With the next Call of Duty right around the corner, Sledgehammer Games is keeping us informed on what to expect. As such, we’ve got a complete list of Modern Warfare 3 weapons coming to the game, including guns, equipment, and killstreaks you’ll be able to equip at launch.
Without further ado, let’s dive into everything available in-game:
Modern Warfare 3 Weapons Complete List:
The Pre-season of Modern Warfare III brings an impressive arsenal of 37 different weapons (as well as 6 Aftermarket Parts) to complement the 77 armaments carrying forward from Modern Warfare II and the six seasons of free weapon content. This brings the total number of weapons available to 114. Here’s some additional context to assist you as you build your weaponry from the largest selection ever seen in a Modern Warfare game:
Warfare game:
- Distinguishing Markers – Both MWII and MWIII weapons are easily distinguishable in the Weapon Select menus, as each features the logo of the game it originates from (see above).
- Carry Forward Confirmation – If you’re a Modern Warfare II player with a sizable collection of weapons, these are carried forward at the weapon level you reached, along with any unlocked attachments and camos. You can continue to unlock these weapons in MWIII.
- “Missing” MWII Weapons – If you’re a brand-new Modern Warfare player, or you’re a MWII player who missed collecting some of the available weapons, every MWII weapon is available in MWIII. You simply complete an unlock Challenge in either Multiplayer, or extract the weapon if you find it during a Modern Warfare Zombies session.
- Weapons Balancing – All MWII weapons will receive a weapons pass by Sledgehammer Games (see later in this article) so that all armaments have balanced advantages (and shortfalls) no matter which MW game they originated in.
- Weapon Selection Streamlining – There are shortcut buttons along the bottom of the screen allowing you to quickly Preview, Equip and Open Gunsmith, enter the Firing Range, or Preview the weapon.
- Attachments Available – Outside of the MWII Riot Shield, all Primary Weapons and the Handgun Secondary Weapon category can be modified with attachments in Gunsmith.
Assault Rifles
Total Available: 15 (MWII) + 6 (MWIII) = 21.
Medium range Primary Weapons. Aiming down sights or Tac-Stance. Full-auto, usually. Average mobility. Often versatile due to attachment options.
- SVA 545 – This weapon system fires the first two rounds nearly at the same time, making this an incredibly lethal weapon in careful hands.
- MTZ-556 – Boasting an exceptional fire rate for a 5.56 weapon, this close-quarters AR excels at close and mid-range.
- Holger 556 – Chambered in 5.56, this AR offers exceptional range and reliability for most engagements.
- MCW –This remarkably adaptable AR features phenomenal recoil control and versatility from a lightweight frame chambered in 5.56.
- DG-58 – With excellent recoil control and three-round burst fire, this bullpup AR dominates at mid- to long range.
- FR 5.56 – A three round burst bullpup AR. A well-placed burst can be extremely deadly at intermittent ranges.
Battle Rifles
Total Available: 5 (MWII) + 3 (MWIII) = 8.
Medium- to long-range Primary Weapons. Aiming down sights. Semi-auto or three-round burst, usually. Average mobility. High accuracy with high damage.
- BAS-B – A highly controllable and powerful Battle Rifle chambered in 6.8 Wrath designed for all-around reliability and performance.
- Sidewinder – A highly adaptable Battle Rifle chambered in .450 that delivers high damage at close to mid-range.
- MTZ-762 – A fully automatic Battle rifle designed to send hard-hitting 7.62 rounds downrange at high velocity.
Submachine Guns
Total Available: 12 (MWII) + 6 (MWIII) = 18.
Short-range Primary Weapons. Aiming down sights, Tac-Stance, or hip-firing. Full-auto, usually. High mobility.
- Striker – A hard-hitting and controllable SMG chambered in .45 Auto. Reliable at close to mid-range.
- WSP Swarm – Ultra combat and maneuverable, this 9mm SMG overwhelms targets with a fast fire rate.
- AMR9 – A fully automatic SMG chambered in 9mm, the AMR9 is a go-to for Operators who prefer to shred the competition from close to mid-range.
- WSP-9 – A fully automatic SMG featuring a slow rate of fire balanced by high damage, control, and mobility.
- Rival-9 – The Rival-9 is a lightweight, 9mm SMG built for agility and quick room-clearing.
- Striker 9 – This compact SMG handles like a carbine while taking advantage of the low recoil and versatility of 9mm rounds.
Shotguns
Total Available: 6 (MWII) + 3 (MWIII) = 9.
Extreme close-range Primary Weapons. Hip-fire, Tac-Stance, or aiming down sights. Variety of firing mechanisms. High mobility. Easiest weapon to spray.
