terrains at the cost of having any realistic
protection from bullets or explosives.
Tactical Rover (4 Player): The Tactical Rover is like the ATV’s bigger
cousin; still fairly nimble and lacking any legitimate protection, but with room
for the whole squad.
SUV (4 Players): Need to fit the whole squad into a Tactical Rover but
want a bit more protection? Look no further than the SUV; a bulkier four-wheeled
vehicle with a slightly slower speed and wider turning circle compared to the
Tactical Rover.
Cargo Truck (+5 Players): The last of the ground vehicles is the Cargo
Truck. It’s the largest of the bunch, making it the slowest and least nimble out of
all other vehicle options.
Heli (5 Players): The Helicopter is the lone aerial vehicle out of the
five available to control. Capable of soaring through the skies with enough room
for the whole squad, the Helicopter is by far the fastest way to get across the
map.
CLASS:
Scout: (Sensor Dart: Sensor equipment that reveals enemies in its
proximity. Tracker: See a digital imprint of enemy footsteps.)
Clown: (Rising Hand: Summon zombies that only attack units near them.
Anti-Zombie: Zombies will not attack you.)
Ninja: (Grapple Hook: Shoot a graple hook that pulls you to the target.
Dead Silence: Move silently.)
Airbone: (Ejection Device: Suumons a capult, ejects your team into the
air, and turns on the wing to glide. Lightweight: Become more bouyant while using
wingsuit.)
Trap Master: (Electric Trip Mine: Route a high-voltage current line,
enemies passing through will be harmed and movement speed will decrease.
Territorial Effect: Increases the movement speed and skill recharge speed of nearby
allies.)
Poltergeist: (Active Camo: Become nearly invisible for a short
duration. Voidwalker: Increases running and walking speed in a stealth state.)
Smoke Bomber: (Cluster Smoke Grenade: A Cluster Smoke Grenade that
generates smoke to a target area and interferes the enemies. Smoke Perspective:
Marking the enemies in the smoke visible and increasing movement speed while being
attacked when running.)
AMMUNITION:
Handgun, Machine Pistol, SMG: Marshal, Desert Eagle, Executed
Python, .44 Magnum, M1911, USP .45, Five-seveN, M9, Steyr, Tec-9, RW1, MAC-11, FMG-
9, MP9, Skorpion, RK5, Prokolot, G18, KAP-40, MP5, MP7, UMP45, MP40, VMP, PP19
Bizon, Ripper, Vepr, Kuda, Uzi, Pharo, Vector, Saug 9mm, AK74u, AS Val, PPSh-41,
P90
Shotgun: R870 MCS, KRM-262, SPAS-12, KSG, M30, AA12, Kamchatka-12, 205
Brecci, Striker, Bulldog, Tac-12, Model 1887
Assault Rifles, Heavy: M4A1, R5 RGP, FFAR, XM29, AK47, AN94, SCAR-H,
XR-2, Galil ACE, Man-O-War, Maddox RFB, STG-44, AAC, Bal-27, Stoner-63, Chain SAW,
FiNN, HAMR, M27- IAR, Mauler, Ameli, Dingo, Tigershark
Tactical Rifles, Marksman Rifles, Snipers: FR 5.56, M8A7, SWAT-556,
ARX-160, M16, FAL, AUG, G11, IMR, MX Garand, Kar98k, SP-R 208, MK2 Carbine, M14
EBR, D25S, SKS, SVU-AS, Crossbow, Locus, Intervention, S-Tac Aggressor,
Springfield, M40A3, Dragoon, Lynx, Barrett .50cal, MORS, Proteus, Outlaw
Launchers, Specials: RPG-7, L4 Siege, Strela-P, Panzerfaust, Javelin,
China Lake, M320 GLM, Ballistic Knife, D13 Sector
HEALTH:
Hemostatic: Recover 20HP.
Medkit: Recover 75HP.
Adrenalin Shot: Recover 100HP.
Armor Plate: Recover armor durability by %50.
Battery: Recover jammer durability by %55.
ITEMS:
Armor Level 1: Increase Health by 50.
Armor Level 2: Increase Health by 75.
Armor Level 3: Increase Health by 100.
Jammer: Absorbs damage taken from the ring. Breaks after taking 100
damage.
WEAPON MODS:
Dense Fire Mod: Reduses spread.
Extended Mags: increase the ammo capacity of your magazine and reduce
the reload time.
Void Mods: increases the ammo capacity and reduces reload time, but
this mod will discard remaining ammo of the magazine when you reload.
Flashing Mods: Flashes when ADS'ing.
Longshot Mods: Increases weapon range.
QRF Mods: Damaging enemies significantly increases accuarcy.
Runner Mods: Increases movement speed after exiting scope.
Slider Mods: Reload one ammo when sliding.
Sleuth Mods: reveal the location when you cause damage damage to the
enemy.
BUY STATION:
Adrenaline Shot (1500$): Buy an Adrenaline Shot.
Shield Turret (2000$): Buy a Shield Turret.
Battery (3000$): Buy a Battery.
Cluster Strike (3000$): Buy a Cluster Strike.
QRF Mods (3500$): Buy a QRF Mods.
Sleuth Mods (3500$): Buy a Sleuth Mods.
Preicision Airstrike (3500$): Buy a Preicision Airstrike.
UAV (4000$): Buy an UAV.
Self-Revive Kit (4000$): Revive yourself when downed.
Body Armor (4000$): Buy a Level 3 Armor.
Chip Upgrade (4250$): Upgrade your abilities.
Ammo Crate (4500$): Buy an Ammo Crate.
Teammate (4500$ per squadmate): Bring your squadmate back.
Health Box (6000$): Buy a box that includes 2 Adrenaline Shots, 2
Batteries, 5 Armor Plates, 5 Medkits and 7 Hermostatics.
Airdrop Marker (8000$): Call an Airdrop on your mark.
Advanced UAV (10000$): Buy an Advanced UAV.
Foresight (12000$): Reveal all ring locations
RAI K-84 (15000$): Buy a RAI K-84.

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