Call of Duty: Modern Warfare III (2023)

Call of Duty: Modern Warfare III is the twentieth main installment of the Call of Duty first-person shooter series. Developed primarily by Sledgehammer Games instead of Infinity Ward and published by Activision, it is the third installment of the Modern Warfare reboot subseries started in 2019 and a back-to-back sequel of 2022's Modern Warfare II. It was officially released on November 10, 2023, though preorders allowed the game's campaign to be played early a week before.
Replacing the Special Ops (and by extension, DMZ) mode from its prequel, Modern Warfare III is the first Modern Warfare series game to feature Zombies as one of its playable modes developed by Treyarch.
All the firearms from Modern Warfare II are included in the game across various game modes, including multiplayer (alongside most vehicles from Ground War and Warzone), as such only the new weapons will be covered on this page (Aftermarket parts kits for weapons from MWII will be on MWII's page).
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=Overview=
Modern Warfare III continues using the Gunsmith system as a way to customize weapons in multiplayer modes, and follow the same weapon categories as its predecessor. New weapons are unlocked by leveling up, though the "Weapon Platform" system introduced in MWII cannot unlock variants of other weapons of the same family available in the game (only a limited selection of platform-specific attachments). The "Weapon Tuning" feature, where attachments could have their characteristics modified once a weapon had reached max level, from MWII was not retained.
Reaching level 25 unlocks various Armory Challenges (also known as the Armory Unlock system) which allows the player to choose a weapon they want to unlock and complete a specific amount of daily challenges (from 2 to 8 challenges) in order to unlock the weapon in question, winning matches also counts towards daily challenge progression. Reaching level 55 allows the player to unlock most weapons from MWII by completing those challenges. As with DMZ, the Zombies mode allows the player to extract weapons and unlock them if they haven't owned it for free.
The game introduces "Aftermarket Parts" (AMP) or "Aftermarket Kits", a special kind of modification to the weapon which can range from a simple gameplay tweak to an absurd and drastic change to the weapon's behavior through a conversion kit, in a similar vein to some weapon variants in Infinite Warfare or the "Operator Mod" system used in Black Ops 4. Some aftermarket parts block one or a few attachment slots, while others can enable locked attachment slots. A thing of note is that a majority of aftermarket parts were manufactured by JAK, using 3D-printed plastic/mold/carbon fiber-like components for nearly every part of the weapon's modification. Needless to say, some parts would not withstand the pressure or heat of a weapon firing (especially when a weapon is chambered in higher calibers) and can even pose a significant risk to the operator, leading to disastrous results without proper reinforcement. This is a moot point in some conversions, as some of them completely do not make sense at all to function as they would in-game. Starting from Season 3, MWII weapons can accept aftermarket parts.
In the singleplayer campaign, Open Combat Missions (OCM) feature a loadout customization system akin to the likes of Black Ops II/III and Infinite Warfare, albeit somewhat limited. During the first playthrough, player characters will start with a pre-set starting loadout and they must scavenge the game map to unlock new weapons (found inside supply crates, akin to DMZ or WZ) as well as other equipment (even killstreaks - or what they call them in this mode, "armaments" - for that matter) for further mission playthroughs. However, it is more limited than the aforementioned games as players do not have full access to all of the weapons featured in the campaign, only a select pool of weapons that are available in the mission. In addition to this, these unlocked weapons cannot be carried forward to missions where the weapon isn't found yet. So if a player unlocks the Remington ACR from one of the previous OCMs, the player has to find another one from the mission that they haven't unlocked it yet. Players cannot also make use of the Gunsmith system to customize their weapons. Normal missions do not have that sort of system, and traditionally provides the player with a set loadout regardless of playthrough. Both MWIII and MWII weapons can be found in the campaign.
Most weapons available in MWIII kept the detail of weapon inspect animations, with the operator brass checking the weapon. However, the majority do not have a unique inspect animation when the weapon is empty. Save for a few exceptions, pressing the inspect keybind either plays the default inspect animation (with the only changes showing that the gun's chamber and magazine are empty) or it simply does nothing. Open Combat Missions can let player characters inspect their weapons, whereas normal singleplayer missions disable that feature.
In addition to aiming down sights, the player character can perform a Tactical Stance on most weapons, which tilts the weapon diagonally akin to aiming down sights with certain laser modules of previous games. Not all weapon categories can use the Tactical Stance ability, but some aftermarket parts for certain weapons can enable this, though some aftermarket parts can disable Tactical Stance if the weapon in question has that ability.
=Handguns=
==Beretta 92FS==
A Beretta 92FS with a fictional MIL-STD 1913 rail similar to the one found on recent Taurus PT92 variants appears as the "Renetti". Unlike Modern Warfare’s Renetti, the safety is now correctly on the slide. It's not a Beretta M9A1 or Beretta 92A1 as the trigger guard shape doesn't resemble the one on either variant. It fires in three-round burst by default, indicating that it's standing in for a Beretta 93R, especially given that it was originally referred to as the "Raffica" in the game's pre-alpha. Other external differences from the real Beretta include a less pronounced beavertail, a differently-shaped magazine release button, and a longer barrel.
The "JAK Intimidator Kit", added with Season 4, converts the weapon to semi-auto, giving a significant boost to damage (despite the weapon's caliber remaining unchanged); this apparently necessitates replacing the entire frame, rather than just a few trigger components (though this was presumably done to make it more visually distinct at a glance); regardless, a 3D-printable Beretta 92-series frame does exist, in the form of Gerald Katz's Sphynx design.
===CAA RONI===
Using the "JAK Ferocity Carbine Kit" places the Beretta into a CAA RONI carbine conversion kit, converts it to full-auto, and allows underbarrel, optical sight, and stock modification.
==Glock 21C==
A full black Glock 21 appears under the name "COR-45". This time, it is the 21C variant with compensator cuts on the slide but with a standard barrel, which would make the cuts useless. It is also a hybrid of the 3rd and 5th generation models, as it has the former's guide rod, square slide edges and non-ambidextrous slide stop, combined with a lack of finger grooves and an enlarged magazine release similar to the latter, as well as being MOS-configured. Differences from the real model also include a differently shaped trigger guard, a flat face skeletonized trigger and a MIL-STD 1913 rail with three slots. It was assumed that the COR-45 would share the same base platform as the X12 and X13 in 9mm, as they are both based on Glock pistols and their grip areas are almost identical, however the markings and the name suggest it's manufactured by Corvus and not XRK, and the guns don't share attachments besides the universal optics and lasers. The logic of who manufactures what in the rebooted Modern Warfare trilogy is beyond anyone's comprehension. It holds 14 rounds by default (one more than the real one).
During the beta, the model lacked a slide stop lever, but this was fixed in the final release.
The "XRK Pyre-9 Heavy Long Barrel" gives the gun a long slide, with a length between the Glock 40 and Glock 41 (closer to the former), depicted with front serrations, while the "XRK Swiftshot Light Barrel" gives it a nickel threaded barrel and a lightened slide with cuts and front serrations. For some reason both of the alternative barrel options read "9x19" on their slides. This marking error is also present on the 40 round drum mags, which re-uses the model from the X12 and X13 and clearly reads "9MM 50 RDS".
===Glock 21C (in carbine conversion kit)===
Using the "XRK IP-V2 Conversion Barrel" places the COR-45 inside a carbine conversion kit. The kit partially resembles the carbine kit used in MWII, but without the AR style T-handle and stock. This aftermarket conversion allows the weapon to be modified with scopes and underbarrel rail attachments, along with a binary trigger that in gameplay terms works like the real counterpart, effectively firing the gun when pulling and releasing the trigger. When attaching the "XTEN TX-12 Handstop", the front of the grip extends past the barrel, and in reality would be very unsafe if you wanted to keep your fingers intact.
