Call of Duty would be boring without firepower. Every game has an awesome selection of weaponry to use, and today we got the full Call of Duty: Black Ops 6 arsenal. The Call of Duty Blog dropped the armory on us, and you can view it all below. If you’d like to know how it handles, check out our multiplayer preview from COD NEXT.
Armaments Intel: Primary, Secondary, and Melee Weapons (MP, ZM, WZ)
At launch, expect Black Ops 6 to offer an exceptional arsenal of 33 different armaments to utilize, including 12 weapons all new to the franchise. As you begin to build your favorite Loadouts within a streamlined Weapons menu, and prepare for the Weapon Leveling to come, it’s worth considering the different types of weaponry available to you, how they unlock, and a closer look into a more accessible Gunsmith.
Primary Weapons (25)
Your main and usually hardest-hitting weapon utilized for most of your time in combat. Expect a varied and interesting selection of weapons in each category, as well as the individual Attachments for each Primary Weapon, which are – except for some Optics – unlocked as you level each weapon up. The Gunsmith is available for all Primary Weapons. Run the Wildcard “Overkill” if you wish to equip a second Primary Weapon in the Secondary Weapon slot. Choose from:
- Assault Rifles (7)
- SMGs (6)
- Shotguns (2)
- LMGs (3)
- Marksman Rifles (4)
- Sniper Rifles (3)
Secondary Weapons (6)
Your back-up weapon, used in emergency or context-specific situations. These weapons are carried in addition to the Primary Weapon you pick, and more adept Operators tend to choose a Secondary Weapon that complements their Primary Weapon in some way. Running the Overkill Wildcard will allow players to equip two Primary weapons, as well. The Gunsmith is available for Secondary Weapons. Choose from:
- Pistols (4)
- Launchers (2)
Melee Weapons (2)
Your third weapon is a close-quarters armament with no ranged ordnance. Bring out your Melee weapon using the same key or button press as Melee (for controllers, this is the Right thumbstick). Tap this for a gun butt melee. Hold to bring out your Melee weapon, which will remain equipped until you swap back to your Primary or Secondary. There’s also the Weapon Cycle setting (accessed via Controller > Combat > Dedicated Melee Weapon Activation > Hold Melee/Weapon Cycle), which allows players to use the weapon swap button to cycle between Primary, Secondary, and Melee weapons if they so choose. The Gunsmith is available for Melee Weapons (Cosmetics only). Choose from:
- Knife (1)
- Baseball Bat (1)
Player Levels: Weapon Unlock Criteria
All the launch weaponry in Black Ops 6 have specific unlock criteria, and this is related to your Player Progression (accessed via the Progression tab in the Barracks Menu). Gain Experience Points as you play matches to level up, then unlock weapons once you reach a particular Player Progression Level, as shown in the following table. Note that one weapon from each type or class is always immediately available in Default Loadouts and the rest are unlocked as you level up. Look for more information on Player Leveling later in this blog, and full details on all the Player Level Unlocks in the Launch Comms: Progression Blog.
Weapon Unlocks: Player Level
Assault Rifles
XM4
Immediately
AK-74
Level 10
AMES 85
Level 19
GPR 91
Level 28
MODEL L
Level 40
GOBLIN MK 2
Level 46
AS VAL
Level 55
SMGs
C9
Unlocked Immediately
KSV
Level 7
TANTO .22
Level 16
PP-919
Level 37
Jackal PDW
Level 43
KOMPAKT 92
Level 49
Shotguns
Marine SP
Unlocked Immediately
ASG-89
Level 31
LMGs
PS-21
Unlocked Immediately
XMG
Level 13
GPMG-7
Level 52
Marksman Rifles
SWAT 5.56
Unlocked Immediately
Tsarkov 7.62
Level 22
AEK-973
Level 34
DM-10
Level 43
Sniper Rifles
LW3A1 Frostline
Unlocked Immediately
SVD
Level 25
LR 7.62
Level 49
Pistols
9mm PM
Unlocked Immediately
Grekhova
Level 13
GS45
Level 28
Stryder .22
Level 40
Launchers
CIGMA 2B
Unlocked Immediately
HE-1
Level 19
Melee
Knife
Unlocked Immediately
Baseball Bat
Level 52
Perk Notes: Equip the following to affect the use of your weaponry in a variety of different ways:
- Gung-Ho (Enforcer) reduces movement penalties when reloading or using Equipment and allows reloading while Tactical Sprinting.
- Dexterity (Enforcer) reduces weapon motion while jumping, sliding, and diving.
- Scavenger (Enforcer) allows ammo resupply from downed enemies.
- Bruiser (Enforcer) enables Melee kills to replenish health and earn extra score.
- Tracker (Recon) enables auto-pinging enemies when you ADS.
- Cold-Blooded (Recon) prevents thermal optics from targeting you.
- Fast Hands (Strategist) allows you to swap weapons faster.
Wildcard Notes: Equip the following to affect the use of your weaponry in a variety of different ways:
- Overkill allows you to equip any non-melee weapon in Primary and Secondary slots.
- Gunfighter allows you to receive three extra Attachment points for your Primary Weapon.
Primary Weapons (25)
Assault Rifles (7)
Attachment Types: Optic, Muzzle*, Barrel, Underbarrel, Magazine, Rear Grip, Stock, Laser, Fire Mods.
(*AS VAL has no Muzzle Attachment)
Medium range Primary Weapons. Average mobility, hard-hitting and versatile due to the available attachment options. Usually full-auto, with iron sights and ADS options for Optics.
XM4
MAGS: 3
MAG SIZE: 30
Available: Unlocked Immediately
Full-auto assault rifle. A well-rounded weapon with average accuracy, mobility, and power among its counterparts.
AK-74
MAGS: 3
MAG SIZE: 30
Available: Unlocked at Player Level 10
Full-auto assault rifle. Imposing firepower with high damage at mid-to-long range balanced by a slower rate of fire and heavier recoil.
AMES 85
MAGS: 3
MAG SIZE: 30
Available: Unlocked at Player Level 19
Full-auto assault rifle. Impressive accuracy and a suitable rate of fire make this an excellent weapon for mid to long range engagements.
GPR 91
MAGS: 3
MAG SIZE: 30
Available: Unlocked at Player Level 28
Full-auto assault rifle. What this rifle lacks in raw power, it makes up for in spades with best-in-class handling and a decent rate of fire.
