Call of Duty: Black Ops 4

Call of Duty: Black Ops 4 (stylized as Black Ops IIII) is the fifteenth installment in the Call of Duty first-person shooter series, and the fifth main entry in the Black Ops series. Developed primarily by Treyarch and published by Activision, it serves interquel between Call of Duty: Black Ops II and Call of Duty: Black Ops III during the 2050s, and it was released on October 12, 2018 after a tenacious, troubled and rushed development cycle.
Unlike the previous mainline installments of the Call of Duty series, the game did not feature a narrative-driven campaign mode, as it was scrapped during development. Instead, the game features a battle royale game mode known as "Blackout", while "Specialist HQ" tutorial game mode serves as the only narrative for the game's events. Revamped traditional player-vs-player multiplayer and a cooperative zombies mode are other main forms of play available in the game.
As with Black Ops III, DLC updates have since added new weapons for the player in all gamemodes (as campaign is absent), but it must be acquired through the heavily controversial "supply drop" mechanic (though renamed to "reserve crates/cases"). Blackout and Zombies suffers no such restriction, as every weapon is available to the player regardless if it is unlocked or not.
=Overview=
As with previous games in the series, the game features the two-weapon inventory system, with a selection of one primary and one secondary (consisting of handguns, shotguns, melee and a rocket launcher) weapons in traditional multiplayer. This can be manipulated through either the "Overkill" or "Underkill" wildcards, which replaces the secondary with a second primary weapon and vice versa, respectively. Blackout, Zombies and a few other multiplayer game modes have their own loadout system instead. Using certain equipment (particularly tactical and certain special equipment) now allows the main weapon to be used while using the equipment on the other hand. While it prevents weapons to be reloaded while the equipment is out, it humorously doesn't prevent the player from inspecting their weapon, which would often lead to the charging handle or the slide moving by itself during the animation.
Weapons locked in the Black Market can be obtained through reserve crates, through bundles or through weapon bribes (which, as the name suggests, guarantees a random weapon drop). The "Pick-a-Weapon Bribe" added very late in the game's lifecycle also guarantees a black market weapon drop, though the player can select any weapon to choose to unlock, provided the player is willing to exchange 50 reserve cases for one new weapon. "MKII" cosmetic variants of the weapons can also be randomly obtained through these methods.
Weapons in the game can be customized (based on the Black Ops 3 incarnation), but unlike previous games, there is a unique selection of attachments for every gun, as before every weapon in the category share the same attachments as every other gun; certain attachments can only be equipped if another is present, typically functioning as a further improvement of the same upgrade (e.g. the "Strife" having access to both FMJ and FMJ II, the latter requiring the former to be equipped and boosting the weapon's penetration power even further than the first). One new feature added to the weapon attachment system are "Operator Mods", unique attachments which significantly alter the behavior of certain weapons; these not available to all weapons, however, and using them requires a wildcard of their weapon category to be equipped. Like in Black Ops 3, most weapon modifications change the weapon's visuals.
"Heist" is game mode in Black Ops 4 that features competitive gameplay mechanics seemingly inspired by other similar games (such as Counter-Strike to name one). The player's loadout cannot be used, as players have access to the buy menu to purchase weapons, perks, ammo and more using cash obtained by a multitude of ways. Almost every weapon featured in that mode can be upgraded, which follows a linear upgrade tree that features pre-set attachments. While weapons and their upgrades cannot be lost if the player dies, buying a new weapon will lose all of the upgrades that the previous weapon has (even if the previous weapon was bought again). Not all weapons appear in this game mode, as most of the black market weapons are absent. Additional ammo and medipacks can be found in the map itself.
In Blackout, weapons, ammunition and weapon attachments can be found all over the game map, either on the ground or in containers. Special "Operator" and "Golden" variants of the weapons can be acquired, with pre-attached mods, with the former using an Operator Mod for the weapon. Ammunition include 9mm, .45 caliber, 5.56mm, 7.62mm, .338 caliber, .50 caliber, 12 gauge and explosive rockets, while some weapons found in this mode use special ammunition. Some weapons from the Zombies are also available in this mode, though some of them (especially the Wonder Weapons) do not feature inspect animations nor the ability to receive attachments. The attachment system is modified, with each gun accepting an optic, barrel (extended barrel or suppressor), underbarrel (the foregrip in this case), magazine, body (either a pistol grip or a laser sight) and stock attachments, with some cannot accept one or two of these modifications by default, while others simply cannot accept mods at all. Some modifications for certain weapons that are normally not available in multiplayer are available in Blackout, and vice versa.
Due to the nature of the game's troubled development, the initial setting was set after the events of BO3, hence the in-universe successor designations of many of BO4's weapons. However, this was not changed after the game's setting was moved between BO2 and BO3, which means they are technically anachronistic for much of the game's time period.
