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Call of Duty
Call of Duty
Call of Duty
:
This is the original document, enjoy the guide. If you delete this
document, recover it from "Call Of Duty Recovery". The guide includes all guns,
perks, pointsteraks, deathstreaks etc. Do NOT DELETE the email has been sent to you
because there is a key for accessing the game game beta Please Do NOT SHARE the
beta content that we did not allowed. If shared, you will not able to play the
beta. Contact with this mail if soemthing wrong happens or if you had an good idea:
emresen2008@gmail.com
MULTIPLAYER GUIDE:
GUNS:
Handgun: Marshal, Desert Eagle, Executed Python, .44 Magnum, M1911,
Makarov, Five-seveN, Steyr, Tec-9, RW1, EMC
Machine Pistols: MAC-11, FMG-9, MP9, RK5, Prokolot, Skorpion, KAP-40,
Oni
Shotgun: Stakeout, SPAS, RCK9, KSG, M30, AA12, S12, 205 Brecci,
Striker, Bulldog, Tac-19, Model 1887
Submachine Guns: MP5, MP7, UMP45, TYP3, DIY 11, PP19 Bizon, Ripper,
Kuda, Uzi, Pharo, Saug 9mm, AK74u, AS Val, PPSh-41, P90, AGR, VMP
Assault Rifles: M4A1, XM4, FR .556, XM29, AK47, AN94, SCAR-H, MPT-76,
EM2, BOS14, C58, Vapr-XKG, Galil, Bal-27, Groza
Tactical Rifles: MX Garand, MK14, EBR 14, MSBS, SWAT-556, ARX-160, M16,
FAL, AUG, G11, IMR
Marksman Rifles: Kar98k, MK2 Carbine, D25S, SRASS, S6 Stingray,
Crossbow, SKS
Sniper Rifles: Locus, Intervention, S-Tac Aggressor, Barrett .50cal,
M40A3, Dragoon, Bow, Lynx, VKS, DBSR-50, XPR-50, P-06, NA-45, MORS, Proteus, Outlaw
Heavy Rifles: M249, Ameli, Chain SAW, FiNN, HAMR, M27- IAR, Tigershark,
XMG, EM1
Launcher: RPG-7, L4 Siege, Strela-P, Panzerfaust, Javelin, China Lake,
M320 GLM
Special: Ballistic Knife, D13 Sector, Light Shield
Melee: Nunchucks, Combat Knife, Baseball Bat, Sledgehammer, Wakazashi,
Mace, Machete, Cane
HANDGUNS:
Marshal: Break action handgun. Hand loaded double barrel pistol fires
12-gauge shells. Has a one-shot kill potential.
Desert Eagle: Semi-automatic pistol with high power. Effective at close
range.
Executed Python: Double action revolvers. Can switch between Python
with .357 Magnum rounds and Executioner with .357 Buckshot rounds.
.44 Magnum: Semi-automatic revolvers. Fanning the hammer provides
faster fire from the hip.
M1911: American made semi-automatic pistol. Low ammo capacity. Good
damage at close range.
Makarov: Soviet made this double-action/single-action pistol. Effective
at close range.
Five-Seven: Semi-automatic pistol. Versatile and strong overall with a
large magazine.
Steyr: German made semi-automatic pistol with good damage. Effective at
close range.
Tec-9: Semi-auto handgun. Improved accuarcy from longer ranges with low
recoil. Good damage with moderate range.
RW1: Break-action handheld railgun. Best in class damage and reload
speed.
EMC: Semi automatic energy pistol. Reliably delivers consistent
stopping power.
MACHINE PISTOLS:
MAC-11: Full automatic machine pistol. Improved handling speeds with
reduced damage.
FMG-9: Fully automatic machine pistol. SMG accuracy and range with
Pistol speed and handling.
MP9: Full automatic spray 'n' pray machine pistol with moderate recoil.
RK5: 3-round burst machine gun. Best handling in class. Effective at
close range.
Prokolot: 3-round burst machine pistol. Fast cyclic rate of fire with a
short delay between bursts.
Skorpion: Fully automatic with a medium rate of fire. Effective at
close range.
KAP-40: Full automatic machine pistol. Fast fire rate with high damage
output.
Oni: 3-round burst energy pistol. Features a harmonic microcontroller
that accelerates fire rate over time.
SHOTGUN:
Stakeout: Pump-action shotgun. 1-hit kill against enemies in close
quarters.
SPAS: Semi-automatic combat shotgun. Effective at close range.
RCK-9: Pump-automatic shotgun with a speed loader. Effective at close
range.
KSG: Pump-action slug shotgun. Fires a single slug for high damage at
longer ranges when ADS.
M30: Double barrel shotgun. M30 had two shotgun barrels, and one normal
rifle barrel. Effective at close and long range.
AA12: Full automatic shotgun, fast fire and reload speed. 1-hit kill
against enemies in close range.
S12: Semi-automatic shotgun. Fast fire rate and reload speed. 1-hit
kill against close range.
205 Brecci: Semi-automatic shotgun. 2 shot kill against enemies with
good reload speed.
Striker: Full-auto shotgun. Superior fire rate with reliable damage and
the largest ammo pool in class. Hand loaded with slower reload speeds.
Bulldog: Semi-auto shotgun. Best hip-fire accuarcy in its class.
Effective at close range.
Tac-19: Pump-action sonic shotgun. Employs a high decibel acoustic
driver providing balanced stopping power and fire rate.
Model 1887: Lever-action shotgun. Reliable with a small hip-fire
spread, and deadly accurate while ADS.
