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Call Of Duty World War 2 Guns

Phone call of Duty World at State of war

Call of Duty World at War pc box.jpg

Official Box Art

Release Date: 2008
Developer: Treyarch
Publisher: Activision
Serial: Call of Duty
Platforms: Microsoft Windows, PlayStation iii, Wii, Xbox 360
Genre: First-Person Shooter

Call of Duty: World at State of war is the sixth chief Call of Duty game and the 2d by Treyarch, starting their Black Ops story arc. Released in 2008, it is the concluding Call of Duty game set primarily in the Second World State of war until Phone call of Duty: WWII nine years afterwards. The game features two campaigns, one in the Pacific theatre and the other in the Soviet Spousal relationship; a British campaign was besides planned, only cutting due to lack of time (this also caused the much-hated level "Blowtorch and Corkscrew" to be farmed out to Pi Studios, who were responsible for the multiplayer maps of Wolfenstein).


The post-obit weapons appear in the video game Call of Duty: World at War:

Contents

  • 1 Handguns
    • i.ane Colt M1911 Hybrid
    • one.2 Nambu Type 14
    • one.3 Smith & Wesson Model 27
    • 1.4 Tokarev TT-33
    • one.five Walther P38
  • ii Submachine Guns
    • ii.one MP40
    • ii.2 PPSh-41
    • 2.iii Thompson M1A1
    • ii.iv Type 100
  • 3 Shotguns
    • iii.1 Double-barreled shotgun
      • 3.1.1 Sawn-off double-barreled shotgun
    • 3.2 Winchester Model 1897 Trench Gun
  • 4 Rifles & Carbines
    • 4.1 Arisaka Blazon 99
    • 4.2 FG 42
    • 4.3 Gewehr 43
    • iv.iv Karabiner 98k
    • 4.five M1 Carbine
    • 4.6 M1 Garand
    • iv.7 Mosin Nagant M38 Carbine
    • 4.8 PTRS-41
    • 4.nine Springfield M1903A1
    • 4.10 Sturmgewehr 44
    • iv.11 Tokarev SVT-twoscore
  • five Machine Guns
    • 5.1 Browning Automatic Rifle M1918A2
    • 5.2 Browning M1919A4
    • 5.3 Degtyaryev DP-28
    • v.iv MG34
    • five.5 MG42
    • 5.6 Type 99
  • 6 Launchers
    • six.1 M9A1 Bazooka
    • 6.two Panzerfaust
    • half-dozen.3 Panzerschreck
  • 7 Flamethrowers
    • vii.1 M2 Flamethrower
  • viii Grenades & Explosives
    • 8.ane Dyakonov Grenade Launcher
    • 8.two Gewehrgranatengerät Grenade Launcher
    • 8.3 M7 Grenade Launcher
    • 8.4 AN/M8 HC smoke grenade
    • 8.v M18 smoke grenade
    • 8.6 M34A1 Mortar Vanquish
    • 8.7 Mk ii mitt grenade
    • 8.viii Model 24 Stielhandgranate
    • 8.9 No. 74 MK. 1 South.T. Grenade
    • 8.ten RGD-33 mitt grenade
    • 8.11 S-Mine
    • eight.12 TNT
    • viii.13 Type 97 hand grenade
  • 9 Emplaced Weapons
    • 9.1 ATO-42 Flamethrower
    • nine.2 Berezin UBT
    • 9.3 Browning M2
    • 9.iv Degtyaryov DT
    • 9.5 Nudelman-Suranov NS-37
    • 9.6 Oerlikon 20mm Cannon
    • 9.7 Type 92 Heavy Car Gun
    • 9.8 Type 97 Shipping Machine Gun
    • 9.9 Type 97 light auto gun
    • 9.x Type 99 Cannon
  • ten Others
    • 10.ane 8.8 cm FlaK 37
    • 10.2 8.8 cm Pak 43/41
    • 10.3 B-4 M1931 howitzer
    • 10.4 Bofors 40mm
    • x.v Thompson M1928A1
    • 10.6 Type i 47mm Anti-Tank Gun
    • x.7 Blazon 3 200mm 'brusk' naval gun
    • ten.8 Type 96 AT / AA Gun
    • 10.ix Type 97 81-mm Infantry Mortar
  • 11 Run into Also

Handguns

Colt M1911 Hybrid

A confusing and anachronistic M1911 variant is the sidearm of the US Marines in the game and is given to playable grapheme Pvt. Miller in the missions "Little Resistance" and "Hard Landing". It holds eight rounds when a real M1911 from the period would only hold seven (plus one in the sleeping accommodation); while standard-size eight-round magazines are available, they were non produced until the 1980s. The ammunition capacity in the game is likely a game balancing decision to brand the pistol equal to the other sidearms in the game, which all agree eight rounds. The M1911 besides has a straight mainspring housing and a short trigger, indicating an anachronistic Series 80 frame. As such, the pistol has an A1 slide and trigger, a Series eighty frame and an viii-round mag from the 1980s - a combination unlikely to be found in the hand of a WWII GI.

A cloak-and-dagger M1911 variant chosen the "Holy Pistol" can be used in the Nazi Zombies map "Nacht Der Unoten" on the PC, by using the "Give All" PC command. It is a visually-identical M1911 that fires high-explosive grenades, and every bit such is similar to the upgraded M1911s obtained by putting the standard pistol into the "Pack-a-Punch" machines institute in the Zombies maps of later games (although these too had an altered appearance).

Colt M1911A1 - .45 ACP

Blued Colt MK IV Series lxxx - .45 ACP

The M1911 in-game.

Aiming downwards the sights.

After a swamp ambush, Miller reloads his M1911 pistol.

Nigh to release the slide.

Nambu Type xiv

The Nambu Type 14 is the sidearm used by Imperial Japanese forces in the game. It is the very first firearm obtained in the game, given to the player past Sgt. Sullivan at the beginning of the mission "Semper Fi". The pistol likewise makes an appearance at the end of the mission after Miller is wounded past a Japanese soldier with a katana, regardless of whether or not the player replaced information technology during the course of the level. Like well-nigh sidearms, the weapon is adequately uncommon and the best style to obtain ane is by taking information technology from a wounded enemy who has entered "Terminal Stand" mode.