=Pistols=
Inspecting the "Strife" or the "RK 7 Garrison" while it is out of ammo will erroneously and magically put the slide back to the forward position, then backwards once the animation finishes. In general, weapon inspect animations remain the same regardless if the weapon is empty or not, besides the occasional lost of bullet in the magazine or in the chamber when empty.
=="KAP 45"==
The "KAP 45" is a pistol added with the "Barbarians" event, based on the TDI Kard, and an in-universe successor to the "KAP-40" from Black Ops II. Like the "KAP-40" but unlike the TDI Kard, the "KAP 45" is a fully-automatic machine pistol. It has a stainless steel custom M1911-style 3-hole trigger and, as the name suggests, it is chambered in .45 Cal ammo in Blackout. It also has green illuminated notch-and-post style ironsights.
==Matchlock Pistol==
An ornately-decorated Matchlock Pistol with a left-handed hammer (but a right-side mainspring) appears as the "Dragon" component of the Zombies mode specialist weapon "Viper and Dragon" (the "Viper" being a multi-segmented whip-sword); it is referred to as a "hand cannon" in its description, and fires (fittingly enough) a Dragon's Breath-esque burst of flames with each shot. It has unlimited reserve ammo, and only requires that the hammer be cocked between each shot (rather than having to ram a powder charge and projectiles down the barrel and re-prime the pan like one would expect from a real matchlock pistol, though this behavior can hardly be called incorrect for a weapon that operates on literal magic). At its second upgrade level, it gains further decoration and an explosive effect on top of its existing fire blast; its third and final upgrade gives it yet more decoration, and supposedly gives it a three-round capacity, though its actual effect seems to be limitless semi-auto fire instead (with no visible hammer movement to boot).
=="RK 7 Garrison"==
The "RK 7 Garrison" is a 9mm three-round burst-firing pistol appearing as a spiritual successor to the "RK5" from Black Ops III. Unlike that weapon, however, it is based on a Beretta 93R.
=="Sensor Dart"==
The "Sensor Dart" is delivered via a pistol which appears to be based on a Brügger & Thomet VP9.
=="Strife"==
The "Strife" is a futuristic hybrid of Smith & Wesson polymer-framed pistol designs, primarily resembling a cross between the Smith & Wesson Sigma SW9F and the Smith & Wesson Sigma SD40, with some additional influence from the Smith & Wesson M&P series. Unlike any of those pistols, however, the Strife is hammer-fired rather than striker-fired and features a squared-off trigger guard similar to the one of the CZ P-10 C. It feeds from 12-round magazines of .45-caliber ammunition; these magazines have a translucent window, matching up with a translucent window in the rear of the grip, allowing the user to view how many rounds they have left in a magazine (though this isn't really visible during normal gameplay, except during reloads). The Extended Mags attachment increases this to 20, while in Blackout, the modification increases to 18 instead.
Its unique operator mod, the Stiletto Knife, works similarly to the Tactical Knife pistol "attachment" from previous games, allowing for swift, lethal melee attacks; unlike the held-in-the-left-hand Tactical Knife, however, the Stiletto Knife is actually attached to the pistol's frame-mounted rail, somehow not throwing off the pistol's balance or handling, despite more than doubling its overall length, and adding what likely amounts to nearly an entire second pistol's worth of weight to the front.
thumb|none|325px|Smith & Wesson Sigma SD40 - .40 S&W
=Revolvers=
=="Annihilator"==
The "Annihilator" returns from Black Ops III as Seraph's specialist weapon, still depicted as firing explosive rounds. This time around, it appears to be based on a Smith & Wesson Model 500 (with a Taurus Raging Bull's distinctive red-striped rubber grip), and somehow has its hammer self-cock after firing despite the lack of a slide (similarly to the "Bloodhound" revolver from the earlier game), as opposed to being used in single-action mode like its previous counterpart. It is used as the weapon of choice for all operators in the "One in the Chamber" multiplayer gamemode.
==Webley Mk VI==
The Webley Mk VI is the default starting pistol in Zombies mode, renamed the "Welling". It incorrectly has a cylinder capacity of eight rounds instead of six, presumably to fit with Zombies tradition of 8-shot starting pistols. The .38 ACP version of the Webley-Fosbery Automatic Revolver would have made for an accurate eight-round Webley. When upgraded, it becomes the "King and Country", and it gains the ability to dual-wield (one of the three weapons that do so, not counting the other weapons in Zombies) and as-is tradition with other starting pistols - they fire devastating grenade shots.
