Extended Mags

(shortened from "Extended Magazines") is an attachment available in every main game since Call of Duty: World at War, as well as appearing in Call of Duty: Black Ops: Declassified, Call of Duty Online and Call of Duty: Mobile. However, it was cut from Call of Duty: Modern Warfare Remastered. It usually increases the magazine capacity of weapons by 33%-100%.
==Call of Duty: World at War==
The Extended Magazine is an attachment available for all submachine guns and the M1A1 Carbine in Call of Duty: World at War multiplayer. The attachment doubles the magazine capacity of a given weapon.
===Variants===
There are five weapons which accept Extended Magazines; however, there are different variants of the attachment.
====Round Drum====
The Round Drum is available for the Thompson and the PPSh-41. It is unlocked after the Marksman III challenge for the Thompson and after the Marksman II challenge for the PPSh. It is the PPSh-41's most common attachment; its high rate of fire means the smaller magazines need frequent reloading; and also, the attachment is unlocked at the Marksman II challenge as opposed to the Marksman III challenge, meaning it is easier to unlock.
====Box Magazine====
The Box Magazine is available for the M1A1 Carbine and Type 100.
====Dual Magazines====
The MP40's Extended Magazines attachment is called Dual Magazines. It is by far the most-commonly used attachment on the weapon, as it allows constant firing for roughly eight to nine seconds.
The attachment is titled "Dual Magazines" but it just adds the ability to use two magazines as one, therefore doubling capacity from 32 to 64 bullets.
===Gallery===
ExtMag Type100.png|The Type 100's Box Magazine
ExtMag PPSh.png|The PPSh-41's Round Drum
ExtMag Thompson.png|The Thompson's Round Drum
ExtMag Carbine.png|The M1A1 Carbine's Box Magazine
ExtMag MP40.png|The MP40's Dual Magazines attachment
==Call of Duty: Modern Warfare 2==
The Extended Magazines return in Call of Duty: Modern Warfare 2. It is unlocked by getting 40 bullet penetration kills while using FMJ rounds for primary weapons, or it is obtained by getting the last Marksman challenge for handguns, machine pistols, and shotguns. It is compatible with all weapons in the game except for the launchers, the .44 Magnum, Desert Eagle, Model 1887, Ranger, and the Riot Shield.
The increase in magazine size that is given depends on the gun. All weapons that receive Extended Mags get at least a 50% increase in magazine capacity, but some weapons will receive a more substantial increase. The attachment does not increase a weapon's starting ammo loadout unless paired with Scavenger Pro.
On LMGs (except for the AUG HBAR) and the AA-12, their entire starting ammo loadout will be loaded into the weapon, with reserve ammo only being available for these weapons if using Scavenger Pro or if ammo was picked up off of the ground.
The P90 has an unusual effect when using Extended Mags. In addition to the usual effect, the P90 allows the user to sprint for 75% longer than normal before stopping. 
==Call of Duty: Black Ops==
The Extended Mag appears in Call of Duty: Black Ops, and can be used on most weapons. This attachment is not to be confused with Dual Mags, which is another attachment in Call of Duty: Black Ops that decreases reload time by taping two magazines together.
===Campaign===
In singleplayer mode, the attachment increases the maximum ammunition count, by having in reserve the same number of extended magazines as the standard magazines. For example, the standard M16 has 660 rounds in reserve (22 magazines of 30 rounds), while the one with Extended Mags has 990 rounds (22 magazines of 45 rounds). Extended Mags in campaign can be found on the M16, M14, Galil, AK47, Commando, Skorpion, MAC11, AK74u, Uzi, PM63, Kiparis, HK21, RPK and M60, and are always used on the MP5K and the Stoner63.
===Multiplayer===
Extended Mags is available for all assault rifles except the G11, all SMGs except for the MPL, all LMGs, all sniper rifles, and most of the magazine-fed handguns.
The multiplayer iteration of Extended Mags doesn't increase maximum ammunition, except on the Wii version. Unlike in Call of Duty: Modern Warfare 2, the magazine model changes when Extended Mags are used, just like in Call of Duty: World at War. Notable example of this include the HK21 and RPK, where they will be given drum magazines and be called "HK21 Drum Mag" or "RPK Drum Mag." The M60 is also given the name "M60 Big Ammo." Other weapons will be shown using longer magazines. The exceptions to this are the M14 and the M60, which do not use a different magazine model.