SUBMACHINE GUNS:
MP5: Fully automatic with good accuracy. Effective at close to medium
range.
MP7: Fully automatic submachine gun. Versatile and strong overall.
UMP45: Full automatic submachine gun. High stopping power at range
with a slow fire rate.
TYP3: Full-auto energy submachine gun. Split the gun into Akimbo auto-
pistol mode for close quarters combat.
DIY 11: Full-auto nail gun. Finish the job, with this slow firing, hard
hitting projectile weapon.
PP19 Bizon: Full automatic submachine gun with a high capacity helical
magazine.
Ripper: Full automatic submachine gun with an integrated Hybrid Sight
that toggles between Submachine Gun and Assault Rifle combat modes.
Kuda: Full-auto submachine gun. Steady fire rate with balanced recoil.
Uzi: Fully automatic open bolt submachine gun. Simple, steady,
effective.
Pharo: 4 round burst submachine gun. Reliable damage and accuarcy.
Saug 9mm: Fully automatic submachine gun. High fire rate, superior
handling and a smaller ammo pool
AK74u: Fully automatic with high power. Effective at close to medium
range.
AS Val: Fully automatic submachine gun with Integrated Subsonic
Silencer. One of the highest fire rate in class. Effective at medium range.
PPSh-41: Russian submachine gun with a very high rate of fire.
Effective at close to medium range.
P90: Fully automatic with a high capacity. Effective at close to medium
range.
AGR: Fully automatic submachine gun configured for mobility and close
range combat.
VMP: Full automatic submachine gun. Versatile weapon with a high fire
rate and magazine capacity, with moderate recoil.
ASSAULT RIFLES:
M4A1: Fully-auto assault rifle with low recoil. Effective at medium
range.
XM4: Full-auto assault rifle. Reliable damage with improved fire rate.
Fair weapon control when sustaining fire.
FR. 556: 3-round burst assault rifle with high fire rate. Effective at
medium range
XM29: Full automatic assault rifle smart grenade launcher hybrid.
Aiming down the sights at a cover will lock in that distance. The grenades will
explode at the locked range.
AK47: Fully automatic assault rifle with high damage and high recoil
Effective at medium range.
AN94: Fully automatic assault rifle. Moderate recoil and power.
SCAR-H: Fully automatic assault rifle. Increased damage and range.
MPT-76: Turkish made assault rifle. The only weapon in the world that
assed 58 tests. Good for long range battles.
EM2: Full-auto assault rifle. Well-rounded rifle with good firing
control. Built in low-zoom optic improves accuarcy. Slower fire rate with good
range.
BOS-14: Full-auto assault rifle. First five bullets deals increased
damage. Effective at medium range.
C58: Full-auto assault rifle. High damage at close range with a slower
fire rate. Fast bullet velocity and reliable recoil control with less ammo
capacity.
Vapr-XKG: Full-auto assault rifle. Superior mobility with a high rate
of fire
Galil: Full automatic assault rifle. High damage with improved
accuracy.
Bal-27: Fully automatic. Fires faster over time. Effective at close to
mid range.
Groza: Full-auto assault rifle. Excellent handling speeds with improved
damage. Fast fire rate and fair damage range.
TACTICAL RIFLES:
MX Garand: Semi-auto tactical rifle. Delivers high damage that can take
out enemies in two shots.
MK14: Semi-auto tactical rifle. Best in class accuarcy.
EBR-14: Semi-auto tactical rifle. Highest range in class.
MSBS: 3-round burst tactical rifle with high damage. Effective at
medium and long range.
SWAT-556: 3 round burst tactical rifle with good range and accuarcy.
High damage output in each burst.
ARX-160: 3-round burst tactical rifle. High damage and bullet
penetration in its class but slow fire rate and handling.
M16: 3-round burst tactical rifle. Excellent burst fire accuracy and
high damage in short range encounters.
FAL: Semi automatic tactical rifle with a high rate of fire for faster
follow up shots. Effective at medium to long range.
AUG: 3-round burst fire tactical rifle. High damage with moderate
recoil and slower movement speeds when firing. Built in optic provides 1.5x
magnification.
G11: 3-round burst tactical rifle. Moderate firepower with improved
recoil and a large ammo pool.
IMR: 4-round burst tactical rifle. Prints rounds to ammo reserve.
MARKSMAN RIFLE:
Kar98k: Bolt-action marksman rifle that offers a generous one shot kill
zone.
MK2 Carbine: Highly accurate lever action rifle. Effective at medium to
long range.
S6 Stingray: 2-round burst marksman rifle. Improved handling and
mobility. Fires high damage small radius explosive projectiles.
D25S: Semi-automatic marksman rifle with high fire rate. Effective at
long range.
RSASS: Semi-automatic marksman rifle. Highest magazine sive in its
class. Effective at long range.
Crossbow: Dual platform crossbow. Silently delivers lethal bolt
projectiles.
SKS: Lightweight, semi-automatic marksman rifle with fast fire rate.
SNIPER RIFLES:
Locus: Bolt-action sniper rifle. One-shot kill above the waist.
Intervention: Bolt-action sniper rifle. Renowned for superior
stability, handling, and unforgiving recoil with classic 2D scope.
S-Tac Aggressor: Bolt-action sniper rifle. combines the high power of
bolt-action rifles with the quick reload speed. Low fire rate.
Barrett .50cal: Semi-automatic, high caliber sniper rifle. Heavy recoil
with slow handling.
M40A3: Bolt-action sniper rifle. Good damage, recoil and mobility.
Dragoon: Bolt-action sniper rifle with high damage and good fire rate.
1-shot kill to the chest and above.