The spectacularly ornate Wonder Weapon "Alistair's Folly" (later upgradeable to "Chaos Theory", and then "Alistair's Annihilator") also appears to be loosely based on a Webley; unlike the normal version, this has a 12-round capacity (housed in a glowing green something held inside the skeletal metal shell of the cylinder, which is replaced when reloading), and is single-action only. The Folly can also be obtained in Blackout mode; rather oddly, in that mode, it holds 6 rounds of .45-caliber ammo, despite behaving the same way both visually and gameplay-wise.
=Shotguns=
=="Blundergat"==
The exotic "Blundergat" from Black Ops II returns in Black Ops 4 added along with the "Blood of the Dead" map, which itself is a reimagining of "Mob of the Dead" from BO2. As before, the Blundergat can be either obtained through a Mystery Box or through an easter egg quest (which features the same steps as its previous incarnation). In addition to the "Acidgat", the new "Magmagat" can be used to upgrade the weapon, which requires either a Blundergat or an Acidgat, and a slew of steps that needed to be performed. The Magmagat fires a blast of magma which can stick onto surfaces, attracting enemies and killing them when they walk on to it. Shooting enemies directly will cause an explosion after a brief moment. Compared to the Acidgat, the Magmagat features orange glowing features instead of the green ones.
The standard Blundergat is also featured in Blackout, hidden in the various Mystery Box containers in Alcatraz Island (where "Blood of the Dead"/"Mob of the Dead" takes place). Compared to the version seen in Zombies, it is nerfed (though it can deal significant damage to players if all pellets connect), and it only contains 10 shots, which cannot be refilled or shared with standard 12 gauge ammunition commonly found in the map. Interestingly, the player can retain ADS mode when reloading the weapon in Blackout. This is due to the fact that this version contains 10 shots that are not "reloaded" as opposed to containing 1 shot while the rest are stored as spare ammunition.
=="Rampage"==
The "Rampage" is a fully-automatic shotgun added to the game with the Operation Grand Heist update. It is based on a Sentinel/Penn Arms Striker-12, with the resemblance increasing further with the drum magazine gained via the extended mags (Blackout mode only) or "hybrid mags" attachment. By default, it is depicted with an 8-round detachable box magazine. Its stock is inspired by that of a Franchi SPAS-12, and the foregrip is similar to the Magpul Rail Vertical Grip.
=="SG12"==
The "SG12" is a futuristic AA-12, shown operating in semi-automatic mode. It feeds from a 6-round box magazine by default, expanding to a 10-rounder with the "Extended Mags" attachment, and to a 14-round drum magazine with "Extended Mags II". The "Strobe Light" operator mod is exclusively available for this weapon, replacing the regular aim down sights option with a focus aim that produce repetitive flashes of light, disorienting players and stunning zombies.
Interestingly, there is a real weapon called the "SG 12", although it is completely unrelated to the BO4 weapon (being a battle rifle based on the FG 42 and chambered in .308 Winchester).
==Winchester Model 1897 Trench Gun==
The Winchester Model 1897 Trench Gun is available in Zombies mode as the "M1897 Trebuchet". As in prior games, it is incapable of slam-fire, and is pumped after every reload; more bizarrely, the reload animation always starts with the player character decocking the hammer (seemingly by just pushing it forward) - while this would make some remote amount of sense if the final shot skipped the pump animation (thus making the decocking step a simple means of ensuring that the empty and non-empty reloads can use the same animation), the final shot actually uses a distinct pumping animation from all the others (wherein the hammer is still cocked as normal), which is immediately followed by the player character decocking the hammer again.
When Pack-a-Punched it becomes the "M9-TKG Home Wrecker"; this gives it increased ammo capacity and makes it fire grenades, as well as disabling the ability to aim down sights for some reason.
=Submachine Guns / Pistol-Caliber Carbines=
=="Cordite"==
The "Cordite" is a fictitious American-made submachine gun based primarily on the FN P90 (with a fair amount of influence from the also P90-inspired "PDW-57" from Black Ops II); its name is taken from, of all things, an obsolete British form of smokeless gunpowder consisting of brownish-orange filaments (invented in 1889). It feeds from a large, translucent box magazine mounted onto the weapon's left side, which holds 60 rounds; the Extended Mags attachment raises this to 90, seemingly adding an additional layer of cartridges parallel to the standard ones.
The weapon's unique Operator Mod, "Belt-Feed", replaces the magazine with a large belt-feeding chute that wraps around the receiver, disappearing off of the bottom of the screen (presumably into some sort of backpack). In terms of gameplay, this removes the need and/or ability to reload the weapon, instead giving it 600 rounds pre-loaded and none in reserve. Presumably for the sake of balance, this can't be emptied all at once; firing around 75 rounds continuously will cause the Cordite to overheat, requiring several seconds of struggling with the charging handle to clear the resultant jam - this is somewhat odd, seeing as dumping multiple 90-round upgraded magazines back-to-back has no such effect. The player can stow the Cordite away to clear the jam automatically. In Blackout, the Cordite uses 9mm ammo; this is odd, as the rounds visible are rather clearly bottlenecked, spitzer-pointed cartridges, rather like the P90's 5.7x28mm rounds, and rather distinctly, unlike the straight-walled, round-nosed cartridges that the game's other 9mm submachine guns use.