Nambu Type 14 - 8x22mm Nambu

Having just been saved from execution, Sergeant Sullivan congratulates Miller by handing him a notoriously underpowered pistol in the outset of the game.

Having successfully "torn the place autonomously," Miller reloads his Nambu.

A Type 14 in multiplayer, idle.

Fe sights.

Releasing the bolt. This is too the initial draw animation for the Nambu in the entrada. It is also incorrect; while the Nambu does lock open when empty, the bolt drops dorsum into battery as soon as the empty mag is removed.

An non-usable Nambu lies on a tabular array on the "Banzai" multiplayer map (which resembles the bridge from the 1957 movie The Span on the River Kwai).

Smith & Wesson Model 27

The most powerful handgun in the game is the Smith & Wesson Model 27 with the front sight and grip of the older Smith & Wesson .357 Registered Magnum, the predecessor of the Model 27. It is only available in multiplayer and can be given past the random weapons box in Nazi Zombies. It should be noted that the Model 27/Registered Magnum never actually saw active service; only United states of america Army General George S. Patton was known to acquit a S&W .357 Magnum during WW2. A more realistic choice of service revolver would have been a Smith & Wesson Model 10 or an M1917.

S&West Model 27-ii with 6" barrel - .357 Magnum

The Smith & Wesson Model 27 in first person.

Aiming the revolver at the sky.

Shaking out the contents of the cylinder, without using the ejector rod as one is supposed to.

Loading fresh rounds with a speedloader.

Tokarev TT-33

The Tokarev TT-33 is the sidearm of the Red Regular army and is given to playable character Pvt. Petrenko in the missions "Their Land, Their Blood", "Ring of Steel", "Eviction" and "Downfall". The weapon is fairly effective in the close quarter fighting of the Soviet campaign but due to a lack of ammunition, its use is limited. NPCs may also be seen using the weapon on rare occasions.

Tokarev TT-33 - vii.62x25mm Tokarev. Pre-1947 version.

Looking at an advertizement of PPSh-41-flavored vodka, TT in hand.

Dmitri aims his Tokerav at a burning Wehrmacht soldier. Presumably, those bottles of PPSh vodka were more than pop in being used to set people on fire rather than anything else.

Ejecting a magazine.

About to release the slide.

Walther P38

The Walther P38 is the standard sidearm of German forces in the game. One tin be picked up in the mission "Vendetta" and can exist used to unlock the achievement/bays "Gun Slinger". The weapon is also used against the player at the end of the mission "Downfall" equally he is attempting to plant the Soviet flag on the roof of the Reichstag. Like the Nambu Blazon xiv, the weapon is fairly uncommon and the best way to obtain is from enemies who have entered "Last Stand up" fashion.

Walther P38 with WW2 dated black grips - 9x19mm

In the campaign, Dmitri will erect the hammer of a P38 when showtime acquiring one. This does not happen in multiplayer.

Walther P38 in MP.

Iron sights.

Reloading mid-magazine.

Empty reload.

Submachine Guns

MP40

The MP40 is the primary submachine gun used by the Germans and is seen in every mission of the Soviet entrada. The "dual magazines" zipper is bachelor in multiplayer, effectively giving it the MP40/I Dual Magazine Arrangement, though it incorrectly fires both magazines continuously and is treated like an extended magazine. A sound suppressor and "Aperture Sight" tin also be added in MP.

MP40 - 9x19mm

The MP40 in first person. While the reloading animation is reused from Call of Duty 2, the idle animation has been changed to correctly grasping the magwell as opposed to the mag.

Dmitri ventilates a German language soldier in Stalingrad with a pilfered MP40.

Removing a spent mag.

Pulling the commodities back.

MP40/I Dual Magazine Arrangement - 9x19mm

The MP40/I.

Reloading, note the dual magazines appear to exist jungle-taped together and the original magwell is retained under the trough-like extension.

PPSh-41

The PPSh-41 is the primary weapon of Sgt. Reznov and kickoff seen in the mission "Vendetta", after he gives Petrenko a scoped Mosin-Nagant. Information technology is also the standard Soviet submachine gun and tin can exist plant in affluence towards the stop of the Soviet campaign. The version used in singleplayer and Nazi Zombies is loaded with the weapon'due south trademark 71-round pulsate magazine while the one available in multiplayer instead uses the smaller 35-round stick magazine by default; the pulsate magazine has to be unlocked as an attachment. Every bit the "Round Drum" zipper simply doubles the size of the base magazine, the drum holds lxx rounds instead of 71, which is the capacity of the singleplayer and zombies pulsate.

PPSh-41 with 35-round box magazine - 7.62x25mm Tokarev

The PPSh-41 with the stick magazine.

Aiming.

Throwing away a spent mag.

Inserting a new one.

Rechambering the gun.

PPSh-41 with 71-round drum magazine - 7.62x25mm Tokarev

A PPSh with the pulsate mag.

Setting in another 71-round drum.

Pulling the bolt back, although the weapon model merely shows it in the closed position.

Thompson M1A1

The Thompson M1A1 fitted with a Cutts compensator is the principal submachine gun used by American forces and is Sgt. Roebuck'due south main weapon. In-game, the weapon is visibly modeled with a 30-round magazine, merely it just holds 20 rounds, while the "Circular Drum" attachment doubles this to 40. Thompson drums did not hold 40 (unless y'all underloaded information technology), the 40 circular capacity is due to the game simply doubling the base capacity when the extended magazine attachment is used. Additionally the M1A1 physically cannot be loaded with a drum magazine - this is a characteristic of the older M1928 Thompson. The Create-a-Class icon shows the Thompson without the Cutts compensator. It is slightly anachronistic to the mission "Semper Fi" taking identify in August 1942; during that fourth dimension, the earlier Thompson M1 was in use, while the M1A1 was adopted ii months later. It is as well anachronistic for the pre-Oct 1942 multiplayer maps.

M1A1 Thompson with 20-round mag and Cutts compensator - .45 ACP

The Thompson M1A1 in first person.

Iron sights.

Reloading the M1A1.

Pulling the charging handle. This isn't really necessary; the M1A1 has a bolt hold-open up device that ensures that the bolt will stay dorsum if the trigger is pulled with an empty magazine inserted.

An M1A1 Thompson with a 50-round drum mag, unlockable in multiplayer. This is physically impossible; while the earlier models could accept drum magazines, the M1 and M1A1 could non.