==Kel-Tec P50==
A stylized Kel-Tec P50 was added in Season 5, under the name "Static-HV". It is classified as a submachine gun and depicted as fully-automatic (full-auto only, in fact), in contrast to the real P50, which is semi-automatic only. It is also depicted without the real pistol's pivoting upper receiver, with magazines instead pivoting out to the left in a similar manner to Black Ops II’s "PDW-57".
===Kel-Tec R50===
The P50 can be modified to resemble a Kel-Tec R50 with the "Auger 840 Light Barrel" and "SPRY 34 Light Stock" (though the default stock also somewhat resembles the R50's). It can alternatively be fitted with a muzzle device to resemble the R50 Defender.
==RSh-12==
A stylized RSh-12, mostly based on the 2014 model, appears as the "TYR", the name referencing the god of war in Norse mythology; this is presumably meant to connect it to MW19’s ASh-12.7, known as the "Oden" (an alternate spelling of "Wōden", the Old English spelling of the name "Odin"). Several of its attachments make reference to various Nordic gods as well. The in-game model is heavily stylized, with a significantly smaller cylinder possessing flutes and a strange frontal taper, a barrel with no vent holes, a differently-shaped trigger guard housing an also-reshaped trigger (which sits much further back than the real weapon's), an oddly-straight grip with almost no beavertail, a Colt-type pull-back cylinder release instead of the actual weapon's push-forward release, and a safety based on the 2018 model, alongside numerous smaller changes. The cartridges all have their primers struck, regardless of whether the bullets have actually been fired or not. The cylinder is also closed with a hard flick instead of closed with the other hand. Like its analogues in the previous two MW games, it can use snakeshot ammo, though the presence of such an ammo type for an ostensibly military-oriented cartridge is questionable, to say the least.
===MTs-569===
Using the "ZIU-16 Heavy Long Barrel" and the "ZLR Strelk Stock" converts the weapon into an approximation of the MTs-569 revolver carbine. The "JAK Beholder Rifle Kit" is a less-exact approximation, with a much longer barrel in a 3D-printed shroud and a more solid-looking 3D-printed stock; this kit may have been inspired by the Booligan Shooting Sports Space Carbine kit for the Heritage Arms Rough Rider, though this is a .22 LR Colt SAA clone rather than a massive handcannon chambered for a full-powered rifle cartridge, and would thus require a bit more caution in its design (and a source for a non-standard carbine barrel). Gameplay-wise, it acts roughly as one would expect, boosting muzzle velocity and effective range (with a particularly noticeable increase to the range at which the weapon can kill enemies with a single hit to the upper torso) and reducing recoil, at the cost of various handling penalties. It notably also allows for the use of the game's canted "Tactical Stance", and somehow doesn't prevent it from being holstered as a secondary weapon (though neither stocked setup allows for dual-wielding, since "Akimbo" is now classified as a "rear grip" attachment).
=Submachine Guns=
==Beretta PMX==
The Beretta PMX was added in Mid-Season 1 as the "HRM-9". The magazine doesn't appear to be transparent as with its real counterpart, along with a slew of fictionalizations such as the fire selector, magazine release, sights and more.
==Brügger & Thomet MP9-N==
A Brügger & Thomet MP9-N with a TP9-style underbarrel rail was added to the submachine gun class in Season 3, under the name "FJX Horus". It is fitted by default with an A3 Tactical modular folding brace. It only fires in fully-automatic mode; the selector functionality is absent. One of the stock options is the "Ripper Light Stock", which appears to be a stylized Gear Head Works Tailhook MOD 1 brace fitted to a B&T telescoping brace adaptor. Without a barrel replacement, the weapon is only capable of mounting a single muzzle attachment (the "ECS Requieter Suppressor") in the form of a combination suppressor and laser.
Despite all the other B&T weapons being manufactured in-game by Expedite, the MP9 is made by FJX which takes the place of many other different companies.
The "JAK Scimitar Kit" from Season Four effectively replaces the barrel with a longer barrel and forend, improving range and reducing recoil. This also unlocks the ability to modify the weapon to use a drum magazine.
==CMMG MkG Banshee==
What appears to be a stylized CMMG MkG Banshee was added in Season 4, under the name "Superi 46". It has a square protrusion on the upper receiver's left side and a bolt catch akin to older models, but lacks a forward assist and has a gap on the upper rail somewhat similarly to the 2022 version. The handguard and receiver have been partly skeletonized, and the magazine has a window cut into it. It is chambered in 4.6x30mm, which is not the case for the real MkG, but is actually available to the CMMG Mk4. Its in-game description rather oddly calls it a "pistol-caliber carbine", a label only applied to guns which aren't select-fire.
It has an 11.5" barrel by default (which is not offered on the real weapon), but the "Bore 99 Short Barrel" attachment gives it a barrel that appropriately measures around 8". The short "Terminal V Suppressed Barrel" has a handguard reminiscent of older CMMG Banshee models. The "Monolith 4.6 Stock" appears to be based on both the Gen II Hera Arms CQR and the airsoft Lancer Tactical Alpha Stock (it unfortunately isn't usable on any of the other AR-based rifles in the game).
===CMMG MkG Resolute===
The "Lux 30 Heavy Barrel" turns the weapon into a full-sized CMMG MkG Resolute, albeit with a slightly longer barrel and a custom handguard.
==Custom 9mm AR-15==
A custom 9mm AR-15 with the same SIG 516/SIG M400-based receiver as Modern Warfare II’s "M4" appears as the "AMR9", which is the same name as the five-round burst AR platform weapon (also classified as an SMG) from Advanced Warfare. By default, it features a dimpled barrel (roughly 10"), a solid M16-style stock, and a handguard with a strange lower extension, housing a pair of tubes; all of the alternate barrel options extend the same distance downwards, likely to keep the foregrip positions and handling animations consistent. Interestingly, the "AMRican Gothic" blueprint features the same "7.5" Tempus Firebrand" attachment as the AR-15 platform from the previous game, which gives the AMR9 a more traditional barrel and handguard configuration.
The weapon's file name IDs it as the Model 635 (fixed carry handle, slim handguards, 4-position stock from the Model 653), while the presence of a flattop upper would make it closer to the Model 991 (removable carry handle, KAC rail system, 6-position stock from the M4A1).
In Season 1, the AMR9 received an "Aftermarket Parts" conversion, the "JAK Ettin" kit; this replaces the odd tube in the lower section of the handguard with, of all things, a second barrel (also fulfilling the misclassified "double barrel" firing mode that the AMR9 supposedly have in AW); it appears that this was the actual reason for the handguard's design, despite the conversion also replacing the handguard with the same combination of white 3D-printed plastic and carbon fiber as the other JAK kits. Despite making no mechanical sense whatsoever (as there is no additional ejection port or firing mechanism for the second barrel), the weapon fires both barrels simultaneously, at the cost of reduced per-shot damage, range, and accuracy. Prior to a patch, the kit performed much differently, instead firing two-round auto bursts akin to the "Echo Fire Mod" for the "Maddox RFB" from Black Ops 4, despite what the description detailed.
Season 3 Reloaded added the "JAK Atlas Kit" aftermarket conversion, which converts the AMR9 to fire in 5.56mm and restricts its firing mode to five-round bursts. This is exactly how the AMR9 functions presently in AW (with the name of the kit itself also serving as a reference to said game), except that the MWIII rendition fires in "auto bursts" without needing to release the trigger, similarly to a few weapons from Black Ops III. This kit replaces the handguard, receiver and iron sights from its incarnation in AW.
It is worth noting that the "JAK Cutthroat" 3D-printed stock, which can be attached to the MCW, MTZ platform, the previous game's M4 platform (barring the SR-25/"Tempus Torrent" for some reason) and this weapon, is directly modeled after the AMR9 stock seen in AW. Adding both the "JAK Atlas Kit" and the "JAK Cutthroat" allows the player to replicate the AMR9's appearance in that game.
