Modern Warfare III — Everything to know about guns, loadouts, gear, and more

There is a lot of change coming in Call of Duty: Modern Warfare III, and it seems we’ve not seen the half of it. In today’s blog posts, the Call of Duty Blog detailed the systems in play, and while plenty is familiar, there are wholesale shifts. Case in point, weapon tuning is completely absent. Check out all of the intel below, and ready up soldier.

Gunsmith and Weaponry

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:

Primary Weapons: This is your main offensive weapon, and there is an impressive depth of choice, both in terms of weapon type and individual armaments within a particular category. Level up weapons to unlock attachments that can further increase a weapon’s capabilities.

Secondary Weapons: These are firearms or equipment that a player can carry in addition to their primary weapon. These secondary weapons serve various purposes and can be ued in different situations to complement the primary weapon.

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 (6 New)

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.


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.


This remarkably adaptable AR features phenomenal recoil control and versatility from a lightweight frame chambered in 5.56.


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 (3 New)

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.


A highly controllable and powerful Battle Rifle chambered in 6.8 Wrath designed for all-around reliability and performance.


A highly adaptable Battle Rifle chambered in .450 that delivers high damage at close to mid-range.


A fully automatic Battle rifle designed to send hard-hitting 7.62 rounds downrange at high velocity.

Submachine Guns (6 NEW)

Total Available: 12 (MWII) + 6 (MWIII) = 18.

Short-range Primary Weapons. Aiming down sights, Tac-Stance, or hip-firing. Full-auto, usually. High mobility.


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.


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.


A fully automatic SMG featuring a slow rate of fire balanced by high damage, control, and mobility.


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 (3 New)

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.


Highly effective at close range, this mag-fed combat shotgun will clear rooms with rounds to spare.


A full-auto, .310 shotgun built around an AR receiver, the Riveter is a hole-punching machine.

Light Machine Guns (5 New)

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.


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 (4 New)

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.


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 (3 New)

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.


This devastating .50 cal bolt-action sniper rifle delivers massive damage downrange with every shot.


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 (4 New)

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.


Semi-auto ballistic pistol chambered in .45 Auto. Delivers excellent handling and recoil control.


A burst-fire pistol with a staggering fire rate and controllability in the right hands.


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 (1 New)

Total Available: 4 (MWII) + 1 (MWIII) = 5.

Secondary Weapons. Any range against technology or large groups. Aiming down sights. Single-load, usually. Low Mobility.


An infantry carried, revolving grenade launcher that fires 40mm projectiles that explode on impact.

Melee (2 New)

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.


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 II Weapon Balancing

The entire complement of the Modern Warfare II weaponry will receive a weapon balancing pass by Sledgehammer Games, with additional adjustments after launch, as needed.

These aspects of MWII weapons may be changed as part of this balancing pass:

Damage ranges

Damage values

Damage location multipliers (head, torso, legs)

Attachment value magnitudes (e.g., reducing MWII laser ADS speeds)

Attachment PROS and CONS values

This weapon balancing pass will ensure weapons from Modern Warfare II are optimized to perform alongside the new Modern Warfare III weapons arsenal, while maintaining the identity of the MWII weapons as much as possible. The team will be observing weapons performance at launch and beyond as part of ongoing post-launch game refinements.

Gunsmith: A Robust Weapon Builder (MP, MWZ)

Expect the Modern Warfare III Gunsmith to be an approachable, familiar, and vastly customizable weapon builder. Its goal is to make nearly every weapon in the game a true extension of your personal playstyle.

Modifications and Attachments

As with MWII, building your weapon involves leveling up the weapon by obtaining Weapon XP (WXP) and unlocking modification slots to add attachments to your weapon. These attachments enhance your weapon’s performance. You can add up to five attachments to most weapons.

MWIII Aftermarket Parts: Some weapons have Aftermarket Parts, a modification system that dramatically after a weapon’s functionality and character. These unique upgrades are earned through weekly in-game challenges once a weapon reaches its max level. For even more information on Aftermarket Parts, check out this blog.

Streamlined and Detailed: Gunsmith Statistics

Based on community feedback, Sledgehammer Games has removed the Weapon Tuning feature present in MWII and has made further improvements to make Gunsmith easier to use. This change to Weapon Tuning applies to both MWII and MWIII weapons that utilize modifications.

Statistical Refresher — Nine Important Stats: Within the Gunsmith are nine important and familiar values, which offer the same incredible detail and meticulous modification potential that Call of Duty players are used to. Each aspect of an armament’s performance is related to the following statistics:

    Damage: The points of damage you inflict on an enemy, dependent on where the area of the foe you hit, within the effective range of the weapon.