Reloading. The Thompson and PPSh accept slightly different animations for the drum mag models (with the drum beingness tapped in place on full reloads).

Cocking the SMG.

Blazon 100

The Type 100 is the primary Japanese submachine gun. It seems to be the 1944 model, making its appearance in "Semper Fi", set up in 1942, anachronistic. They are also far too common, being depicted as a standard infantry weapon, in the easily of around a third of all Japanese soldiers. Information technology is also anachronistic for the pre-1944 multiplayer maps. Notably, it is held improperly by the mag by the actor character, simply properly in tertiary person. Confusingly, enemies with the Type 100 sometimes banzai charge the actor, despite the fact that the weapon is never fitted with a bayonet. In multiplayer, a suppressor, "Aperture Sight," and extended "Box Mag" tin can exist unlocked for the Type 100, with the latter doubling capacity from xxx to 60.

Type 100 with magazine removed - 8x22mm Nambu

The Type 100 in-game.

Aiming; note how the weapon is tilted counterclockwise due to the mode it is held from the mag.

Reloading.

Charging the Blazon 100.

Shotguns

Double-barreled shotgun

A total-size Double-barreled shotgun appears in the subway, lying around in the offices. Like the Winchester Model 1897, it is devastating at close range, capable of blowing off heads and limbs. When firing, the weapon incorrectly ejects a spent cartridge (and to top it off, it is a rifle round as opposed to a shotgun shell), which is impossible with real double-barreled shotguns as they have no ejection port and need to take their shells removed manually (although some are capable of automatically ejecting shells in one case the barrels have been broken open). When the weapon is reloaded, it acts as if none of the shells have been ejected and any empty cartridges (this time being proper shotgun shells) will still be inside the gun and are removed manually. The Create-a-Class clarification in multiplayer states that the weapon is American, although it is found in Eastern Front missions in the campaign.

50.C. Smith shotgun - 12 estimate. Somewhat similar to the shotgun in-game.

The full length double-barreled shotgun in-game.

Aiming the shotgun.

Loading in i beat out into the left barrel.

The "grip" zipper on the Double-barreled shotgun, which adds a thicker forend.

For some reason, this causes the weapon to be pointed high when aiming. The erroneous spent rifle cartridge being ejected can be seen to the right.

Reloading both shells.

Closing the barrels.

Sawn-off double-barreled shotgun

The "Sawed-Off" optional zipper for the double-barreled shotgun is self-explanatory. In campaign, this version appears in the asylum in "Ring of Steel," plant in the kitchen.

Screen-used Victor Sarasqueta shotgun from Mad Max: Fury Road. Image from MIL.SPEC. Somewhat similar to the sawed-off shotgun in-game.

Holding the sawed-off shotgun.

Aiming the weapon.

Partial reload, with the playable character only ejecting one beat out.

Empty reload.

Winchester Model 1897 Trench Gun

Referred to in-game as the "M1897 Trench Gun", the Winchester Model 1897 "Trench Gun" is Sgt. Sullivan's primary weapon and can be constitute in numerous American levels. Interestingly, it has different mag sizes in both singleplayer (half-dozen rounds) and multiplayer (four rounds), neither of which is actually correct (the real weapon holds five rounds in the tube magazine, plus one in the chamber; considering how the weapon in-game is always pumped at the terminate of a reload, the 6-circular capacity could not possibly exist v+one, as pumping the weapon would eject the chambered beat out). A vertical foregrip (which appears to be a simple wooden handle haphazardly drilled into the original forend) and a M1917 bayonet tin exist unlocked for use with the Trench Gun in multiplayer.

Winchester Model 1897 Trench Gun - 12 approximate

The Winchester M1897 in-game.

Aiming the shotgun. Note that the weapon isn't pointed properly here; while the sights aren't misaligned (due to the weapon only having a front dewdrop sight), the weapon would still be shooting loftier were information technology aimed like this.

Pumping the M1897. Annotation both the lack of a shell entering the chamber, and the lack of a rim and blown-out crimp on the ejected ane.

Reloading the M1897 is the series' usual shell-by-shell reload, followed by a pointless racking of the pump at the terminate (pointless, that is, if the weapon isn't empty). Note the bayonet in this image.

When equipped with the vertical grip, the ending pumping animation shows off the bolt rather nicely.

Rifles & Carbines

Arisaka Type 99

The Arisaka Type 99 is the chief rifle for the Japanese. Banzai attackers adhere Model 30 bayonets to their Arisakas, which are and then chosen "Arisaka Bayonet." A scoped version tin can also be establish in the missions "Semper Fi", "Burn 'em Out" and "Blowtorch and Corkscrew". The weapon is modelled on the before Type 99 rifles as it has the monopod, flip up anti-aircraft rear sight, protected forepart sight, and a plum shaped bolt handle.

Arisaka Blazon 99 brusk rifle with monopod - 7.7x58mm

The Arisaka Blazon 99 in the hands of an Imperial Japanese Soldier.

Fe sights.

Reloading the Arisaka with a stripper clip. All bolt-action rifles in-game reload with loose rounds if a telescopic is equipped, and with stripper clips (that ever load a full five rounds, regardless of the number remaining in the magazine) otherwise.

Knocking out the stripper prune before sending the bolt home.

Arisaka Type 99 Sniper Rifle with a ii.5x10 telescopic - vii.7x58mm Arisaka

The scoped Arisaka in game.

View downwardly the telescopic in singleplayer; for some reason, all of the sniper rifles in multiplayer reuse the reticule from the PTRS-41 instead of their own unique scope reticules.

Reloading with loose rounds, although the outset telescopic would all the same allow for usage of a stripper clip. Notation the front part of the scope which identifies it as the 4-Ability NTC Kogaku Telescopic.

Affixing the Arisaka'south bayonet.

FG 42

The FG 42 appears under the machine guns category, and is the only weapon in this grade that can be equipped with a telescopic sight. It incorrectly has a 32-round magazine in singleplayer; this is corrected to twenty rounds in multiplayer. It is besides anachronistic for the pre-1943 multiplayer maps.

FG 42 - 7.92x57mm Mauser

The FG 42 being held.

Atomic number 26 sights. In the entrada, these sights accept a rather loftier amount of zoom, allowing for precise shots at range.

Reloading the FG 42.

Rechambering the weapon.