- Lockwood 680 – This highly effective and versatile 12-gauge pump shotgun can be modified to excel in most scenarios.
- Haymaker – Highly effective at close range, this mag-fed combat shotgun will clear rooms with rounds to spare.
- Riveter – A full-auto, .310 shotgun built around an AR receiver, the Riveter is a hole-punching machine.
Light Machine Guns
Total Available: 6 (MWII) + 5 (MWIII) = 11.
Medium- to long-range Primary Weapons. Aiming down sights. Full-auto, usually. Low mobility. Mounting preferred.
- Pulemyot 762 – Chambered in 7.62, this belt-fed heavy machine gun provides excellent suppressive fire, dealing a massive amount of damage at long ranges.
- DG-58 LSW – A lightweight squad weapon for controlling zones and laying down suppressive 5.8x42mm fire.
- Holger 26 – A highly modular light machine gun that can be adapted to most combat scenarios. Chambered in versatile 5.56 ammunition.
- Bruen Mk9 – The Bruen Mk9 is a fully automatic, air-cooled light machine gun chambered in 5.56. Support your team and pin down the enemy with a high fire rate and overwhelming covering fire.
- TAQ Eradicator – Fully automatic LMG that utilizes a prototype firing method going from a closed to open bolt systems starting out at a blazingly fast rate of fire before quickly slowing down and becoming more accurate.
NOTE: The TAQ Eradicator will become available to use in-game via a Challenge, shortly after game launch.
Marksman Rifles
Total Available: 8 (MWII) + 4 (MWIII) = 12.
Medium- to long-range Primary Weapons. Aiming down sights. Semi-auto or bolt/lever action, usually. Above average mobility. More aggressive play preferred.
- KVD Enforcer – A Marksman Rifle chambered in 7.62. Lightweight construction results in excellent recoil control for rapid follow-up shots.
- MCW 6.8 – Chambered in 6.8, this highly modular Marksman Rifle features exceptional damage and reliability.
- DM56 – A titan of ballistic ingenuity, this Marksman Rifle boasts best-in-class rate of fire and exceptional controllability.
- MTZ Interceptor – A high-powered Marksman Rifle chambered in 7.62. Control mid to long distances with this semi-auto weapon.
Sniper Rifles
Total Available: 7 (MWII) + 3 (MWIII) = 10.
Extreme long-range Primary Weapons. Aiming down sights. Semi-auto or bolt/lever action, usually. Low Mobility. More patient play preferred.
- KATT-AMR – This devastating .50 cal bolt-action sniper rifle delivers massive damage downrange with every shot.
- Longbow – A lightweight, heavily modified sniper rifle designed for precision shooting and repeat shots thanks to recoil control and magazine capacity.
- KV Inhibitor – This semi-auto sniper rifle chambered in .338 offers undeniable recoil control and stability for the discerning Operator.
Pistols
Total Available: 8 (MWII) + 4 (MWIII) = 12.
Close-range Secondary Weapons. Aiming down sights or hip-firing. Variety of firing mechanisms. Second fastest mobility. Fastest weapon to swap to.
- COR-45 – Semi-auto ballistic pistol chambered in .45 Auto. Delivers excellent handling and recoil control.
- Renetti – A burst-fire pistol with a staggering fire rate and controllability in the right hands.
- TYR – This deadly revolver chambered in devastating 12.7x55mm hits like a cannon and leaves no survivors.
- WSP Stinger – Keep your enemies close with this highly effective, room-clearing weapon with a blazing fire rate.
Launchers
Total Available: 4 (MWII) + 1 (MWIII) = 5.
Secondary Weapons. Any range against technology or large groups. Aiming down sights. Single-load, usually. Low Mobility.
- RGL-80 – An infantry carried, revolving grenade launcher that fires 40mm projectiles that explode on impact.
Melee
Total Available: 6 (MWII) + 1 (MWIII) = 7.
Fisticuffs range. Secondary Weapons aside from the Riot Shield, which is a Primary Weapon. Usually nonprojectile. Fastest mobility. Knives and other close-combat tools.
- Gutter Knife – Standard issue combat knife. Great for quick stealth takedowns.
- Karambit – A small, curved talon-style blade. Extremely sharp and discreet for fast and deadly melee attacks.
Aftermarket Parts (6 at Launch)
The following Aftermarket Parts are available immediately at launch, and each one has a designated unlock challenge. Expect further Aftermarket Parts to become available throughout each Season (including Pre-Season) via the Weekly Challenges system. To apply certain Aftermarket Parts to a weapon, the weapon needs to be at maximum level.
Note: For Aftermarket Parts unlocked via Weekly Challenges, once the challenges expire at the end of the Season, the Aftermarket Part moves into the Armory Challenges section for a new (and always-available) unlock Challenge.