MODEL L
MAGS: 3
MAG SIZE: 30
Available: Unlocked at Player Level 40
Full-auto assault rifle. Slow-firing and controllable with respectable damage, the Model L shines in calculated engagements at mid-range.
GOBLIN MK 2
MAGS: 4
MAG SIZE: 20
Available: Unlocked at Player Level 46
Semi-auto assault rifle. The Goblin Mk2 excels at short to mid ranges where its operator can take full advantage of its handling and impressive rate of fire.
AS VAL
MAGS: 5
MAG SIZE: 20
Available: Unlocked at Player Level 55
Full-auto assault rifle. Leads the way in stealth while remaining suitable for urban combat through its integrated suppressor and improved mobility.
SMGS (6)
Attachment Types: Optic, Muzzle, Barrel, Underbarrel*, Magazine, Rear Grip, Stock, Laser, Fire Mods.
(*PP-919 has no Underbarrel Attachment)
Medium to short-range Primary Weaponry, with good mobility and handling, though not quite as accurate as an AR. Iron sights and ADS options are available for Optics.
C9
MAGS: 4
MAG SIZE: 30
Available: Unlocked Immediately
Full-auto submachine gun. The C9 is a well-balanced weapon that performs reliably in all close to mid-range situations.
KSV
MAGS: 4
MAG SIZE: 30
Available: Unlocked at Player Level 7
Full-auto submachine gun. Fast to aim with manageable recoil and good damage. Perfect for a dexterous operator seeking broad proficiency.
TANTO .22
MAGS: 4
MAG SIZE: 30
Available: Unlocked at Player Level 16
Full-auto submachine gun. Slow-firing, but hard-hitting, the Tanto .22 is an easy-to-handle SMG with impressive mid-range performance.
PP-919
MAGS: 2
MAG SIZE: 64
Available: Unlocked at Player Level 37
Full-auto submachine gun. The PP-919 has the highest ammo counts in class, at the cost of some mobility and fire rate.
JACKAL PDW
MAGS: 4
MAG SIZE: 30
Available: Unlocked at Player Level 43
Full-auto submachine gun. Great mobility and handling make this an easy choice for operators who aggressively seek CQB engagements.
KOMPAKT 92
MAGS: 4
MAG SIZE: 30
Available: Unlocked at Player Level 49
Full-auto submachine gun. Chambered in 9mm with the fastest fire rate in class, the Kompakt 92 excels in close-range encounters.
Shotguns (2)
Attachment Types: Optic, Muzzle, Barrel, Underbarrel, Magazine*, Rear Grip*, Stock, Laser, Fire Mods.
(*ASG-89 only)
Advantageous at very close ranges, offering iron sights and ADS via Optics, and with correct Attachments, the ability to spray. Incredible firepower at the expense of range and accuracy.
Marine SP
MAGS: 4
MAG SIZE: 6
Available: Unlocked Immediately
Pump-action shotgun. Powerful and versatile with a short cycling time that allows for rapid target acquisition. Hand loaded with one-shot kill potential in close quarters.
ASG-89
MAGS: 4
MAG SIZE: 6
Available: Unlocked at Player Level 31
Semi-automatic shotgun. Capable of taking down multiple targets in quick succession thanks to its decent magazine size and solid rate of fire.
LMGs (3)
Attachment Types: Optic, Muzzle, Barrel, Underbarrel, Magazine, Rear Grip, Stock, Laser, Fire Mods.
Primary Weapons with increased ammo capacity and a focus on medium to long-range takedowns. Iron sights and ADS available via Optics. Though Accuracy, Mobility and Handling are sacrificed (compared to ARs), this is balanced by impressive fire rates and fast sustained fire capabilities.
PU-21
MAGS: 3
MAG SIZE: 75
Available: Unlocked Immediately
Full-auto light machine gun. Deceptively lightweight and easy to aim with high damage. Rewards vigilance and careful recoil control.
XMG
MAGS: 3
MAG SIZE: 100
Available: Unlocked at Player Level 13
Full-auto light machine gun. Belt-fed with best-in-class ammo capacity, the XMG has a slower fire rate, but powerful sustained fire accuracy.
GPMG-7
MAGS: 3
MAG SIZE: 50
Available: Unlocked at Player Level 52
Full-auto light machine gun. Unparalleled ability to quickly neutralize threats thanks to a blistering fire rate and suitable long-range damage.
Marksman Rifles (4)
Attachment Types: Optic, Muzzle, Barrel, Underbarrel, Magazine, Rear Grip, Stock, Laser, Fire Mods.
Favoring an Operator with over-average skill, these burstor semi-auto Primary Weapons are optimal at medium to long ranges. ADS or iron sights available for Optics. Projectiles are hard-hitting and accuracy counts.
SWAT 5.56
MAGS: 3
MAG SIZE: 30
Available: Unlocked Immediately
Three-round burst DMR. The Swat 5.56 pairs strong stopping power with a fast burst cooldown for excellence at medium ranges.
Tsarkov 7.62
MAGS: 3
MAG SIZE: 20
Available: Unlocked at Player Level 22
Semi-auto DMR. The Tsarkov 7.62 sacrifices only some power in exchange for excellent handling, making it lethal in the hands of an accurate and mobile Operator.
AEK-973
MAGS: 3
MAG SIZE: 30
Available: Unlocked at Player Level 34
Three-round burst DMR. Great stability and a fast rate of fire within each burst allows the AEK-973 to land multiple shots on target even at long ranges.
DM-10
MAGS: 3
MAG SIZE: 20
Available: Unlocked at Player Level 43
Semi-auto DMR. Best in class stability and power make this the ideal marksman weapon for mid to long range engagements.
Sniper Rifles (3)
Attachment Types: Optic, Muzzle, Barrel, Magazine, Comb, Stock, Laser, Fire Mods, Stock Pad*.
(*LW3A1 Frostline only)
Normally set up to take down targets at extremely long ranges, these Primary Weapons favor ADS over iron sights when using Optics. Low mobility, and favoring a stable, patient Operator with a steady aim. Extremely high Firepower indicates one-shot takedown potential.
LW3A1 Frostline
MAGS: 4
MAG SIZE: 5
Available: Unlocked Immediately
Bolt-action sniper rifle. The LW3A1 Frostline has decent rate of fire and handling speeds, but substantial recoil. One shot kill to the head, upper chest, and upper arms. Hold the Left Thumbstick while ADS to steady.