Bow: Compact bow with armor piercing bolts. Can 1 shot kill to armored
enemies.
Lynx: Semi-automatic sniper rifle. Lower mobility, deadly from knee up.
VKS: Semi automatic sniper rifle. Integrated silencer with highest ammo
capacity and rate of fire in its class.
DBSR-50: Double barrel bolt-action sniper rifle. Shoots twice before
rechambering.
XPR-50: Semi-automatic sniper rifle. Good range and recoil.
P-06: Charged burst sniper rifle. Hold the trigger to charge up and
fire 3 deadly rounds at a rapid fire rate.
NA-45: Semi-automatic two round fire system. First round explodes when
the second round hits nearby.
MORS: Bolt action railgun. Best in class handling.
Proteus: Pump action sniper/shotgun hybrid rifle that fires buckshot
rounds in highly concentrated trajectories wile aiming down sight.
Outlaw: Bolt-action sniper rifle. Fast rechamber. 1-shot kill to the
head and upper chest
HEAVY RIFLES:
M249: Light machine gun with competitive rate of fire and excellent
stability. Effective at medium range.
Ameli: Fully automatic light machine gun with improved aiming speed and
the highest fire rate in its category. Low damage but high mag capacity.
Chain SAW: Fully automatic. Hip fire only with increased accuracy from
attached Laser Sight. Recoil stabilizes with sustained fire.
FiNN: Full-auto light machine gun. Good accuarcy, mobility, and the
highest fire rate in its class.
HAMR: Full-auto light machine gun. Reduces fire rate over time,
becoming more accurate.
M27-IAR: Fully automatic. Moderate recoil and rate of fire with
consistent damage over range.
Tigershark: 6-round burst light machine gun. Highest mobility in its
class. Low ammo pool but very fast reload speed and aim down sight speed thanks to
the 60 round magazine.
XMG: Fully automatic machine guns with high fire rate and accuracy.
Akimbo only.
EM1: Constant beam of directed energy. No ammunition but can overheat.
LAUNCHERS:
RPG-7: Free-fire rocket launcher. Increased blast radius with heavy
damage to vehicles, equipment and personnel.
L4 Siege: Semi auto free-fire or lock-on rocket launcher.
Strela-P: Free-fire launcher. Very high velocity and a mounted sniper
scope.
Panzerfaust: Free-fire shoulder mounted rocket launcher with huge
splash damage.
Javelin: Fire and forget lock-on portable missile launcher with a large
explosive yield.
China Lake: Pump-action grenade launcher. Grenades explodes on impact.
M320 GLM: Single-shot hand-held low velocity grenade launcher.
SPECIAL:
Ballistic Knife: A knife that can fire its blade as a projectile.
D13 Sector: Single shot blade launcher. Shoots deadly, ricocheting
discs, each capable of slaying multiple foes.
Light Shield: Shield that can be planted. Breaks after absorbing too
much damage. Can be repaired.
MELEE:
Nunchucks: Metal made melee weapon with high mobility and fastest melee
speed. Can take out enemies with 2 melee attacks.
Combat Knife: Lethal melee weapon. Military-issue combat knife with a
straight-edge blade that kills enemies with a single deadly strike. Trusted by the
U.S. Military since the early 40's.
Baseball Bat: Lethal sporting equipment. Lightweight bat with a cork
center. Swing for the fences knock your enemies out of the park.
Sledgehammer: Derived from the word "slægan," meaning "to strike
violently." Distributes a large amount of force over a small area and repurposed to
demolish your enemies instead of dry wall.
Wakazashi: Famously known as the companion sword to the Samurai's
Katana. Traditionally forged using a folded steel technique. Light to wield,
resilient to force, and durable to wear.
Mace: Two-handed melee weapon. Much more than a ceremonial symbol of
authority. Forged ages ago for one purpose, the power of this mace persists
Machete: Manufactured from a durable steel blade tempered to maximum
toughness to resist chipping and breaking. Popular in many tropical countries as
both a weapon and an agricultural tool.
Cane: A bludgeoning tool that is classy as it is deadly. Give your
enemies a proper sorting with a quick swing from this new melee weapon, which can
knock them unconscious after a crack upside the bonce.
FIELD UPGRADES:
Guardian: A placeable dish that projects a cone of microwave radiation
that stuns and impairs enemies.
Gold Ammo: Increases points earned from killing enemies by %100 for a
short duration
System Hack: Disable enemy HUD.
Grapple Gun: Quickly grapple and zip to locations nearby.
Jammer: Creates an electronic disruption field that degrading enemy
minimap information.
Field Mic: Deploys a recording device that highlights enemy sounds on
your minimap.
White Phosphorus: Cover the battlefield with white smoke canisters that
will weaken the enemy.
Razor Wire: Defensive razor wire to damage and slow enemies that
attempt to cross it.
Reactor Core: Emits a damaging radiation field that burns enemies,
reducing their max health for a time and preventing healing.
Tac-Deploy: Deployable beacon that allows your teammates to redeploy to
the surrounding area.
Bang Drop: Select a location. That locaton will be marked in enemies
and teammates minimap for 10 seconds. Enemies who eneters this area when its marked
will be flashed 9 times in a row.