- JAK Raven Kit (MCW – AR) – Versatile and modular, this .300 conversion of the MCW can be adapted to hit hard in nearly every combat scenario. This Kit is unlockable in the first weekly challenge post-launch.
- JAK Heretic Carbine Kit (MTZ-762 – BR) – This powerful, 7.62 AR was crafted to deliver exceptional damage with moderate recoil.
- Broodmother .45 Kit (WSP-9 – SMG) – A high-damage conversion kit that rides the line between SMG and AR with hard-hitting .45 Auto rounds.
- JAK Annihilator Bullpup Kit (Pulemyot 762 – LMG) – A modified, bullpup LMG that provides superior maneuverability while still delivering heavy and consistent fire.
- XRK IP-V2 Conversion Barrel (COR-45 – Handgun) – This carbine conversion kit for the COR-45 allows for optics and underbarrel attachments. It also introduces binary fire which effectively doubles the fire rate.
- JAK Ferocity Carbine Kit (Renetti – Handgun) – This heavy carbine kit converts the Renetti pistol into a compact and maneuverable SMG. Allows for optics, stocks, and underbarrel attachments.
MODERN WARFARE 3 EQUIPMENT
Tacticals
A complement of 12 pieces of Tactical Equipment is available for every Operator, 11 in Multiplayer and 7 in Zombies. Add to your Loadout (in Multiplayer, you can carry none, one, or two, depending on the Vest you’ve equipped) from the following:
- Stun Grenade (MP, MWZ) – Slows victim’s movement and aiming.
- Battle Rage (MP) – Experimental stimulant that gives you an adrenaline rush. Health regenerates quickly, Tactical Equipment is resisted, and Tactical Sprint is constantly refreshed.
- Smoke Grenade (MP, MWZ) – Deploys a smoke screen that blocks vision and automated targeting systems.
- Scatter Mine (MP, MWZ) – Throw a field of mines across a wide area that detonates when enemies come within range.
- Decoy Grenade (MP, MWZ) – Counter-intel grenade that simulates gunfire, movement, and radar signatures to confuse the enemy.
- Flash Grenade (MP) – Blinds and deafens targets.
- Snapshot Grenade (MP) – Provides a momentary glimpse of enemies within the blast radius for your team or squad.
- Shock Stick (MP, MWZ) – Electrical device that sticks to surfaces. Electrocutes enemies, destroys equipment, and causes vehicles to go haywire.
- Stim (MP, MWZ) – Military stimulant that promotes clotting to close wounds quickly and refreshes Tactical Sprint.
- Tear Gas (MP) – Explodes on impact with the ground, releasing a lingering cloud of tear gas that causes slowed movement, blurred vision, and coughing.
- Experimental Gas Grenade (MWZ) – Grenade that releases a lingering cloud of gas that causes slowed movement, blurred vision, coughing, and light damage.
- EMD Grenade (MP) – Applies a tracking device to enemies hit, revealing them on your team’s minimap.
Lethals
A total of 12 pieces of Lethal Equipment is available for every Operator, 11 in Multiplayer and 10 in Zombies. Add to your Loadout (in Multiplayer, you can carry none, one, or two, depending on the Vest you’ve equipped) from the following:
- Frag Grenade (MP, MWZ) – Cookable fragmentation grenade.
- Claymore (MP, MWZ) – Proximity-activated explosive mine.
- Throwing Knife (MP, MWZ) – Retrievable throwing knife that is lethal on impact in Core MP.
- Thermite (MP, MWZ) – Explosive incendiary device that sticks to all surfaces.
- Thermobaric Grenade (MP) – Cookable grenade. Creates a large explosion that stuns, leaves a fiery residue, and increases the lethality of explosives for a period of time.
- Proximity Mine (MP, MWZ) – Proximity-triggered explosive that launches in the air, and deals heavy damage to the surrounding area.
- Drill Charge (MP, MWZ) – Charge with a thermal lance that can burrow into surfaces before exploding.
- Semtex (MP, MWZ) – Timed sticky grenade.
- C4 (MP, MWZ) – Large explosive that sticks to surfaces and can be detonated remotely using a “use Lethal Equipment” button when the equipment is deployed. Double-tapping the “Interact/Reload” button always detonates the explosives.
- Molotov Cocktail (MWZ) – Improvised incendiary device that explodes on impact.
- Throwing Star (MP) – A swift and deadly throwing star that inflicts a wounding effect on the target.
- Breacher Drone (MP, MWZ) – Explosive drone that explodes on proximity to an enemy or on impact.