A deployed, very-low detail FG 42.

Collapsing the bipod.

FG 42 1st design with Zeiss ZF4 scope - 7.92x57mm Mauser

Reloading an FG 42 with the ZF4.

Gewehr 43

The Gewehr 43 is the secondary rifle for the Germans and is seen in the missions "Their Country, Their Blood", "Band of Steel", "Heart of the Reich" and "Downfall". Every bit expected, there are all the same bullets in the magazine that the role player removes when reloading, even if the last shot was fired. It is also anachronistic for the pre-1943 multiplayer maps.

Gewehr 43 - 7.92x57mm Mauser

The Gewehr 43 in-game.

Aiming the G43.

Mid-reload.

At least they went through the endeavor of modeling rounds in the magazine, even when they shouldn't exist in that location.

Releasing the commodities.

Gewehr 43 with ZF 4 scope - 7.92x57mm Mauser

An empty scoped G43. Annotation that the telescopic is set over rear sights, not where it unremarkably should be.

Karabiner 98k

The Karabiner 98k is the main rifle for the German Army. The weapon appears to be modelled after one of the earlier models and non the "Kriegsmodell" as information technology has a bolt disassembly disc, jump retained butt bands, cleaning rod, and a protected front end sight. Information technology also has a industry date of 1944 equally well equally "DOT" written on the top of the reciever, indicating it is a Waffenwerke Brunn rifle produced in Czechoslovakia.

Karabiner 98k - vii.92x57mm Mauser

The Karabiner 98 Kurz in-game.

Aiming the Kar 98K.

Inserting a stripper clip.

Reloading. About to close the bolt and button out the stripper clip.

Sticking a bayonet on to the K98K.

Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser

A scoped Kar98k in the "Nazi Zombies" mode.

Aiming with the scope.

Reloading.

M1 Carbine

The M1 Carbine is the secondary rifle of American forces and is rarely seen until the mission "Breaking Bespeak", where it tin be picked up from most of the American corpses. It is erroneously called an "M1A1 Carbine" in-game, despite not having a folding stock. In MP, unlockable attachments for the carbine include an M3 Carbine-style wink hider, "Discontinuity Sight," bayonet, and a 30 round extended box mag.

WW2 era M1 Carbine with spare magazine pouch - .30 Carbine

The M1 Carbine in the hands of a Marine.

Aiming.

Reloading.

Releasing the commodities, although it shouldn't remain locked dorsum subsequently the last shot is fired like an M1 Garand, since it lacks a bolt concur open.

The extended magazine on the M1.

Attaching a bayonet, which would be hard to practice without the bayonet lug of the very-latewar model.

M1 Garand

The M1 Garand is the standard rifle of the American forces, and is seen in the hands of nigh all of the American Marines. It is depicted as being able to reload partway through an en-bloc clip; while there is facility for unloading the gun without firing every shot, information technology was not considered practical to practise then in gainsay (since real soldiers don't accept a magic invisible ammo hopper that consolidate their spare ammunition neatly into total clips) and American soldiers were by and large advised to fire off remaining shots if reloading was necessary. In-game, this is represented past having a mid-clip reload take longer than an empty reload. In addition to a flash hider, bayonet, and rifle grenades, a sniper scope tin be unlocked for the Garand in multiplayer, giving it the appearance of the M1C sniper variant.

M1 Garand - .xxx-06

Start-person view of the M1 Garand.

Aiming the Garand.

Manually ejecting a clip during a partial reload, although it appears to be empty anyway.

Pinging out another empty en-bloc prune.

Miller reloads his Garand during the assault on Peleliu Island.

M1 Garand with M1 bayonet - .30-06

Affixing the bayonet moments earlier; for some reason, this initial animation doesn't occur in multiplayer; the contumely bank check seen beneath is done instead.

M1C Sniper Variant with M82 scope - .30-06

An M1 Garand with an M73 scope in MP.

The pickup blitheness of the Garand; the graphic symbol performs a quick brass cheque.

Mosin Nagant M38 Carbine

The Mosin Nagant M38 Carbine is first given to Petrenko fitted with a scope by Reznov in the mission "Vendetta". In later missions the rifle is institute in the hands of Russian soldiers. They are rather abundant in early missions simply get scarcer as the game goes on. Due to a graphical fault, the commodities never actually opens to expose the breech until the thespian prepares to load a clip; otherwise it remains solid metal and casings do non really eject from the burglarize itself. All M38's are fitted with downturned bolt handles meant to work with sniper scopes, even the ones that don't take scopes. While not anachronistic, this model of the Mosin Nagant being used is inaccurate due to the M91/xxx variant being the standard outcome rifle for Soviet forces during the 1930s and throughout Earth War Ii. The M38 carbine variant served equally a weapon for rear echelon troops.

Mosin Nagant M38 Carbine - 7.62x54mmR

The Mosin Nagant in the hands of a Russian soldier.

Aiming down the sights.

Inserting a stripper clip of 7.62x54R rounds.

Affixing a spike bayonet to the M38.

A Soviet soldier holding the M38 Carbine. Annotation the straight bolt handle of the third-person model.

Mosin Nagant M38 Carbine with PU 3.5x sniper scope - 7.62x54mmR

I need your help. Do what I say, and we can avenge this massacre. The scoped M38 next to a trigger-fingerless Sergeant Viktor Reznov (Gary Oldman).

The scoped Mosin Nagant being held.

Aiming.

Pulling the bolt dorsum.

Inserting individual rounds.

PTRS-41

The PTRS-41 is always seen with a telescopic, and as with multiple optic-equipped weapons in the Telephone call of Duty series, the front end sight is missing. Nonetheless, the real rifle was never issued with a scope, autonomously from field-expedient modifications, which were for spotting purposes only; these scopes were typically PU scopes, not meant for the PTRS, and as such couldn't exist properly zeroed (note that in the iOS analogue Call of Duty: Zombies, the weapon lacks the scope and accordingly uses iron sights, though information technology has a front end sight mounted on the gas block rather than the stop of the barrel). The PTRS is first seen in single player during "Vendetta" and much afterwards in "Heart of the Reich" and "Downfall". It is ridiculous to depict a unmarried man firing this weapon from the shoulder; the PTRS-41 is six feet long and weighs forty-five pounds, and unless he was an absolute giant of a man, the immense recoil produced when firing would knock him on his back. A single soldier would only always exist expected to be able to deport the fully assembled rifle for short distances.