Break Time: Slow down the time for 7 seconds
MUZZLE:
Flash Eliminator: +Muzzle Flash Concealment -Bullet Velocity
Tactical Suppressor: +Sound Suppression -Aim Down Sight Speed -Aim
Walking Steadiness
Muzzle Brake: +Recoil Stabilization -Aim Down Sight Speed -Aiming
Stability
Monolithic Suppressor: +Sound Suppression +Damage Range -Aim Down Sight
Speed -Aim Walking Steadines
Subsonic Suppressor: +Sound Suppression +No Weapon Tracer +Hide Enemy
Skull -Aim Down Sight Speed
Lightweight Suppressor: +Sound Suppression -Damage Range
Bayonet: +Bayonet Charge +Lunge Range -Aim Down Sight Speed -Aim
Walking Steadines
Compensator: +Recoil Control -Aim Down Sight Speed -Aiming Stability
Sop-Mod Suppressor: +Sound Suppression +Damage Range +No Weapon Tracer
+Hide Enemy Skull -Aim Down Sight Speed -Aim Walking Movement -Movement Speed
BARREL:
Compact: +Aim Down Sight Speed +Movement Speed +Aim Walking Movement
Speed −Bullet Velocity −Recoil Control
Cyclone: +Sound Suppression +Damage Range +Bullet Velocity -Aim Down
Sight Speed #Cannot Equip Barrel
Marksman: +Damage Range +Bullet Velocity +Recoil Control −Aim Down
Sight Speed -Movement Speed -Aim Walking Bullet Speed
Drifter: + Aim Down Sight Speed +Movement Speed +Recoil Control #Cannot
Equip Underbarrel
Adverse: +No Overheat +Vechile Damage +Fire Rate -Aim Down Sight Time -
Movement Speed #Only Light Machine Guns Ecxept EM1
BODY:
Red Laser: +Hip Fire Accuracy
Mounted Flashlight: +Reveal Distance
Parabolic Microphone: +Suppressed Gunfight On Minimap -Aim Down Sight
Speed
Swat 5mW Laser: +Hip Fire Accuracy +Sprint To Fire Time +Aim Down Sight
Speed -Visible Laser -Aim Down Sight Time
Tiger Team Spotlight: +Reveal Distance -Sprint To Fire Time
Heartbeat Sensor: +Mini Radar -Movement Speed -Aim Down Sight Speed
OPTIC:
Iron Sight: +Aim Down Sight Time -Zoom Level #Only Snipers
G.I. Mini Reflex: +Precision Sight Picture
Corp Combat Holo Sight: +Precision Sight Picture -Aim Down Sight Speed
Aim-Op Reflex Sight: +Aiming Sight Picture -Aim Down Sight Speed
Scout Combat Optic: +Zoom Level -Aim Down Sight Speed
APX5 Holographic Sight: +Precision Sight Picture -Aim Down Sight Speed
4.0x Flip Hybrid: +Holo & Scout Toggle +Zoom Level -Aim Down Sight
Speed
Solozero Optics Mini Reflex: +Precision Sight Picture -Aim Down Sight
Speed
VLK 3.0x Optic: +Zoom Level -Aim Down Sight Speed
Operator Reflex Sight: +Precision Sight Picture
Sniper Scope: +Zoom Level -Aim Down Sight Speed
Integral Hybrid: +Reflex & Scout Toggle +Zoom Level -Aim Down Sight
Speed
Viper Reflex Sight: +Precision Sight Picture -Aim Down Sight Speed
PBX Holo 7 Sight: +Precision Sight Picture -Aim Down Sight Speed
Merc Thermal Optic: +Thermal Target Identification +Zoom Level -Aim
Down Sight Speed
Monocle Reflex Sight: +Aiming Sight Picture
Canted Hybrid: +Reflex & Scout Toggle +Zoom Level -Aim Down Sight Speed
Variable Zoom Scope: +Zoom Level +Magnification Toggle -Aim Down Sight
Speed
Cronen C480 Pro Optic: +Zoom Level
Cronen LP945 Mini Reflex: +Precision Sight Picture
Thermal Hybrid: +Reflex & Thermal Toggle +Zoom Level -Aim Down Sight
Speed
POS-M3 Thermal Scope: +Thermal Target Identification +Night Vision
+Zoom Level -Aim Down Sight Speed
Target Finder: +Enemies Will Be Highlighted In Bright Red Diamonds -Aim
Down Sight Speed
Milimeter Scanner: +See Enemy Through Walls At 10m if they are
stationary -Aim Down Sight Speed
STOCK:
FORGE TAC Ultralight: +Aiming Stability -Aim Walking Movement Speed
Folded Stock: +Sprint To Fire Time -Hip Fire Accuarcy
FSS Close Quarters Stock: +Aim Down Sight Speed -Aim Stability
No Stock: +Movement Speed -Hip Fire Accuarcy
VLK PX-9 Pero: +Aim Walking Movement Speed +Aim Down Sight Speed -
Aiming Stability
XRX StrikeLite III: +Aim Walking Movement Speed -Aiming Stability
Skeletal Stock: +Sprint to Fire Time +Aim Walking Movement Speed - Hip
Fire Accuracy
Akimbo: +Hip Fire Two Weapons -No Aiming Down Sights #Only Handguns,
Machine Pistols, Saug 9mm and Model 1887
HANDLE:
Speed Tape: +Aim Down Sight Time
Dropshot Wrap: +Aim While Going Prone
Field Tape: +Flinch Resistance
Jungle Grip: +Aim Down Sight Time +Aim While Going Prone -Sprint to
Fire Time
Serpent Wrap: +Aim Down Sight Time -Sprint to Fire Time
Elastic Wrap: +Aim Down Sight Time +Flinch Resistance +Aim While Going
Prone -Shooting Movement Speed -Sprint to Fire Time
AMMUNITION:
Extended Mag: +Highly Increased Ammo Capacity -Aim Down Sight Speed -
Movement Speed
Ultra Mag: +Superiorly Increased Ammo Capacity -Aim Down Sight Speed -
Movement Speed -Aim Walking Movement Speed
Fast Mag: +Reload Speed +Max Starting Ammo -Aim Down Sight Speed
Extended Fast Mag: +Slightly Increased Ammo Capacity +Reload Speed -Aim
Down Sight Speed
Lightweight Mag: +Movement Speed + Aim Down Sight Time -Damage Range
Tube Extension: +Magazine Ammo Capacity by 2 -Aim Down Sight Speed -
Movement Speed #Only Shotguns, Kar98k, MK2 Carbine, Executed Python and .44 Magnum
6-R Mag: +Detachable Magazine +Aim Down Sight Speed +Tighter Pellet
Spread -Movement Speed #Only Shotguns
Buckshot Rounds: +Damage +Damage Range - Pellets Per Shot #Only
Shotguns
Slug Rounds: +Damage Range -Damage Radius #Only Shotguns
Dragon's Breath Rounds: +Incendiary Damage -Damage Range #Only Shotguns
FRAG-12 Round: +Damage Range +Explosive Impact -Damage Radius -Bullet
Accuracy -Bullet Velocity -Fire Rate #Only Shotguns
FMJ Rounds: +Cancel Out Flak Jacket -Hip Fire Accuarcy #Only Shotguns
FTAC Fury 20" Bolts: +Explosive Tip -Bolt Accuarcy -Bolt Velocity #Only
Crossbow
FTAC Venom 20" Bolts: +Tear Gas Tip -Bolt Accuarcy -Bolt Velocity #Only
Crossbow
FTAC Backburn 20" Bolts: +Thermite Tip -Bolt Accuarcy -Bolt Velocity
#Only Crossbow
FTAC Grav 20" Bolts +Anti Gravity Tip -Bolt Accuarcy -Bolt Velocity
#Only Crossbow
UNDERBARREL:
Commando Foregrip: +Recoil Stabilization +Aiming Stability -Movement
Speed
Merc Foregrip: +Recoil Control +Hip Fire Accuracy -Aim Walking Movement
Speed -Aim Down Sight Speed
Tactical Foregrip: +Aiming Stability -Movement Speed
Bipod : +Crouch/Prone Recoil Control
Ranger Foregrip: +Recoil Control +Aiming Stability -Aim Walking
Movement Speed -Aim Down Sight Speed
Operator Foregrip: +Recoil Control -Aim Down Sight Speed
Lightweight Trigger: +Fire Rate -Aiming Stability #Only Handguns,
Machine Pistols And NA-45
Heavy Duty Trigger: +Aiming Stability +Aim Walking Steadiness -Fire
Rate #Only Handguns, Machine Pistols And NA-45
Match Grade Trigger: +Fire Rate +Aiming Stability -Hip Fire Accuracy
#Only Handguns, Machine Pistols And NA-45
Underbarrel 40mm Explosive: +Underbarrel Explosive Launcher -Aim Down
Sight Speed -Movement Speed #Only Assault Rifles
Underbarrel 40mm Incendiary: +Underbarrel Incendiary Launcher -Aim Down
Sight Speed -Movement Speed #Only Assault Rifles
Underbarrel 40mm Blackhole: +Underbarrel Blackhole Launcher -Aim Down
Sight Speed -Movement Speed #Only Assault Rifles
Underbarrel 40mm Smokescreen: +Underbarrel Smoke Launcher -Aim Down
Sight Speed -Movement Speed #Only Assault Rifles
Underbarrel 40mm Concussion: +Underbarrel Concussion Launcher -Aim Down
Sight Speed -Movement Speed #Only Assault Rifles
Underbarrel 40mm Gas: +Underbarrel Gas Launcher -Aim Down Sight Speed -
Movement Speed #Only Assault Rifles
Underbarrel 40mm EMP: +Underbarrel EMP Launcher -Aim Down Sight Speed -
Movement Speed #Only Assault Rifles
Underbarrel 40mm Recon: +Underbarrel Sensor Launcher -Aim Down Sight
Speed -Movement Speed #Only Assault Rifles
Underbarrel 40mm Flash: +Underbarrel Flash Launcher -Aim Down Sight
Speed -Movement Speed #Only Assault Rifles
Underbarrel 40mm Cryo: +Underbarrel Cryo Launcher -Aim Down Sight Speed
-Movement Speed #Only Assault Rifles
Underbarrel 40mm Gravity: +Underbarrel Anti-Gravity Launcher -Aim Down
Sight Speed -Movement Speed #Only Assault Rifles
12 Gauge Deputy: +Underbarrel Shotgun -Aim Down Sight Speed
50ml Flamethrower: +Underbarrel Flamethrower -Aim Down Sight Speed
LETHALS:
Frag Grenade: Cookable frag grenade.
Cluster Grenade: Cookable grenade that explodes in a series of smaller
blasts.
Swarm Grenade: High explosive grenade that explodes into a swarm nano
bots that seeks out enemies.
Semtex: Grenade that sticks to surfaces before detonating.
Combat Axe: Retrievable axe that causes instant death on impact. Can be
recovered after use.
Proximity Mine: Throwable mine, explodes shortly after an enemy runs or
drives over it. Can be avoided by crouching. Destroys any vehicle that runs over
it.
Thermite: Incendiary grenade that explodes into a lethal heat zone. Can
stuck on the people.
Claymore: Directional anti-personnel mine that triggers a proximity-
based explosion.
Molotov Cocktail: Explodes on impact, setting the affected area on fire
for five seconds.