Interestingly, if Extended Mags is equipped on the AK47 or the AK74u, their magazine model becomes the one regularly used by the RPK: a large, rust-colored Bakelite plastic magazine, though they get 45 rounds instead of the RPK's 40-round capacity.
Much like in Modern Warfare 2, Extended Mags usually increases magazine/ capacity by 50%, with some exceptions. LMGs, every sniper rifle except the Dragunov, and the M1911 will have their magazine/belt capacity doubled instead of just a 50% increase.
Due to balancing purposes, a weapon cannot accept Extended Mags and Dual Mags at the same time by using Warlord. Rapid Fire cannot be paired with Extended Mags or Dual Mags either.
===Gallery===
ELITE Ext. Mags.png|The Extended Mags seen from Call of Duty ELITE
L96A1 Extended Mags Reload BO.png|L96A1 with Extended Mags
Kiparis Extended Mags Reload BO.png|Kiparis with Extended Mags
Stoner63 Extended Mags Reload BO.png|Stoner63 with Extended Mags 
AK-47 Extended Mags Reload BO.png|AK47 with Extended Mags
AK74u Extended Mags Reload BO.png|AK74u with Extended Mags
RPK Extended Mags Reload BO.png|RPK with Extended Mags
HK21 Extended Mags Reload BO.png|HK21 with Extended Mags
==Call of Duty: Modern Warfare 3==
The Extended Mags return in Call of Duty: Modern Warfare 3. It increases magazine capacity, and now in multiplayer it increases the reserve ammmo count as well, in the same way as the singleplayer mode of Black Ops. It mostly increases magazine capacity by 50%.
It is unlocked at Weapon Proficiency Level 10 for Machine Pistols and certain Pistols, Weapon Proficiency Level 15 for Sniper Rifles, Weapon Proficiency Level 24 for SMGs, Weapon Proficiency Level 25 for LMGs and Weapon Proficiency Level 26 for Assault Rifles and Shotguns.
Extended Mags also briefly appear in Special Ops mission mode, being used on the starting M4A1 in Smack Town and the SCAR-L in Light 'Em Up. In these appearances however, the reserve ammo count is not increased, and the HUD doesn't mention this attachment.
Prior to the January 25th update, there existed a bug for Extended Mags that when equipped on a Shotgun, the weapon would shoot 50% more pellets per shot, effectively increasing damage and consistency in addition to the standard effects of the attachment. When the Extended Mags attachment was combined with the shotgun-exclusive Damage Proficiency, it would produce a staggering 210% increase in the damage output of the base version. It has now been patched.
It is most useful for weapons that have low ammo capacities since it increases magazine size as well as starting ammunition. This can give a player the option to choose a different tier 1 perk. As with this attachment, an average player will usually have enough ammo to last their life without Scavenger.
As well, weapons that are less diverse, such as an SMG, Shotgun or a Sniper rifle, are quite often seen with Extended Mags in use. Weapons that have many attachment options, such as an Assault Rifle, or weapons such as an LMG that already have huge magazines, see much less use of this attachment, because many players will find that something such as an optical attachment, an underbarrel weapon, etc. will be of more use.
===Gallery===
MW3 Ex. Mags.png|Extended Mags in Create-A-Class from the COD XP build. Note that it's using the same icon from Modern Warfare 2.
Extended Mags perk icon MW3.png|A cut perk icon for Extended Mags
==Call of Duty: Black Ops II==
The attachment returns in Call of Duty: Black Ops II as the Extended Clip; it increases the magazine's capacity like before. However, unlike the previous games, the capacity is increased by lower than 50%. The attachment still gives extra ammo to the weapon's starting ammo loadout, for both singleplayer and multiplayer modes, as well as Zombies. Now, the attachment increases magazine capacity by around 33-35% for most weapons, but has a downside of increased reload times by 10%. Shotguns that reload shell by shell are also affected by the slowdown on a per-shell basis, meaning that every shell is reloaded 10% more slowly, on top of needing to insert more shells overall.
It was planned to be a perk in singleplayer instead of an attachment, as a singleplayer perk icon of it can be found in the game files.
It is featured in the Preset Class Operative, paired with the Skorpion EVO and the Foregrip.
