Fast Mag

Fast Mag is an attachment and campaign perk featured in Call of Duty: Black Ops II, and an attachment in Call of Duty: Black Ops III, Call of Duty: Black Ops 4, Call of Duty: Black Ops Cold War, Call of Duty: Vanguard and Call of Duty: Black Ops 6.
==Call of Duty: Black Ops II==
===Campaign===
In the campaign, Fast Mag decreases the reload time for every weapon, making it very useful with light machine guns, Launchers and Special Weapons since they do not have the Fast Mag attachment available. Both the Fast Mag perk and attachment are available in the campaign, effectively reducing the reload time by 75% if both are equipped.
===Multiplayer===
It replaces the Sleight of Hand perk from previous Call of Duty games by decreasing the time it takes to reload the weapon. It acts in a similar manner to the Dual Mags attachment except that every reload is fast instead of every other reload and does not give extra reserve ammo. It is excluded as an attachment for Light Machine Guns.
For most weapons, it utilizes the same method as Dual Mags, taping two magazines together. However, the even reloads are also sped up, albeit they are usually not as fast as the odd numbered reloads. 
For weapons that do not have magazines that can be taped, the reload is simply faster, and in some cases may play a slightly different animation. For an example, a PDW-57 or M1216 magazine will be allowed to drop free via gravity instead of being removed by hand. The MP7's empty reload animation will use the bolt release catch to chamber a round.
For pump-action shotguns, it reloads two shells at a time, instead of one. However, each pair of shells is inserted at the same speed as before, so the reload animation doesn't appear any faster, but the effect is still present and significant.
For the Executioner, it reloads all five shells at the same time through a Speed Reloader. 
Underbarrel Grenade Launchers also receive a faster reload when using this attachment on in conjunction with Fast Mag on an assault rifle. Fast Mag on a Grenade Launcher can also be paired with the perk Fast Hands to provide the best possible weapon handling of the Grenade Launcher.
Despite being a purely beneficial attachment with no downside, Fast Mag's utility is very much dependent on what specific weapon it's attached to, as each weapon has varying needs as it pertains to their ammo situation. Fast Mag is excellent on the Executioner, as it makes every reload roughly as fast as loading one round into the cylinder, adding a level of consistency to an inconsistent aspect of the weapon. If using the Executioner solo, Fast Mag is among the best attachment options available. Aggressive weapons with slow reloads like the S12, the MSMC, and the Type 25 very much appreciate the extra speed conferred by Fast Mag. However, weaponry that encourage a more passive playstyle such as the sniper rifles and the SMR have much less of a need for Fast Mag, in addition to weapons with already very fast reloads like the MP7 and the SCAR-H. As previously mentioned, any Grenade Launcher class benefits greatly from Fast Mag usage, as Fast Mag is applied to both the assault rifle and the grenade launcher. On any class making use of a Grenade Launcher, Fast Mag is a very worthy attachment option. Magazine-fed handguns are generally a poor fit for Fast Mag, as the weapons have very fast reload speeds as-is, and they'd typically benefit more from other attachment options.
The Remington 870 MCS and the KSG are by far the most interesting weapons as it pertains to Fast Mag usage, as using Fast Mag on either weapon changes how the user should approach reloading each weapon. The rate of reloading itself isn't increased, but rather every shell inserted counts as two shells being inserted instead of one. Because of this, Fast Mag confers no advantage to these weapons when there is only one shell to load until the weapon is full. Fast Mag forces the user to reload both weapons sparingly in order to gain the full effect from the attachment, as well as ensuring that there's an even number of shells absent from the magazine when the reload starts. Those who frequently make minor reloads of their shotgun's tube magazine will find that there's very little use in Fast Mag. However, a user that finds themselves reloading less often and worrying about very long reloads with either shotgun would get great usage out of Fast Mag.
For the vast majority of weapons with Fast Mag as an available option, Extended Clip is also an attachment that directly competes with Fast Mag since the two of them can't be used on the same weapon together for balancing purposes. The two attachments each bring their unique advantages over the other, while they both achieve a similar end goal in making reloading less of a hassle. In the case of Fast Mag, it can also be combined with a Grenade Launcher to improve its reload speed as well, and the reloading properties of Fast Mag on tube-fed shotguns has the potential to be very powerful. The speed advantage that Fast Mag has over Extended Clip is further amplified due to Extended Clip's 10% reload speed penalty. In the case of Extended Clip, the attachment helps mitigate reloads altogether by giving larger magazines, which thus leads to more scenarios where the user is able to safely reload. The extra bullets in one's magazine also allows an Extended Clip user to potentially score kills that would otherwise be interrupted by an untimely reload, or allow the user to be more comfortable with delaying a reload until a good time. The addition of extra starting loadout ammo also lessens the need for Scavenger, and/or providing additional ammo to those that didn't intend to use Scavenger. 
There are several factors to consider when choosing between Fast Mag and Extended Clip, especially how each attachment affects each specific weapon on an individual weapon's case, and each attachment being able to assist in situations the other can not. Even if the user has a general presence for one attachment over the other, there will be instances where it is wise to switch to the user's less preferred option.