==M1921AC Thompson==
The M1921AC Thompson returns in Zombies mode, and is once again called the "M1927". As in Black Ops II, it erroneously fires from a closed bolt (unlike in Black Ops III, where this was corrected).
==Mauser C96 Carbine==
A Mauser C96 Carbine with some embellishments is available in Zombies mode, under the submachine guns class. It is depicted with a fully-automatic fire capability and uses a detachable magazine, which likely means it is intended to pass for a carbine version of the Mauser M712 Schnellfeuer machine pistol (although such a configuration was only seen on replicas, and never existed as an actual weapon). Said magazine is shown as a fictionalized Trommelmagazin 08 with a 40-round capacity modified to fit in straight into the magwell. The in-game weapon is named "Escargot", which is French for "snail", in reference to its use of a snail drum magazine.
==MP40==
The MP40 is available in the Blackout and Zombies modes.
=="MX9"==
The "MX9" is a fictional submachine gun modeled off of BO1's Heckler & Koch MP5K prototype, with the resultant weapon bearing a distinct resemblance to the Agram 2000. Unlike the MP5K (but like the Agram), the MX9 has a reciprocating charging handle; this locks into an MP5-style notch on its own when the magazine runs empty, and is "HK slapped" (or, more accurately, punched) into battery at the end of an empty reload (the "Hybrid Mags" reload animation replaces this with a tap of a bolt release placed on the right side of the magazine well). Oddly, while the name would imply it to be chambered in 9mm (which it is, at least in Blackout mode), markings on both the magazine and receiver denote the MX9 as being .40 caliber (the concept artist claims it is a modular platform capable of accepting multiple calibers); the fire selector is also set to an unmarked position halfway between full-auto and safe (presumably semi-auto, though it fires exclusively in full-auto in-game). It holds 35 rounds (or 45 with the "Hybrid Mags" attachment) and fires at 722 RPM (upgradable to 769).
The MX9 does not have an Operator Mod; what it does have is a pre-order/mastercraft variant, known as the "Patriot". The Patriot variant has a differently-designed stock (which is always collapsed, unless one of the "Stock" attachments is used, in which case it will be replaced entirely), a vertical foregrip attached to a rail instead of the original design's integrated thumbhole, a large, rectangular barrel shroud with a serrated front end, a ventilated handguard without the standard variant's side-mounted rails, a fire selector that's fully recessed into the side of the receiver such that it couldn't possibly be manipulated in any way, a pair of dog tags hanging off of the rear sight, and an overall blockier, more angular appearance.
thumb|none|400px|Heckler & Koch MP5K prototype (serial number 0001) with wooden foregrip - 9x19mm Parabellum
=="Spitfire"==
The "Spitfire" (not to be confused with the actual Spitfire Submachine Gun) is based primarily in silhouette on the Jian She Type-05, presumably intended as an intermediary step between BO2’s "Chicom PDW" and BO3’s "Vesper". Unlike either, however, it has an upper rail area seemingly based on a CZ Scorpion Evo 3 A1, and a forend reminiscent of an aftermarket M-LOK Tavor forend. Gameplay-wise, it has a 34-round magazine (which rises to 50 with Extended Mags), and fires at an impressive 1,060 rounds per minute, faster than any other fully-automatic weapon in-game; the weapon's unique Operator Mod, called "Wildfire", raises this to an even more ludicrous 1,490 RPM (at the cost of accuracy, recoil, and strafing speed). In Blackout mode, it uses .45 caliber rounds.
=="VMP"==
The fictional "VMP" submachine gun based on the Beretta Mx4 Storm returned from Black Ops III in the Operation Dark Divide update. In Blackout, it is chambered for 9mm.
=Rifles=
The rifles in this game are divided into two classes (aside from the sniper rifles): the "assault rifles", which are all fully-automatic, and the "tactical rifles", apparently intended to pass for marksman rifles. The "tactical rifles" consist of burst-firing rifles, a semi-automatic rifle, and a Blackout/Zombies exclusive lever-action rifle.
=="ABR 223"==
The "ABR 223" is a 5.56mm bullpup rifle taking cues from the Steyr AUG A2 and the ST Kinetics SAR 21. It fires in three-round bursts, and appears under the "tactical rifles" class. Rather bafflingly, when a foregrip is attached, the world model and Create-A-Class image show it attached to the underside in a vertical position like an AUG, but for some reason, it is twisted to the side in the draw animation.