Canister Bomb: Mixed chemical bomb that has to be primed before release
and detonates shortly after throwing.
C4: High explosives that stick to surfaces and can be detonated
remotely.
Black Hole Projector: Creates a singularity that pulls in enemies with
crushing force.
Monkey Bomb: Timed bomb that looks like a monkey that attracts zombies.
TACTICALS:
Smoke Grenade: Produces a smoke screen immediately upon impact.
Concussion Grenade: Disorients enemies and slows movement via heavy
screen blur and tint, rendering them almost completley unable to fight.
Gas Grenade: A gas grenade that blurs vision, impairs movement and
temporarily disables ADS.
EMP Grenade: Disables nearby enemy electronic systems.
Sensor Grenade: Detects enemy soldiers within line of sight, lasts
several seconds.
Flashbang: Blinds enemies and impairs hearing and screen is filled with
white light and hearing is filled with very high-pitched buzzing sound.
Decoy Grenade: Distraction device that simulates enemy gunfire and
radar indicators.
Cryo Grenade: Releases a surge of freezing air that slows the enemy.
Anti Gravity Grenade: Disables the gravity.
Shock Charge: Proximity triggered mine that electrocutes and stuns
nearby enemies, does a small amount of damage.
Black Hat: Hack equipment and killstreaks, or disable enemy vehicles.
Can take Care Packages through walls and roofs.
Stimshot: Starts health regeneration instantly. Recharges overtime
Trophy System: Destroys incoming enemy projectiles within 10 meters.
Vehicle missiles have a chance to penetrate. Can be thrown.
WILD CARDS:
Gunfighter: 3 more attachment slots for primary weapons.
Law Breaker: Equip multiple perks from one Perk category.
Perk Greed: Equip an extra perk from each perk category.
Specialist: Earn Perks instead of pointstreaks. Unlock at 2, 4 and 6
point. All Perks are granted at 8 point. Progress resets on death.
TIER 1 PERKS:
Assasin: Take a primary, secondary and a melee weapon into the fight. 2
assists equals a kill.
Restock: Recharges equipment over 25 seconds. Stimshot, Decoy Grenades,
Trophy Systems and Black Hats recharge faster. Restock an additional Combat Axe.
Scavenger: Replenish ammo, underbarrel attachments, Combat Axe and
Shock Charge from fallen players. Cannot replenish Launchers, M320 GLM, M203, GP-
25, China Lake and explosive lethals.
Overlock: Recharge Rising Hand and Field Upgrade faster. Store an
additional Field Upgrade.
Quick Fix: Gun, melee, and combat axe kills regenerate health.
Capturing and holding objectives increases health regeneration.
Tracker: See imprint of enemy footsteps. Shows a general location of
enemies on the mini-map as they approach.
Combat Scout: Damaging an enemy briefly highlights them for you and
marks them for your team.
Marathon: Move Faster. Infinite sprint. Fire your weapon and use
Equipment while sprinting. Switch weapons faster. Enables wallrun.
TIER 2 PERKS:
Upgraded Mags: Replace your mag with Ballistic Tip STG rounds that
increases bullet penetration damage, increased bullet damage and bullets explodes
into shotgun pellets on air after reaching its maximum range.
Fast Recover: Increase HP recovery by 35%. Increased HP by %15
Ghost: Player becomes invisible against enemy UAV's, Personal Radar’s,
Heartbeat Sensors and Sensor Grenades when not standing still. Removes direction
when detected by Advanced UAV.
Explosive Plus: Adds single reserve ammunition to all launchers, raload
all launchers faster and increased explosive damage.
Forward Intel: See indicators for enemy reinforcements on your minimap.
Minimap shows a larger area.
Martyrdom: Drop a live grenade upon death.
Overkill: Allows the player to have a 2 primay or 2 secondary weapons.
Equip extra attachments or replace attachments from guns on the ground. The gun
should be same.
Hardline: Pointreaks require 1 less point. Improved Poinstreaks.
TIER 3 PERKS:
Flak Jacket: Decreased explosive, fire and radiation damage.
Tactical Mask: Reduces the effects of enemy tactical grenades.
Cold Blooded: Immune to Thermal Sights, POS-M3, Target Finder,
Milimetter Scanner, High Alert, Tracker, Combat Scout and Forward Intel. AI-
controlled Pointstreaks will not target you, and player-controlled Pointstreaks
will not highlight you.
Wounding: Bullets cause target healing to be briefly delayed.
High Alert: Your vision pulses when enemies outside of your view see
you.
Spycraft: Enemy equipments are marked in red. Hack equipment through
walls. Immune to Counter UAV, Tracker and EMP Systems Won't trigger C4 Alert,
Proximity Mine, Claymore and Shock Charge. Booby trap enemy Care Packages. Repair
vechiles over time.
Dead Silence: Foot steps are 75% more silent. Speak only when
necessary.
Eavesdrop: Hear enemy footsteps easier. Hear nearby enemies voice chat.
POINTSTREAKS (GET POINTS BY CAPTURING OBJECTIVE, KILLING ENEMIES ETC. ):
Shield Turret (2 points): A manual shielded turret that can be deployed
on most surfaces. Turret has 200 ammo. [Hardline Improvement: 300 ammo.]
Personal Radar (2 points): Escort drone that reveals nearby enemies on
the mini-map and audibly pings them in the map. Does not ping enemies on the
teammates mini-map [Hardline Improvement: Ping enemies on the teammates mini-map
too. ]
Sentry Gun (8 points): Deploy an automated Sentry Gun. The turret can
turn a full 360 degrees and can't be flanked. Can rip off the turret head and carry
on the battlefield. [Hardline Improvement: Cannot be flashed.]