SVD
MAGS: 3
MAG SIZE: 10
Available: Unlocked at Player Level 25
Semi-auto sniper rifle. Gas-operated Soviet sniper with modest vertical kick. Capable of landing precise follow-up shots. One skill kill to the head. Hold the Left Thumbstick while ADS to steady.
LR 7.62
MAGS: 4
MAG SIZE: 5
Available: Unlocked at Player Level 49
Bolt-action sniper rifle. The LR 7.62 delivers high damage with minimal recoil and slower handling. One shot kill to the head, chest, and arms. Hold the Left Thumbstick while ADS to steady.
Secondary Weapons (6)
Pistols (4)
Attachment Types: Optic, Muzzle, Barrel, Magazine, Rear Grip, Stock, Laser, Fire Mods.
Full or semi-auto Secondary Weapons, these excel at closer-range takedowns. Iron sights or ADS is available via Optics. Quick to swap to during a fight, and worth considering when finishing off an opponent.
9mm PM
MAGS: 3
MAG SIZE: 10
Available: Unlocked Immediately
Semi-auto pistol. With a decent rate of fire and standard handling, the 9mm PM is a masterclass in reliability and the easy choice for all close-quarter engagements.
Grekhova
MAGS: 3
MAG SIZE: 20
Available: Unlocked at Player Level 13
Full-auto pistol. Surprising accuracy combined with a fast rate of fire offsets the lower damage and smaller effective range of the Grekhova.
GS45
MAGS: 3
MAG SIZE: 10
Available: Unlocked at Player Level 28
Semi-auto pistol. The GS45’s .45 Auto rounds make this sidearm unmatched in close range stopping power.
Stryder .22
MAGS: 2
MAG SIZE: 30
Available: Unlocked at Player Level 40
Semi-auto pistol. The Stryder .22 excels at finishing off damaged opponents in the heat of combat thanks to its fast semi-automatic rate of fire and best in class handling.
Launchers (2)
Attachment Types: None.
Available in lock-on or free-fire variants, these bulky Secondary Weapons are useful for clearing groups of Operators, or against vehicles or technology such as Scorestreaks. Single load, with a sizeable bulk.
CIGMA 2B
MAGS: 2
MAG SIZE: 1
Available: Unlocked Immediately
Lock-on capable launcher. Can lock onto enemy Scorestreaks and vehicles. Fires a high-explosive 110-mm warhead for massive damage.
HE-1
MAGS: 3
MAG SIZE: 1
Available: Unlocked at Player Level 19
Free-fire rocket launcher. Fires a high-explosive 110-mm warhead for massive damage.
Melee Weapons (2)
Attachment Types: None.
Close-quarter battle (CQB) combat armaments offering vicious damage potential and arguably the fastest Mobility of any armament. No range capabilities.
Knife
MAGS: 1
MAG SIZE: 1
Available: Unlocked Immediately
One hit kill. Military-issue tactical knife well-suited for CQC scenarios where stealth, speed, and lethality are required.
Baseball Bat
Your Loadout screen is familiar yet updated. Menus are mainly vertical, and the slots within a Loadout involve choosing armaments that differ slightly depending on the Mode you’re playing:
- Multiplayer: Choose three types of weapons (Primary, Secondary, Melee), three types of Equipment (Tactical, Lethal, and an MP-only Field Upgrade), three Perks (MP), an optional Specialty related to your Perk choice, and a Wildcard.
- Zombies: Choose two types of weapons (Primary or Secondary, and Melee), three types of Equipment (Tactical, Lethal, and a Zombies-only Field Upgrade), and a GobbleGum Pack (Zombies only).
- This blog details the first three Loadout slots (the Primary, Secondary, and Melee Weapons).
- You can add Loadouts, creating a maximum of ten.
- You can set one Loadout as your favorite. This Loadout acts as your default spawn class in games, and your Operator will carry the Primary Weapon in the Lobby.
- You can Rename, Duplicate, or Delete any Loadout.
Content Unlocks
You begin your Black Ops 6 journey with most of your Loadout items locked. There’s a wide variety of functional content to unlock on your journey through the 55 Player Levels. Every time you level up, be sure to check the Barracks > Progression > Level Unlocks menu (shown above) to ensure you’re aware of the unlocks you now have available to you. Expect between one and three unlocks per level.
Each specific unlock box in this menu has the game mode it applies to, or simply the BO6 logo if the item is available in all modes. The following type of content is unlockable, and usually adds to your existing item pools:
- Loadouts (Default) (MP)
- Loadouts (Custom) (MP)
- Weapons (Primary) (MP, ZM, WZ)
- Weapons (Secondary) (MP, ZM, WZ)
- Weapons (Melee) (MP, ZM, WZ)
- Tacticals (MP, ZM, WZ)
- Lethals (MP, ZM, WZ)
- Field Upgrades (MP, WZ)
- Field Upgrades (ZM)
- Perks (MP)
- Wildcards (MP)
- Scorestreaks (MP, ZM, WZ)
- Ammo Mods (ZM)
- GobbleGums (ZM)
- Operators (MP, ZM, WZ)
- Emotes (MP, ZM, WZ)
- Features (MP, ZM, WZ)
Expect a full and thorough overview of how all your items unlock in the Launch Comms Blog 5: Progression.
The Firing Range
- Practice dummies to shoot at, at 10-, 25-, and 50-meter intervals.
- Dummies can have 0, 1, 2, or 3 Armor Plates added to them.
- You have almost limitless ammunition.
- The upper-left corner features a target elimination tracker, an accuracy tracker, and a damage tracker.
- A toggle feature allows you to optionally activate a Moving Target dummy, or a Recoil metal plate.
- Toggle Feature: Moving Target: A dummy drops down from the ceiling on a conveyor belt, and automatically moves back through the range as you connect with it using your weapon. Once you hit it at maximum range, it moves back to its initial position, and the process can be repeated.
- Toggle Feature: Recoil Target: A metal plate hangs from the ceiling around seven meters from your booth, allowing you to fire your weapon and view the bullet spread.
Whether you’re playing Black Ops 6 Multiplayer, Round Based Zombies or Call of Duty®: Warzone™ (at Season 1), you can utilize a weapon build you’ve created across all three game modes. This time-saving innovation allows you to make a change to any Build or Blueprint in any game, and it permeates out everywhere the gun is equipped. Here’s an example of how this works.
Let’s say you want to create an AMES 85 Variant. In the Loadout Menu (MP, ZM, or WZ though MP is shown above), simply complete the following:
- Select the weapon in question and go to “+ Create New Build.”