The Extended Clip attachment is now featured in the Zombies map Origins, equipped on the AK74u and the B23R when obtained via the Mystery Box. Here the attachment increases the capacity by a higher amount than in the singleplayer and multiplayer modes. While the B23R's reserve ammo is also increased in the same way as in other game modes (same number of magazines in reserve), the AK74u with Extended Clip has its own ammo count instead.
Extended Mags Singleplayer Perk Icon BOII.png|Cut singleplayer perk icon.
==Call of Duty: Black Ops: Declassified==
Extended Mags return in Call of Duty: Black Ops: Declassified; it usually increases magazine capacity by 50%, and increases reserve ammunition as well.
==Call of Duty Online==
Extended Mags return in Call of Duty Online, increasing magazine capacity by 50%, and reserve ammunition as well.
The visual model of the magazine only changes on a few weapons such as the Desert Eagle, the Glock 18 and the FA1911. Additionally, the Glock 18's extended mag is labeled as "Drum Mag".
===Gallery===
Hollow Points menu icon CoDO.png|Alternate menu icon for some weapons
Drum Mag menu icon CoDO.png|Menu icon of the Glock 18's Drum Mag
Desert Eagle Extended Mag model CoDO.png|The extended mag on the Desert Eagle
FA1911 Extended Mag model CoDO.png|The extended mag on the FA1911
G18 Drum Mag model CoDO.png|The drum mag on the Glock 18
==Call of Duty: Ghosts==
Extended Mags return in Call of Duty: Ghosts, available in multiplayer and Extinction. It increases magazine capacity by 50%, and increases maximum ammunition as well in both game modes. It also increases starting ammo loadout by 50%.
===Extinction===
The attachment appears in Extinction. Initially, Extended Mags is only an upgrade that can be acquired for pistols. The .44 Magnum can also acquire Extended Mags, despite it not being able to use the attachment in Multiplayer. Extended Mags operates as it does in Multiplayer, by increasing both the ammo capacity and max reserve ammo by fifty percent. 
The Master Scavenger armory upgrade allows for players to find Extended Mags as an item drop in Search Piles, allowing for more than just the starting pistol to be equipped with Extended Mags. In addition to this, players with Master Scavenger that open weapon lockers can now have their weapon potentially have Extended Mags equipped, should the weapon be able to equip it. 
If a weapon without Extended Mags equips Extended Mags, the weapon's current magazine will be entirely refilled. This can be performed multiple times and can act as a free source of ammunition.
Unlike in Multiplayer, Extended Mags can be equipped on the MTS-255.
It should be noted that Extended Mags is completely incompatible with Rapid Fire, and if a weapon equipped with Rapid Fire equips Extended Mags, Rapid Fire will be unequipped, and vice-versa. When deselecting Extended Mags, not only will the active magazine capacity be reduced to its old maximum, but its reserve ammo may also be reduced if it was over the original maximum reserve ammo value. These two attributes combined may cause the player to lose hundreds of rounds of reserve ammo.
Buying the FP6 will remove Extended Mags from the user's weapon, even if using the Keep Valid Attachments armory upgrade.
==Call of Duty: Advanced Warfare==
Extended Mags return in Call of Duty: Advanced Warfare, available in all game modes. Once again it increases magazine capacity by 50%, as well as reserve ammunition.
===Campaign===
In campaign mode, the attachment is used in the missions "Captured" and "Terminus", and is available on the Atlas 45, the SN6 and the AMR9. Due to Mitchell's disabled prosthetic left arm in these two missions, reserve ammunition cannot be carried for any weapon, which much be swapped for another one once emptied.
===Multiplayer===
Extended Mags are available for most weapons in multiplayer and Exo Survival. The attachment is integrated to the ASM1 "Speakeasy" and "Royalty" supply drop variants, the 1911 "Hammer Bite" and the Repulsor "Supersonic".
===Exo Zombies===
In Exo Zombies, Extended Mags are obtained for some weapons after upgrading them to Mk 10. The attachment is available to the Atlas 45, PDW, Tac-19, S-12, Bulldog, CEL-3 Cauterizer, SN6, SAC3, AMR9, Lynx, KL03-Trident, MK14, AE4 and M1 Irons; the latter two not being able to equip this attachment in multiplayer.
===Gallery===
While Extended Mags normally doesn't change the appearance of the weapons, the ASM1 Speakeasy and Royalty variants (which have this attachment integrated) have a drum magazine rather than the standard box magazine.