SAM Turret (8 points): Deploy a turret that launches missiles at enemy
airpointstreaks and player-piloted helicopters 5 missiles. [Hardline Improvement:
Infinite missile]
Advanced UAV (12 points): Orbital UAV that reveals the enemy's
direction on the mini-map. Can be shot down only with EMP Systems. [Hardline
Improvement: Lasts longer.]
K9 Unit (12 points): Spawns attack dogs that hunt down the enemy. Dogs
will continue to spawn if one is killed. [Hardline Improvement: Lasts longer.]
VTOL Escort (14 points): Lay waste to enemy infantry and vechiles from
the cockpit of a powerful VTOL jet. [Hardline Improvement: 1 more flare.]
Napalm (14 points): Launch a targeted carpet bomb strike of explosive
napalm. [Hardline Improvement: Lasts longer.]
AC-130 (15 points): Be the gunner in a heavy assault gunship with three
types of armaments. [Hardline Improvement: 4th ammunition type.]
Oracle (15 points): Oracle will detect and display enemies through
walls with GPS technology. Oracle cannot be shot down. [Hardline Improvement: Lasts
longer.]
EMP Systems (16 points): Lauch an Electro Magnetic Pulse that disables
all enemy electronics. All items in enemy HUD will be removed and field of vision
will be affected. Enemies affected cannot use throwables, pointstreaks and field
upgrades. [Hardline Improvement: Lasts longer.]
Swarm (16 points): Call in a swarm of lethal Hunter Killer Drones for
20 seconds. [Hardline Improvement: Lasts longer.]
WONDER WEAPONS:
Ray Gun, Ray Gun MK II, Wave Gun, Wunderwaffe, Apothicon Servant,
Thundergun, Tesla Gun, D.I.E, GKZ-45 MK3, RAI K-84
AMMO MODS:
Cryofreeze: Each bullet has a chance to slow down enemies. 1 second
cooldown
Napalm Burst: Each bullet has a chance to burn enemies. Burned enemies
take more damage. 3 second cooldown.
Dead Wire: Each bullet has a chance to stun enemies. 15 second
cooldown.
Thunder Wall: Each bullet has a chance to blast zombies in a small
radius. 10 second cooldown.
Brain Rot: Each bullet has a chance to turn a normal enemy into an ally
for 15 seconds. 40 second cooldown.
Shatter Blast: Each bullet has a chance to explode that destroys any
impacted armor and deals little damage. 25 second cooldown.
Fire Works: Each bullet has a chance to release fireworks that shoots
zombies for 5 seconds. 20 second cooldown
PERK-A-COLA'S:
Juggernog: Drink a soda to increase health
Dying Wish: Read a special book to enter the Dark Aether instead of the
last stand with a cooldown.
Stone Cold Stronghold: Eject yourself a potion to create a circle that
boosts damage and gives armor over time
Double Tap Beer: Massage your fingers to increase the fire rate and
double the damage
Blaze Phase: Equip a jet to dash forward when crouched and untouched.
Stamin-Up: Get better shoes to increase speed and stamina
Zombshell: Eject an unknown matter into your mag to have a chance to
create a contamination field that slows down the zombies
Speed Cola: Replace your mag with a fast mag to reload faster, fire
while sprinting and use equipment while sprinting.
Etheral Razor: Replace your knife with a new one that has a spell on it
to make melee swipes affect multiple enemies in an arc, lunge attacks always kill
the normal enemies, increased swipe damage and lung damage, and gain health when
using melee attacks.
Mule Kick: Replace your bag to carry 3 weapons at once and get the
third weapon back when repurchasing Mule Kick back.
Victorious Tortoise: Get a shield and get a pill to equip a shield that
protects you from all sides with a cooldown.
Quick Revive: Get a syringe to revive faster, lower the heath
regeneration delay and regenerate health faster.
Death Perception: Launch a recon mortar to see enemies through walls
and get a better HUD.
Electric Cherry: Shock yourself to release an electric shockwave that
damages and stuns enemies when reloading and downed
Winter's Wail: Eat ice cream to freeze the attacker enemy and nearby
zombies when hit by a projectile
Supply Tea: Drink a tea to call in a care package per 3 rounds that
includes what you need.
Vulture Aid: Eject a medicine and make the zombie explode to see perks,
wall weapons, mystery box and etc., camouflage yourself when standing inside a
green gas and killed zombies have a chance to drop ammo, points and power.
Bandolier Bandit: Press the button to increase stock ammo and reload
the weapon you're not using slowly.
Who's Who: Enter the password to use your primary weapon when downed
and summon a doppelganger to help you when downed.
PhD Flopper: Equip an armor to remove all self-inflicted damage and
create an explosion when falling from a great height.
Timeslip: Break a clock to speed up the mystery box, pack-a-punch, Dark
Aether travel and field upgrade progress
Lucky Lime: Roll the dice to get a random buff each round.
Elemental Pop: Equip an attachment to get a chance to trigger a random
AAT
Blood Wolf Bite: Use the flute to spawn a wolf that helps you when
dealing a lot of damage quickly with a cooldown.
Tombstone: Get a tombstone to have a chance to revive yourself when
downed and get your equipment, perks, essence etc. by getting your tombstone back
when respawning but Tombstone is lost when you revive yourself.
Deadshot Daiquiri: Use an eye drop to improve aiming down sights,
refuse recoil, remove idle sway and gain a damage boost when on a headshot streak.
Widow's Wine: Drink a cola to slow down the zombies near you when hit
by a melee attack but you get 3 spider charges that regenerates over time ad every
melee hit uses a charge.