==AN-94==
The AN-94 returned from Black Ops III in the Operation Dark Divide update, now under its real name as it was in Black Ops II. It is incorrectly chambered in 5.56mm in Blackout, though this was done for gameplay logistic reasons.
=="ICR-7"==
Presumably meant as a successor to the Heckler & Koch HK416-based "ICR-1" from Black Ops III, the "ICR-7" appears to be a mixture of the aforementioned HK416 with H&K's subsequent rifle design, the HK433. It uses 5.56mm ammunition in Blackout, with a 35-round capacity in multiplayer (but it can be increased to 52 rounds in Blackout only). It serves a similar role to its BO3 predecessor: a lower-damage, slower-firing assault rifle whose main advantages are good accuracy, good range, and manageable recoil.
==IMI Galil ARM==
The IMI Galil ARM returns from previous Black Ops games as the "Grav". It was at first exclusive to Blackout, but was later added to Zombies, and even later to multiplayer mode as well.
=="KN-57"==
The "KN-57" is according to its concept artist an "AK12 style weapon", being based more specifically on the 2015 prototype of the AK-12. It is a spiritual successor to the "KN-44" from Black Ops III (despite BO4 taking place before BO3 in the year 2045, while the name of the weapon suggests it was made in the year 2057), and is depicted as being chambered in 7.62x39mm (evidenced by the "7.62x39mm" markings on the side and the use of "7.62mm" ammo in Blackout), despite being clearly modeled with a straighter 5.45x39mm magazine. It also has a custom charging handle extension similar to Barracuda Tactical AK 47/74 Charging Handle Extension.
==M16A1==
The M16A1-type replica from Black Ops III returned in the Operation Apocalypse Z: Survivors update. It is now classed as a tactical rifle, and is still incorrectly depicted with an A2 forward assist and as firing in three-round bursts (despite only having "safe" and "fire" markings on the lower receiver). Treyarch still haven't figured out a 20 round magazine can't hold 30 rounds, which is a common trend in every single Black Ops game, which all feature an M16 type rifle with the 20-round magazine that holds 30 rounds, or even a 30-round magazine that holds more rounds than 30.
=="Maddox RFB"==
The "Maddox RFB", contrary to what the name might suggest, is not based on the Kel-Tec RFB (not even the forward-ejecting mechanism that is part of its name is depicted); rather, it is based on the Desert Tech Micro Dynamic Rifle, specifically the Compact model. In multiplayer, it is the last assault rifle unlocked, and one of the most popular, thanks to its best-in-class fire rate (722 RPM) and magazine capacity (40 rounds of 5.56mm) making it extremely effective up close.
Its Operator Mod, "Echo Fire", converts the weapon from full-auto to an AN-94-esque 2-round burst with a ludicrous cyclic fire rate; visually, this alters the design of the weapon's barrel shroud from a hexagonal perforated design to a more rectangular, boxy, unperforated one somewhat resembling a SilencerCo Osprey suppressor, and replaces the wedge-like charging handle with a more trigger-shaped design.
=="Rampart 17"==
The "Rampart 17" is based on the FN SCAR-H; this is even alluded to in the name (the SCAR-H also being referred to as the Mk. 17). It features an odd thumbhole stock that blends into a full-hand trigger guard, a TDI Vector-esque angled magazine well, a permanently-affixed, completely functionless laser sight, and a cut-off aperture sight rather like that of the SCAR-H in Black Ops II. It uses "7.62mm" rounds in Blackout, while the markings on the weapon model indicate that it is chambered in .308 and is German in origin. A grenade launcher attachment (probably an operator mod, as it is labeled in the concept art as an "Uber", a codename for operator mods) based on the FN40GL was originally planned.
=="SWAT RFT"==
The "SWAT RFT" is a 5.56mm assault rifle added to the game with the Operation Absolute Zero update. It is based on a SIG-Sauer SIG556, and is essentially a successor to the "SWAT-556" from Black Ops II, with one of the differences being that it only fires in fully-automatic mode. It also has a paddle magazine release, similarly to other SIG SG 550 variants.
=="SwordFish"==
The "SwordFish" is a 5.56mm "tactical rifle" primarily based on the Vektor CR-21, with additional influence from some other bullpup rifles such as the FN F2000. It fires exclusively in 4-round bursts at a cyclic rate of 1,000 RPM and holds 36 rounds in each magazine (upgradable to 44 with Hybrid Mags, which replaces the Thermold-esque default magazine with one resembling an RPK-74's Bakelite 45-rounder).