- Choose the Base Weapon, or any of the Blueprints you’ve collected, as the basis of your new Weapon Build.
- Enter the Gunsmith, and perfect your weapon by adding Attachments, Cosmetics, and testing the weapon out in the Firing Range.
- Move back to the Custom Loadout screen, where your weapon has a default name, and select “Build Options.”
- Rename your weapon (you can also duplicate or reset it, too).
- Your weapon is automatically saved. Now, when you access the Loadout Menus in your other game modes (in this example, ZM or WZ), the weapon, along with the Attachments, Cosmetics, and name, appears.
- All builds are saved within the menu of the individual weapon type.
Gunsmith: Attachments Intel (MP, ZM, WZ)
Recap: As detailed at Call of Duty: NEXT, the focus for Black Ops 6 is to condense and streamline Attachments so you can easily understand the bonuses when it comes to utilizing the Gunsmith. Here are some of the changes:
- Gaining the Advantage: Attachments almost always come with a benefit (Pro), and not a detriment (Con), so you know you’re creating a weapon more potent than the base version.
- Optics for All… : Almost all Optic Attachments are shared across all weapons in a Weapon Class. For example, unlock the Red Dot Sight with a SMG and you’ll be able to equip it to all SMGs in the Weapon Class.
- …Everything Else is Unique: All other Attachment Types – Muzzle, Barrel, Underbarrel, Magazine, Rear Grip, Stock, Laser, and Fire Mods – are unique to the weapon in question in terms of unlocking and usage.
- Getting Specific: Instead of having a weapon function – such as ADS speed – being affected by multiple attachments that are difficult to keep track of, they are related to a single Attachment type.
- For example, equipping a “Rear Grip” Attachment will always improve your handling, and the grip you choose will boost a unique combination of handling stats (to Sprint to Fire Speed, Slide to Fire Speed, Dive to Fire Speed, ADS Speed, or a combination thereof). All the different grips are designed to improve the weapon’s potency, not reduce it.
- Information is Power: The net result of this new system is that it allows players to make informed weapon-building decisions easily and create effective Builds without constantly needing looking up “meta” builds online.
Details Matter: Don’t mistake this streamlining as “dumbing down” the Gunsmith, as your Firepower, Accuracy, Handling, and Mobility statistics can also be seen in an expanded view, with individual elements like Reload Quickness, Recoil Gun Kick, and Bullet Velocity all available to compare in granular detail.
Along with the weapon’s current level, the Attachments Menu also indicates the number of Attachments you can place, and have placed, on your weapon. These are known as “Attachment Points.”
- There are five points available, for Assault Rifles, SMGs, Shotguns, LMGs, Marksman Rifles, Sniper Rifles, and Pistols.
- You can pick none, or up to five Attachment Points, though the more slots used, the better the weapon is likely to perform.
- Each weapon type has more available Attachment types than points. For example, you can choose up to five points when building out an SMG, but there are nine Attachment Types.
- Launchers and Melee Weapons do not have Attachment points.
- You can increase the number of Attachment Points from five to eight by selecting the Gunfighter Wildcard, available when you reach Player Level 33.
Attachments: Main Statistics and Details
Four Main Statistics: Each weapon has a baseline value related to one of four key attributes: Firepower, Accuracy, Mobility, and Handling. These are each represented by a grey bar in the bottom-right corner of the Gunsmith Attachments Menu. In each case, the higher the value, the better. As you’d expect, some weapons are intrinsically more proficient when it comes to one or more of these statistics. For example, a Sniper Rifle has the best “Firepower” of all weapon types.
Each aspect of a weapon’s performance is related to these four statistics:
- Firepower: The fire rate, damage, range, and firing ping on the Mini-Map.
- Accuracy: The minimum and maximum Hip Fire Spread, Recoil Gun Kick, Horizontal and Vertical Recoil, bullet velocity, and Flinch Resistance.
- Mobility: The Movement Speed (Crouch, normal, Sprint, and ADS).
- Handling: Reload quickness (both with rounds and empty), ADS Speed, Sprint to Fire Time, and Weapon Swap Speed.
Every time you add an attachment to your weapon, it affects one (or more) of the above statistics. In Black Ops 6, adding an attachment usually grants you more pronounced advantages (“Pros”), and limited disadvantages (“Cons”) compared to the weapon without the attachment fitted.
Statistical Details: For those requiring nuanced analytical data regarding every single Attachment, you can toggle “Details” on and off, which enables you to see how each attachment affects the weapon specifically, and numerically.
Attachments: A Deep Dive
The following showcases a variety of visuals for each Attachment type, along with notes on which weapons you can affix them to. The statistical benefits (and drawbacks as appropriate) are discussed, along with any further pertinent notes.
Note: Any listing of a weapon type with an asterisk next to it (*) that you see indicates that some (but not all) of a weapon type use this Attachment.
Optics
Available on: Assault Rifles, SMGs, Shotguns, LMGs, Marksman Rifles, Sniper Rifles, Pistols.
Not Available on: Launchers, Melee Weapons.
Stat Benefit: Accuracy
Sights or scopes attached to the top of a weapon, designed to improve accuracy during target engagement. Occasionally improves Recoil Gun Kick. More powerful scopes (usually designed for Sniper Rifles) may reduce ADS Speed.
Note: Optics are a unique type of Attachment as they are universal. This means that once you unlock an Optic, it becomes available for every weapon in the same class, not just the one you unlocked it for.
Note: Optics come with Reticles; markings and dots that further delineate your targets and aid in your aiming. Your Optics can be further customized by unlocking a variety of Reticles via Reticle Challenges.
Muzzles
Available on: Assault Rifles*, SMGs, Shotguns, LMGs, Marksman Rifles, Sniper Rifles, Pistols.
Not Available on: Launchers, Melee Weapons.
Stat Benefit: Accuracy
Usually attached to the end of the weapon barrel, Muzzles are used to redirect gasses (as necessary) and serve to reduce or control recoil.
Barrels
Available on: Assault Rifles, SMGs, Shotguns, LMGs, Marksman Rifles, Sniper Rifles, Pistols.
Not Available on: Launchers, Melee Weapons.
Stat Benefit: Firepower
The front section of the weapon where the projectile travels through once the trigger has been pulled. Attachments tend to improve damage range and velocity, enabling you to hit a target more rapidly.