PTRS-41 anti-tank burglarize - 14.5x144mm

Holding a PTRS-41.

Telescopic view.

Reloading the en-bloc clip.

Rechambering the PTRS.

Springfield M1903A1

The Springfield M1903A1 is never seen in unmarried player without a scope, and comes with a scope that can exist unlocked in multiplayer. The burglarize is not an M1903A4 equally it is based off of an A1 and mounts a college-powered telescopic than the M73 and M84 scopes commonly used on the A4 variant. The scope mounts are also moved forward towards the butt and frontwards receiver to accommodate for its length. The A1 sniper variant was more common in the Pacific (as it was the standard sniper rifle of the USMC), which is why information technology is besides seen in other games gear up in that theatre rather than the A4.

Springfield M1903A1 - .30-06

The M1903A1 in-game.

Aiming.

Cycling the M1903A1.

Reloading via stripper clip.

The bayonet depict animation for the M1903A1.

M1903A1 Springfield sniper variant with Unertl telescopic - .xxx-06

The M1903A1 sniper rifle. Note that information technology completely lacks the iron sights.

Sighting in a Japanese sniper in singleplayer.

Reloading with individual rounds.

Sturmgewehr 44

The Sturmgewehr 44 is the master support weapon used by the Germans and the but assault rifle in the game. It is rare in earlier levels simply becomes more widespread towards the terminate of the Russian entrada. Information technology is besides anachronistic for the pre-1943 multiplayer maps.

Sturmgewehr 44 - seven.92x33mm

The Sturmgewehr 44 in multiplayer. Dissimilar other games in the serial, information technology is held by the magazine: it would be more normal to grasp the magwell, or the handguard if the user was wearing winter gloves.

Aiming the rather thin rifle.

Pressing the magazine release.

Tugging the charging handle, which incorrectly locks back when the weapon is empty.

Sturmgewehr 44 with ZF4 scope - 7.92x33mm Kurz.

Equipping a scoped StG. Notation that the safety is on, which doesn't impede the rifle'southward ability to fire in-game. At least the burn selector is correctly set to total-auto.

Mashing in a fresh magazine.

Tokarev SVT-twoscore

The secondary Russian rifle is the Tokarev SVT-40. It is seen only in the final ii missions "Eye of the Reich" and "Downfall".

Tokarev SVT-40 - seven.62x54mmR

The SVT-40 in first person.

Iron sights.

Reloading.

Near to release the bolt.

An SVT-40 in third-person. Note the mispositioned magazine.

Tokarev SVT-40 with PU sniper telescopic - 7.62x54mmR

Equipping an SVT-40 with a PU scope. The forepart sight was probably executed for desertion by the NKVD.

Aiming with the scope; all of the intermediate scopes used on some rifles and the FG 42 in multiplayer reuse the ACOG scope reticle from Call of Duty 4, without the illuminated chevron. Realistically speaking, the reticle should accept resembled the one from the ZF42 scope used by the Kar98k.

Machine Guns

Browning Automatic Burglarize M1918A2

The M1918A2 Browning Automated Rifle is classed as a light car gun in the game. In single-player it is never seen without a bipod, just this must exist unlocked in multiplayer. It is the starting weapon in "Hard Landing", and can besides be found in the trenches in "Burn 'em Out" and being carried by some allied Marines in "Breaking Point" and "Relentless". Like all machine guns in the game, it is capable of blowing limbs and heads off of enemy soldiers.

M1918A2 Browning Automatic Rifle - .30-06

The BAR M1918A2 in get-go person.

Aiming the BAR.

Reloading.

Pulling the charging handle. In reality, the BAR's handle does not lock in the rear position, as portrayed in the game.

Deploying the BAR's bipod.

Using a set-up M1918A2.

Browning M1919A4

The Browning M1919A4 is used in both infantry and mounted forms. It is used with a bipod equipped (which was only bachelor for the M1919A6 version) in the mission "Relentless"; it is seen without a bipod after on in singleplayer. Either manner, it would be impractical for it to exist used every bit a man-portable weapon; the M1919A6 variant would have been more than suitable for that role. In first-person view, it has a strip of fabric wrapped around the barrel close to the frame acting as a makeshift handguard, but this is absent on the world model. It is the concluding machine gun unlocked in multiplayer.

The PBY Catalina in "Black Cats" has M1919s dual-mounted in the bow turret and single gun mounted in the tail turret. It is also erroneously shown every bit the turret gun for the Soviet T-34 tank in both singleplayer campaign and multiplayer. A more authentic turret gun would exist a mounted DP-28 (which is already in the game) or possibly the SG-43.

Browning M1919A4 on M2 tripod . 30-06

Manhandling a Browning M1919A4.

Aiming downwardly the sights.

Pulling the bolt back.

Removing a used chugalug in mid-reload. For some reason, this only occurs in the campaign and Nazi Zombies; in multiplayer, the belt always vanishes whenever reloading.

Smacking the tray encompass airtight.

Equipping a M1919 with a bipod.

Extending the bipod.

The deployed M1919A4.

Dimitri manning a T-34-mounted Browning at the end of "Band of Steel".

Degtyaryev DP-28

The Degtyaryev DP-28 is merely featured in multiplayer. It has decent power, simply poor aim speed, running speed and reloading speed.

Degtyaryev DP-28 - seven.62x54mmR

The DP-28 held in first person.

Atomic number 26 sights of the machine gun.

Knocking out a spent pan magazine.

Replacing it with a new one.

Charging the Degtyaryov.

Deploying the bipod.

The low-detail deployed DP-28.

MG34

When starting up the game, archival footage of Wehrmacht soldiers firing a MG34 is shown during the title reels. Information technology is replaced by the human being-portable MG42 in the game, though High german tanks also mount the Panzerlauf version.

MG34 with front and rear sights folded downwards - seven.92x57mm Mauser

Screenshot of the MG34.

For comparison: MG34 Panzerlauf with stock fitted - vii.92x57mm Mauser

The Panzerlauf mounted in a Panzer Iv.