Its Operator Mod, "Pentaburst", changes the SwordFish's firemode from 4-round burst to 5-round burst; as the weapon takes 5 shots to kill enemies within 50 meters, this modification allows the user to score single-burst kills, dramatically increasing the rifle's effectiveness. It also increases the magazine capacity to 45 rounds (55 with Hybrid Mags), seemingly solely to ensure that each magazine contains the same number of bursts' worth of ammunition (9 and 11, respectively); in spite of this, the physical size of the magazines (both standard and Hybrid) remains exactly the same.
=="VAPR-XKG"==
The "VAPR-XKG" is a futuristic 5.56mm AR-15-based platform, likely based on the Daniels Defense DDM4V7P, as the concept artist claims it was originally intended to be a "stealth AR with an integral suppressor that fires 300 BlockOut[sic] rounds. Holding 35 rounds in the 30-round shaped magazine, the VAPR-XKG represents itself as the most mobile assault rifle of its class. It features the "Bayonet" operator mod, which operates similarly to its previous incarnations within the series - a one-hit kill stab functioning similarly to the Stiletto Knife from the "Strife" pistol.
The front sight and upper part of the handguard appear to be inspired by the JP Enterprises Short Range Tactical Sight, and also has the current 4-bolt version of Daniel Defense's "Bolt-Up" mounting system. The shape of the upper receiver's tube looks similar to the DDM4V7, and the muzzle resembles a Strike Industries Triple Crown Compensator. The pistol grip appears to be inspired by the Luth-AR AR-15 LR-308 Chubby Grip Ergonomic Rubberized Pistol Grip. The stock seems to have been inspired by those of various AR-15 PDWs. It has a custom extended bolt catch release lever and a left-mounted forward assist; this was originally a teardrop button as seen in concept art but was replaced with a custom circular one that resembles a screw more than anything else in the final game. Interestingly, the ejection port has a brass-catcher bag attached (these are usually mounted for vehicle operations or situations where ejected brass would pose a problem); the aforementioned concept artist claims it is intended to minimize weapon traces.
==Winchester Model 1895==
The Winchester Model 1895 is available in Blackout and Zombies as the "Essex Model 07", appearing under the "tactical rifles" class. It uses "7.62mm" rounds, which implies that it is the .30-06 Springfield (7.62x63mm) version (the other possibility would be the Russian contract model chambered in 7.62x54mmR, but this isn't the case since it lacks the latter's distinctive loading bridge). It has been reimagined as using five-round en-bloc clips (an empty clip is clearly seen being ejected when it is reloaded, even making a Garand-esque ping); the real Model 1895 does not use en-bloc clips and only the Russian contract model can even use stripper clips.
=Sniper Rifles=
=="Locus"==
The "Locus", a bolt-action sniper rifle primarily based on the PGM Mini-Hecate, returns from Black Ops III. The rifle was added with the Days of Summer event. It has some slight differences to its previous incarnation, such as a non-transparent magazine, the same scope of the Ballista from Black Ops II, and a new re-chambering animation. It should also be noted that the Locus is actually an in-universe anachronism to Black Ops 4 - the Data Vault in 3 states that the Locus would not be produced until 2054, whereas 4 takes place in the 2040s. It uses .338 caliber ammunition in Blackout.
=="SDM"==
The "SDM" is essentially a "futurized" Mk 14 Mod 0 EBR, appearing under the sniper rifles class. It is American in origin, and is shown using .338 rounds. The markings under the rear sight read "SURGEON ARMAMENT, .338 CAL SPR", which is an odd name for a weapons manufacturing company.
=="Vendetta"==
The "Vendetta" is a semi-automatic 5.56mm sniper rifle based on a Ruger Mini-14. It was added to the game with the Days of Summer event. It is categorized as a sniper rifle in-game. The "Bipod" operator mod allows the Vendetta to fire in full-automatic mode, but only in a prone position.
=Machine Guns=
=="Hades"==
The "Hades" is a 5.56mm machine gun resembling the Mk 48 Mod 0, but shown with a weird helical feeding mechanism seemingly inspired by that of the North Korean Type 88 rifle, as well as a vertical charging handle. The "Cross Bar" operator mod adds a tilted foregrip, replacing the ADS option with a slight zoom and a stance adjustment (as with the Strobe Light from the "SG12"), providing increased mobility at the lost of some accuracy.
==Hotchkiss M1909==
The Hotchkiss M1909 is available in Zombies mode as the "Hitchcock M9". While it does have a correct capacity of 30 rounds, it is incorrectly shown with an StG 44 box magazine instead of a rigid strip. It also appears under the assault rifles class rather than the light machine guns, though the in-game description attempts to settle this by stating that it has "LMG damage without the lower mobility".