==CZ Scorpion Evo 3 A1==
The CZ Scorpion Evo 3 A1 appears, using nearly the same model as the stylized Modern Warfare counterpart. The campaign premiere for "Operation 627" referred to it by its real name, "Scorpion Evo 3", however it has been changed to "Rival-9" which is then retained in the final game.
	
	
	
	
===CZ Scorpion Evo 3 S1 Carbine===
Added in Season 1, the "JAK Headhunter Carbine Kit" gives the weapon a 16" barrel with a large muzzle brake (though the latter can be swapped for other muzzle devices) and a Manticore Arms-esque M-LOK handguard (albeit with a gap under the top rail reminiscent of the Heckler & Koch G36C's carrying handle), along with the same 3D-printed/carbon-fiber appearance as the other JAK conversions. Gameplay-wise, it improves the weapon's range, muzzle velocity, controllability, and damage at the cost of handling, and swaps its full-auto fire mode for 3-round burst (despite the fire selector remaining in the same position) – more specifically "auto burst", i.e. the ability to continuously fire bursts while holding down the trigger.
Interestingly, this particular conversion has more real-world basis than any other in the game: there is an actual 3D-printable Scorpion Evo 3 file package available, the AWCY? Scz0rpion EVO, which can include M-LOK handguards of varying lengths; at least one version was built into a select-fire SMG (legally, by a registered SOT) using a factory S/1/3/A trigger pack, though no known examples are restricted to burst fire exclusively (whatever "known" means in the context of home-manufacturable firearms).
==Heckler & Koch UMP45==
A stylized Heckler & Koch UMP45 appears as the "Striker". It reuses the model of the "Undertaker" blueprint from MW19 (which visually changed that game's LWRC SMG-45 into a UMP45), though rather bizarrely the magazine has been remodeled to be too short. The MW19 version featured a correct-length magazine correctly holding 25 rounds, while the MWIII iteration features a too-short magazine (roughly 20) that somehow holds 30 rounds. A 48-round mag is also available, this one also being too short to fit that amount of .45 ACP rounds.
==IMI Uzi==
The IMI Uzi appears as the "WSP-9". It is depicted with a bent trigger guard from the Micro Uzi/Uzi Pistol.
===IMI Uzi (.45 ACP)===
Using the "Broodmother .45 Kit" attaches a longer barrel within a barrel shroud, an early model wooden stock, and vertical foregrip (added with the Season 1 Reloaded update), and converts it to fire .45 ACP with the magazine model changed.
==IMI Micro Uzi==
The IMI Micro Uzi appears in the handgun class as the "WSP Stinger". It is the only gun in the game that cannot mount optics.
==IWI Uzi Pro==
The IWI Uzi Pro appears as the "WSP Swarm". Although it is select-fire, it is visually based on the pistol variant. By default, it is fitted with a stylized A3 Tactical modular folding stock. It can be equipped with a stabilizing brace, allowing it to be dual-wielded. When equipping lasers/lights, the game places them on the groves on the receiver, despite there being no mounting point or rail. The "WSP Venom Grip" gives the weapon an Uzi Pro SMG angled foregrip, and the "WSP Liberator Integrated" gives the weapon an Uzi fixed foregrip.
The "Sweet Siren" blueprint also gives the weapon an angled foregrip, albeit the foregrip and entire body are fictionalized.
thumb|none|450px|IWI Uzi Pro - 9x19mm Parabellum
==IWI Tavor CTAR-21 (9mm conversion)==
A 9x19mm conversion of the IWI Tavor CTAR-21 was added to the submachine gun class in Season 2, under the name "RAM-9". It has an M-LOK handguard inspired by the Manticore Arms X95 SBR Cantilever Forend.
As a bit of trivia, a 9mm conversion (using a drum magazine) was stated to be added along with the CTAR-21/"RAM-7" in Season 1 of MW2019. While the attachment remains unimplemented when the rifle was released (outside of Gunfight, where it can be received there), the magazine itself did get reused in the form of the ".30 Russian Short 60 Round Drums" (7.62x39mm) attachment and the "JAK Revenger Kit" aftermarket conversion for the F2000 in both Vanguard and this game respectively.
===IWI Tavor TAR-21 (9mm conversion)===
The "Speedway V5 Short Barrel" (which is ironically longer than the base barrel) turns the weapon into a 9mm-converted TAR-21, with the depiction of an IWI X95-style handguard.
==LWRC SMG-45 (9mm conversion)==
A 9x19mm conversion of the LWRC SMG-45 appears as the "Striker 9". Said conversion was planned for the real weapon, but has not been released so far. Interestingly enough, the weapon is stated to be manufactured by Lachmann & Meer, the in-universe analogue to Heckler & Koch. Perhaps the weapon was originally intended to be a Heckler & Koch UMP9 but was changed during production.
=Shotguns=
==Fostech Origin-12==
The Fostech Origin-12 appears as the "Haymaker" (which is coincidentally named similarly to a shotgun in BO3). Unlike the weapon that was featured in Modern Warfare (2019), it lacks the side-mounted grip. It uses the design of some blueprints from MW2019, such as the "Bloodlines" and "Stealth Action", which have cosmetically different parts.
A customized version of the Origin-12 appears as the "Recon Haymaker", used by the Support Juggernaut. An otherwise-standard version with a drum magazine is also used in Swagger's "Mag Out" execution (as opposed to most of the game's gun-based executions, which follow MWII’s pattern of using any applicable weapon the player character is carrying), wherein he either shoots the target three times, or shoots them three times and then pelts them in the face with said drum magazine.
Season 2 brought along an Aftermarket Part for the Origin-12, the "JAK Maglift Kit"; this gives the weapon a new receiver cover and receiver (the latter of which purportedly includes a reinforced magazine well, despite said well being exactly the same size and shape as the original, with the 3D-printed look being merely a new texture), a slightly thinner barrel (though it can still take all the standard weapon's alternate barrels), a new bolt carrier (bearing the JAK logo), and a largely-printed drum magazine containing 60 rounds of .410 bore shotshells (the stated reason why the weapon needs a "reinforced" magazine well, though in practical terms it is neither much larger nor likely much heavier than the 20-round drum of 12-gauge the regular weapon can take). Gameplay-wise, this kit gives the weapon a binary trigger (similarly to the above Glock 21's carbine kit), boosts its maximum fire rate, reduces its damage significantly (to the point that even a point-blank headshot won't kill an uninjured enemy), and considerably tightens its shot pattern (to the point that, with certain attachment combinations, the weapon effectively fires slugs when aiming down sights, as the stacking of stat modifiers gives it zero degrees of spread - as is CoD tradition, hipfiring the weapon somehow physically widens the choke, though even then it still patterns noticeably better than even the base version when aiming). As with the "Riveter" below, the weapon still visibly ejects 12 gauge shells, despite its new chambering.
	
	
===Fostech Origin-12 SBV===
Equipping the "Ironhide Brace Stock" turns the weapon into an Origin-12 SBV.
==Franchi SPAS-12==
A stylized Franchi SPAS-12 was added in Season 4 Reloaded as the "Reclaimer 18". The manufacturer etched onto the receiver reads "Expedite Firearms" (with "Made in Italy" next to it), the same in-universe manufacturer as the SIG-Sauer MG 338 ("RAAL") and the B&T APC556 ("ISO Hemlock") from Modern Warfare II. In a rare sight in most video games, the select fire function is present and lets the operator toggle between pump and semi-automatic fire modes (marking the first time the feature has been represented in a Call of Duty game, with the in-game description claiming that semi-auto sacrifices range for fire rate). Unfortunately as with previous semi-automatic shotguns in the game, incendiary shells have no effect in the weapon's performance regardless of whether it is in semi-automatic mode or in pump-action mode (less power in the shells would cause cycling issues). However, equipping shotgun slugs does limit the weapon to pump-action fire mode (which also doesn't make sense as slugs generally have more than enough power to cycle a semi-automatic shotgun action).