MG42

The MG42 is the primary motorcar gun used by the High german Army, found both equally a mounted weapon and a man-portable version. The version that tin exist picked up past the role player incorrectly uses a 125-round belt drum in singleplayer and Nazi Zombies, although this is corrected to l rounds in multiplayer. Information technology can be found in the mission "Vendetta" which is gear up in the Boxing of Stalingrad, however, while the MG42 actually saw express employ at Stalingrad, the game's depiction commits the common mistake of showing the weapon with the post 1943 vertical charging handle instead of the period appropriate and rare slab-sided horizontal handle. It is besides anachronistic for the pre-1943 multiplayer maps.

MG42 with 50-round drum magazine - 7.92x57mm Mauser

First-person view of the MG42.

Iron sights.

Removing the drum magazine. Annotation that this isn't how the MG42'south belt drum really works; using the belt pulsate in reality requires the tiptop comprehend to exist opened and the chugalug in the drum to be correctly positioned. Information technology seems that the developers instead thought that this was an actual drum magazine, rather than a container for a belt.

Charging the MG42.

Deploying the MG42'south bipod.

The deployed MG42.

Type 99

The Type 99 is the principal Japanese light machine gun. It incorrectly holds 32 rounds in singleplayer, but correctly thirty in multiplayer. The bipod and a bayonet can be unlocked as attachments for the Type 99 in multiplayer.

Nambu Type 99 - 7.7x58mm Arisaka

The Type 99 in-game.

Aiming the car gun.

Removing the magazine.

Inserting a new one into the void that is the magazine well..

Charging the Type 99.

Extending the Type 99's bipod.

The Type 99, deployed. Annotation the shadow of the weapon, which is apparently existence manned by a ninja.

Affixing a bayonet on the Type 99 in multiplayer.

Swiping with the Type 99 machine gun.

Launchers

M9A1 Bazooka

Miller picks upwards an M9A1 Bazooka to destroy the Japanese tanks during the assault on Peleliu airfield in "Hard Landing". Information technology is also used past two Soviet Soldiers in the level "Downfall". It is one of the immediately unlocked Perks when "Create a Class" is unlocked. The sight is incorrectly depicted with a German language sniper telescopic style reticle.

M9A1 "Bazooka" - 2.36 inch

Miller runs with a M9A1 Bazooka.

About to vaporize a Japanese soldier. Annotation the incorrect German language sniper telescopic manner reticle instead of the proper viewfinder crosshair reticle.

Reloading; note the incorrect shape of the round: the M6A3 rocket used by the M9 had a blunted nose, since earlier rockets with pointed noses had issues with deflecting off sloped tank armor.

A Soviet soldier fires his Lend-Leased Bazooka at Hitler's podium.

Panzerfaust

Although not a gameplay weapon, the Panzerfaust appears in the cutscene of the campaign level "Blood and Fe".

Panzerfaust - 44mm with 149mm warhead

CoDWaWPanzerfaust.jpg

Panzerschreck

The Panzerschreck is the main rocket launcher for the German Ground forces and is seen in every mission of the Soviet campaign except "Vendetta".

Panzerschreck - 88mm

The Panzerschreck in beginning person.

Aiming the Panzerschreck. This procedure completely ignores the presence of the rear sight (in fact, such a view would crave the rear sight to either exist removed, or be shoved into the operator's face up); this mistake would exist repeated in Call of Duty: Blackness Ops and Call of Duty: WWII.

Reloading the launcher. The rocket (which currently seems to be misaligned with the tube) is simply shoved in, without pressing down the contact pin on height of the contact box (non visible in this shot, as it is on the left side of the launcher, off of the edge of the screen); furthermore, considering how the Panzerschreck's rocket'south tail had to exist lined upwardly carefully by manipulating a locking lever, loading the launcher like this would quite peradventure lead to the rocket simply falling out of the tube. And given that a Panzerschreck is 65 inches (i.65 meters) long while the boilerplate WW2 soldier was ~68 inches (1.73 meters) tall, reloading like this would probably crave a box to stand on or the cage to be shoved into the ground.

Dmitri charily approaches a rare "highlighter-finished" Panzerschreck.

Flamethrowers

M2 Flamethrower

The player first acquires an M2 Flamethrower from the hands of a fallen Marine who is killed trying to clear a machine gun nest in "Hard Landing". In the levels "Burn down Em' Out" and "Blowtorch and Corkscrew", Miller (rather appropriately) starts with the weapon. In The Eastern Front missions "Vendetta", "Heart of the Reich" and "Downfall", German soldiers use the M2, continuing for the more accurate Flammenwerfer 35. It has infinite fuel, but to prevent endless streams of fire the weapon is managed by an overheat approximate; firing for too long volition fill the estimate, at which point the weapon will refuse to fire until it has cooled down.

M2 Flamethrower

Equipping the M2 Flamethrower.

The flamethrower in idle.

Setting burn down to some foliage.

Grenades & Explosives

Dyakonov Grenade Launcher

The Dyakonov Rifle Grenade Launcher tin be fastened to the Mosin Nagant M38 Carbine.

Dyakonov Burglarize Grenade Launcher, 2 grenades and bipod.

M91/30 rifle with Dyakonov grenade launcher.

Affixing a Dyakonov grenade to the Mosin Nagant; it seems to be missing the actual launching loving cup, yet.

The Dyakonov in idle.

Reloading.

Gewehrgranatengerät Grenade Launcher

The Gewehrgranatengerät Rifle Grenade Launcher can exist attached to the Karabiner 98k, the Gewehr 43, and the Arisaka Blazon 99 rather than the latter's appropriate Type ii launcher.

Gewehrgranatengerät, mounted on Karabiner 98k rifle.

Affixing the Gewehrgranatengerät on a G43.

On the K98K and Type 99, a small lever is flipped when equipping the burglarize grenade.

Gewehrgranatengerät in idle.

Firing.

Loading some other grenade. The type of grenade used appears to be the Große Gewehrpanzergranate.

The Gewehrgranatengerät on the Arisaka.

M7 Grenade Launcher

The M7 rifle grenade launcher is a muzzle device that attaches to the M1 Garand and is used a few times in the Pacific entrada; the first time is during the mission "Hard Landing" when the American force is attacking Japanese Type 96 25mm triple installations at the airfield on Peleliu Island. It is used to launch Mk 2 hand grenades fitted with M1A1 burglarize grenade adapters (this is anachronistic as the M1 adapter, which featured 4 claws and no stabilizing loving cup, was the only variant used during the war). In multiplayer, information technology can be fastened to the M1 Garand and to the Springfield M1903A1 (which should use an M1 grenade launcher). There is a slight error in how they are presented: mounting one would unremarkably crave the rifle to showtime exist emptied, and so private blank cartridges loaded for each shot fired; in-game, they're simply attached and fired.