===Zombies===
Fast Mag appears on the Pack-a-Punched Python (Cobra) and Type 25 (Strain 25) on the first attempt, and is also available on the SCAR-H (Agarthan Reaper) in one of the Pack-a-Punch Machine upgrades. The attachment works the same as its counterparts in campaign and multiplayer. Combined with Speed Cola, this pairing will serve the player well, as down time will be significantly decreased, allowing the player to keep up fire against zombies.
===Gallery===
SCAR-H Fast Mag BOII.png|Reloading using Fast Mag
Fast Mag Campaign BOII.png|Campaign perk icon
Fast Mag AN-94 BOII.png|AN-94's Fast Mag model
Fast Mag Chicom CQB BOII.png|Chicom CQB's Fast Mag model
Fast Mag M27 BOII.png|M27's Fast Mag model
Fast Mag S12 BOII.png|S12's Fast Mag model
Fast Mag Skorpion EVO BOII.png|Skorpion EVO's Fast Mag model
Fast Mag SMR BOII.png|SMR's Fast Mag model
Fast Mag MSMC BOII.png|MSMC's Fast Mag model
Fast Mag FAL OSW BOII.png|FAL OSW's Fast Mag model
Fast Mag SCAR-H BOII.png|SCAR-H's Fast Mag model
Fast Mag MTAR BOII.png|MTAR's Fast Mag model
==Call of Duty: Black Ops III==
Fast Mags are available as an attachment, speeding up every reload time. The reload method varies by weapon; some weapons will use the traditional dual magazine technique, while others have special grips on the magazine that allows for faster removal.
===Gallery===
KN-44 fast mag BO3.png|Fast Mag on the KN-44
VMP Gunsmith model Fast Mag BO3.png|Fast Mag on the VMP; note the magazine assist
==Call of Duty: Black Ops 4==
Fast Mags return in Call of Duty: Black Ops 4.
==Call of Duty: Black Ops Cold War==
The Fast Mag is a Magazine attachment available for all Light Machine Guns and Pistols alongside most of the Submachine Guns and Sniper Rifles in Call of Duty: Black Ops Cold War. It increases reload speed with no penalty, same as jungle-style or taped magazines.
===Effects===
====Submachine Gun====
Weapon 	Unlock Level 	Stats
Milano 821	Weapon Level 16	
KSP 45 	Weapon Level 16	
Bullfrog 	Weapon Level 16	
MAC-10 	Weapon Level 16	
LC10 	Weapon Level 16	
PPSh-41 	Weapon Level 16	
OTs 9 	Weapon Level 16	
TEC-9 	Weapon Level 16	
LAPA 	Weapon Level 16	
====Light Machine Gun====
Weapon 	Unlock Level 	Stats
Stoner 63	Weapon Level 16	
RPD 	Weapon Level 16	
M60 	Weapon Level 16	
MG 82 	Weapon Level 16	
====Sniper Rifle====
Weapon 	Unlock Level 	Stats
LW3 - Tundra	Weapon Level 16	
M82 	Weapon Level 16	
ZRG 20mm 	Weapon Level 16	
Swiss K31 	Weapon Level 16	
====Pistol====
Weapon 	Unlock Level	Stats
1911 	 	
Magnum 	 	
Diamatti	 	
AMP63 	 	
== Call of Duty: Vanguard ==
Fast Mags return in Call of Duty: Vanguard. Unlike in past games, they are named for their ammunition capacity and caliber.
In a few cases (such as the Marco 5 submachine gun), the attachment simply reduces the time to reload. In many other cases however, it also reduces the magazine size or changes the caliber (or both). Uniquely to the Armaguerra 43, it actually increases the magazine capacity in addition to reloading faster.
==Call of Duty: Black Ops 6==
The Fast Mag returns in Call of Duty: Black Ops 6 under the Magazine category. However, it now has three variants of increasing power. Primarily they increase the reload speed of weaponry but with later variants also improve aiming speed alongside sprint to fire speed. However, this is often at the cost of magazine capacity. This is countered by having an increased starting reserve ammo count to match.
==Trivia==
===Call of Duty: Black Ops II===
*Pistols and certain SMGs that are equipped with Fast Mag have a Magpul magazine grip attached to their magazines.
**Sniper rifles with Fast Mag also have a special grip on the magazine, but this grip is only available for the third person model.
**When reloading a sniper rifle with Fast Mag, how the character holds the fresh magazine is a little bit different, although the whole reload animation is almost unchanged but faster.
*When reloading the second magazine, one can see the cartridges in the magazine are in 2D instead of 3D.
*There exists a minor oversight in the empty reloads for the PDW-57 and FAL OSW. When using the bolt release at the end of the animation, no sound is played.
*Although each two shells are loaded simultaneously when the SPAS-12 is equipped with Fast Mag, the animation depicts only one shell being inserted at a time, unlike the 870 MCS and the KSG.
*When reloading the 870 MCS or KSG with Fast Mag, if the gun only needs one shell to be fully loaded, the character still loads two.
===Call of Duty: Black Ops III===
*On some weapons, the animation has the player simply shaking the spent magazine free before putting the fresh one in.
Category:Call of Duty: Black Ops II Attachments
Category:Call of Duty: Black Ops II Campaign Perks
Category:Call of Duty: Infinite Warfare Suit Upgrades
Category:Call of Duty: Vanguard Attachments
Category:Call of Duty: Black Ops 6 Attachments