The depicted reloading process is inconsistent as during a tactical reload the weapon is topped up like most other shotguns and shells simply fed through the loading gate with the shotgun held normally but on empty the gun is flipped over and reloaded while inverted with two shells at a time, which is more in line with how the real weapon functions (where the loading gate must be unlocked by holding the bolt release button on the side – that said the operator does not appear to actually hold the button while reloading). Said bolt release is based on the spas12project's Combat Bolt Release, which is noticeably larger than the standard bolt release button to facilitate easier access while reloading. When firing the shotgun in semi-auto, the operator incorrectly still pumps the shotgun instead of using the charging handle after loading from empty. 
Choosing the "No Stock" option allows the weapon to be used with the stock folded over, as is the "classic" look that is so beloved by portrayals in fiction. If it was modeled after the real SPAS-12, it would be incorrect for its sights to be usable, however the stock is modeled after the Remington 870 Police Magnum with folding stock, which has usable sights even when the stock is folded. When reloading from empty with the stock folded, the operator's hand clips into the stock. By default the weapon has the shorter barrel of the SPAS-12 and holds eight shells, but all other barrel options increase the number of shells to 10. All barrels are fitted with fictional muzzle devices by default. An option exists for a fixed stock, but it appears to only replace the stock, while the folding stock pistol grip section remains a separate unit.
Season 5 adds a dual wield option via the "JAK Devastators" Aftermarket Kit (if you can call doubling your shotguns a "kit"). The shotguns both have slightly more shortened barrels, unfolded stocks with butt hooks, and no sights of any sort. For whatever reason putting an identical shotgun in your operator's left hand also required that both weapons be refitted with 3D printed components, with virtually everything but the grip being converted to 3D printed furniture (including the ends of the buttstocks).
==Remington 870==
The "Lockwood 680" is a stylized tactical Remington 870 pump-action shotgun, similar to the "Model 680" from MW19. The model in-game uses a standard synthetic non-pistol grip stock by default, and can be modified with an MCS-esque pistol grip stock combination by equipping the "FTAC Goliath XM250 Heavy Stock".
=="Riveter"==
A .410-gauge automatic shotgun possibly based on the ATI Omni .410 (an AR-15-style shotgun) is available as the "Riveter". It has a 15-round magazine with plastic windows and fires in full-auto. As with many weapons in the "M4 Platform", most of the animations are shared with the "M4" from Modern Warfare II. Much like the RONI-G1 Glock 21, when pairing the "Bruen Heavy Support Grip" with the "Kilo Short Barrel", the grip exceeds the muzzle of the weapon (although thankfully in this case the grip is mostly enclosed).
	
==Winchester Model 1887==
The "JAK Wardens" Aftermarket "Part" released in mid-Season 3 converts the Marlin Model 336 from Modern Warfare II into dual-wielded, sawed-off Winchester Model 1887 shotguns. It is chambered in .410 bore shotshells, although the markings on the gun say that they're chambered for 10 or 12 gauge, something that the real gun is chambered in. Despite the change in name like nearly all other real-world weapons featured in MWIII, the markings still mention it as the "Model 1887".
Its appearance in this game alludes to its infamous incarnation in Modern Warfare 2. Wherein prior to a patch, the 1887s (especially paired the akimbo "attachment" and Stopping Power perk) were devastating even at very long distances, much more so than many of the other typical Call of Duty shotguns. It seems that the Aftermarket Part seeks to emulate that, having the shotguns always dual-wielded (without any way to use a single one), increasing the range of the shotguns to the point where it is fairly realistic (up to about 29m with buckshot or perhaps even more), and greatly limiting the attachments they can use (as the muzzle, ammunition, laser sight, and - bafflingly - optic options are the only available attachment slots). Unlike its earliest incarnation (but much like its singleplayer remaster), it is not modified with an enlarged lever loop; needless to say, this would make chambering these gats one-handed a rather problematic affair.
=Rifles=
==AN-94/AK-74M hybrid==
A hybrid of the AN-94's barrel and forend with an AK-74M/AK-100 series receiver appears as the "SVA 545". The rifle also features an unusual gap between the trigger guard and magazine release, similar to the Type 81. The overall design bears some resemblance to the Prototyp-5/6 AS (WS-229/PU-192). It's modeled with a Zenitco PT-1 stock, uncanted magazine well, railed handguard and full top rails. The in-game model also comes with the side rail mount that is never used due to the top rails. The barrel assembly resembles a conceptual 6x49mm rifle photoshopped by an internet forum user. Despite this odd combination of visual elements, in gameplay terms the rifle is intended to be an AN-94, featuring its two-round hyperburst at the beginning of every trigger pull. The hyperburst fire mode is incorrectly listed as "semi-auto" mode, and removing the stock still uses the impossible "Iraqi reload" technique (as of Season 6) ala the previous game's AKS-74UN, instead of using a unique reload animation that was added during Season 2 of MWII. The animations for the rifle are all shared with the AK-105 from MWII.
=="BAL-27"==
The "Bal-27" fictional assault rifle from Advanced Warfare, built from the MSBS Series rifles, FN F2000 Tactical and P90-style box magazine was added in mid-Season Three, with the name now in all caps. It features the same weapon gimmick that appeared from that game, in that the first four rounds fire at a slower rate, while the fifth shot and afterwards would fire more rapidly. It is specified in the weapon's description as a "prototype" model, which is a forerunner of its incarnation in AW. It is specified in-game using 5.7x28mm rounds (which would classify the weapon as a SMG/PDW), however the rounds inside the magazine are modeled after 5.56mm. As with the P90 and the AR-57 from the previous game, the player cannot retain ADS mode/Tactical Stance when reloading.
The "JAK Deathmarch" added in Season 5 turns the BAL-27 from a conventional firearm to an unorthodox energy weapon; swapping the barrel to a modified "photonic scatter barrel" and the magazine to accommodate the use of high-voltage power cells. In gameplay terms, this turns its firing mode from full-auto to five-round bursts with a charge-up delay (similar to the "Storm PSR" and "P-06" rifle from Black Ops II and Black Ops III respectively). This conversion has enough energy to fire 30 shots (6 bursts). This also disables Tactical Stance.
==Beretta ARX-200==
The Beretta ARX-200 was released midway into Season 2 and is classified as a battle rifle under the name "SOA Subverter".
==Remington ACR==
A pre-2012 Remington ACR with tan furniture appears in-game as the "MCW" (which likely stands for Modular Combat Weapon). It is fitted with an MOE handguard and a 2012 version folding charging handle. The weapon can be converted to fire .300 AAC Blackout ammunition by using the "JAK Raven Kit". The gun is noted in its description to stay remarkably stable while firing and, with the right attachments, can be reduced further to the point of staying perfectly on-target even in full auto- with only the barest amount of (easily controlled) muzzle climb to deal with.
It is also depicted on the "Smoke Show" decal.
Equipping the "Orchestra-40 Short Heavy Barrel" gives the ACR a short barrel and a handguard very similar to the Remington ACR-E.
==Bushmaster ACR (.450 Bushmaster)==
The .450 Bushmaster variant of the ACR is available as the "Sidewinder". In the campaign's early access, its caliber was incorrectly labeled as .458 SOCOM; this has been changed to ".450 Huntsman" in the final release. Similarly to the "FTac Recon" introduced in MWII, it is classified as a battle rifle, despite .450 Bushmaster being more of an oversized intermediate cartridge. Originally the animations and sound effects for toggling the fire selector were glitched and did not play but this was resolved with the Season 1 Reloaded patch.