It also incorrectly allows semi-automated fire from the Garand while mounted: the wartime M7 could not practise this.

M7 grenade launcher

Mk two training grenade fitted with M1A2 rifle grenade adapter (the M1A1 adapter is identical only with a solid tail fin)

The initial loading animation of the M7 launcher.

Reloading the M7, note the explosion from the previously-fired grenade.

The M7 on a Springfield M1903A1.

AN/M8 HC smoke grenade

The AN/M8 HC smoke grenade is used equally the standard smoke grenade in the American entrada.

AN/M8 smoke grenade

Preparing to throw an AN/M8 smoke grenade.

M18 fume grenade

The M18 smoke grenade is used equally the "Tabun Gas" grenade in multiplayer. Tabun was the first nerve gas ever produced and the offset of the "G-series" of non-persistent nerve agents, GA (Tabun), GB (Sarin), GD (Soman) and GF (Cyclosarin), being discovered accidentally past German scientists working on organophosphate insecticides in 1936. While over 12,500 tons of the chemic were produced during the war, it was only e'er put into air-dropped bombs and artillery shells, not grenades, and was never used in combat.

M18 smoke grenade.

Pulling the pin on a gas grenade.

M34A1 Mortar Shell

In "Breaking Point," Private Miller can pick upwardly shells from Japanese mortar pits to apply as improvised hand grenades. Though rendered as proper Type 100 mortar shells on the basis, they turn into 81mm M34A1 Mortar Shells in the player's mitt.

Property the Mortar Shell.

Mk two manus grenade

The Mk ii paw grenade is the standard American grenade in singleplayer and is the only frag grenade in multiplayer. It should also be noted that in the commencement mission, "Semper Fi", the Mk ii is shown with the olive drab color. This is anachronistic every bit the mission is set in 1942 and Mk 2 hand grenades were completely yellow prior to 1943.

The Mk 2 grenade icon is also used for the grenade indicator icon, even when the grenade is not a Mk 2.

Mk 2 mitt grenade

The Mk 2 hand grenade in starting time person.

Model 24 Stielhandgranate

The Model 24 Stielhandgranate "Potato Masher" is the principle hand grenade used by the Germans, and is also the just mitt grenade bachelor in the Nazi Zombies style.

Model 24 Stielhandgranate "Potato Masher" High-Explosive Fragmentation paw grenade

Throwing the "White potato Masher".

A dead German soldier with two Model 24 Stielhandgranates on the belt.

No. 74 MK. one S.T. Grenade

Though there are no British troops in the game, the British No. 74 South.T. Grenade is available. This is the just in-game remainder of a planned British campaign that was cut for fourth dimension reasons during development.

No. 74 MK. 1 Anti-Tank Grenade S.T. "Sticky Bomb".

Holding a No. 74 sticky grenade.

RGD-33 hand grenade

The RGD-33 is the standard Soviet mitt grenade.

RGD-33

Dimitri Pentrenko readying an RGD-33 grenade at the Beginning of "Ring of Steel".

Southward-Mine

The S-Mine is available in-game, referred to past its famous nickname, the "Bouncing Betty". When placed, it will remain inert until an enemy moves near it, at which bespeak it will spring upwards, before detonating at chest height.

S-Mine 35

The Schrapnellmine in-game. Precisely how it is buried, or why it is only cached halfway, is a mystery. As is why the entire fuze associates of the placed mine is bright yellow.

Pulling the fuse and deploying a Southward-mine.

TNT

TNT appears in the game equally the chief component of mission-specific demolition charges used to destroy specific targets in the campaign and is bachelor in the first perk tier in multiplayer.

U.s. Army outcome one/ii pound TNT charge with eight" prima string and M1 pull fuze igniter. The in-game version appears to exist based on the longer ane-pound block.

Equipping the detonator, a Number x Diggings Machine handheld dynamo. This was a twist detonator for electrical diggings caps, and rather predictably is shown equally a remote control in the game rather than requiring a prima string.

Two deployed TNT charges.

Type 97 manus grenade

The Blazon 97 hand grenade is the main Japanese hand grenade.

Blazon 97 hand grenade

Miller nigh to throw a Blazon 97 grenade.

Emplaced Weapons

ATO-42 Flamethrower

Dimitri'due south OT-34/85 tank in "Blood & Iron" is armed with an ATO-42 Flamethrower which replaces the Degtyaryov DT machine gun.

The ATO-42 being fired.

Berezin UBT

Soviet Ilyushin Il-2 ground-attack aircraft are armed with Berezin UBT machine guns.

Berezin UBT, a turret version of UB with spade grips - 12.7x108mm

An Il-2 at the finish of the level "Their Land, Their Blood".

Browning M2

A Browning M2 fitted with a reflector gunsight is mounted in each of the Catalina's waist blisters in "Black Cats".

Browning M2 - .50 BMG

Manning the M2 machine gun. This appears to exist a slightly reworked M18 Reflector Gunsight, a device ordinarily used with the M45 Quadmount.

Zooming in on the reflector sight.

Degtyaryov DT

Soviet T-34/85 tanks are armed with Degtyaryov DT machine guns.

DT car gun - seven.62x54mm R

The in-game mounted DT.

Nudelman-Suranov NS-37

Two 37 mm Nudelman-Suranov NS-37 aircraft autocannons are mounted under the Sturmovik's wings.

The Il-two with the mounted autocannons.

Oerlikon 20mm Cannon

In "Blackness Cats", the player's Catalina is armed with twin Oerlikon 20mm Cannons under the bow turret. This is not function of any standard Catalina fit, only was reported as a field modification to "Black Cat" Catalinas in the Pacific; however, it required the removal of the twin M1919s in the bow turret, which are still present on the game's Catalina.

Oerlikon cannon - 20mm

The Oerlikon Cannons during the cutscene of "Black Cats".

Type 92 Heavy Auto Gun

The Type 92 heavy machine gun is the main Japanese heavy automobile gun and is establish in every mission of the American campaign. In "Black Cats" Type 92 HMGs are mounted on Type T-25 MTBs.