ASM1 Speakeasy AW.jpg|The ASM1 - Speakeasy supply drop variant; note the high capacity drum magazine
ASM1 Speakeasy third person AW.png|The drum magazine on the ASM1 Speakeasy in third person
==Call of Duty: Black Ops III==
Extended Mag returns in Call of Duty: Black Ops III. In most cases it increases magazine capacity by 40% (there are some exceptions), as well as increasing reserve ammunition in both campaign and multiplayer. It also changes the magazine model, like it did in Call of Duty: World at War and Call of Duty: Black Ops.
In Zombies, upgrading most weapons via the Pack-a-Punch machine grants them the Extended Mag attachment, as evidenced by the changed magazine models and reloading animations. It increases magazine capacity by a higher amount than in other modes, but doesn't always increase reserve ammunition.
===Gallery===
FFAR First Person Extend Mag Reload BO3.png|Extended Mag on the FFAR
KN-44 Gunsmith model Extended Mags BO3.png|Gunsmith model of the KN-44 with Extended Mag
MR6 Gunsmith model Extended Mags BO3.png|Gunsmith model of the MR6 with Extended Mag
==Call of Duty: Infinite Warfare==
Extended Mag returns in Call of Duty: Infinite Warfare. The attachment is only available to ballistic weapons, and usually increases their magazine capacity by 50%. Extended Mag also increases the reserve ammunition in campaign, multiplayer and Zombies.
One thing to note is that while the base Volk assault rifle is an energy weapon, the Retro variant is ballistic, which means the latter accepts the extended mag attachment.
==Call of Duty: Modern Warfare Remastered==
Extended Mags was a planned attachment for Call of Duty: Modern Warfare Remastered,https://charlieintel.com/2017/01/11/rumor-hidden-content-new-attachments-dual-wield-pistols-found-mwr-files/ referenced with strings in the game files.
==Call of Duty: WWII==
The Extended Mag attachment returns in Call of Duty: WWII. It increases magazine capacity by 50%, except for some light machine guns, which either get a much higher increase or a lower one, depending on the weapon. Once again, the attachment increases reserve ammunition as well.
===Gallery===
MG 15 Extended Mag WW2.png|The MG 15 with an extended mag
==Call of Duty: Black Ops 4==
The Extended Mags attachment makes a return in Call of Duty: Black Ops 4. In multiplayer, the increase varies depending on the weapon, ranging from 25% to 66%. Only a limited number of weapons are compatible with this attachment in multiplayer, while some others can be fitted with Hybrid Mags. However, nearly all firearms can be equipped with Extended Mags in Blackout, in which case the magazine capacity increase is around 50%.
===Extended Mags II===
A few weapons in multiplayer can have Extended Mags II paired with the original Extended Mags attachment, giving them a much larger magazine capacity.
Black Ops 4 - Ammo Per Magazine	Black Ops 4 - Ammo Per Magazine	Black Ops 4 - Ammo Per Magazine	Black Ops 4 - Ammo Per Magazine	Black Ops 4 - Ammo Per Magazine
Weapon 	Class 	Regular Magazine 	With Extended Mags II 	Percentage increase
DoubleCross 	Assault Rifle 	44 	74 	68%
MicroMG 9mm 	SMG 	42 	80 	90%
Titan 	LMG 	75 	150 	100%
SDM 	Sniper Rifle 	12 	20 	66%
RK 7 Garrison 	Pistol 	15 	36 	140%
SG12 	Shotgun 	6 	14 	133%
==Call of Duty: Mobile==
===Multiplayer===
The attachment appears in Call of Duty: Mobile. It is referred to as Extended Mag A and Extended Mag C on some weapons, while on others the increased capacity is stated in the attachments' names. Similarly to Modern Warfare, some weapons like the M4, ICR-1 and LK24 have an extra option for ammunition, although it will slow down the player's movements and handling substantially.
The AGR 556, like its Modern Warfare counterpart, has access to a 5.56mm conversion with a 30-round or 60-round magazine. These attachments mostly affect recoil, accuracy and damage, but do not have any reload penalties.
===Battle Royale===
The Extended Mag is available as a weapon mod in Battle Royale. It increases magazine capacity and reduces reload time; the amount depends on the rarity of the mod.
It can be equipped on most weapons that can accept attachments (excluding the Shorty, shotguns, and Mythic weapons). It exists in two forms: Extended Mag for assault rifles, light machine guns, submachine guns, and pistols, and Extended Mag - Sniper for sniper rifles, marksman rifles, and the Crossbow.