The "JAK Thunder LMG Kit" added in Season 1 converts the role of the rifle into the likes of a machine gun; replacing the standard magazine with a drum magazine and adding a very dubious variable fire rate that increases with every shot up to a maximum of nine.
==Bushmaster ACR DMR==
A Bushmaster ACR DMR with black furniture appears as the "MCW 6.8". The beta version was fictionally stated to be chambered in 6.8x51mm; this was changed for the final release to "6.8 Wrath", which is the in-universe version of the cartridge that the General Dynamics RM277-based rifle fires.
Being in the marksman rifle class, it fires in semi-auto only mode by default, but a has full-auto conversion available (which gives the rifle the stock of the standard ACR, but somehow also doubles the magazine capacity). In both cases, the fire selector is set to full-auto.
==CZ 805 BREN A2==
The CZ 805 BREN A2 appears as the "MTZ-556". It has a fictional gas plug by default, but most barrel attachments (notably the "MTZ Natter Barrel" with a similar length to the base weapon) give it a correct CZ 805's gas plug. The "MTZ Skeletal Folding Stock" attachment is reminiscent of the early stock of the 1st gen CZ 805.
If the player has a "Mag Holster" equipped in their gear slot, the operator will thumb the bolt hold-open button to release the bolt on an empty reload, something not possible on the real rifle. Aftermarket bolt releases have been made for the civilian S1 version, however.
===CZ 805 BREN A1===
The "MTZ Clinch Pro Barrel" turns the weapon into a full-size CZ 805 BREN A1.
==CZ BREN 2 BR==
The CZ BREN 2 BR in 7.62x51mm NATO appears in the battle rifle class as the "MTZ-762". It is incorrectly depicted with a reciprocating charging handle and without the trigger guard bolt hold-open device.
===CZ BREN 2===
The "JAK Heretic Carbine Kit" converts it into a CZ BREN 2 in 7.62x39mm.
==CZ BREN 2 DMR==
A CZ BREN 2 in a DMR configuration intended to pass for a BREN 2 PPS appears as the "MTZ Interceptor". By default, it has a stylized Magpul PRS stock and a pistol grip with palm shelf, but can be modified with a standard BREN 2 BR/PPS stock and pistol grip. The barrel length is also slightly shorter than that of the real weapon, and can be modified with even shorter options.
==FAMAS F1==
The FAMAS F1 appears as the "FR 5.56", returning from Call of Duty: Modern Warfare, this time without its fictional gas block. As with many FAMAS iterations in Call of Duty, it primarily fires in bursts. Unlike in MW2019, the rifle is incorrectly loaded with brass-cased rounds for most of its ammo types, including the default ammunition. It should be loaded with steel-cased rounds, as brass rounds were notorious for causing malfunctions. The only steel-cased rounds in-game that it can use are the Armor Piercing rounds. It correctly holds 25 rounds this time, like its Valorisé counterpart from MWII. Note the picatinny rail now stops before the front and rear iron sight, unlike in MW2019, where the whole top of the rifle was railed.
==FN F2000 Tactical==
The FN F2000 Tactical was added at the launch of Season 2 as the "BP50". It is a straight port of the F2000 that appeared in Vanguard, recycling its model and most of its animations, along with the errors that were mentioned there (besides the non-relevant anachronism). Like with its previous appearance in the original Modern Warfare 2, the rifle can be incorrectly equipped with the Madbull XM203/ISTEC ISL-200 from previous Modern Warfare reboot titles instead of the correct FN GL-1.
Season 3 adds the "JAK Revenger Kit" that rechambers the F2000 as a submachine gun firing 9mm rounds, on top of using a 60-round drum magazine (which is, mentioned above, reused from the unreleased 9mm conversion for the Tavor CTAR-21 from MW2019) and assorted furniture changes.
==FN SCAR-H (modified)==
An FN SCAR-H set up to pass for an FN HAMR IAR, probably alluding to the NGSW variant chambered in 6.8mm, appears in the light machine gun class as the "TAQ Eradicator". It was added in an update on 29 November 2023. Visually, it's a slightly modified version of the SCAR-H from the previous game, with an extended handguard with two side-protruding sling loops to hint at its unique firing mechanism. Like its Black Ops II depiction, the weapon has a variable fire rate not unlike that of the AN-94; the first 7 shots in full-auto are fired at 909 RPM, and the rest are fired at a much lower 625 RPM, apparently to imitate the real HAMR's transition to open bolt firing when the weapon is heated, though this does beg the question of how the weapon manages to not only heat up to unsafe levels within a few (and consistent) rounds, but also dissipate this heat instantaneously upon the cessation of fire, nevermind the fact that switching the same weapon from open-bolt to closed-bolt operation wouldn't likely cause such a drastic change in fire rate. 
Also just like the previous time the HAMR (or an imitation of it) showed up in a major Call of Duty title, it is fed by an X-Products X-25 50-round drum overloaded to 75 rounds (with the magazine being the same model as the drum mag of the "TAQ-V"). Other magazine options include a 30-round Molon Labe magazine overloaded to 45 rounds and a 100-round dual drum magazine holding 150 rounds (and modeled after the ArmaTac Industries SAW-MAG 150-round dual drum magazine for 5.56x45mm NATO). Most animations are shared between the different "Tactique Verte" weapon family variants.
==Heckler & Koch G36==
A Heckler & Koch G36 resembling the stylized MW19 counterpart appears in the assault rifle class as the "Holger 556‎". Like in the original Modern Warfare 3, the assault rifle and machine gun variants of the G36 are available.
Added in Season 1, the "JAK Signal Burst" Aftermarket Part gives the rifle a new forend/upper rail assembly (the latter of which features a stylized version of the actual G36's downward projection into the carrying handle area) seemingly combining features of the Steyr G62 upgrade kit (particularly in the integrated flashlight, which functions instead as a laser in-game) and the Malaysian-issued variant of the Heckler & Koch XM8 Sharpshooter Rifle, alongside a new muzzle device, a unique (though replaceable) optic, and a longer upper receiver; as with the other JAK kits, several parts (everything added, plus the magazine well) are made of 3D-printed plastic and/or carbon fiber (a rather ironic choice, given that one of the G62's main touted advantages is the use of a metal upper receiver, to alleviate the heat-related accuracy issues attributed to the standard G36). Gameplay-wise, the kit converts the weapon to fire in four-round bursts akin to Black Ops II’s "M8A1" (despite not visually replacing anything in the fire control group, the selector markings even visibly remaining "0/1/A"), with an increased cyclic rate allowing faster one-burst kills at the cost of a relatively long delay between bursts, with extra muzzle velocity as a bonus (though the damage dropoff ranges rather oddly remain the same).
thumb|none|450px|Heckler & Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm NATO
===Heckler & Koch G36C===
The "Holger 556" can be converted into a Heckler & Koch G36C by equipping the "Cross-X Short Barrel".
Season 2 added an additional Aftermarket Part for the G36 (making it the first gun in the game to get two), the "JAK Backsaw Kit"; this gives the weapon a roughly G36C-length handguard (with an integrated vertical foregrip) and barrels - yes, barrels, plural. Unlike the "JAK Ettin" kit for the "AMR9" above, some thought appears to have gone into this - the kit gives the weapon a completely new upper receiver (along with a new upper rail and magazine well, the latter of which is only ever used for a 100-round Beta-C-esque dual-drum mag, of the same design as the one available to the "Holger 26" below), widened sufficiently to fit two bolts (presumably using a pair of linked-together firing pins, to allow the single hammer in the original trigger group to fire both barrels), each of which has its own ejection port, sharing a common charging handle and gas system; this layout appears to have been inspired by the military variants of the Gilboa Snake. While more reasonable than the Ettin, this still has some issues- namely, such a rifle could not possibly feed from a typical magazine, as the diagonally-staggered layout of the rounds presented at the top (and the front of the magazine's body) would prevent the second round from being stripped out at the same time as the topmost one, to say nothing of the utterly abominable feed angles that would be necessary to get the rounds into both barrels properly.