    Fire Rate: The rounds per minute and the rechamber time of the weapon.

    Range: The range that your weapon effectively inflicts the damage and the velocity of each bullet fired.

    Accuracy: The spread from hip fire in degrees, and how resistant to flinching while firing you are while employing the weapons.

    Recoil Control: The gun’s kick, as well as its horizontal and vertical recoil in degrees.

    Mobility: How quickly you can generally move, crouch and move, sprint, tactically sprint, and ADS while using the weapon.

    Handling: The ADS speed, reload quickness, sprint to fire speed, and weapon swap speed.

    Rounds: The number of individual pieces of ammunition (e.g., bullets or slugs) the weapon can fire before reloading is needed.

    Reserve: The additional ammunition the weapon carries. Once the Rounds and Reserve number is reduced to zero, you’re out of ammunition.

PROS and CONS Values

Additional detail has been added to PROS and CONS of every weapon attachment. In MWII, this information was set out in a list format of (up to) four PROS and (up to) four CONS per attachment. In MWIII, each PRO and CON has an additional chevron icon to the left of each description, showcasing the following:

    Single chevron: A minor PRO or CON.

    Double chevron: A moderate PRO or CON.

    Triple chevron: A strong PRO or CON.

    Polygonal arrow: A new function of the mod.

This allows you to easily see how impressive (or disadvantageous) a particular PRO or CON of an attachment is as you build your chosen weapon in the Gunsmith.

New Functions of Mods: Regarding the “polygonal arrow” that indicates a new modification function, this usually adds a new weapon function. Here are some examples of these that certain attachments bring to a weapon. These should be familiar to anyone who has played MWII; they are just highlighted in a new manner. Here are a few examples:

    Muzzles: Undetectable by Radar (PRO), Flash Concealment (PRO).

    Ammunition: Bullet Penetration (PRO), Explosive Impact (PRO).

    Underbarrel: Bipod Mount (PRO).

    Lasers: Canted Laser Aiming (PRO), No Tactical Stance (CON).

    Optics: Different magnifications (PRO), Thermals (PRO), Sniper Glint (PRO).

Modification Menu: Show Details

Sledgehammer Games, in collaboration with Beenox, has added additional statistical depth for those players who need the finest incremental data for every aspect of every attachment. Select any of the modification menus around the weapon in the Gunsmith, and hit the Show Details button for an impressive, expanded view.

As you can see from the previous screen, this expanded view shows the seven statistical ratings of the weapon and breaks down how the attachment adds or subtracts from particular values. Cycle left and right and compare every attachment (of the same type) to determine how it affects weapon performance, down to a specific hit point, degree, millisecond, or increment of a meter!

Weapon Stats: Filtering

Within a specific modification menu, or the Show Details submenu of a specific mod, is another option: Filtering. This allows you to fine-tune a weapon using only the statistics that are particularly important to you. You can:

Filter by statistic: This allows you to further compare attachments of the same type (i.e., an Optic, Barrel,  or Muzzle) with each other in regards to one, two, or up to seven of the main statistics. You can turn the filter off and on, allowing easy comparisons between mods , to further hone your own individual meta.

         Filter by Attachment: You can also filter to show only attachments you’ve unlocked, or those you still need to unlock, so you know the granular information of an attachment before you fit it onto your armament. You can filter by Aftermarket Parts, too, as appropriate.

Weapon Tuning Removal

With the additional statistical knowledge you’re able to receive while swapping between modifications, providing an impressive amount of incremental weapon meta building, Weapon Tuning has been removed, a feature that appeared in Modern Warfare II. This change to Weapon Tuning applies to both MWII and MWIII weapons that utilize modifications.

Modern Warfare III Launch Comms Continues

Be sure to check back at the Call of Duty Blog between now and launch, as we confirm in-game content and offer deep dives on both Multiplayer and Zombies. Here’s what to expect prior to November 10:

Blog 1: Pre-Season Preparation: A look back at Intel Drops, confirmation of Preload and Early Access Times, and confirmation of the rewards you receive for playing the Campaign. Read more here.

Blog 2: Mapping Out Multiplayer: Details on the launch modes (3v3v3, 6v6, and 32v32), Additional Mode Intel, all the launch maps (both Core and Ground War), Carry Forward Maps, and the Modern Warfare III Operators from SpecGru and Kortac. Read more here.