FIELD UPGRADES:
Aether Shroud: Phase into the Dark Aether for 5 seconds becoming hidden
from enemy detection
Energy Mine: Create a mine of pure energy that detonates on proximity
of enemies, dealing explosive damage.
Fire Ring: Create a ring of ethereal fire. Normal enemies who enter
gain a burning effect that deals fire damage. Ammo is taken from stock. Last 15
seconds
Healing Aura: Summon beams of energy down on yourself and allies to
instantly heal to full health.
Frost Blast: Create a frigid blast of wind that deals frost damage and
slows enemies caught inside of it. Normal enemies are frozen for 5 seconds and
insta-killed when damaged.
Toxic Growth: Summon a deadly growth of thorns in front of you. Enemies
moving through it are slowed by 50% and take toxic damage.
Frenzied Guard: All zombies will target you but during that time, only
armor will take damage. Activation repairs all armor.
POWER UPS:
Insta Kill: Enables players to instantly kill zombies with any weapon
for 20 seconds.
Double Points: Doubles the point values for damaging or killing all
kinds of enemies for zombies.
Bonus Points: Grants everyone 1250 points.
Max Ammo: Gives player's weapons full reserve ammo and refills
grenades.
Nuke: Kills all normal zombies on the map at the time of detonation and
gives 400 points to every player in the game.
Carpenter: Repairs all armor on the team and gives players 200 points.
Fire Sale: Lowers the price of the Mystery Box from 950 to 10 points
for 20 seconds.
Death Machine: Grants the player a minigun that has infinite ammo for
30 seconds.
Rangers: Grants the player an akimbo sawed off shotgun that has
infinite ammo for 30 seconds.
Full Power: Instantly recharges Field Upgrade.
Perk Bottle: Grants Player a random perk.
BATTLE ROYALE GUIDE:
VECHILES:
ATV (2 Players): The ATV is the smallest and nimblest of the ground
vehicles, offering great speed on all terrains at the cost of having any realistic
protection from bullets or explosives.
Tactical Rover (4 Player): The Tactical Rover is like the ATV’s bigger
cousin; still fairly nimble and lacking any legitimate protection, but with room
for the whole squad.
SUV (4 Players): Need to fit the whole squad into a Tactical Rover but
want a bit more protection? Look no further than the SUV; a bulkier four-wheeled
vehicle with a slightly slower speed and wider turning circle compared to the
Tactical Rover.
Cargo Truck (+5 Players): The last of the ground vehicles is the Cargo
Truck. It’s the largest of the bunch, making it the slowest and least nimble out of
all other vehicle options.
Heli (5 Players): The Helicopter is the lone aerial vehicle out of the
five available to control. Capable of soaring through the skies with enough room
for the whole squad, the Helicopter is by far the fastest way to get across the
map.
CLASS:
Scout: (Sensor Dart: Sensor equipment that reveals enemies in its
proximity. Tracker: See a digital imprint of enemy footsteps.)
Clown: (Rising Hand: Summon zombies that only attack units near them.
Anti-Zombie: Zombies will not attack you.)
Ninja: (Grapple Hook: Shoot a graple hook that pulls you to the target.
Dead Silence: Move silently.)
Airbone: (Ejection Device: Suumons a capult, ejects your team into the
air, and turns on the wing to glide. Lightweight: Become more bouyant while using
wingsuit.)
Trap Master: (Electric Trip Mine: Route a high-voltage current line,
enemies passing through will be harmed and movement speed will decrease.
Territorial Effect: Increases the movement speed and skill recharge speed of nearby
allies.)
Poltergeist: (Active Camo: Become nearly invisible for a short
duration. Voidwalker: Increases running and walking speed in a stealth state.)
Smoke Bomber: (Cluster Smoke Grenade: A Cluster Smoke Grenade that
generates smoke to a target area and interferes the enemies. Smoke Perspective:
Marking the enemies in the smoke visible and increasing movement speed while being
attacked when running.)
AMMUNITION:
Handgun, Machine Pistol, SMG: Marshal, Desert Eagle, Executed
Python, .44 Magnum, M1911, Makarov, Five-seveN, Steyr, Tec-9, RW1, EMC, MAC-11,
FMG-9, MP9, RK5, Prokolot, Skorpion, KAP-40, Oni, MP5, MP7, UMP45, TYP3, DIY 11,
PP19 Bizon, Ripper, Kuda, Uzi, Pharo, Saug 9mm, AK74u, AS Val, PPSh-41, P90, AGR,
VMP
Shotgun: Stakeout, SPAS, RCK9, KSG, M30, AA12, S12, 205 Brecci,
Striker, Bulldog, Tac-19, Model 1887
Assault Rifles, Heavy: M4A1, XM4, FR .556, XM29, AK47, AN94, SCAR-H,
MPT-76, EM2, BOS14, C58, Vapr-XKG, Galil, Bal-27, Groza, M249, Ameli, Chain SAW,
FiNN, HAMR, M27- IAR, Tigershark, XMG
Tactical Rifles, Marksman Rifles, Snipers: MX Garand, MK14, EBR 14,
MSBS, SWAT-556, ARX-160, M16, FAL, AUG, G11, IMR, Kar98k, MK2 Carbine, D25S, SRASS,
S6 Stingray, Crossbow, SKS, Locus, Intervention, S-Tac Aggressor, Barrett .50cal,
M40A3, Dragoon, Bow, Lynx, VKS, DBSR-50, XPR-50, P-06, NA-45, MORS, Proteus, Outlaw