Gameplay-wise, the causes the rifle to fire two bullets simultaneously, which can only ever spread from each other horizontally (in "Tac Stance", the spread is rotated accordingly), and can only do so perfectly symmetrically - that is to say, the two rounds will always land at the same height (if fired at a flat surface), and if the left one lands one degree off the intended point of aim, the right one will also land one degree off in the opposite direction (making the artificiality of the weapon's hipfire spread that much more apparent); the barrels are seemingly not regulated for any meaningful range, and the rounds spread apart so rapidly that they can land to either side of a man-sized target at only 50 meters (implying that, for no clear reason, the two barrels are actually pointed away from each other). Seemingly for balance reasons, the damage dealt by each individual bullet is reduced, such that the effective damage increase isn't the flat 100% one might logically expect. The rifle's muzzle velocity and ranged damage drop-off are also adversely impacted by the kit, and the cyclic rate of fire is reduced from the base 588 RPM down to 472 RPM (at least in gameplay terms; due to the twin barrels, it's technically firing 944 rounds per minute, with only 472 "shots"). As a final note, despite making the weapon considerably wider and bulkier, and likely not shaving off much if any weight (especially given the mandatory 100-round magazine), the Backsaw has noticeably better handling stats than the base G36.
==Heckler & Koch G36K==
A Heckler & Koch G36K with a G36C carry handle appears in the light machine gun class as the "Holger 26", using a 60-round single drum magazine by default. While this is the same name (minus the dash) that was used in the 2019 game for its LMG MG36-analog the shorter barrel marks it out as a G36K. The G36C carry handle is taller than the real version, a middle ground between it and the integrated optics carry handle. It can equip several full-length G36 barrel options (one of which has an integrated bipod), a 100-round double drum or 40-round magazine (no smaller, likely so as to not overlap in role with the assault rifle class version), as well as a stylized depiction of the G36's integrated carry handle optic.
===Heckler & Koch MG36===
Equipping the above G36K with the SL8 barrel, approximate muzzle device, bipod, integrated optic, and 100-round drum makes for an approximation of a true MG36 build. Due to the limit of five attachment slots, the cheek riser stock cannot be replaced with the standard stock if one is using the other attachments.
===Heckler & Koch G36C===
The "JAK Burnout Kit", added in Season 2, gives the weapon a 3D-printed G36C-length handguard (albeit with the standard G36K-length barrel sticking out of it), a printed magazine well, and a printed upper receiver with a two-piece top rail similar to KAC's flip-up sight setup (albeit raised to the same increase height as the game's base version). Gameplay-wise, this apparently adds "an adverse fire functionality" (presumably referencing the KAC LAMG's barrel options in MW19 with the gas system set to "adverse" to raise the fire rate), increasing the weapon's rate of fire to a blistering 1,000 RPM. This comes with several drawbacks, however- its effective range and damage are significantly reduced (barring a miniscule boost at point-blank range), and its headshot multiplier is inexplicably removed (as is the damage penalty for hitting enemies' legs), a fact at odds with the considerable boost the kit gives to its muzzle velocity. More notably, the kit is stated to allow the gun's barrel to overheat, hurting accuracy; what this actually does is significantly increase recoil after the first 20 or so shots (represented by the barrel heating up until it glows cherry-red and has flames emitting from the muzzle; oddly, this red color is also constantly present when the weapon is viewed in the loadout menu). There is no actual heat-up/cooldown mechanic present, however - the heating effect is purely cosmetic, with the recoil returning to normal the instant that the user lets go of the trigger. Needless to say, this is not at all how guns work - it would take easily over a hundred rounds' worth of energy to heat even a rather thin gun barrel (nevermind the weapon's standard one) up enough to glow bright red, and this would both prevent the weapon from functioning properly and not cool off for several minutes (not to mention the likely-devastating effects it'd have on a 3D-printed polymer handguard and upper receiver, or any finishes or camouflage applied to the barrel, or the operator's hands).
==Heckler & Koch SL8==
The Heckler & Koch SL8 is available in the marksman rifle class as the "DM56".
Rather oddly, the same "JAK Signal Burst" kit available to the G36 is also usable on the SL8; it adds the same style of forend, upper rail, upper receiver, magazine well, and optic, and functions similarly, though (unlike the G36's version) it does slightly alter the weapon's damage profile (effectively giving it the same performance as the G36's version).
==IWI Tavor CTAR-21==
The stylized IWI Tavor CTAR-21 from Modern Warfare returns in Season 1 under the same name, "RAM-7".
===IWI Tavor TAR-21===
The rifle has the same "Speedway V5 Short Barrel" option as its 9mm counterpart, allowing it to be converted into a full-size TAR-21 with an X95-style handguard.
==Karabiner 98k==
A Karabiner 98k with synthetic furniture was added to the marksman rifle class in Season 4 under its real name, "Kar98k". Prior to the Season 4 Reloaded update, part of the bolt stop opened every time the bolt was interacted with. Similar to Vanguard the game counts the number of rounds fired, so the clip with unused cartridges is stored when reloading, playing a distinct animation for every partial reload (though unlike Vanguard, the player does not cover the ejection port on partial reloads, which would eject the chambered round in reality). Reloading while having four rounds or less in the spare will still incorrectly use a five-round clip. Another correct animation is employed when large optics protrude over the bolt assembly, forcing players to reload their rounds individually rather than using a clip (also seen in MW2019).
The inspect animation plays out similarly to its last two appearances but rather than simply pull the bolt back, as in Vanguard, the operator will fully eject and catch the chambered round before reinserting it into the weapon. Possibly alluding to its counterpart in MW2019, it can even perform one-shot kills from the torso upwards despite being an archaic rifle fitted a with synthetic body (something that is not unheard of before). This damage potential can even break and down a player with fully-plated armor with headshots at minimum range in Warzone, without the clunkiness of being an anti-materiel/anti-personnel rifle.
The Kar98K is also the only rifle that comes with a bayonet barrel attachment, similar to the AK-47 in MW2019. It also the only weapon that uses the unique "Slings" attachment category, which is somehow able to contribute to the weapon's handling characteristics. It is the only bolt-action rifle unique to MWIII (as of now) that lacks the "Bolt" attachment category, meaning the cycle time of the weapon cannot be changed (and the only other bolt-action rifle besides the AW50/"Victus XMR" where this is the case).
==Ohio Ordnance HCAR==
The Ohio Ordnance HCAR was added to the battle rifle category in Season 6 as "DTIR 30-06". 30-round and 40-round magazines are available.
==QBZ-97==
A QBZ-97 with a slightly stylized T97.ca LHG and FTU appears as the "DG-56" (originally "DG-58", but renamed following the release of Season 1). Like its counterpart from the original Modern Warfare 3, the weapon fires in three-round bursts, something only possible on the QBZ-97A variant.
Price inexplicably starts with a "DG-56" in the "Countdown" section of the mission "Trojan Horse". Unless the weapon is likely standing in for an SA80 variant or by the off-chance that he stole it from one of the Konni Group members, the chances of a weapon of Chinese origin being used by TF141 or the SFO in the United Kingdom are next to null.
It's seen using 30-round STANAG mags (another recycled model from the previous game). While very visually similar, the Type 97's proprietary magazines are not the same as an AR-15 magazine. The Type 97 can feed from a STANAG mag, but they don't fit properly and have to be jammed in and forcibly yanked out. 