Underbarrels
Available on: Assault Rifles, SMGs*, Shotguns, LMGs, Marksman Rifles.
Not Available on: Sniper Rifles, Pistols, Launchers, Melee Weapons.
Stat Benefit: Firepower, Accuracy
Attached to the base of the barrel, Underbarrels come in two main varieties: Foregrips and Launchers. Foregrips are handles that can reduce recoil and sway (Accuracy). Launchers increase your firepower by adding an alt-fire capacity to the weapon, usually an explosive charge or grenade.
Magazines
Available on: Assault Rifles, SMGs, Shotguns*, LMGs, Marksman Rifles, Sniper Rifles, Pistols.
Not Available on: Launchers, Melee Weapons.
Stat Benefit: Firepower or Handling
Magazines hold a weapon’s ammunition and are generally available in two types: Extended Mags allow you to carry more rounds, increasing Firepower sometimes at the expense of Handling. Fast or Flip Mags reduce your Firepower as you have fewer bullets but improve your Handling.
Combs
Available on: Sniper Rifles
Not Available on: Assault Rifles, SMGs, Shotguns*, LMGs, Marksman Rifles, Pistols, Launchers, Melee Weapons.
Stat Benefit: Handling
Also known as a Cheek Riser, Combs are Sniper Rifle-only head rests attached to the top of the Stock, and offer improved Handling, mainly decreasing the time it takes you to fire or ADS. This can come at the expense of Accuracy, depending on the specific Comb.
Rear Grips
Available on: Assault Rifles, SMGs, Shotguns*, LMGs, Marksman Rifles, Pistols.
Not Available on: Sniper Rifles, Launchers, Melee Weapons.
Stat Benefit: Handling
A rubber handle behind the weapon trigger. Attachments offer a variety of Handling improvements, usually decreasing the time it takes you to ADS, or fire under specific circumstances.
Stocks
Available on: Assault Rifles, SMGs, Shotguns, LMGs, Marksman Rifles, Sniper Rifles, Pistols.
Not Available on: Launchers, Melee Weapons.
Stat Benefit: Accuracy or Mobility
These are braces enabling the Operator to support the armament against their shoulder and attach to the rear of the weapon. Generally, the lighter the stock Attachment, the more focused on increasing your Mobility (usually movement speed). Heavier stocks offer more benefits to your Accuracy (usually flinch resistance).
Lasers
Available on: Assault Rifles, SMGs, Shotguns, LMGs, Marksman Rifles, Sniper Rifles, Pistols.
Not Available on: Launchers, Melee Weapons.
Stat Benefit: Accuracy
These side-mounted lasers (or under-mounted for Pistols) emit a beam of usually red or green light usually visible to the enemy. However, your Accuracy is significantly improved or augmented.
NOTE: The Tactical Laser enables Tactical Stance, allowing you to balance your mobility and accuracy. This is the method to utilize the Modern Warfare® III firing technique in Black Ops 6.
Fire Mods
Available on: Assault Rifles, SMGs, Shotguns, LMGs, Marksman Rifles, Sniper Rifles, Pistols.
Not Available on: Launchers, Melee Weapons.
Stat Benefit: Firepower, Accuracy, or Handling (Varies depending on Fire Mod)
A “catch-all” of other Attachments, Fire Modifications have a variety of uses and are mainly focused into two subsets; improvements to parts of a weapon (examples include rapid fire triggers, pump guide rods, and recoil springs) and specific ammunition types (examples include FMJ or Overpressured rounds).
Stock Pads
Available on: Sniper Rifles*
Not Available on: Assault Rifles, SMGs, Shotguns*, LMGs, Marksman Rifles, Pistols, Launchers, Melee Weapons.
Stat Benefit: Accuracy
This Buttstock Pad Attachment is only available for the LW3A1 Frostline Sniper Rifle. Fitting into the shoulder of the Operator, the Stock Pads available improve Accuracy in discernable ways (improving Speed, Sway, or Recoil).
Gear Up: Confirmation on Your Loadouts (MP, ZM)
Recap: Perfecting your Loadouts in Black Ops 6 is both quick and easy. This includes a reworking of the Weapon Gunsmith to make it much more approachable, allowing you to choose from the vast array of unlockable weapon attachments with a renewed set of confidence that the build you’re making is suited to your exact style of play.
It all starts in the Weapons Menu, and it’s here you’ll choose your Loadouts. Black Ops 6 is set to bring an exceptional arsenal of weaponry and equipment to the game – including 12 weapons all-new to the franchise – and the following information details the available Equipment (Tacticals, Lethals, Field Upgrades) Scorestreaks, Perks, Combat Specialties, and Wildcards available at the game’s launch.
Weapons Detail Note: The Primary, Secondary, and Melee Weapons you can choose from, along with Gunsmith and Attachment Intel, is covered in the Weapons Detail Blog, available here.
Zombies Detail Note: Round-Based Zombies Mode utilizes some (but not all) of the Equipment detailed in this blog. Where appropriate, this will be flagged. Expect a Launch Comms: Zombies-focused blog prior to game release that confirms all Equipment available at launch for this mode.
Mastery Badges Note: Every Equipment set – Tacticals, Lethals, Field Upgrades, and Scorestreaks – have their own Medal Challenge (with associated XP Reward), and all individual Equipment items have a specific set of Mastery Badge Challenges to complete. Consult the Launch Comms: Progression Blog for more Intel.
Loadouts are the key to accessing all the wealth of Operator equipment in the game. At the very start of your Black Ops 6 Multiplayer journey, you’re able to access Default Loadouts (that are pre-built for a specific style of play), but the entire Loadout content opens once you hit Player Level 4, and Custom Loadouts become available, as shown below:
Progression: Loadout Unlocks
ENFORCER – 1
RECON – 1
STRATEGIST – 1
COMMANDO – 2
OVERWATCH – 3
CUSTOM – 4
Overview: Tacticals (8) (MP, ZM)
Mastery Badges available for this Equipment Type
Recap: Tacticals are limited-per-life and reusable items that range from intel-gathering sensors to healing or disorientation devices, designed to offer a non-lethal advantage in combat.
Wildcard Note: Equip the Tactical Expert Wildcard, and you spawn with two additional Tacticals of the same type (a total of three).
Progression: Tacticals Unlocks
Concussion Grenade (MP, ZM)
Available: Unlocked Immediately
Grenade that slows victim’s movement and aiming.