Killstreaks
A full and impressive complement of mainly harder-hitting offensive (or reconnaissance) capabilities become available to your Operator as you level up through the Military Ranks. You can pick three Killstreaks, and choose whether they become available after a certain number of enemy kills (Killstreaks) or after you score a certain number of points by completing in-match actions (Scorestreaks).
Note: Modern Warfare Zombies utilizes Killstreaks in a different manner, and has a smaller pool of them to access.
- UAV – UAV recon ship that reveals enemy locations on the minimap.
- Killstreak Needed: 4
- Scorestreak Needed: 500
- NEW: Mosquito Drone – Explosive drone that circles the area around where the drone is launched. Dive bombs on enemies it spots and explodes.
- Killstreak Needed: 4
- Scorestreak Needed: 500
- NEW: SAM Turret – Launch a targeted missile strike against air vehicles.
- Killstreak Needed: 4
- Scorestreak Needed: 500
- Bomb Drone – A remote-controlled drone with an attached C4 charge.
- Killstreak Needed: 4
- Scorestreak Needed: 500
- NEW: Guardian-SC – A beam shaped, non-lethal, area denial weapon. Enemies entering the beam have similar effects to a stun grenade, reduced movement speed, blurred vision, and removed UI.
- Killstreak Needed: 5
- Scorestreak Needed: 625
- Care Package – Call in a random killstreak care package to your location.
- Killstreak Needed: 5
- Scorestreak Needed: 625
- Counter UAV – A drone that scrambles all enemy minimaps.
- Killstreak Needed: 5
- Scorestreak Needed: 625
- Cluster Mine – Throw a device that launches a cluster of smaller mines within the immediate area.
- Killstreak Needed: 6
- Scorestreak Needed: 750
- Precision Airstrike – Call in twin jets for a precision strike along the best available path.
- Killstreak Needed: 6
- Scorestreak Needed: 750
- Cruise Missile – Control a long-range cruise missile with boost capabilities.
- Killstreak Needed: 6
- Scorestreak Needed:750
- NEW: Remote Turret – Automated turret that scans for nearby enemies and fires incendiary based rounds.
- Killstreak Needed: 7
- Scorestreak Needed: 875
- Mortar Strike – Signal several waves of mortars to attack a location.
- Killstreak Needed: 7
- Scorestreak Needed: 875
- SAE – Call in a trio of jets to release aerial explosives onto specified targets.
- Killstreak Needed: 7
- Scorestreak Needed: 875
- NEW: Juggernaut Recon – Juggernaut Recon gear delivered by care package. The suit is equipped with a radar that pings nearby enemies. Contains a riot shield, Haymaker and smoke grenade.
- Killstreak Needed: 8
- Scorestreak Needed: 1,000
- Wheelson-HS – Remote controlled amphibious vehicle with auto sentry capabilities.
- Killstreak Needed: 8
- Scorestreak Needed: 1,000
- Overwatch Helo – An escort helo that will watch over your position and ping nearby enemy locations before engaging them.
- Killstreak Needed: 8
- Scorestreak Needed: 1,000
- VTOL Jet – Releases a pair of precision bombs before circling back and guarding a location of the player’s choice.
- Killstreak Needed: 10
- Scorestreak Needed: 1,250
- Emergency Airdrop – Call in three random killstreak care packages to your location.
- Killstreak Needed: 10
- Scorestreak Needed: 1,250
- Carpet Bomb – Call in a bomber that releases a large line of explosives along its path.
- Killstreak Needed: 10
- Scorestreak Needed: 1,250
- Advanced UAV – An untargetable orbital UAV that reveals the enemy’s direction on the minimap in real time.
- Killstreak Needed: 12
- Scorestreak Needed: 1,500
- Chopper Gunner – Control an assault chopper armored with a turret and air-to-land missiles.
- Killstreak Needed: 12
- Scorestreak Needed: 1,500
- Gunship – A heavy assault gunship equipped with a laser tracking missile, along with the standard 40mm and 25mm cannons.
- Killstreak Needed: 12
- Scorestreak Needed: 1,500
- Juggernaut – Juggernaut assault gear delivered by care package. The minigun will drop when the Juggernaut dies.
- Killstreak Needed: 15
- Scorestreak Needed: 1,875
And there you have it! That’s every weapon, equipment, and killstreak coming to Modern Warfare 3. If you’d like to see the other loadout items available in-game, you can click here.
Modern Warfare 3 will be available this November 10 for the PS4, PS5, Xbox One, Xbox Series X|S and PC. The campaign is now out as part of early access if you pre-order the game. For those on PlayStation, be aware that the PS5 version does not feature a Platinum trophy, though the PS4 version does.
Source: Call of Duty