===QBZ-97B / QBZ-95B-1 hybrid===
Attaching the "DG-58 Micro Barrel" barrel attachment turns the weapon into a QBZ-97B style carbine (much like the JAK conversion QBZ-95B below). The carbine features the selector and pistol grip (which is just the base grip of the 97) of the QBZ-95B-1, the muzzle device, caliber and magazine/magazine well of the QBZ-97B, with the top rail carry handle somewhat resembling the carry handle of the QCQ-05. The iron sights even more so resemble the aforementioned ACP PEAK upper.
==SIG-Sauer MCX-SPEAR==
A stylized SIG-Sauer MCX-SPEAR appears in the battle rifle class as the "BAS-B" (likely being an acronym for Bruen Assault System - Battle, to match with the smaller BAS-P). It is fitted with the same stylized Magpul MBUS used on the RM277 from Modern Warfare II. It was stated in the beta loadout menu to chamber the real life ".277 Fury" instead of the aforementioned "6.8 Wrath"; it has been changed to simply ".277" in the final game. Similar to Battlefield 2042, the weapon is depicted without its custom-designed SIG SLX suppressor by default but it is available as the "Bruen Harmonic Suppressor L".
Added in Season 2 Reloaded, the "JAK Outlaw-277" kit replaces the MCX-SPEAR's lower receiver with a lever action conversion akin to the FightLite Herring or Bond Arms LRVB. To balance out the slower rate of fire, the conversion increases its damage, making this weapon comparable to the bolt-action "Longbow" in some aspects. Prior to a patch, the Outlaw-277's damage can even one-shot enemies from waist up in short distances.
Despite the very absurd nature of the conversion is handled in-game, it is mechanically plausible to turn the MCX-SPEAR into a lever-action rifle using a custom-made lower receiver, akin to the previously mentioned rifles. Coincidentally, SIG-Sauer has also developed the MCX-Regulator that is a similar sporter-style lower receiver conversion for the MCX, though the Regulator still has the semi-automatic upper receiver.
==Sturmgewehr 44==
A modernized polymer Sturmgewehr 44 was added in Season 5 as the "STG44". It is outfitted with a synthetic folding stock but with the profile of the traditional wood stock and rail mounted aftermarket iron sights (although they retain the sight picture of the original sights). The magazine size seems like it would hold 20 rounds not 30. When equipping longer scopes, the Picatinny rail behind the rear sight extends.
=Sniper Rifles=
==Cadex Defence CDX-50 TREMOR==
The Cadex Defence CDX-50 TREMOR was added in Season 1 as the "XRK Stalker". It has a number of unique attachments not typically seen on sniper rifles, such as the ability to remove the stock or use iron sights instead of a scope.
==Chukavin SVCh-8.6==
The Chukavin SVCh-8.6 appears in the sniper rifle class as the "KV Inhibitor". It is fitted by default with a shorter barrel like SVCh variants of other calibers, while the "Kas-Dworf Heavy Long Barrel" attachment approximates the real SVCh-8.6's barrel length.
Season 4 added the "JAK Volkh" conversion kit, replacing the lower receiver with a 3D-printed one and converting the weapon to fire in two-round bursts.
==Kalashnikov SVK==
The SVK prototype of the Chukavin SVCh appears in the marksman rifle class as the "KVD Enforcer", chambered in 7.62x54mmR. Interestingly, it has access to the same "JAK Volkh" conversion as its bigger .338 Lapua counterpart, making it one of only three conversion kits available on multiple weapons (the others being the JAK Signal Burst for the G36/SL8 and JAK Requiem for the AK-103/105).
=="Longbow"==
A bolt-action AK rifle appears as the "Longbow", fitted with a 30-round magazine. It is classified as a sniper rifle in-game, and as a result, it is the most mobile and has the highest round capacity of all the sniper rifles available in its class. While bizarre as a weapon choice in a military setting, the Armenian K11 rifle (the K11M more specifically designed for special forces) or the Ukrainian GOPAK are some of the AK-like rifles known to use the bolt-action system in real life, similar to how the "Longbow" functions in-game. The "Pro-99 Long Barrel" gives the rifle a similar barrel to the K11M (albeit with a railed handguard and no iron sights), while the "Tac-Brute Suppressed Barrel" gives the rifle an integrated suppressor, similar in idea to the GOPAK.
The "JAK Tyrant 762 Kit" aftermarket conversion swaps the rifle's chambering from 7.62x39mm (referred to as "7.62 Soviet" in-game) to what is stated to be "7.62 BLK" (likely referring to .300 Blackout) and it removes the scope in favor of iron sights, which allows Tactical Stance. Note the word "stated", as checking the rounds in the magazine during the inspect animation reveals to be a seemingly fictional round (with the closest match being .338 Whisper/Spectre). It is unknown if the conversion hides death markers as with weapons that use subsonic chambering (as with most weapons featured in MWII), as while firing the weapon produces visible tracers, there is a gassy trail that is left behind as the bullet travels, which is a characteristic of firing subsonic weapons.
==Steyr HS .50-M1==
The Steyr HS .50-M1 appears as the "KATT-AMR". The default scope uses the iconic scope_overlay_m40a3 reticle.
Season 6 introduced the "JAK Salvo", which ridiculously rechambers the rifle to fire "anti-materiel explosive rockets", all with the usual magic of 3D-printed hardware.
	
	
	
	
=Machine Guns=
==FN EVOLYS==
A stylized FN EVOLYS was added in Mid-Season 1 as the "TAQ Evolvere". By default, the weapon is chambered in 7.62x51mm NATO and can be converted to 5.56x45mm NATO through alternative magazine options, all of which are strangely all fictional designs that attach/detach in the same way as SIG-Sauer machine guns (e.g. XM250) despite the real weapon using Minimi/M249 and Maximi/Mk 48 belt boxes with the former already included in the game as the "Bruen Mk9". The weapon is also further erroneously and strangely depicted with a top-opening feed cover despite the weapon already being visibly modeled with its signature side-opening feed cover, with the feed tray and slot being relocated accordingly. To top it all off, while it does have the select-fire capability of the real weapon, the model is depicted with a Safe/Fire selector only, with the safe position acting as semi-auto and the fire position as full-auto.
==FN Minimi==
The FN Minimi returns from Call of Duty: Modern Warfare, once again called the "Bruen Mk9". Despite the unchanged name, the weapon is now stated to be manufactured by Tactique Verte, the in-universe analogue to FN Herstal, as inscribed on the right side of the feed tray cover.
Prior to the Season 1 Reloaded update, the Minimi had a stippled grip tape on the rear grip by default. The "Stippled Grip Cover" could be attached, which apparently covered the grip, even though it just removed the modification.
The "JAK Shadow Titan" conversion kit was added in Season 3, rechambering the weapon to .300 Blackout (in 60-round quad-stack mags) and adding an integral suppressor.
thumb|none|450px|M249-E1 with folding carry handle and 200-round drum - 5.56x45mm NATO
thumb|none|400px|Mk 46 Mod 0 - 5.56x45mm NATO
==Kalashnikov RPL-20==
The Kalashnikov RPL-20 was added in Season 6 as the "Kastov LSW".
==PKP Pecheneg==
The PKP Pecheneg appears as the "Pulemyot 762", with Pulemyot being Russian for machine gun. It is depicted with a disintegrating belt (which does exist, though it's made out of polymer by Ukraine), unlike the PKM in MW2019 (although that version incorrectly depicted the whole belt as non disintegrating, instead of breaking in sections of 25). It also features a PKM's wooden stock, a few Picatinny rails (one on the top cover for optics, one on the gas tube for foregrips, and a few just ahead of that for lights/lasers/etc.), and a fair few stylistic fictionalizations throughout (e.g. the trigger guard, the front sight, the dust covers, et cetera). The rate of fire is also ridiculously too slow at around 500 RPM as real life models tend to fire at around 800 RPM cyclic rate.