Flashbang Grenade (MP)
Available: Unlocked at Player Level 6
Grenade that blinds targets for a duration. For players with photosensitivity concerns, the flash effect of this grenade can be displayed as a low-light black effect if you change it at the Options > Graphics > View > Inverted Flashbang menu.
Spy Cam (MP)
Available: Unlocked at Player Level 12
Quickly mark enemies and hostile Equipment and Scorestreaks for your team.
Smoke Grenade (MP, ZM)
Available: Unlocked at Player Level 17
Deploys a smoke screen that blocks vision and automated targeting systems.
Prox Alarm (MP)
Available: Unlocked at Player Level 23
Set of two sticky alarms that ring and flash when an enemy is nearby. Tripped alarms show on allied minimaps.
Stim Shot (MP, ZM)
Available: Unlocked at Player Level 30
Combat stim that heals wounds and refreshes Tactical Sprint.
Decoy Grenade (MP, ZM)
Available: Unlocked at Player Level 35
Grenade that simulates footsteps and gunfire sounds to confuse enemies. Sticks to surfaces.
Shock Charge (MP, ZM)
Available: Unlocked at Player Level 42
Electrical trap that sticks to surfaces and electrocutes enemies, stunning them.
Overview: Lethals (9) (MP, ZM)
Mastery Badges available for this Equipment Type
Recap: Lethals are limited-per-life items that harm enemies, usually via an explosion.
Wildcard Note: Equip the Danger Close Wildcard, and you spawn with two additional Lethals of the same type (a total of three).
Progression: Lethals Unlocks
Frag Grenade (MP, ZM)
Available: Unlocked Immediately
Cookable fragmentation grenade.
Sticky Grenade (MP, ZM)
Available: Unlocked at Player Level 9
Reliable sticky grenade with a timed fuse.
C4 (MP, ZM)
Available: Unlocked at Player Level 14
Sticky explosive with large damage radius. Detonate remotely with your Lethal Equipment Button. Double-tap your Interact Button for a quick detonation.
Thermo Grenade (MP, ZM)
Available: Unlocked at Player Level 21
Creates a large fuel-air cloud that explodes after a duration.
Impact Grenade (MP, ZM)
Available: Unlocked at Player Level 26
Precision grenade that explodes on impact.
Molotov (MP, ZM)
Available: Unlocked at Player Level 32
Thrown incendiary weapon creates a patch of flames.
Blast Trap (MP, ZM)
Available: Unlocked at Player Level 41
Planted explosive device detonates when enemies come near.
Drill Charge (MP)
Available: Unlocked at Player Level 50
Explosive charge that burrows into a surface and explodes, damaging enemies on the other side.
Combat Axe (MP, ZM)
Available: Unlocked at Player Level 53
Thrown axe that kills enemies in one hit. Bounces off surfaces.
Overview: Field Upgrades (11) (MP)
Mastery Badges available for this Equipment Type
Recap: Impressive tactical or lethal devices that are powerful and recharge during a match after use.
ZM Note: Zombies Field Upgrades are entirely different, and those available at game launch are covered in the Launch Comms: Zombies Blog.
Wildcard Note: Equip the Prepper Wildcard, and you spawn with two different Field Upgrades (a total of two).
Progression: Field Upgrades Unlocks
Assault Pack (MP)
Available: Unlocked Immediately
Deploy a box of extra ammo and equipment to resupply your team.
Spring Mine (MP)
Available: Unlocked Immediately
Deploy an anti-infantry mine.
Trophy System (MP)
Available: Unlocked at Player Level 12
Deployable defense system that destroys enemy projectiles in the air.
Scrambler (MP)
Available: Unlocked at Player Level 18
Creates an area that disrupts enemy equipment, Field Upgrades, Scorestreaks, and minimaps.
Signal Lure (MP)
Available: Unlocked at Player Level 27
Reveal your position to enemies but earn bonus score for kills and for surviving.
War Cry (MP)
Available: Unlocked at Player Level 35
Rally your team, improving nearby allies’ movement speed and health regen speed for a duration.
Tactical Insertion (MP)
Available: Unlocked at Player Level 39
Marks a location as your next spawn point.
Acoustic Amp (MP)
Available: Unlocked at Player Level 41
Personal audio amplifier that makes enemy footsteps louder for a duration.
Morphine Injector (MP)
Available: Unlocked at Player Level 44
For a duration, fatal damage puts you into a Last Stand state. Teammates can revive you or get a kill to self-revive.
Neurogas (MP)
Available: Unlocked at Player Level 48
Deployed trap which emits a neurotoxic gas cloud, causing severe hallucinations, which disorients and damages victims.
Sleeper Agent (MP)
Available: Unlocked at Player Level 51
Infiltrate the enemy team, appearing as a friendly to them for a short duration. Kills extend the time. Gunfire and enemy content reveal your true identity.
Overview: Perks (21), Specialties (3), and Wildcards (6) (MP)
Recap: The Black Ops 6 Multiplayer Perk system brings innovation, familiarity, and streamlining to your initial choices when choosing the three abilities you bring to each MP match, with added depth as you ponder the advantages of Combat Specialties, as well as the Wildcard feature you can pick to fully flesh out your Operator.
Perk Slots 1, 2, 3: You have a selection from all the available Perks to choose from in each of three different available slots. You pick one Perk per slot, for a total of three Perks that activate immediately at the start of every match.
Combat Specialty: In addition to the name and combat capabilities, each Black Ops 6 Perk has color associated with it. This visual reference denotes the Combat Specialty the Perk offers, but only if grouped with two other Perks of the same color (or Specialty).
- The three colors are Red (Enforcer), Blue (Recon), and Green (Strategist)
- For example, “Engineer” (Perk 2) is color-coded blue, meaning it grants the Recon Combat Specialty, but only if your two other Perks (from Perk selections 1 and 3) are also color-coded blue (i.e., they are also grant the “Recon” Specialty).
- Choose three Perks of the same color in slots 1, 2, and 3, and you’re able to pick an additional Specialty.
Note on ZM: Zombies Perks are entirely different, and those available at game launch are covered in the Launch Comms Zombies Blog.
Wildcard Note: Equip the Perk Greed Wildcard, and you can choose a fourth Perk. This opens up a special fourth Perk Slot; the Perk can be chosen from any Specialty (you have the choice of any of the 21 available Perks). This perk also counts towards obtaining your Combat Specialty, allowing for tactical placement and choice across all four slots.