=="Overkill"==
The "Overkill", a futuristic man-portable M134 Minigun (with reused design elements from Black Ops III's GAU-19/A-esque "Death Machine"), appears as a special weapon in Zombies mode. Like the other special weapons, it can be upgraded by killing zombies in a match; these add a grenade launcher and the ability to set it to self-destruct and throw it like a grenade, exploding into a nuke.
thumb|none|400px|Airsoft handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in Terminator 2: Judgment Day. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from Predator; the real T2 minigun did not have this - (fake) 7.62x51mm NATO
=="Scythe"==
The "Scythe" returns from Black Ops III as the weapon of the specialist experimental robot known as Reaper. It was added to the game with the Operation Apocalypse Z update, and this time it is a Browning M2HB-based heavy machine gun in a twin-mounted form and with reciprocating barrels. A mounted version was also previously seen in Blackout.
=="Tigershark"==
The "Tigershark" is a light machine gun introduced in the Operation Spectre Rising update. It is a futuristic M249 Paratrooper with a slightly longer barrel, and feeds from a 48-round detachable box magazine (using 5.56mm ammo in Blackout) and a 72-round box extended magazine modeled after a futuristic machine gun box magazine in Blackout only. However, the weapon model lacks the STANAG magwell, and the magazine is loaded into the belt's feed tray. The "Burst Rush" operator mod converts the weapon to fire in six-round bursts (similar in function to the "48 Dredge" from Black Ops III, which is also based on an FN Minimi-based design), with the last 4 shots in a burst firing at an increased rate.
=="Titan"==
The "Titan" is a futuristic light machine gun based on the LSAT from past games, with some additional cues from the Heckler & Koch MG4. Its operator mod is the "Oppressor", a barrel attachment which affects players with a suppression debuff, blurring their screen slightly while under fire.
It feeds from caseless rounds, firstly evidenced by the "caseless ammunition" writing on the side of the belt box, as well as the fact that no casings are ejected when firing. However, the rounds don't look like those of the CL version of the LSAT; they were instead inspired by the 4.73x33mm caseless rounds used by the Heckler & Koch G11. In fact, the propellants have "4.73x33mm" written on them, but they are depicted in a triangular form (a bit like the Dardick Tround system) as opposed to the rectangular form of the real ammunition's propellants. Despite this, the weapon has "5.56mm" markings on the receiver and on the belt box, and to complicate things further, it uses 7.62mm ammunition in Blackout mode. Interestingly, the weapon's entire feed block is removed and replaced during the reload animation, suggesting that the feed block is a disposable unit that comes as part of each belt.
=="Zweihänder"==
The "Zweihänder", usable in Blackout and Zombies, is a Maxim MG08/15-based machine gun in a shortened and somehow double-barreled form. It consists of an MG08/15's receiver combined with the aircraft sight and slotted barrel jacket of an LMG 08/15 (two jackets, actually) - in fact, the in-game description alludes to the latter by stating that the weapon is "usually mounted on airplanes". Its charging handle appears to be positioned further forward compared to that of a real MG08. 
It uses "7.62mm" rounds, likely for the sake of sharing ammunition with other 7.62mm weapons in Blackout, although this is actually possible on a real MG08/15 by converting it to use the Russian 7.62x54mmR ammunition. It feeds from an oversized and fictionalized Trommelmagazin 08 lacking anything except the drum, which attaches to a feeding mechanism attached to the gun. The magazine holds 75 rounds in Blackout and 150 rounds in Zombies (increasing to a whopping 300 when upgraded via the Pack-a-Punch machine). The term Zweihänder denotes a type of 16th century two handed swords.
=Launchers=
=="Radar Shroud" launcher==
Specialist Reaper has the ability to fire "Radar Shrouds" that block enemy minimap coverage; these are fired out of a launcher based on an Airsoft sawed-off M79 grenade launcher.
=="War Machine"==
As in Black Ops III, the Specialist named Battery has access to a repeating grenade launcher called the "War Machine"; this time around, it appears to be more closely based on a Milkor MGL (perhaps a callback to BO2's "War Machine", which was an MGL), particularly in the trigger group and stock. As in previous games, it fires video-gamey "smart" grenades that bounce off of surfaces and explode on a timer, but detonate immediately upon contact with an enemy. 
Unlike an MGL (or anything else that the series has called a "War Machine", for that matter), however, the BO4 incarnation is belt-fed, using a short 6-round belt of seemingly caseless grenades. It features a rear leaf sight and what appears to be a mounting point for a front sight; the front sight doesn't exist, and there is no bar in the rear sight, so the irons are little more than a window to look through. The firing animation also has a notable gaffe: the weapon's top-mounted reciprocating charging handle (which runs directly through the middle of what appears to be an upper rail, rendering the rail a bit pointless) visibly cycles completely before the belt advances, making it unclear how new rounds are actually supposed to reach the chamber.