Just like with MW2019, the loading procedure is incorrect. In this game, the operator racks the charging handle back at the beginning of the procedure before opening the top cover and slotting a new belt into the feed tray, but unlike Western designs such as the M240, M60, or FN Minimi, the bolt does not push cartridges through the belt links - owing to the fact that the 7.62x54mmR cartridge's rim gets in the way. Instead, the PK family of machine guns pulls cartridges backwards out of the belt, which necessitates that the operator rack the charging handle only once at the end of the loading process. The animations in this game would realistically result in the bolt dropping without firing and the operator having to rack the bolt back once more. However, the "Sleight of Hand" fast reloads correct the loading procedure.
	
===PKP Pecheneg Bullpup===
The weapon can be converted into a PKP Pecheneg Bullpup with the "JAK Annihilator Bullpup Kit". The reload animations are actually correct for a PK series machine gun in this conversion, as like with the "Fast Hands" reload, the operator now racks the bolt at the end of the process instead of in the beginning.
==QJB-95-1==
The QJB-95-1 appears as the "DG-58 LSW". Much like many other contemporary depictions of weapons in the franchise, it has several fictionalized stylized elements, such as the alternate front sight and placement of the fire selector. When equipping a bipod, third party rail mounted ones are used instead of the actual barrel-attached QJB bipod.
===QBZ-95B-1 / QBZ-97B hybrid===
The carbon-fiber/3D-printed "JAK Nightshade Rifle Kit" converts the weapon into a QBZ-95B style carbine. This conversion is actually a hybrid, as it has a QBZ-95B-1's 5.8x42mm chambering and fire selector above the pistol grip (like the base QJB-95-1), but with a QBZ-97B's deeper magwell, as well as the muzzle device, front sight position, trigger guard, and buttstock shape of the QBZ-97B/QBZ-95B.
=Launchers=
=="Burrow 500 Drill Charge"==
A fictional, stylized sliding breech underbarrel grenade launcher appears as the "Burrow 500 Drill Charge". It appears to be based on the M203 grenade launcher, as noted by the sliding breech mechanism and M203-like stylized trigger group and latch. It also borrows some aesthetic design elements from the FN40GL, most notably the forend. It also has some elements of the IWI GL 40. The launcher has a tri-rail on the forend which is never used. One has to wonder if they could have designed a 40x103mm round for the "Drill Charge" and reused the GP-25 like for the other AK family weapons. 
==Milkor AV-140 MSGL==
The Milkor AV-140 MSGL returns from Modern Warfare II, again called the "RGL-80" and now available to Modern Warfare III’s multiplayer. This time it's loaded with fictional high-explosive grenades which seemingly glow from some form of propellant while in flight. For balance reasons, the damage has been massively nerfed compared to other rapid-firing multishot grenade launchers in multiplayer.
The "JAK Thumper 656" aftermarket conversion replaces the shortened barrel to a custom longer variant seen in earlier versions of the real life MGL, making it one of the few cases in Call of Duty where launchers can be customized for gameplay benefits to a degree. Aside from the traditional JAK-patented 3D furniture that appears in every JAK aftermarket conversion, it replaces the normal stock with a 3D-printed version of the "Ravage-8" stock (from the "M4" in the previous title) and the sighting unit in favor of a reflex sight. In gameplay, this conversion somehow decreases weapon handling (ADS speed and sprint-to-fire speed) and allows the player to replace the weapon's HE ammunition to explosive sticky and drill charge variants. A 40mm non-explosive slug variant is also included, benefitting from increased reserve capacity (as it gains an extra reserve of 6 shells) and increased rate of fire at the cost of a miniscule explosive radius.
==QLG-91B==
The QLG-91B grenade launcher is available as an underbarrel option for the QBZ-97, under the name "TTL-GS 40". It shares animations with the M203.
=Explosives=
New and missing entries for explosives will be featured here, while ones returning from Modern Warfare II won't be included and instead can be found on that page.
=="Thermobaric Grenade"==
=="Scatter Mine"==
The "Scatter Mine" is a fictional mine very loosely resembling a VIS-1.6 anti-tank mine; rather than acting as an explosive in and of itself, it instead scatters PFM-1 Lepestok anti-personnel mines.
=Other=
=="Line Launcher" fictionalized REBS Standard Launcher==
In the opening level, "Operation 627", Konni Group operatives use grapnel hook launchers to scale to the Zordaya Prison walls. These appear to have been inspired by the REBS Standard Launcher. Note the brightness of the screenshots has been increased due to the lighting in the level being very dark.
=="JAK Purifier" Underbarrel Flamethrower==
A fictional underbarrel flamethrower appears as "JAK Purifier". While underbarrel flamethrowers such as the PulseFire or the XM-42X exists in real life, the JAK Purifier seems based on a fictional design. The underbarrel weapon cannot be equipped to MWII firearms.
==Raytheon Silent Guardian ADS==
A fictionalized man-portable version of Raytheon's now-cancelled Silent Guardian Active Denial System, called the "Guardian-SC," can be chosen as a Scorestreak reward in multiplayer. It projects a microwave field which incapacitates and slows down, any player who enter.
=="Stormender" Fictional Drone Gun/EMP Launcher==
A fictional drone gun possibly based on a CERBAIR Chimera was added in Season 1 as the "Stormender." Unlike real drone guns which act as jammers and simply disable the drones, the Stormender fires a directional EMP which outright destroys drones, cruise missiles and certain electronics, detonate explosives while damaging and temporarily disabling others. The weapon has an infinite supply of electricity and never needs to be reloaded, but requires a short period to "recharge" between shots. It can somehow destroy enemy equipment such as Tac Insert flares and Munition Boxes (though not Decoy balloons), despite not being electronic. It cannot stop explosive drones summoned by the "Swarm" killstreak. The box that comes with the drone gun in the loadout screen labels it as the "DRONE GUN MK111", which would likely be the in-universe designation of the weapon.
This weapon cannot obviously practically kill players (as it deals only a single point of damage), though they will be affected by an EMP effect on the HUD. The "projectile" can pierce through solid objects. The "JAK Voltstorm" that will be added in Season 6 fires lethal electric bolts instead.
=Mounted Weapons=
==Afanasyev-Yakushev AYa-23==
The Afanasyev-Yakushev 2A14M appears mounted on the "AA Technical" (2016 Land-Rover Defender) in a ZU-23-2.
==Browning M2HB==
The Browning M2HB returns from the previous game (with alternate barrel outfitted with a psudo-SureFire SF3P-50BMG flash hider), now also mounted on the new "Coyote" vehicle (which appears to be based on the Chenowth DPV). 
==DShKM==
The "NSTV" technical has a DShKM mounted on its bed.
==Heckler & Koch GMG==
The Heckler & Koch GMG in a Protector RWS turret is mounted on M1A2 Abrams SEP V2 TUSK II tanks (which appear to in-tact versions of the ones from Modern Warfare II) on the map "Invasion" (originally from Call of Duty 4).
==Unknown Autocannon==
Similarly to Battlefield 2042, the Ripsaw EV2 (called Razor Tank / Razorback in-game) is armed with a turret atop it. The autocannon it uses somewhat resembles a scaled up Browning M2HB or M85 heavy machine gun, with the receiver vaguely resembling the M242 Bushmaster chaingun's or the Afanasev A-12.7's.
=Unusable Weapons=
==Kimber Custom TLE RL/II==
The same Kimber Custom TLE/RL II from Call of Duty: Modern Warfare is seen in the closing campaign credits sequence, despite being unavailable in-game.
==Mk 2 hand grenade==
Mk 2 hand grenades are seen on the "Pin Popped", "Nades And Guns", and "Battling Practice" calling cards.
==Bushmaster M242 Chaingun==
Derilect wreaks of the "APC" from Modern Warfare (2019) can be seen on various maps, all armed with the M242 Bushmaster chaingun.
Category:Video Game
Category:First-Person Shooter
Category:Action
Category:War