Blog 3: Fully Equipped: A Deep Dive into Loadouts (MP, MWZ): Gear up for the evolution of Perks, with detailed confirmation on all the launch Equipment, including Vests, Gloves, Boots, and Gear. Tacticals, Lethals, Field Upgrades, and Killstreaks are also confirmed. Read more here.

Blog 4: Upping Your Arsenal: Primary and Secondary Weapons (MP, MWZ): You’re reading this Blog!

Blog 5: Cosmetic Customization: Weapon Camos (MP, MWZ): Could this be the biggest weapon progression feature in Call of Duty history? We detail the immense Multiplayer and Zombies Camo Challenge and Weapon Mastery system for your MWII and MWIII arsenal! Coming soon.

Blog 6: Modern Warfare Zombies: Launch Content Overview: Join Operation Deadbolt, learning about the Mission structure, your Equipment and Zombies Field Upgrades, Acquisitions and Schematics, Acts, Tiers, Rewards and what to find during your deployments to the Exclusion Zone. Coming soon.

Gear and Loadouts

Prior to a match, the Weapons menu of Modern Warfare III allows you to select, edit, and save up to 10 Customized Loadouts for Multiplayer: selections of armaments and equipment. This is generally the same as the legacy term “Create-a-Class.”

Note: The process is different for Multiplayer and Zombies. While Zombies has access to your available weapon arsenal, other equipment is accessed differently, and there’s an impressive amount of Zombies-only ordnance to utilize and unlock. Consult the Modern Warfare Zombies Overview Blog, prior to game launch.

Note: The following equipment is scheduled to be available at game launch. Additional equipment of various types may appear after launch. If you’re looking for a full list of available Primary and Secondary Weapons, consult the separate blog, here.

Loadout Overview: Multiplayer (and Zombies)

Each Loadout is presented in a familiar layout, but with one important difference: the type of Vest you choose governs the number of Equipment pieces you can carry and offers you a particular set of Perk-like skills.

Note: Loadouts are unlocked at Player Level 4. Modern Warfare Zombies uses a different Perk and Field Upgrade system, but does employ a selection of Tacticals and Lethals that are shared with Multiplayer. The exact equipment Zombies uses is flagged throughout this article.

Gear Up: The Evolution of Perks (MP only)

Vests, Gloves, Boots, and Gear

When choosing a Vest, it is important to know that same Vests remove (or increase) the number of Tacticals, Lethals, Field Upgrades, Gloves, Boots, and Gear you can carry into matches. Therefore, it’s worthwhile picking a Vest first.

Tip: The key to an effective Loadout is to pick Vests, Gloves, Boots, and Gear with complementary abilities, which further augment your Primary and Secondary Weapon, as well as the Tactical, Lethal, and Field Upgrade Equipment you are carrying.

Vests (6, MP only)

The following Vests are available at the launch of Modern Warfare III:

Infantry Vest

Equipment Slots (3): Tactical, Lethal, Field Upgrade

Gear Slots (3): Gloves, Boots, Gear

Standard issue mobile infantry vest. Increases Tac Sprint duration and reduces refresh time. Duplicate effects do not stack. If equipped with Running Sneakers (Boots), you gain the effects of Lightweight Boots.

Engineer Vest

Equipment Slots (3): Tactical x2, Field Upgrade (Lethal Slot removed)

Gear Slots (4): Gloves, Boots, Gear x2

Counter equipment and explosives expertise. Spot enemy equipment, Field Upgrades, and Killstreaks through walls. Aiming down sights highlights them for the team. Faster Field Upgrade recharge.

Gunner Vest

Equipment Slots (3): Two Primary Weapons, Tactical, Lethal, Field Upgrade (Secondary Weapon Slot removed)

Gear Slots (2): Gloves, Gear (Boots Slot removed)

Weapon and ammo focused kit. Deploy with max ammo. Improved reload speed. Duplicate effects do not stack. If equipped with Mag Holster (Gear), gain the effects of Mission Control Commlink (Gear).

Demolition Vest

Equipment Slots (4): Tactical, Lethal x2, Field Upgrade

Gear Slots (3): Gloves, Boots, Gear

Lethal and Tactical mastery. Resupply Lethal and Tactical Equipment every 25 seconds.

CCT Comms Vest

Equipment Slots (1): Field Upgrade (Tactical and Lethal Slots removed)

Gear Slots: (4)L Gloves, Boots, Gear x2

Team intelligence resource. Increases duration enemies stay on radar and zooms out radar for you and nearby allies. Enemies you kill drop intel packs, which generate a radar ping for you and nearby allies when collected. Duplicate effects do not stack. If equipped with Data Jacker (Gear), gain the effects of Mission Control Commlink (Gear).