This weapon module can be equipped on airdrop weapons that already have an extended mag attachment via the player's personal loadout. This results in a drastically larger magazine size when a high rarity version of the mod is used.
Note that the capacity of the NA-45, J358, and Crossbow does not increase with this weapon mod; these weapons only benefit from a faster reload when equipped with it.
==Call of Duty: Modern Warfare==
Extended Mags, Longer belts, and Tube extensions are a type of Ammunition attachment available for many different primary and secondary weapons. Unlike in previous games, extended mag attachments are named by the specific number of rounds they carry.
Extended mags increase magazine capacity but decrease aim down sight time and decrease movement speed.
==Call of Duty: Black Ops Cold War==
Extended Mags are a type of Magazine attachment available for Primaries, Pistols (except the Marshal) and Shotguns in Call of Duty: Black Ops Cold War. Like Modern Warfare, magazine extensions are named for their capacity. Speed Mags act as extended mags with faster reloading. Further extensions are provided by STANAG Mags, Bakelite Mags, Spetsnaz Mags, Salvo Fast Mags & VDV Fast Mags.
===Effects===
==Call of Duty: Vanguard==
Extended Mags return in Call of Duty: Vanguard and are available for most weapons. They are normally named for their ammo capacity and caliber. They generally reduce aim down sight speed and movement speed, as well as increase the time it takes to reload.
==Call of Duty: Modern Warfare II==
Extended Mags make a return in Call of Duty: Modern Warfare II.
==Call of Duty: Modern Warfare III==
Extended Mags reappear in Call of Duty: Modern Warfare III.
==Call of Duty: Black Ops 6==
Extended Mags return in Call of Duty: Black Ops 6, but are now split into three tiers. Each tier offers a higher increase of magazine but often with a much deeper cost to effected negative stats.
==Trivia==
===General===
*In World at War, Black Ops, Black Ops III, WWII and Call of Duty: Black Ops 4, using the attachment will make the physical magazine on the weapon larger, and change the reload animation as well.
*In Modern Warfare 3, Black Ops: Declassified, Online, Ghosts, Advanced Warfare and Infinite Warfare, odd-number magazine sizes are increased by slightly less than 50%, but the maximum ammunition is still increased by 50%, provided that it's an even number by default.
===Call of Duty: Modern Warfare 2===
* All LMGs (except the AUG HBAR) with Extended Mags in Modern Warfare 2 have so many rounds in one magazine that on the HUD, the bullet count overlaps the white bar that separates ammo and equipment indicators. This does not occur with resolutions higher than 1280x720, which are only available on PC.
===Call of Duty: Black Ops===
*Strangely, the ELITE icon for Extended Mags in Black Ops displays a regular AK-47 magazine, not an extended magazine.
*The extended mags for the AK-47 and AK-74U have the Bulgarian Kazanlak Arsenal "Circle 10" logo on it.
===Call of Duty: Black Ops II===
*The attachment's name selection is incorrect as none of the applicable weapons use clips as opposed to magazines.
*The Create-a-Class icon uses the magazine of the M8A1.
===Call of Duty: Infinite Warfare===
*The attachment's in-game description initially referred to itself as a clip, but was later changed to magazine.
==References==
Category:Call of Duty: Modern Warfare 2 Attachments
Category:Call of Duty: World at War Attachments
Category:Call of Duty: Black Ops Attachments
Category:Call of Duty: Black Ops II Attachments
Category:Call of Duty: Modern Warfare 3 Attachments
Category:Call of Duty: Black Ops: Declassified Attachments
Category:Call of Duty Online Attachments
Category:Call of Duty: Ghosts Attachments
Category:Call of Duty: Advanced Warfare Attachments
Category:Call of Duty: Black Ops III Attachments
Category:Call of Duty: Infinite Warfare Attachments
Category:Call of Duty: Modern Warfare Remastered Cut Attachments
Category:Call of Duty: WWII Attachments
Category:Call of Duty: Black Ops 4 Attachments
Category:Call of Duty: Mobile Attachments
Category:Call of Duty: Modern Warfare (2019) Attachments
Category:Call of Duty: Black Ops Cold War Attachments
Category:Call of Duty: Vanguard Attachments
Category:Call of Duty: Modern Warfare II Attachments
Category:Call of Duty: Modern Warfare III Attachments