Nambu Type 92 Heavy auto gun - 7.7x58mm Arisaka

An imperial Japanese soldier firing a Type 92 HMG from a pillbox.

An abandoned HMG in "Breaking Point".

Right view.

After plenty ascertainment, Miller uses the Type 92. Note the Curtains accident when information technology's manned.

Type 97 Aircraft Auto Gun

Japanese Mitsubishi A6M "Zip"south are armed with Blazon 97 Aircraft Car Guns.

Type 97 shipping machine gun - 7.7x56mm R

Two Blazon 97 aircraft machine guns mounted on acme of the engine cowling.

Blazon 97 calorie-free machine gun

The Blazon 97 low-cal machine gun is mounted on Japanese Type 97 Chi-Ha tanks.

Type 97 lite machine gun 7.7x58mm Arisaka

A Type 97 Chi-Ha's rear-mounted Type 97.

Type 99 Cannon

Blazon 99 cannons are as well mounted on the "Zero"s.

Type 99 cannon aircraft variants, top an earlier Blazon 99 Marker 1 Model 3 - 20x72mm RB, bottom a afterwards Type 99 Mark 2 Model 3 - 20x101mm RB

The Blazon 99s mounted on the Goose egg's fly.

Others

viii.8 cm FlaK 37

8.8 cm FlaK 37 AA-Guns, which the same models as in Call of Duty iii, are seen in the Russian entrada missions. Notably, during the "Heart of the Reich" mission where German soldiers defend the Reichstag-Edifice with various FlaKs. Unlike the following PaK 43, the FlaK's 88×571mmR shells are not modeled; instead, the Germans insert some sandbags.

8.8 cm FlaK 37 (note the pointer dials, the rectangular boxes on the side of the gun cradle with two circles) - 88x571mm R

As usual, the 88 is missing the loading tray: this is really fairly right, as while the 88mm FlaKs were designed to be semi-automated with shells placed in the tray and loaded by the automatic rammer as the gun recoiled, it was institute that the crew could manually load them more apace and the loading tray was seldom fitted in the field.

Note the pointer dials, this is part of the AA gun laying system which distinguishes the 37 from the 36 or eighteen. The High german second from left to the gun is property a sandbag which he inserts to the gun standing in for an 8.8cm shell.

eight.8 cm Pak 43/41

At the showtime of the mission "Heart of the Reich" Soviet soldiers fire two 8.viii cm Pak 43/41s at the Reichstag building. Unfortunately, the gun breech on the model is static and in that location is no model for the circular they are inserting, leading to the disagreeable impression that the player has encountered a group of elite Soviet gainsay mimes.

8.eight cm Pak 43/41 anti-tank gun on separate-trail mount - 88x822mm R

Pvt. Petrenko looks at Soviet soldiers shelling the Reichstag with the Pak 43/41.

The other Pak 43/41.

B-4 M1931 howitzer

Annal footage in the game shows several of these 18-ton 203mm howitzers during the introduction to the Soviet campaign's Berlin levels; they are seen being used in the direct burn role, shooting downwards streets with their barrels level. They do not appear during gameplay.

Soviet B-4 M1931 howitzer - 203mm

CoDWaW m1931.jpg

Bofors 40mm

Some Bofors 40mm AA guns are seen on the map "Battery".

Bofors 40mm 50/60 quad mounting - 40x311mmR

The Bofors in-game.

Thompson M1928A1

A Thompson M1928A1 fitted with a straight foregrip and a 30-round stick mag appears in the hands of the American soldier prominently featured on the box art for the game, although it does not appear in the game itself.

M1928A1 Thompson with 30-circular magazine - .45 ACP

The soldier in the foreground holds the Thompson M1928A1.

Type 1 47mm Anti-Tank Gun

Japanese soldiers use several Type i 47mm Anti-Tank Guns in the singleplayer campaign mission "Hard Landing" and "Relentless". These guns were used in the 1936-1939 The Spanish Civil War mod for Phone call of Duty ii as usable AT guns.

Type 1 anti-tank gun at the Usa Regular army Museum in Honolulu - 47x285mm R

A Type one in the mission "Difficult Landing".

Japanese soldier operating the AT gun the level "Relentless".

Blazon three 200mm 'short' naval gun

A Type three 200mm naval gun must exist destroyed in the singleplayer mission "Relentless". The naval gun can be seen also on some multiplayer maps.

Type 3 200mm 'short' naval gun.

The naval gun on the map "Cliffside".

Right view of the aforementioned gun.

Type 96 AT / AA Gun

Japanese Type 96 25 mm AT/AA Guns in triple mountings, referred to equally Triple 25 by the game, tin exist seen in several of the Pacific levels and commandeered by the actor sometimes; per series traditions for large crew-served weapons, the gun has infinite ammunition (rather than 15-round magazines for each gun) and the actor character is able to substitute for a nine-human crew by themselves.

Japanese Blazon 96 AT / AA Gun on triple mountain - 25x163mm

The AA-Gun in the level "Relentless".

Some other gun in the same level existence fired by soldiers.

Type 97 81-mm Infantry Mortar

The Type 97 Mortar is used by Japenese soldiers in the missions "Difficult Landing", "Burn 'em out" and "Breaking Point". When Miller picks up a Japanese Mortar beat it turns into an American M43a1 trounce.

Blazon 97 81-mm Infantry Mortar.

A mortar in "Burn 'em out".

Some other view.

Miller looks at some Type 100 shells in "Breaking Point".

Encounter Likewise

Call of Duty Franchise

World War II Games Phone call of Duty (United Offensive)  •Call of Duty 2  •Call of Duty three  •Roads to Victory  •WWII  •Vanguard
Modernistic Warfare Series Call of Duty 4: Modern Warfare / MW Remastered  •Modernistic Warfare 2 / MW2 Campaign Remastered  •Modern Warfare 3  •Modern Warfare (2019)
Blackness Ops Series World at War   •Black Ops  •Blackness Ops Two  •Black Ops 3  •Black Ops 4  •Black Ops Common cold War
Standalone Games Call of Duty Online  •Ghosts  •Advanced Warfare  •Infinite Warfare

Call Of Duty World War 2 Guns,

Source: http://www.imfdb.org/index.php?title=Call_of_Duty:_World_at_War

Posted by: wingardpoicts.blogspot.com

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