Overkill Vest

Equipment Slots (2): Tactical, Lethal (Field Upgrade Slot removed)

Gear Slots (3): Gloves, Boots, Gear

Mastery of weapon mobility. Increased weapon swap speed. Reload while sprinting. Duplicate effects do not stack. If equipped with Quick-Grip Gloves, or Commando Gloves, gain the effects of Marksman Gloves.

Gloves (6, MP only)

Gloves have Perks that specifically improve the handling of your Primary and Secondary Weapons, as well influence your interactions with Tactical and Lethal Equipment. Every Vest allows you to pick one pair of Gloves from the following:

Quick-Grip Gloves

Increased weapon swap speed.

Ordnance Gloves

Throw equipment farther. Reset fuse timer on thrown back grenades.

Commando Gloves

Reload while sprinting.

Scavenger Gloves

Resupply ammo and throwing knives from dead players.

Marksman Gloves

Reduced sway and flinch while ADS.

Assault Gloves

While jumping, accuracy and time to ADS is improved.

Boots (6, MP only)

Boots have Perks that specifically improve your movement and swimming, as well as how loud and maneuverable you are. Every Vest (except the Gunner Vest) allows you to pick one pair of Boots from the following:

Lightweight Boots

Increases movement and swim speed. Reduces noise while swimming.

Climbing Boots

Increased climbing and mantling speed. Reduces fall damage.

Running Sneakers

Increases Tac Sprint duration and reduces refresh time.

Tactical Pads

Increases slide distance and allows for aiming down sights while sliding. Increases stance transition speeds and crouched movement speed.

Stalker Boots

Increased strafe and ADS movement speed.

Covert Sneakers

Eliminates footstep sounds.

Gear (12, MP only)

Gear has Perks that have a wide-ranging selection of improvements to a variety of skill sets, related to weapon handling, immunities, early warning systems, and damage reduction. Every Vest allows you to run one of the following pieces of Gear, and the Engineer and CCT Comms Vests allow two:

Tac Mask

Reduces strength of enemy flash, stun, and gas grenades.

Mission Control Commlink

Reduce Killstreak cost by one (1) kill. Reduce Scorestreak cost by 125.

Bone Conduction Headset

Reduces combat noise, allowing improved identification of enemy footsteps and gunshots.

Mag Holster

Improved reload speed.

Blacklight Flashlight

Shows recent enemy footsteps.

L/R Detector

Warns of hostile laser and radiation sources.

Threat Identification System

While ADS, automatically pings enemy locations in crosshairs.

Data Jacker

Enemies you kill drop a smartphone. Collecting the smartphone generates a radar ping from that location.

Signal Jammer

Emits a signal disrupting placed enemy claymores and mines. Warns of nearby enemy equipment.

Hijacked IFF Strobe

Undetectable by AI targeting systems and thermal optics. Does not highlight in enemy Tactical Cameras or Recon Drones.

Ghost T/V Camo

While moving, blocks detection by UAVs, enemy radar sources, and Heartbeat Sensors.

EOD Padding

Reduces damage from non-killstreak explosives and fire.

Equipment Overview: Tacticals and Lethals (MP, MWZ)

Tacticals (12, MP, MWZ)

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 (12, MP, MWZ)

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.

Equipment Overview: Field Upgrades (18, MP only)

Additional equipment utilized after a recharge period, Field Upgrades are the final piece of the individual Loadout. Every Operator can carry one (or none, depending on the Vest equipped) from the following:

Heartbeat Sensor

A limited use tablet that displays rough information about nearby enemies.

Med Box

Deploy a box of medical supplies for you and your teammates to reduce healing delay.

Inflatable Decoy

Proximity activated decoy mine. Upon activation the reinforced fiber target is violently deployed to confuse and distract. Press the ‘Tactical and Lethal’ buttons together a second time for manual activation.

Comm Scrambler

Disables communication with intel within its radius. Enemies will not be able to activate killstreaks. Enemy UAV and intel systems will not detect you and your teammates. Location of the scrambler is visible in the enemy minimap.

Tactical Insertion

Marks a location as your next spawn point. Tactical Insertion doesn’t have an effect in one-life modes, such as Search & Destroy.

Trophy System

Deployable autonomous defense system that destroys up to three nearby pieces of equipment and projectiles. Some larger targets may take multiple shots.

Munitions Box

Deploy a box of ammo and equipment for you and your teammates.


An Automated Computer Spike slowly captures points and temporarily hacks nearby enemy devices. Point capturing applies in the following modes: Domination, Hardpoint, Control, Ground War.