Progression: Perks Unlocks
Enforcer Perks: Slot 1
Pick one of the following three Perks from the Enforcer type for this slot or choose from Slot 1 Recon or Strategist Perks.
Gung-Ho
Available: Unlocked Immediately
Reduced movement penalties when reloading or using Equipment. Reload while Tactical Sprinting.
Dexterity
Available: Unlocked at Player Level 20
Reduced weapon motion while jumping, sliding, and diving. Take less fall damage.
Scavenger
Available: Unlocked at Player Level 26
Resupply ammo and Equipment from killed enemies.
Enforcer Perks: Slot 2
Pick one of the following two Perks from the Enforcer type for this slot or choose from Slot 2 Recon or Strategist Perks.
Assassin
Available: Unlocked at Player Level 5
Enemies on a kill streak get a unique minimap marker and drop Bounty Packs when killed. Pick up the Packs for more Score.
Bruiser
Available: Unlocked at Player Level 53
Melee kills and finishing moves replenish health and earn extra score.
Enforcer Perks: Slot 3
Pick one of the following two Perks from the Enforcer type for this slot or choose from Slot 3 Recon or Strategist Perks.
Double Time
Available: Unlocked at Player Level 14
Greatly increased duration of Tactical Sprint.
Bankroll
Available: Unlocked at Player Level 23
Start each life with +150 score towards Scorestreaks (non-lethal).
Recon Perks (7) (Perk Slots 1, 2, 3)
Recon Perks: Slot 1
Pick one of the following two Perks from the Recon type for this slot or choose from Slot 1 Enforcer or Strategist Perks.
Ghost
Available: Unlocked at Player Level 17
Undetectable by enemy Scout Pulse (Scorestreak) and UAV (Scorestreak) when moving, planting, defusing, or controlling Scorestreaks. Undetectable by Prox Alarm (Tactical).
Ninja
Available: Unlocked at Player Level 35
Move more quietly.
Recon Perks: Slot 2
Pick one of the following three Perks from the Recon type for this slot, or choose from Slot 2 Enforcer or Strategist Perks.
Engineer
Available: Unlocked Immediately
See enemy Equipment and Scorestreaks through walls and enemy Scorestreak icons on the minimap.
Tracker
Available: Unlocked at Player Level 29
See enemy footsteps. ADSing auto-pings enemies. Long cooldown between pings.
Forward Intel
Available: Unlocked at Player Level 47
Increases minimap area and shows direction indicators for revealed enemies.
Recon Perks: Slot 3
Pick one of the following two Perks from the Recon type for this slot or choose from Slot 3 Enforcer or Strategist Perks.
Vigilance
Available: Unlocked at Player Level 6
Displays a HUD icon whenever you appear on enemy minimaps. Immune to CUAV (Scorestreak) and Scrambler (Field Upgrade). Immune to Sleeper Agent (Field Upgrade).
Cold-Blooded
Available: Unlocked at Player Level 41
Undetectable by AI targeting and thermal optics. Player-controlled Scorestreaks don’t highlight you.
Strategist Perks (7) (Perk Slots 1, 2, 3)
Strategist Perks: Slot 1
Pick one of the following two Perks from the Strategist type for this slot or choose from Slot 1 Enforcer or Recon Perks.
Flak Jacket
Available: Unlocked at Player Level 8
Reduces incoming explosive and fire damage.
Tac Mask
Available: Unlocked at Player Level 44
Resistance to enemy flash and concussion grenades (Tacticals) and enemy Neuro Gas (Field Upgrade).
Strategist Perks: Slot 2
Pick one of the following two Perks from the Strategist type for this slot or choose from Slot 2 Enforcer or Recon Perks.
Dispatcher
Available: Unlocked at Player Level 11
Reduced score cost for non-lethal Scorestreaks. Stacks with Bankroll (Slot 3 Enforcer Perk).
Fast Hands
Available: Unlocked at Player Level 38
Swap weapons faster and extend fuses when throwing back grenades.
Strategist Perks: Slot 3
Pick one of the following three Perks from the Strategist type for this slot or choose from Slot 3 Enforcer or Recon Perks.
Quartermaster
Available: Unlocked Immediately
Recharge Equipment uses over time.
Guardian
Available: Unlocked at Player Level 32
Faster healing while capturing and holding objectives. Revive downed teammates faster.
Gearhead
Available: Unlocked at Player Level 50
Two Field Upgrade charges. Increased Field Upgrade charge rate. Hack enemy Equipment and Field Upgrades.
Combat Specialties (3)
Recap: Equip three Perks of the same Combat Specialty (Enforcer, Recon, or Strategist, denoted by the red, blue, or green color) to activate its Combat Specialty in-game. There are three, which are automatically added to the Specialty slot. If your three Perks are of differing colors (or Specialties), no Specialty is granted. Black Ops 6 has the following Specialties available:
Enforcer
Available: When three Enforcer Perks are equipped
Killing enemies grants a temporary buff to movement speed and health regeneration rate.
Recon
Available: When three Recon Perks are equipped
Enemies can be seen through walls for a short time after respawn; a HUD edge indicator flashes when an enemy is outside your view; leave no death skulls when killing enemies.
Strategist
Available: When three Strategist Perks are equipped
Earn a score bonus for objectives and destroying enemy Equipment; see Equipment through walls; deploy Equipment and Field Upgrades faster.
Wildcards (6)
Recap: Lastly, you can further augment your favorite Loadouts by adding a single Wildcard. Last utilized in Black Ops Cold War, these allow you to add a modifier that would normally bend or break the rules of the Create-a-Class system. Expect the following Wildcards at launch:
Tactical Expert
Available: Unlocked at Player Level 15
Spawn with two extra Tacticals.
Overkill
Available: Unlocked at Player Level 24
Equip any non-melee weapon in Primary and Secondary slots.
Gunfighter
Available: Unlocked at Player Level 33
Get three extra attachment points for your Primary weapon.
Danger Close
Available: Unlocked at Player Level 38
Spawn with an extra lethal.
Prepper
Available: Unlocked at Player Level 45
Equip two different Field Upgrades.
Perk Greed
Available: Unlocked at Player Level 54
Equip an extra Perk.
Overview: Scorestreaks (18) (MP, ZM)
Mastery Badges available for this Equipment Type
Recap: As well as bringing a Loadout to battle, you’re able to choose three Scorestreaks, some of the most powerful recon, tactical, or destructive tools at your disposal. These are earned by increasing your score count during a single life, as score resets if you die.