=Grenades & Explosives=
==Model 24 Stielhandgranate==
A display case on the multiplayer map "Hacienda" features several unusable items from previous Black Ops games; among them is a Model 24 Stielhandgranate.
thumb|none|300px|Model 24 Stielhandgranate
==M18A1 Claymore==
A bronze M18A1 Claymore with various steampunk modifications appears in the Zombies mode. It operates similarly to the laser proximity detector-detonated claymores in previous games, but detection is now performed by some sort of steampunk-esque device that produces what appears to be fire.
=Mounted Weapons=
==Gatling Gun==
A steampunked 1874 model Gatling Gun is used as the gun of the "Sentry" scorestreak in the Zombies mode.
==GE M134 Minigun==
A very "mini" minigun, inspired by the GE M134 Minigun, is used as the gun of the "Sentry" scorestreak. The model features a two-disc barrel clamp as opposed to the traditional four-disc clamp.
thumb|none|400px|General Electric M134 - 7.62x51mm NATO
==KPV heavy machine gun==
A KPV heavy machine gun appears on the Nuketown map. Three other destroyed KPVs are stationed on the reworked "Jungle" map.
==M230 Chain Gun==
An M230 Chain Gun is mounted on the "Attack Helicopter" scorestreak.
thumb|none|400px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B
==Metal Storm Redback RWS==
In the multiplayer map "Arsenal", the "AGR" (Autonomous Ground Robot) from Black Ops II is seen in some advertisements with the Metal Storm Redback RWS mounted to the right side.
==Yakushev-Borzov Yak-B==
A Yakushev-Borzov Yak-B was seen mounted on a Hind in the multiplayer reveal trailer. It was likely a placeholder, since the Hind can only be seen outside the reworked "Summit" map.
thumb|none|400px|Yakushev-Borzov Yak-B mounted on Mi-24 Hind-D - 12.7x108mm
=Unusable=
==AK-47==
An AK-47's silhouette is visible on the "Always Done Swiftly", "Bullet Boost", and "Shopping Free" elixirs in Zombies mode.
==AKM==
Various unusable AKM rifles can be seen in the multiplayer map Nuketown.
==AKS-74U==
An AKS-74U's silhouette appears on the "Wall Power" elixir in Zombies mode.
==APS Underwater Rifle==
An APS Underwater Assault Rifle appears on the "From The Depths" calling card unlocked by completing the multiplayer Dark Ops challenge of the same name. The rifle is the basis for the fictional "S6 Stingray" rifle added after an update. See the game's talk page for more information.
==Baker Rifle==
A Baker Rifle appears in the intro to the "Alpha Omega" Zombies map and is seen hanging inside the house on the multiplayer map "Hacienda".
==Colt 1851 Navy==
A Colt 1851 Navy is seen hanging inside the house on the multiplayer map "Hacienda".
==Colt Single Action Army==
Another revolver hanging next to the Colt Navy is a Colt Single Action Army.
==Flintlock Pistol==
Flintlock Pistols are seen on the "Dark Sails" outfit of Leni "Zero" Vogel.
==Heckler & Koch HK416==
A silhouette of Tank Dempsey using a Heckler & Koch HK416 is seen in the animated intro cutscene of the Zombies map "Classified".
==Heckler & Koch MP5K-PDW==
While not a usable weapon in-game, a pair of golden Heckler & Koch MP5K-PDWs with suppressors appear on the pop-up victory emblem at the end of a match of Blackout mode (shown only to the player/team that wins the game). Being part of an emblem, and not physical 3D models, they are incorrectly shown as mirrors of each other.
=="KN-44"==
On the multiplayer map "Hacienda" (a vineyard/mansion owned by a Spanish drug lord, according to the in-game description), a few crates containing Black Ops III's AK-200-esque "KN-44" assault rifles can be seen; gold-plated ones are also present as wall-mounted decorations. This is an in-universe anachronism, since the map takes place in 2045, whereas according to the BO3 data vault, the "KN-44" would not be produced until 2062.
==Mosin Nagant M91/30==
Two statues on the reworked "Nuketown" map can be seen with Mosin Nagant M91/30 rifles.
==Remington 1858 New Army==
The Remington 1858 New Army is also seen next to the SAA and Colt revolver.
==RPG-7==
An unusable RPG-7 can be seen in the map Nuketown. It also appears on the "Launcher Kills" calling card.
==Springfield Armory 1911==
An M1911 pistol is seen held by an operative in the starting cutscene of the specialists' story, but is unavailable for use during gameplay. It uses the same model as the Springfield Armory 1911-based pistol from Black Ops III, except that now it has a top rail.
==SVD Dragunov==
Some unusable SVD Dragunov sniper rifles are seen in the map Nuketown.
Category:Video Game
Category:First-Person Shooter
Category:Action
Category:Science-Fiction
Category:War