Tactical Camera

Remote-controlled camera that marks enemies. Press the ‘Tactical and Lethal Buttons’ to throw it, and press again to connect to it. When left on its own, the camera will monitor the area and warn players of nearby enemies by sound.


Activates a device that deactivates electronics, and disrupts enemy sensors in the immediate area for a short time.

Deployable Cover

Portable, rapidly deployable ballistic cover.

Recon Drone

Remote-controlled drone that has manual and auto marking capabilities.

Dead Silence

Temporarily makes your footsteps silent. Gun, melee, and throwing knife kills refresh duration.

Loadout Drop

Call in a team-based loadout crate with limited uses. Each player can only use it once.

Portable Radar

Emits a periodic radar ping to detect nearby enemies.

Smoke Airdrop

Call in a line of drones to deploy a smoke wall at a targeted location.

Suppression Mine

Trip mine that when triggered, emits a constant sound wave that disrupts enemy vision and slows their movement.

Anti-Armor Rounds

Gives weapon ammo that applies bonus damage against armored targets; this includes vehicles, equipment, body armor, and targets behind penetrable cover.

Equipment Overview: Killstreaks and Scorestreaks (25, MP, MWZ)

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.


Killstreak Needed: 4

Scorestreak Needed: 500

UAV recon ship that reveals enemy locations on the minimap.

NEW: Mosquito Drone

Killstreak Needed: 4

Scorestreak Needed: 500

Explosive drone that circles the area around where the drone is launched. Dive bombs on enemies it spots and explodes.

NEW: SAM Turret

Killstreak Needed: 4

Scorestreak Needed: 500

Launch a targeted missile strike against air vehicles.

Bomb Drone

Killstreak Needed: 4

Scorestreak Needed: 500

A remote-controlled drone with an attached C4 charge.

NEW: Guardian-SC

Killstreak Needed: 5

Scorestreak Needed: 625

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.

Care Package

Killstreak Needed: 5

Scorestreak Needed: 625

Call in a random killstreak care package to your location.

Counter UAV

Killstreak Needed: 5

Scorestreak Needed: 625

A drone that scrambles all enemy minimaps.

Cluster Mine

Killstreak Needed: 6

Scorestreak Needed: 750

Throw a device that launches a cluster of smaller mines within the immediate area.

Precision Airstrike

Killstreak Needed: 6

Scorestreak Needed: 750

Call in twin jets for a precision strike along the best available path.

Cruise Missile

Killstreak Needed: 6

Scorestreak Needed:750

Control a long-range cruise missile with boost capabilities.

NEW: Remote Turret

Killstreak Needed: 7

Scorestreak Needed: 875

Automated turret that scans for nearby enemies and fires incendiary based rounds.

Mortar Strike

Killstreak Needed: 7

Scorestreak Needed: 875

Signal several waves of mortars to attack a location.


Killstreak Needed: 7

Scorestreak Needed: 875

Call in a trio of jets to release aerial explosives onto specified targets.

NEW: Juggernaut Recon

Killstreak Needed: 8

Scorestreak Needed: 1,000

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

Remote controlled amphibious vehicle with auto sentry capabilities.

Overwatch Helo

Killstreak Needed: 8

Scorestreak Needed: 1,000

An escort helo that will watch over your position and ping nearby enemy locations before engaging them.


Killstreak Needed: 10

Scorestreak Needed: 1,250

Releases a pair of precision bombs before circling back and guarding a location of the player’s choice.

Emergency Airdrop

Killstreak Needed: 10

Scorestreak Needed: 1,250

Call in three random killstreak care packages to your location.

Carpet Bomb

Killstreak Needed: 10

Scorestreak Needed: 1,250

Call in a bomber that releases a large line of explosives along its path.

Advanced UAV

Killstreak Needed: 12

Scorestreak Needed: 1,500

An untargetable orbital UAV that reveals the enemy’s direction on the minimap in real time.

Chopper Gunner

Killstreak Needed: 12

Scorestreak Needed: 1,500

Control an assault chopper armored with a turret and air-to-land missiles.


Killstreak Needed: 12

Scorestreak Needed: 1,500

A heavy assault gunship equipped with a laser tracking missile, along with the standard 40mm and 25mm cannons.


Killstreak Needed: 15

Scorestreak Needed: 1,875

Juggernaut assault gear delivered by care package. The minigun will drop when the Juggernaut dies.

Stay tuned to GamingTrend for more Call of Duty: Modern Warfare III news and info!

Lead Video Game Editor | [email protected]

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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