Note that Scorestreaks in Black Ops 6 are not grouped into subsets that you must pick between; you can choose any three Scorestreaks you like, no matter how little or large the points cost. These are then unlocked during a match from lowest to highest points, as normal.
Note on ZM: Zombies Mode allows you to craft or loot a small selection of the following Scoresteaks, known as “Support” equipment in-game. Consult the Launch Comms: Zombies Blog for more information.
Perk Note: When equipped, the Dispatcher Perk reduces the Scorestreak cost for non-lethal (i.e., tactical) Scorestreaks. This stacks with Bankroll.
Perk Note: When equipped, the Bankroll Perk automatically awards you +150 score towards Scorestreaks at the start of a match. This stacks with Dispatcher.
Progression: Scorestreaks Unlocks
SCOUT PULSE – 0
RC-XD – 5
ARCHANGEL LAUNCHER – 9
UAV – 15
COUNTER UAV – 17
SAM TURRET – 33
CARE PACKAGE – 24
NAPALM STRIKE – 30
SENTRY TURRET – 12
LDBR – 21
WATCHDOG HELO – 0
A.G.R. MK 1 – 27
HELLSTORM – 0
INTERCEPTORS – 47
STRATEGIC BOMBER – 36
HARP – 42
CHOPPER GUNNER – 45
DREADNOUGHT – 54
Scout Pulse (MP)
Type: Non-lethal
Score: 400 (Dispatcher Perk: 300)
Available: Unlocked Immediately
Radar ping that reveals nearby enemies on the user’s minimap.
RCXD (MP, ZM)
Type: Lethal
Score: 450
Available: Unlocked at Player Level 5
Deploy a small remote controlled, remote detonated explosive vehicle.
SAM Turret (MP)
Type: Non-lethal (to Operators)
Score: 550 (Dispatcher Perk: 500)
Available: Unlocked at Player Level 33
Launch a targeted missile strike against air vehicles.
UAV (MP)
Type: Non-lethal
Score: 600 (Dispatcher Perk: 500)
Available: Unlocked at Player Level 15
Aerial recon drone that reveals enemy locations on the minimap for your team.
Archangel Launcher (MP)
Type: Lethal
Score: 650
Available: Unlocked at Player Level 9
Rocket launcher that fires remote-piloted rockets. Magazine size of two.
Counter UAV (MP)
Type: Non-lethal
Score: 700 (Dispatcher Perk: 550)
Available: Unlocked at Player Level 17
Launch a drone that scrambles enemy minimaps.
Care Package (MP)
Type: Non-lethal
Score: 750 (Dispatcher Perk: 700)
Available: Unlocked at Player Level 24
Call in an airdrop that contains a random Scorestreak.
Napalm Strike (MP)
Type: Lethal
Score: 900
Available: Unlocked at Player Level 30
Launch a targeted strike of explosive napalm.
LDBR (MP, ZM)
Type: Lethal
Score: 950
Available: Unlocked at Player Level 21
Launch a missile bombardment in a targeted area for a duration.
Sentry Turret (MP, ZM)
Type: Lethal
Score: 1,000
Available: Unlocked at Player Level 12
Automated turret that scans for and attacks nearby enemies in a forward-facing cone.
Hellstorm (MP, ZM)
Type: Lethal
Score: 1,050
Available: Unlocked Immediately
Control a long-range missile with brake and boost capabilities and secondary missiles.
Watchdog Helo (MP)
Type: Lethal
Score: 1,100
Available: Unlocked Immediately
Watchdog Helo that engages enemies and pings enemy locations for your team.
A.G.R. Mk 1 (MP)
Type: Lethal
Score: 1,200
Available: Unlocked at Player Level 27
Remotely piloted quick assault tank armed with a machine gun and grenade launcher.
Interceptors (MP)
Type: Non-lethal (to Operators)
Score: 1,250 (Dispatcher Perk: 1,050)
Available: Unlocked at Player Level 47
Call in a fighter jet squadron that eliminates enemy air targets.
Strategic Bomber (MP)
Type: Lethal
Score: 1,300
Available: Unlocked at Player Level 36
Stealth plane that carpet bombs a large targeted area.
HARP (MP)
Type: Non-lethal
Score: 1,450 (Dispatcher Perk: 1,200)
Available: Unlocked at Player Level 42
High altitude recon plane reveals enemy position and direction on the minimap in real time.
Chopper Gunner (MP, ZM)
Type: Lethal
Score: 1,600
Available: Unlocked at Player Level 45
Take control of the door gun turret on an assault chopper.
Dreadnought (MP)
Type: Lethal
Score: 1,800
Available: Unlocked at Player Level 54
Heavily modified gunship equipped with multiple cannons, rocket pods, and a Daisy Cutter bomb.
Black Ops 6: Unredacted Launch Comms Incoming!
Expect further critical intel to be unredacted in the coming days as we confirm additional launch content across Multiplayer and Zombies. Look for the following missives:
Launch Comms Blog 1: Multiplayer and More: Essential Intel on the Multiplayer Modes, Maps, Factions, and Operators Coming to Black Ops 6.
Launch Comms Blog 2: Zombies Mode Prep: Full Equipment, Power-Ups, Augments, GobbleGums, a Full Tour of Terminus and Liberty Falls, and Confirmed Launch Changes.
Launch Comms Blog 3: Weapons Hot: Primary, Secondary, and Melee Weapons Detail for Black Ops 6. Includes new details on the latest innovations across Gunsmith and Attachments. You’re reading this blog now!
Launch Comms Blog 4: Gear Up: Ensure you’re fully equipped for Black Ops 6 launch as we confirm all the launch Equipment (Tacticals, Lethals, Field Upgrades), Perks, Specialties, Wildcards, and Scorestreaks available.
Launch Comms Blog 5: Progression: Unlock your true potential as we detail the critical Player Level equipment you’ll need on day one, detailed intel on Classic Prestige and the available rewards, full info on Calling Cards, Reticles, and Mastery Badges Challenges. Plus: Are You Ready for a Deep Dive into the Weapon Camo System?
Stay tuned to GamingTrend for more Call of Duty: Black Ops 6 news and info!
David Burdette is a gamer/writer/content creator from TN and Lead Editor for Gaming Trend. He loves Playstation, Star Wars, Marvel, and many other fandoms. He also plays way too much Call Of Duty. You can chat with him on Twitter @SplitEnd89.
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